Armor
Armor creates narrative permission to resist harm effectively. Maneuvers for shields or armor types count on relevant resistance rolls as much as anywhere else. A warrior trained in wearing armor can use those extra points of EL on split actions to great defensive effect. This is the main use and value of armor for player characters.
Characters without those Maneuvers should stick to simpler benefits, but even nonwarriors can get some benefits. The more inconvenient the armor due to social penalties, movement restrictions, and the like (and/or possibly cost), the higher its rating. Once per scene a character wearing armor can apply this rating as a bonus to any roll the armor might help, such as defense or intimidation rolls. Treat it as after-the-fact extra EL that already rolled Simple Pool dice successfully.
It also provides Plot Armor! Instead of taking harm, spend a Luck Token or Karma to have the armor absorb ALL the damage. This reduces the armor's rating by the amount absorbed unless Karma was used - if the damage exceeds the armor's rating, the armor is destroyed but the character still takes no damage at all from that hit. If it's a big scene the GM might apply any excess as a Hindrance from the destroyed armor hampering the character's movement. The armor's rating stays reduced until repaired.
After combat, if the GM grants a recovery roll for Complications (and they usually should), armor provides a second recovery to indicate damage it reduced. The first roll is normal; the second converts some remaining Injury into Complications that persist until the next successful daily recovery. You're still hurt, but serious damage like broken bones become shorter term aches and bruises.