Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| rules:armor [2025/07/02 23:13] – 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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| **Serious Threshold** = 5 + Fortitude + Armor + Shield \\\ | **Serious Threshold** = 5 + Fortitude + Armor + Shield \\\ | ||
| **Critical Threshold** = Serious Threshold × 2 | **Critical Threshold** = Serious Threshold × 2 | ||
| - | |||
| </ | </ | ||
| + | |||
| + | Some Features may modify this calculation. | ||
| - **Fortitude** is the attribute modifier for physical toughness | - **Fortitude** is the attribute modifier for physical toughness | ||
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| |----------------|-------------|----------------------------------------| | |----------------|-------------|----------------------------------------| | ||
| | **Unarmored** | | **Unarmored** | ||
| - | | **Light** | + | | **Light** |
| - | | **Medium** | + | | **Medium** |
| - | | **Heavy** | + | | **Heavy** |
| | **Shield** | | **Shield** | ||
| Line 103: | Line 104: | ||
| - 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 | ||
