Shields and Armour

Armour

Each point of armour adds an automatic success on any soak roll to which it applies or an extra soak die on soak rolls against aggravated damage. This also applies to abilities that duplicate armour, like a vampire’s Fortitude discipline.

Aggravated damage demolishes non-magical armour. Each point of aggravated damage successfully soaked reduces the strength of the armour by one point. This doesn’t apply to Fortitude. Mages can create armour that resists aggravated wounds by investing it with Quintessence (allowing each point of armour to take a number of wounds equal to the Quintessence invested)

A Kevlar vest gives 2 points of armour protection, meaning 2 automatic soaks against normal damage and 2 extra dice against aggravated damage. Once one aggravated wound is soaked, it drops to a 1-point vest; when two aggravated wounds have been soaked by the armour, it is in shreds. An enchanted Kevlar vest with 3 Quintessence in it could soak three aggravated wounds before dropping to a 1 point armour then another three before disintegrating. Nockers or smiths of House Dougal can imbue Glamour into armour for a similar effect.

  • Characters with Crafts (Smithing) or Crafts (Armourer) can repair armour if they have the tools to hand. An extended Intelligence+Crafts roll is needed, rolling every hour of work: repairing a point of armour takes a number of successes equal to its value. Example: repairing a 3-point armour takes 1 success to repair the first point, 2 successes for the second and 3 successes for the third. Field repairs can be attempted using Wits+Crafts, roll every round, but field repairs fall apart again the first time they successfully soak anything. Boggans, of course, can make three such rolls in a round, so long as they are unobserved.
  • Chimerical armour can be repaired by any Changeling with the appropriate Crafts skill and tools, however a point of Glamour must be spent to heal each point of armour in addition to the dice roll. The exception to this, of course, is Nockers, who do not have to spend Glamour to forge chimerical materials.
  • Characters who take the Chimera Background might have armour as part of their Voile. This armour restores itself between stories and can be restored during a story by the expenditure of a Glamour point and a Willpower point.

Armour: Types, costs, benefits, limitations

Type Chimera Background cost Armour Rating (Soak) Modifier to Dexterity difficulties
Light Armour +1 0
Composite Armour •• +2 0
Heavy Armour •• +3 +1
Full Armour ••• +4 +1
Sidhe Plate •••• +6 +2

Shields

Bucklers (or Targes) are small shields that deflect and parry blows: they impose +1 difficulty for attackers and give -1 difficulty for the user’s Dodge rolls. They offer no extra protection against missiles and the user must spend one die from his attack/manoeuvre dice pool each round to use the shield effectively.

Heaters are larger shields that deflect, parry and absorb blows, imposing +1 difficulty for attackers, giving the user -1 difficulty for Dodge rolls and adding +1 to the user’s armour rating). They offer extra protection against missiles, imposing +2 difficulty for attackers. However the user must spend two dice from his attack/manoeuvre dice pool each round to use the shield effectively.

Kites are full-sized shields that deflect and absorb blows: they impose +2 difficulty for attackers and add +2 to the user’s armour rating. They offer extra protection against missiles, imposing +3 difficulty for attackers. However, the user must spend three dice from his attack/manoeuvre dice pool each round to use the shield effectively.

Shields: Types, costs, benefits, limitations

Type Chimera Background cost Modifier to attackers’ difficulty Modifier to Dodge difficulty Cover against missiles Armour protection Cost to attack/manoeuvre dice pool
Buckler +1 -1 0 0 -1
Heater •• +1 -1 +2 +1 -2
Kite ••• +2 0 +3 +2 -3*

*Because of their huge size and strength, Trolls only suffer -2 dice when using kite shields

Firearms damage non-magical shields in the way that aggravated damage destroys armour – each wound successfully soaked lowers the effectiveness by one point (so heaters are turned into bucklers and kites are turned into heaters). Modern anti-ballistic shields can stand up to handguns and SMGS; heavy anti-ballistic shields stop rifle rounds. At the Storyteller’s discretion, these shields also resist the claws of werewolves and vampires.

Shields and Armour

Tales of New Camelot Jon_Rowe