Armor
Defensive
Armor allows characters to avoid Body Stress by virtue of some kind of material protection.
Naturally thickened hide or scales or other innate forms of protection should be represented using Durability instead. A character may have both Armor and Durability traits if applicable.
Effect: Armor is almost always used on reactions to avoid taking Body damage, but can also be used to avoid Complications that must harm a character to take effect.
Armor may be used on actions where a character's improved protection is relevant, but it's a bit of a stretch.
Common SFX: The Mental Bulwark SFX can be applied to allow Armor to also protect against Ego based Stress, Trauma, and Complications.
Common Limits: Most forms of Armor are usually combined with the Gear Limit to represent equipment. Mystical Armor on the other hand often takes the Activated Limit.