Physically Worn Armor

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Physically Worn Armor

Weapons and Armor

Any player willing to invest in armor can wear it during play. It is an important part of the genre and a desirable aesthetic.

Armor Rules

Armor is a protective prop worn to grant a character physical armor points. Players may bring mundane armor into the game at any time, provided it passes a safety inspection by the Player Outreach and Education and Props and Atmosphere staff. These inspections ensure safety for combatants and prevent damage to weapons, as well as maintain thematic consistency.

Armor does not occupy a slot unless it is crafted into a magic item. Armor that has been crafted into a magic item via ornamenting consumes a slot of the appropriate type.

Armor does not replace costuming requirements. Characters must still wear any species-specific makeup or prosthetics, even under helmets.

Physical armor points apply only to locations armor is physically covering. A hit to an uncovered area applies damage directly to the character's body if no other defenses are present.

Helmets are an exception to coverage rules and instead provide a +1 bonus to the total overall armor value, as long as the player is wearing other valid armor. Since the head is not a legal hit location, this bonus is intended to incentivize the added safety and aesthetic of wearing one.

It is the responsibility of those wearing armor to know when a legal hit takes place, even if the thickness of the armor stops them from feeling it.

Armor Values

Armor grants a base armor value between 2 and 4 points. Your total armor value is calculated by taking your worn armor's base value and adding any active effects. Common effects include wearing helmets, spells such as Enhance Armor, and properties from magic items.

The base armor value is determined by the following hierarchy:

  • Torso Takes Priority: If torso armor is worn, use the value of the torso piece. The value of any limb armor is disregarded, but still provides protective coverage.
  • Minimum Limb Value: If no torso armor is worn, use the lowest value among the limb pieces worn.

In addition:

  • Layering: Multiple armor layers contribute to minimum thickness requirements only if they are integrated into a single, cohesive unit (such as brigandine). Individual items worn on top of one another (such as layering on multiple leather vests) will not count towards meeting thickness requirements.
  • 75% Coverage: If multiple armor types are worn on the same location, use the highest value of a material type that covers 75% or more of the area. If no material covers 75% of the area, use the value of the lowest material type present.
Armor TypeMinimum ThicknessArmor PointsSpecial Bonuses
Leather8oz / 3.2mm2None
Chain / Non-Rigid Metal19 gauge3None
Rigid Metal19 gauge4Counts as Monstrous
HelmetsSame as other Materials+1Breaks Cap

Examples:
- A character wears a rigid metal bracer (4 points) and a leather chest plate (2 points). Because torso armor is present, it takes priority and they have 2 Armor Points.

- Someone else wears leather bracers (2 points) and a rigid metal chest plate (4 points). Torso takes priority, so they have 4 Monstrous Armor Points.

- Another character wears a rigid metal bracer (4 points) on the left arm and a plain leather bracer (2 points) on the right arm, with no torso armor present. They use the lowest value of the limb pieces worn and have 2 Armor Points.

- Yet another character wears full plate armor with a helmet. Because they are wearing a helmet, they break the normal armor point cap of 4 and have a total of 5 Monstrous Armor Points.

Armor Props

All armor must be approved by Props & Atmosphere staff for thematic consistency. Players are strongly encouraged to consult with Props before purchasing new armor to avoid spending money on unusable gear.

All armor must be inspected by Player Outreach & Education staff for safety before it can be worn in game.

Safety Standards

  • Armor must not impede normal movement in a fashion that endangers the wearer or prevents the player from following the rules of the game.
  • Armor should be fitted to the body with secure, integral closures such as buckles, laces, or snaps. Players are not allowed to wear armor with temporary attachment methods such as tape, string, or friction.
  • All metal plate edges must be filed, blunted, or rolled to prevent injury.
  • Players wearing rigid metal armor must wear appropriate underlying padding. This can be achieved via:
    • Modern Safety Padding: Modern sports equipment (e.g., elbow/knee pads) concealed beneath the armor.
    • Thematic Padding: Visible padded garments approved by Props staff (e.g., a gambeson or arming jacket).
  • Armor that consistently causes unreasonable damage to weapons will be removed from play.

Material Standards

  • Leather: All leather armor must be constructed of real leather.
  • Helmets: Leather helmets must have 3/4 head coverage. Metal helmets need a minimum of cap coverage.
  • Prohibited Materials: Armor made of obvious non-period materials (plastics, kydex, nylon, etc.) or synthetic leathers (pleather, vinyl) is not allowed.
  • Allowed Modern Materials: Non-period metals and modern alloys such as aluminum, titanium, galvanized steel, stainless steel, nickel-plated steel, or anodized aluminum, are permitted.

References

Physical Armor Points

Physical armor points, often referred to as simply 'armor points' or even just 'armor' generally come from wearing real armor. This defense only applies to hits that make contact with the armor (or the clothing over the armor).

Physical armor doesn't stack unless an effect specifically states that it does so.

Regardless of the source, characters cannot have more than 4 points of physical armor unless one or more of those sources explicitly say they 'break cap'. Those effects can take a character to 5 physical armor or higher.

It takes time for a competent blacksmith to repair armor. We assume any costs for doing so are earned by a character during downtime. As such all physical armor is repaired for free between events.

This probably isn't soon enough for most characters. That is why the Mend Armor spell is incredibly useful by repairing lost armor points right away. This includes repairing any temporary bonuses to the armor such as from the Enhance Armor spell. Physical armor works just like body when it comes to temporary points. Mend armor will repair all physical armor points at once even if you are wearing multiple items or types at the same time (such as a chain mail shirt with plate bracers). The spell will not repair other natural armor at the same time, that will take additional casts.

Monstrous Armor

A character who is monstrous gains the benefits of both monstrous armor and monstrous body. Some rules give only one of these qualities. Monstrous armor can apply to all armor types on a character or to just one type (or even one piece) of armor, the rule giving the monstrous effect will specify what it applies to. Monstrous body only applies to a character's body points. Monstrous creatures benefit from all types of armor and body being monstrous.

When a character takes damage to a trait with the monstrous rule if the attack does not include 'Slay!' as part of the call, reduce the damage to exactly 1 before applying it.

Example: A character is wearing plate armor. It provides 4 monstrous physical armor. The character is hit in the chest for '8 Nature!'. They have no magic armor, so the next thing to apply the damage to is the monstrous plate. Because the plate has the monstrous rule, it reduces the 8 damage to 1 before the damage is applied. The character has 3 monstrous armor points remaining. The character could get hit in the armor 3 more times like this before their natural armor, followed by body points would be used for defense.

Another example: A character has 4 monstrous body points and no armor of any kind. They are hit for an attack for '4 Slay!'. Because it has the slay call the monstrous rule doesn't apply. They reduce the damage to zero using all 4 points of monstrous body. The next attack the character takes will inflict a wound because they have no armor or body left to defend with. The fact that their body was monstrous is no longer relevant because they have no points of it left to use.

The Enhance Armor Spell Effect

Increase the value of the target's physical armor by 1.

  • This is repaired when the armor is mended.
  • This does not break cap.

Armor Crafting Features

These features can only be placed on props that count as armor.

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Enhanced Armor Craft

Yes No 8 Provides +1 physical armor points to the character's best source of physical armor points. This must be crafted onto a piece of armor which now takes up a slot. Does not stack with other crafting features or spells that enhance armor.

Epic Armor Crafting Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Epic Enhanced Armor Craft

Epic No 16 Provides +2 physical armor points to the character's best source of physical armor points. This must be crafted onto a piece of armor which now takes up a slot. Does not stack with other crafting features or spells that enhance armor.

Example: One of these features is placed on light leather bracers. The bracers by themselves would provide 1 physical armor point. However, the character also is wearing a chain shirt which provides 3 physical armor points. The character therefore has 4 physical armor points.

Categories: Gameplay Rules | Item Types | Physical Armor


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