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| rules:armor [2025/06/18 19:41] â created Ron Helwig | rules:armor [2025/07/19 19:43] (current) â Ron Helwig | ||
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| - | ====== Armor ====== | + | # đĄïž Using Armor |
| + | Â | ||
| + | **Armor** protects you by increasing your **Serious** and **Critical Thresholds** â the amount of damage needed to cause serious injury. | ||
| + | It doesnât block damage directly, but makes it harder for attacks to deal **2 or 3 HP**. | ||
| + | Â | ||
| + | ---Â | ||
| + | Â | ||
| + | ## âïž How Armor Contributes to Defense | ||
| + | Â | ||
| + | Your **Damage Thresholds** are calculated as:Â | ||
| + | Â | ||
| + | <WRAP box indent> | ||
| + | **Serious Threshold** | ||
| + | **Critical Threshold** | ||
| + | </ | ||
| + | Â | ||
| + | Some Features may modify this calculation. | ||
| + | Â | ||
| + | - **Fortitude** is the attribute modifier for physical toughness | ||
| + | - **Armor** is a **numeric value** from your worn armor  | ||
| + | - **Shield** provides an additional **+1** if equipped | ||
| + | Â | ||
| + | <WRAP tip>Â | ||
| + | Thresholds determine how much damage must get through your **Evasion** before wounds escalate beyond 1 HP. | ||
| + | </ | ||
| + | Â | ||
| + | ---Â | ||
| + | Â | ||
| + | ## đ§Ș Example Calculation | ||
| + | Â | ||
| + | <WRAP notice> | ||
| + | đ§± **Example: | ||
| + | Calder has **Fortitude +2**, wears **Medium Armor (+2)**, and carries a **Shield (+1)**Â | ||
| + | Â | ||
| + | - Serious Threshold | ||
| + | - Critical Threshold | ||
| + | Â | ||
| + | </ | ||
| + | Â | ||
| + | ---Â | ||
| + | Â | ||
| + | ## đ Typical | ||
| + | Â | ||
| + | | Armor Type | Armor Value | Notes |Â | ||
| + | |----------------|-------------|----------------------------------------|Â | ||
| + | | **Unarmored** | ||
| + | | **Light** | ||
| + | | **Medium** | ||
| + | | **Heavy** | ||
| + | | **Shield** | ||
| + | Â | ||
| + | Armor value may be modified by **materials**, | ||
| + | Â | ||
| + | ---Â | ||
| + | Â | ||
| + | ## âïž Armor Penalties | ||
| + | Â | ||
| + | Heavier armor offers better protection â but usually has drawbacks: | ||
| + | Â | ||
| + | - đ„· **Disadvantage** on stealth-related checks | ||
| + | - đą Reduced mobility or no sprinting | ||
| + | - đȘ **Minimum Fortitude** to wear effectively | ||
| + | Â | ||
| + | Check the armorâs **equipment card** for exact requirements and penalties. | ||
| + | Â | ||
| + | ---Â | ||
| + | Â | ||
| + | ## ⚠Magical & Special Armor | ||
| + | Â | ||
| + | Some armor may offer additional effects:Â | ||
| + | Â | ||
| + | - **Resistance** to specific damage types  | ||
| + | - **Bonus Evasion** or **Stress reduction** | ||
| + | - **Passive effects** (e.g., glow, elemental aura)Â | ||
| + | Â | ||
| + | <WRAP notice> | ||
| + | đ§ **Example: | ||
| + | *Armor of the Glacierborn* \\\ Â | ||
| + | â Armor Value: +2 \\\ Â | ||
| + | â Grants **Cold Resistance** \\\ Â | ||
| + | â Requires Fortitude +2 to wear without penalty | ||
| + | Â | ||
| + | </ | ||
| + | Â | ||
| + | ---Â | ||
| + | Â | ||
| + | ## đ Natural Armor | ||
| + | Â | ||
| + | Some species or monsters have **built-in armor**:Â | ||
| + | Â | ||
| + | - Provides an **Armor Value** like worn armor  | ||
| + | - May include **unique traits**, such as resisting certain damage types  | ||
| + | - If worn armor is also present, use the **higher** of the two Armor Values | ||
| + | Â | ||
| + | ---Â | ||
| + | Â | ||
| + | ## đŻ Optional Rule: Called Shots | ||
| + | Â | ||
| + | With GM permission, players may **bypass armor** with clever tactics:Â | ||
| + | Â | ||
| + | - Target weak points (eyes, joints, gaps) Â | ||
| + | - Strike grappled or unaware targets | ||
| + | Â | ||
| + | These attempts often require costs like:Â | ||
| + | Â | ||
| + | - Higher **Action Cost** | ||
| + | - Target to make a **Resistance Check**Â | ||
| + | - Other penalty | ||
| + | Â | ||
| + | Some features (like *Magic Missile*) bypass thresholds or deal **direct HP damage**. | ||
| + | Â | ||
| + | ---Â | ||
| + | Â | ||
| + | ## đ Summary Notes | ||
| + | Â | ||
| + | - **Armor Value** is added to your **Serious Threshold**Â | ||
| + | - **Critical Threshold** | ||
| + | - Armor raises the **bar for serious or critical wounds**, but doesnât block damage directly | ||
| + | - Heavy armor often trades **protection for mobility** | ||
| + | - Monsters follow the same rules unless simplified by the GMÂ | ||
| + | Â | ||
| + | ---Â | ||
| + | Â | ||
| + | ## đ Related Pages | ||
| + | Â | ||
| + | - đ„ [[rules: | ||
| + | - đ§± [[rules: | ||
| + | - đ§ [[rules: | ||
