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Armor

Armor protects characters by raising the amount of damage needed to cause serious or severe injury. It does not prevent all harm—it simply increases the thresholds required to deal 2 or 3 HP on a hit.

How Armor Works

Each suit of armor sets two key values:

  • Major Threshold — minimum damage needed to deal 2 HP
  • Severe Threshold — minimum damage needed to deal 3 HP

If an attack deals positive damage but doesn't meet either threshold, it still causes 1 HP. If the result is 0 or less, no damage is dealt.

Example Thresholds

Armor Type Major Threshold Severe Threshold
Unarmored 4 7
Light Armor 5 9
Medium Armor 6 11
Heavy Armor 7 13
Shield (bonus) +1 to both +1 to both

Thresholds may be altered by materials, craftsmanship, or magical effects.

Armor Penalties

Heavy armor provides greater protection—but at a cost. Common trade-offs include:

  • Disadvantage on stealth-related Aspect Checks
  • Reduced movement (e.g., no sprinting, limited jumping)
  • Minimum Aspect requirements (often Strength or Constitution related)

Penalties and requirements are listed on the armor's equipment card.

Magical Armor

Magical or superior armor may:

  • Grant resistance to specific damage types
  • Reduce incoming damage before thresholds are applied
  • Boost thresholds automatically

>Example: Shield of the Glacierborn adds +2 to Severe Threshold and grants resistance to Cold damage.

Natural Armor

Some species or monsters have natural armor, like scales or chitin. This functions identically to worn armor, but:

  • A creature with both natural and crafted armor uses the higher threshold values
  • Natural armor may include unique traits (e.g., only protects certain areas, can't be upgraded)

Called Shots (Optional)

In special cases, the GM may allow a player to bypass armor with clever tactics:

  • Targeting weak points (e.g., eyes, joints)
  • Exploiting grappled or restrained foes

These are rare and dangerous—usually requiring:

  • A successful called shot mechanic (e.g., increased Action Load or reduced attack roll pool)
  • The defender to make a Resistance Check or gain bonus Evasion

Some feature cards (such as Magic Missile) may also ignore thresholds or deal direct HP damage.

Notes

  • Armor does not reduce damage — it raises the bar for serious injury
  • Characters must balance defense with mobility, stealth, and perception
  • Some armor may be modular, allowing players to mark pieces to absorb or reduce hits
  • Enemies follow the same rules unless simplified by the GM for pacing