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rules:armor [2025/07/05 21:40] Ron Helwigrules:armor [2025/07/19 19:43] (current) Ron Helwig
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 << rules:stress ^ rules:start ^ rules:unarmed_combat >> << rules:stress ^ rules:start ^ rules:unarmed_combat >>
  
-# 🛡️ Armor+# 🛡️ Using Armor
  
 **Armor** protects you by increasing your **Serious** and **Critical Thresholds** — the amount of damage needed to cause serious injury.   **Armor** protects you by increasing your **Serious** and **Critical Thresholds** — the amount of damage needed to cause serious injury.  
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 |----------------|-------------|----------------------------------------| |----------------|-------------|----------------------------------------|
 | **Unarmored**  | 0           | Base value — no protection             | | **Unarmored**  | 0           | Base value — no protection             |
-| **Light**      | +1          | Padded, leather, hides                 | +| **Light**      | +1 or +2         | Padded, leather, hides                 | 
-| **Medium**     | +2          | Chain shirt, scale mail                | +| **Medium**     | +2 to +4         | Chain shirt, scale mail                | 
-| **Heavy**      | +3          | Full chain, plate, lamellar            |+| **Heavy**      | +3 to +6          | Full chain, plate, lamellar            |
 | **Shield**     | +1          | Adds to both thresholds  | | **Shield**     | +1          | Adds to both thresholds  |
  
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 - Strike grappled or unaware targets - Strike grappled or unaware targets
  
-These attempts usually require:+These attempts often require costs like:
  
 - Higher **Action Cost**   - Higher **Action Cost**  
-- Reduced dice pool or other penalty   
 - Target to make a **Resistance Check** - Target to make a **Resistance Check**
 +- Other penalty  
  
 Some features (like *Magic Missile*) bypass thresholds or deal **direct HP damage**. Some features (like *Magic Missile*) bypass thresholds or deal **direct HP damage**.
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 - **Armor Value** is added to your **Serious Threshold** - **Armor Value** is added to your **Serious Threshold**
 - **Critical Threshold** = Serious × 2   - **Critical Threshold** = Serious × 2  
-- Armor raises the **bar for serious wounds**, but doesn’t block damage directly   +- Armor raises the **bar for serious or critical wounds**, but doesn’t block damage directly   
-- Heavy armor trades **protection for mobility**  +- Heavy armor often trades **protection for mobility**  
 - Monsters follow the same rules unless simplified by the GM - Monsters follow the same rules unless simplified by the GM