Object HPs and Hardness

Hardness: Each object has Hardness, a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object’s hit points (see table, below).

Hit Points: An object’s hit point total depends on what it is made of or how big it is (see table, below).

Table: Substance Hardness and Hit Points

Substance Hardness Hit Points
Paper 0 2/inch of thickness
Rope 0 2/inch of thickness
Plastic, soft 0 3/inch of thickness
Glass 1 1/inch of thickness
Ceramic 1 2/inch of thickness
Ice 0 3/inch of thickness
Plastic, hard 2 5/inch of thickness
Wood 5 10/inch of thickness
Aluminum 6 10/inch of thickness
Concrete 8 15/inch of thickness
Steel 10 10/inch of thickness
Fantasy Metal I (e.g., Vibranium) 25 40/inch of thickness
Fantasy Metal II (e.g., Adamantium) 50 75/inch of thickness

 

Table: Object Hardness and Hit Points

Object Hardness Hit Points Break DC
Lock
  Cheap 0 1 10
  Average 3 5 15
  High Quality 5 10 20
  High Security 10 120 35
  Ultrahigh Security 20 150 40
Manufactured objects1
  Fine 0 1 10
  Diminutive 0 1 10
  Tiny 1 2 10
  Small 3 3 12
  Medium-size 5 5 15
  Large 5 10 15
  Huge 8 10 20
  Gargantuan 8 20 30
  Colossal 10 30 50
  Gargantuan 8 20 30
  Colossal 10 30 50
  Gargantuan 8 20 30
  Colossal 10 30 50
Firearm, Medium-size 5 7 17
Rope 0 2 23
Simple Wooden Door 5 10 13
Strong Wooden Door 5 20 23
Steel Door 10 120 35
Cinderblock Wall 8 90 35
Chain 10 5 26
Handcuffs 10 10 30
Metal Bars 10 15 30
1 Figures for manufactured objects are minimum values. The GM may adjust these upward to account for objects with more strength and durability.

 

Energy Attacks: Acid and sonic/concussive attacks deal normal damage to most objects. Electricity and fire attacks deal half damage to most objects; divide the damage by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage by 4 before applying the hardness.

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