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Pathways Rulebook
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Armor in Pathways is used to reduce damage done by the various weapon attacks. This is noted by a suit of Armor's Armor Rating (AR). Any damage that does not exceed a character's Armor Rating is reduced to "Minimal" Damage, meaning "1 Pummel". Armor Rating is figured by adding the areas of coverage. For an area to be considered into the Armor Rating, at least 2/3 of the area needs to be covered by the Armor piece. The AR is applied to the entire body, so armor worn on the torso would still reduce hits taken to the arms or legs.

The AR of a suit is determined by the sum of each of its parts. All fractions should be rounded down once the total is determined. Note that armor may not be "stacked", in the event that two pieces of armor are worn in the same coverage area, the one with the higher AC is used and the one with the lower AC is not counted. Armor pieces that cover multiple areas (such as sleeved coats or long chainmail) will have separate tags for each "part" it covers (I.E., each leg will be counted separate from the torso even though physically the armor is only one piece). A person wearing a leather sleeved coat with long sleeveless chainmail would count the arm tags from the leather, and the torso and leg tags from the chainmail. In the event they took off the chainmail, they could then count the leather torso instead.

Some skills allow other effects to be conferred on armor. Unless otherwise specified these effects apply if multiple pieces of armor are worn in the same location, although the AR from only one piece may be used at a time (per location).

Armor values are determined by adding the base value with any additions. A piece of armor may only have one base material, in the event that a piece of armor could count as multiple types use the highest one. A piece of armor may have as many additions as desired. Maximum Value assumes Plate with all additions.

Additions:

Real Metal: Armor is made of real Metal or Hardened Leather. Appropriate modern composites (such as Kevlar) may also be counted at Debriefing discretion. In addition, costuming made of appropriate in-period styles and materials may count as "real".

Studding: Studs placed at most 1 inch apart covering the armor. Areas such as the jointing in Plate Mail do not need to be covered in order to get the bonus assuming that the rest of the armor piece is appropriately covered.

Enhanced/Frame Reinforced: Certain skills allow for the creation of better quality armor than is commonly available. In order to gain this bonus the armor must be rebuilt using one of the appropriate skills in game.

Armor Values:

Torso:
Base:
*Clothing (costuming): 0
Flex (Leather): 1
Mail (Chain, Scale): 2
Plate: 3
Additions:
Real Metal: +1
Studding: +1
Enhanced: +1
Maximum Value: 6

Arms or legs (each):
Base:
*Clothing (costuming): 0
Flex (Leather): .5
Mail (Chain, Scale): 1
Plate: 1.5
Additions: Real Metal: +.5
Studding: +.5
Enhanced: +.5
Maximum value: 3

In addition, up to +2 AR may be given out for exceptionally well-made costuming (including armor). In order to qualify for this bonus the player must be appropriately costumed (in period, proper makeup, etc) - Even a perfect suit of armor will yield no costuming bonus if the character is otherwise not dressed appropriately.

* "Costume Armor":

Although it provides no direct protection in and of itself, normal clothing can be enhanced in the same manner as Armor. In order to qualify as "costuming" the clothing worn must at least appear to be in-period in both design and materials (ie., modern fabrics such as nylon or polyester may be worn as long as the garb appears to be genre-appropriate).

In the event that no armor is worn other than costuming, but the costuming is otherwise genre-appropriate, the character is assumed to have an overall base AR of 1. This is true even in cases where coverage would otherwise be in question (such as not having 3/4 of arms or legs covered).

Safety Concerns:

Due to weather or other safety considerations in place, "No Armor" rules may apply. In this situation, a person may count armor they are not wearing if they actually have the armor in their possession on the site (ie., in the car). Costuming must still be worn (a "No Armor" day is NOT an excuse to come in jeans and T-Shirt).

Helms are advised not to be worn since they impair vision and the head is not a legal target.

In the event that armor is worn, a Safety Guide must verify that it is safe for both the player wearing it and the other players. Unsafe straps, protrusions, vision impairments, significant mobility impairments and other such issues will result in the armor being disqualified.

Safety goggles, groin protection ('cups'), and safety helmets (such as bike helmets) do not count as armor as such, although they may be worn to protect the player OOP. Real-life safety devices are NOT counted against the player for determining things such as costuming bonuses, although will not provide a benifit as such.

Armor may be *required* in some situations if a Safety Guide feels that a Player cannot reasonably engage in combat without sustaining personal injury unless armor is worn (such as a recently healed broken bone requiring coverage). Out of Genre "Safety" armor (if worn instead of genre-appropriate armor) is not eligible for any bonuses, but may (if applicable) count base value for its type (typically plate) and does not count against the player for purposes of determing costuming bonuses.

Armor Rating for non-combatants is still factored in case the character exchanges armor or costuming with another player. Non-Combatants are discouraged from wearing armor unless needed for safety considerations to prevent being mistaken for a combatant.

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