Armor protects its wearer from being injured. It’s not invulnerable, though. Light armor stops a little damage, and heavy armor stops a lot of damage. For example, soft leather armor stops 1 point of damage, while full plate armor stops 8 points of damage. When a character is hit in combat, subtract the armor points from the points of damage that have been rolled. Damage above and beyond the armor’s protection value bypasses the armor and is inflicted on the character, reducing their current hit points.
Following is a sample list of various armor types. Armor is defined by armor points (how many points are subtracted from damage) and any additional effects wearing the armor has on the wearer.
‘Physical’ skills are Climb, Dodge, Fine Manipulation, Hide, Jump, Sleight of Hand, Stealth, Swim, and Throw, and the Agility characteristic roll, while ‘perception’ skills are Listen and Spot. At the gamemaster’s discretion, other skills may be affected by wearing armor.
Armor Types
Name | Armor Points | Skill Modifier |
Bulletproof Vest | 8 | −5% to physical skills |
Chain | 7 | −20% to physical skills |
Flak Jacket | 4 | −10% to physical skills |
Clothing, Heavy | 1 | None |
Helmet, Heavy | +2 | −50% to perception skills |
Helmet, Light | +1 | −15% to perception skills |
Hoplite Panoply | 6 | −20% to physical skills |
Leather, Soft | 1 | None |
Leather, Hard | 2 | −10% to physical skills |
Plate, Full | 8 | −25% to physical skills |
Quilted | 2 | −5% to physical skills |
Riot Gear | 12/6 | −10% to physical skills |
Sections
- 5.1 The Combat Round
- 5.2 Statement of Intent
- 5.3 Movement
- 5.4 Actions
- 5.5 Attacking
- 5.6 Parrying
- 5.7 Dodging
- 5.8 Combat Summary
- 5.9 Weapons and Damage
- 5.11 Shields
- 5.12 Damage and Injury
- 5.13 Special Successes
- 5.14 Healing