In certain settings, ranging from fantasy to science fiction, the type of armor a character wears can seriously change his combat effectiveness. If he's wrapped in scale mail then he's likely to come out unscathed from a barrage of light arrow fire. If he's wearing a magnetic repulsor belt (whatever that might be), he could shrug off bullets. It's also possible to armor a vehicle or a building, a possibility which just might be important to the story at some point.
Most Storytellers who use the Window manage armor narratively. Characters wearing heavy armor won't be asked for health rolls as often. Characters attacking foes with superior armor have to make contest rolls by wider margins to be a threat, etc... However, if you want a more structured way to manage this sometimes important consideration, you can use the rules below.
Like all else in the Window, armor is something that must be assessed
in specific relation to the story if it's going to work. Only
use it if it truly adds something to your stories. If it only
serves to add one more layer of dice rolls to combat, then get
rid of it.
How it Works
Following the First Precept, define the type of armor your character is wearing in terms of the Window armor ladder below. Understand that these adjectives are relative to the "typical" type of weaponry in your particular story: "excellent" armor in a fantasy setting might only be "mediocre" in a modern setting.
When your character is in battle, this armor die can be used as a substitute for health rolls. If your character is hit and the Storyteller asks for a Health roll, roll the armor die instead. Only if you miss the armor roll do you have to make a real health roll.
If the armor roll fails and the attack is such that the armor itself could be damaged, the Storyteller could ask for an additional armor roll to see if the armor drops in quality. This works just like health rolls -- if you fail the roll the armor drops a rung on the ladder, representing its failing ability to protect your character. (Whether to ask for such rolls should be apparent in context of the scene.)
If need be, the Storyteller can also define armor to have different
levels of protection against different kinds of attacks. For example,
a suit of chainmail might have good protective qualities vs. physical
attacks (D12) but be virtually worthless (D30) against magic.
This is up to the Storyteller and the world she is using.
The Window Armor Ladder
Godlike Armor (D4)
Incredible Armor (D6)
Excellent Armor (D8)
High Grade Armor (D10)
Good Armor (D12)
Mediocre Armor (D20)
Poor Armor (D30)
As you can imagine, managing armor for every character can be more record keeping than its worth. Since some actors handle this level of complexity better than others, it is recommend that you playtest this rule with your whole troupe before putting it into effect.