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| rules:armor [2025/06/19 00:18] – Ron Helwig | rules:armor [2025/07/19 19:43] (current) – Ron Helwig | ||
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| - | ====== | + | # 🛡️ Using Armor |
| - | Armor protects | + | **Armor** protects |
| + | It doesn’t block damage directly, but makes it harder for attacks to deal **2 or 3 HP**. | ||
| - | ===== How Armor Works ===== | + | --- |
| - | Each suit of armor provides two key values: | + | ## ⚙️ How Armor Contributes to Defense |
| - | | + | Your **Damage Thresholds** are calculated as: |
| - | * **Severe Threshold** – the minimum damage needed to deal 3 HP | + | |
| - | Any hit that deals **positive damage but doesn’t meet either threshold** still causes | + | <WRAP box indent> |
| + | **Serious Threshold** = 5 + Fortitude + Armor + Shield \\\ | ||
| + | **Critical Threshold** = Serious Threshold × 2 | ||
| + | </ | ||
| - | ===== Example Thresholds ===== | + | Some Features may modify this calculation. |
| - | Here are some sample values | + | - **Fortitude** is the attribute modifier |
| + | - **Armor** is a **numeric value** from your worn armor | ||
| + | - **Shield** provides an additional **+1** if equipped | ||
| - | ^ Armor Type ^ Major Threshold ^ Severe Threshold ^ | + | <WRAP tip> |
| - | | Unarmored | + | Thresholds determine how much damage must get through your **Evasion** before wounds escalate beyond 1 HP. |
| - | | Light Armor | 5 | 9 | | + | </ |
| - | | Medium Armor | 6 | 11 | | + | |
| - | | Heavy Armor | 7 | 13 | | + | |
| - | | Shield (bonus) | + | |
| - | These values may vary depending on material, craftsmanship, | + | --- |
| - | ===== Armor Penalties ===== | + | ## 🧪 Example Calculation |
| - | Heavier armor may impose trade-offs: | + | <WRAP notice> |
| + | 🧱 **Example:** | ||
| + | Calder has **Fortitude +2**, wears **Medium Armor (+2)**, and carries a **Shield (+1)** | ||
| - | | + | - Serious Threshold = 5 + 2 + 2 + 1 = **10** |
| - | * Movement penalties (e.g., can't sprint or jump far) | + | - Critical Threshold = 10 × 2 = **20** |
| - | * May require a minimum Strength or Constitution Aspect | + | |
| - | These penalties would be listed on the armor' | + | </ |
| - | ===== Magical Armor ===== | + | --- |
| - | Magical or superior armor may: | + | ## 📊 Typical Armor Values by Type |
| - | | + | | Armor Type | Armor Value | Notes | |
| - | * Reduce incoming damage before applying thresholds | + | |----------------|-------------|----------------------------------------| |
| - | * Automatically increase one or both thresholds | + | | **Unarmored** | 0 | Base value — no protection |
| + | | **Light** | ||
| + | | **Medium** | +2 to +4 | Chain shirt, scale mail | | ||
| + | | **Heavy** | ||
| + | | **Shield** | ||
| - | Example: | + | Armor value may be modified by **materials**, |
| - | ===== Natural Armor ===== | + | --- |
| - | Some species or monsters have natural armor, functioning the same way but often with different mechanics (e.g., scales, barkskin, stone plates). A character with natural armor may still wear crafted armor, but only the better of the two threshold sets applies. | + | ## ⚖️ Armor Penalties |
| - | ===== Called Shots ===== | + | Heavier armor offers better protection — but usually has drawbacks: |
| - | The GM may allow attacks to bypass armor in specific conditions (e.g., grappling an unprotected neck). These are rare, risky, and usually grant the defender a saving throw or an increase | + | - 🥷 **Disadvantage** on stealth-related checks |
| + | - 🐢 Reduced mobility | ||
| + | - 💪 **Minimum Fortitude** | ||
| - | Some Domain abilities might do direct HP damage, such as Magic Missile. | + | Check the armor’s **equipment card** for exact requirements and penalties. |
| - | ===== Notes ===== | + | --- |
| - | * Armor doesn' | + | ## ✨ Magical & Special |
| - | * All armor must balance protection with movement, perception, and stealth. | + | |
| - | * Some armor is modular—players may mark off pieces to reduce hit severity temporarily. | + | |
| - | * NPCs and monsters follow the same mechanics unless simplified for gameplay flow. | + | |
| + | Some armor may offer additional effects: | ||
| + | |||
| + | - **Resistance** to specific damage types | ||
| + | - **Bonus Evasion** or **Stress reduction** | ||
| + | - **Passive effects** (e.g., glow, elemental aura) | ||
| + | |||
| + | <WRAP notice> | ||
| + | 🧊 **Example: | ||
| + | *Armor of the Glacierborn* \\\ | ||
| + | → Armor Value: +2 \\\ | ||
| + | → Grants **Cold Resistance** \\\ | ||
| + | → Requires Fortitude +2 to wear without penalty | ||
| + | |||
| + | </ | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🐉 Natural Armor | ||
| + | |||
| + | Some species or monsters have **built-in armor**: | ||
| + | |||
| + | - 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 | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🎯 Optional Rule: Called Shots | ||
| + | |||
| + | With GM permission, players may **bypass armor** with clever tactics: | ||
| + | |||
| + | - Target weak points (eyes, joints, gaps) | ||
| + | - Strike grappled or unaware targets | ||
| + | |||
| + | These attempts often require costs like: | ||
| + | |||
| + | - Higher **Action Cost** | ||
| + | - Target to make a **Resistance Check** | ||
| + | - Other penalty | ||
| + | |||
| + | Some features (like *Magic Missile*) bypass thresholds or deal **direct HP damage**. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 📌 Summary Notes | ||
| + | |||
| + | - **Armor Value** is added to your **Serious Threshold** | ||
| + | - **Critical Threshold** = Serious × 2 | ||
| + | - Armor raises the **bar for serious or critical wounds**, but doesn’t block damage directly | ||
| + | - Heavy armor often trades **protection for mobility** | ||
| + | - Monsters follow the same rules unless simplified by the GM | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🔗 Related Pages | ||
| + | |||
| + | - 💥 [[rules: | ||
| + | - 🧱 [[rules: | ||
| + | - 🧭 [[rules: | ||
