Differences
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rules:armor [2025/07/05 21:40] – Ron Helwig | rules:armor [2025/07/19 19:43] (current) – Ron Helwig | ||
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<< rules: | << rules: | ||
- | # 🛡️ 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** | | **Unarmored** | ||
- | | **Light** | + | | **Light** |
- | | **Medium** | + | | **Medium** |
- | | **Heavy** | + | | **Heavy** |
| **Shield** | | **Shield** | ||
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- Strike grappled or unaware targets | - Strike grappled or unaware targets | ||
- | These attempts | + | These attempts |
- 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 |
- | - 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 | ||