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Armor
Armor protects characters by raising the amount of damage needed to cause Serious or Critical wounds. 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:
- Serious Threshold — minimum damage needed to cause a Serious Wound (2 HP)
- Critical Threshold — minimum damage needed to cause a Critical Wound (3 HP)
If an attack deals positive damage but doesn’t meet either threshold, it still causes a Minor Wound (1 HP). If the result is 0 or less, no damage is dealt.
Example Thresholds
Armor Type | Serious Threshold | Critical 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 based)
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 Critical 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