Armor protects against incoming Wounds. Record its description and one current condition: Intact, Damaged, or Broken. Material, weight and cultural design remain part of the fiction; they do not supply numeric Mitigation or extra durability levels.
Condition | Protection |
|---|---|
Intact | Blocks one incoming Wound instance, then becomes Damaged. |
Damaged | Blocks one incoming Wound instance, then becomes Broken. |
Broken | Provides no Wound protection until appropriately repaired. |
Resolve armor-break triggers before Wounds. Drawn Hero Momentum breaks enemy armor by one condition step, maximum once per Exchange, even on a losing draw. A drawn enemy ! mark breaks Hero armor by one step even when the enemy loses.
If a trigger makes armor Broken, a following Wound applies normally. Armor does not convert a Wound into Fatigue or Wear. It does not block Fatigue or internal Health spillover.
Padded clothing, leather, mail, plates, living shells or supernatural forms can describe armor where the fiction supports it. A description does not grant resistance, retaliation, regeneration or another automatic benefit.
Repair requires appropriate tools, materials, time and access. Agree the task with the WorldKeeper. There is no automatic end-of-Scene repair or additional Armor Wear track.