Plate is a promise you make to the whole party: I will be slow, and I will be standing.

What Armor Does

Armor sizes your Guard — the structural middle layer of your defenses. It does not make you harder to hit (that’s Defense, from Grace); it makes hits cost the enemy more progress. Guard erodes and never self-repairs: in combat only Patch (2 points, on yourself or an ally) and Second Wind (2, on yourself) restore it, out of combat repairs cost time against the Clock, and a proper rest restores it fully.

The Starter Rack

Numbers are first-pass and tunable; the shapes are locked.

ArmorGuardThe cost
Rags0Nothing to lose
Padded leather2
Brigandine4Bane on staying Hidden — it creaks
Plate7Bane on Grace rolls and on staying Hidden — no sneaking in plate

Off-hand

ItemGuardNotes
Shield+2Occupies the hand; unlocks the Warden’s Bulwark
Buckler+1Leaves the hand mostly free; grants a lesser brace

Two-handed weapons refuse a shield — the maul takes both hands or none.

The Two Poles

BuildShapeRecovery story
The Anvil (plate, shield)Big Guard poolErodes slowly, repairs never — a fortress that crumbles by inches
The Wasp (light armor, high Grace)Small Guard, big WindWind snaps back every activation if you keep avoiding hits

Both are real tanks — sourced and recovered differently.

Armor Taxes the Crawl

The penalties above are the point: heavy armor costs you in exploration — noise, stealth, and agility — which ties gear choice to what the contract wants: a wall, or a ghost. Gear is a mission decision, not just a combat one. And every point of Guard feeds your Power Value, so armoring up deals the party a correspondingly harder contract.