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''' <span style="color:#ff0000"> THIS PAGE IS STILL UNDER CONSTRUCTION! </span>  '''
''' <span style="color:#ff0000"> THIS PAGE IS STILL UNDER CONSTRUCTION! </span>  '''


Items from [[General_Equipment|General Equipment]] as well as [[Weapons]], [[Armor]], [[Vehicles]] and other objects can be the target of an attack with the goal of disabling or even destroying it. The Character may want to disable the object in combat to weaken and enemy or may encounter an obstacle that they wish to use force to get through.  
Items from [[General_Equipment|General Equipment]] as well as [[Weapons]], [[Armor]], [[Vehicles]]. The Character may want to disable the object in combat to weaken an enemy or may encounter an obstacle that they wish to use force to get through.  


Too learn about Combat and attacking visit the [[Combat#Attacking|Combat]] page.
To learn about Combat and attacking visit the [[Combat#Attacking|Combat]] page.


== Battle Scaring ==
== Battle Scaring ==


Items do not have health or Hit Points like Characters do. In its place items have the '''Battle Scaring''' system. This is similar to the [[Giving_and_Receiving_Damage_in_Space_Ships#Battle_Damage|Battle Damage]] system of Space Ship combat.  
Items do not have health or Hit Points like Characters do. In its place, items have the '''Battle Scaring''' system. This is similar to the [[Giving_and_Receiving_Damage_in_Space_Ships#Battle_Damage|Battle Damage]] system of Space Ship combat.  


Items can have between 2 and 5 Scars. The default Resiliency value is 3 Scars. '''Resiliency''' refers to the total number of Scars an Item can take. 1 Scar and the Item still works just looks beat up. 2 Scars and when the item is used there is a 50/50 chance that the item will fail. 3 Scars and the Item needs repairs to function in any capacity. If the Item resiliency for Scars is just 2 then 1 Scar it functions correctly but looks beat up and 2 Scars causes it to fail complete. 4 and 5 Scar resiliency behaves similarly where the Scars in the middle has some percentage chance of failure while 1 Scar just appears banged up and the max value it is no longer functioning. For 4 the two middle numbers are 2 and 3. At 2 Scars the item has a 25% chance of failing on each use and 3 has 75% chance. For 5 the three middle numbers are 2, 3 and 4. At 2 Scars the item has a 25% chance of failing, at 3 50% chance and at 4 75% chance.  
Items can have between 2 and 5 Scars. The default Resiliency value is 3 Scars. '''Resiliency''' refers to the total number of Scars an Item can take. 1 Scar and the Item still works, just looks beat up. 2 Scars, and when the item is used, there is a 50/50 chance that the item will fail. 3 Scars and the Item needs repairs to function in any capacity. If the Item resiliency for Scars is just 2, then 1 Scar functions correctly, but looks beat up, and 2 Scars cause it to fail completely. For items with 4 Resilience, the two middle numbers are 2 and 3. For 2, the change is 25% of failure, and for 3, it is 75%. For 5 the three middle numbers are 2, 3 and 4. At 2 Scars the item has a 25% chance of failing, at 3 50% chance and at 4 75% chance.  


=== Gaining a Battle Scar ===
=== Gaining a Battle Scar ===


The Character wishing to deal Scaring Damage too an item must target that item specifically. They must roll an accuracy check. And the action takes up the full amount of there round or 3 seconds. The damage dealer does not need to roll for damage. If they succeed at the accuracy check then the item gains a Battle Scar.  
The Character wishing to deal Scaring Damage to an item must target that item specifically. They must roll an accuracy check. And the action is considered a Standard Attack Held Object Action, which does not grant a Bonus action. Learn more [[Ground_Combat_Guide#Attack_Actions|here]]. The damage dealer does not need to roll for damage. If they succeed at the accuracy check, then the item gains a Battle Scar.  


==== Weakness ====  
==== Weakness ====  


Items can have a Weakness/Vulnerability to certain [[Damage_Types_and_Attributes|Damage Types]]. Some electronics will process a Weakness for the Electrical damage type for example. Items do not normally state if they have a weakness the GM should use there discretion but by default most Objects do not process a Weakness and must specify that they do. If a Item does have a Weakness and that Damage Type is used again it the Item gets 2 Battle Scars instead of 1.
Items can have a Weakness/Vulnerability to certain [[Damage_Types_and_Attributes|Damage Types]]. Some electronics will process a Weakness for the Electrical damage type, for example. Items do not normally state whether they have a weakness; the GM should use their discretion, but by default, most Objects do not have a Weakness and must specify that they do. If an Item does have a Weakness and that Damage Type is used, then the Item gets 2 Battle Scars instead of 1.


==== Item Hardness ====
==== Item Hardness ====


An Item can have a '''Hardness''' rating which resembles its resistance to damage. The hardness rating can be any value starting at 0 and can increase without limit. Although it normally is something like 5, 10 or 15. This value has be achievable with the weapon used to damage the item the maximum possible damage from a normal single attack from the weapon. (Excluding things like extra damage or bonus provided by buffs). If the weapon deals 1d6+1 and is ranged then its maximum damage is 7 and it can give Battle Scars to any target whose Hardness is 7 or less. A melee weapon also adds Strength by default.
An Item can have a '''Hardness''' rating which resembles its resistance to damage. The hardness rating can be any value starting at 0 and can increase without limit. Although it normally is something like 5, 10 or 15. This value has been achieved with the weapon used to damage the item, the maximum possible damage from a single normal attack of the weapon. (Excluding things like extra damage or bonus provided by buffs). If the weapon deals 1d6+1 and is ranged, then its maximum damage is 7, and it can give Battle Scars to any target whose Hardness is 7 or less. A melee weapon also adds Strength by default.


In game example: An electronic military grade lock with a hardness of 15 is on the sealed shipping container. The party can try to preform a [[Disable_Device|Disable Device]] skill check or simply base it in. But only one player in the group has a weapon whose max damage is 15 or more and so only that Character can bash the device in. The device has a Resiliency of 4 and so it takes 4 hit to break the object. Sense the object is stationary it is considered helpless and accuracy checks are not necessary. Still each hit takes 3 seconds and makes noise.
In-game example: An electronic military-grade lock with a hardness of 15 is on the sealed shipping container. The party can try to perform a [[Disable_Device|Disable Device]] skill check or simply base it on. But only one player in the group has a weapon whose max damage is 15 or more, and so only that Character can bash the device in. The device has a Resiliency of 4, and so it takes 4 hits to break the object. Since the object is stationary, it is considered helpless, and accuracy checks are not necessary. Still, each hit takes 3 seconds and makes noise.


=== Repairing a Battle Scared Item ===
=== Repairing a Battle Scared Item ===


Repairing rules are part of [[Craft|Crafting]]. When repairing is done it can remove Scars from an item. The Item cannot auto heal unless specified as it is an inanimate object.  
Repairing rules are part of [[Craft|Crafting]]. When repairing is done, it can remove Scars from an item. The Item cannot auto-heal unless specified, as it is an inanimate object.  


=== Checking a Battle Scared Item ===
=== Checking a Battle Scared Item ===


When an Item that is Scared more then once is used by any means, such as a Character firing a Weapon or an NPC activating a shield, a percentile check must be rolled. The percent of success is determined by the number of Scars and the Item's capacity for Scars as explained above. If the role fails then the item does work for that round or 3 seconds. The simple act of trying again should be enough. But the Player Characters can role-play smacking or shaking the object to get it to function correctly as free actions.
When an Item that is Scared more than once is used by any means, such as a Character firing a Weapon or an NPC activating a shield, a percentile check must be rolled. The success rate is determined by the number of Scars and the Item's capacity for Scars, as explained above. If the role fails, the item still works for that round or for 3 seconds. The simple act of trying again should be enough. But the Player Characters can role-play smacking or shaking the object to get it to function correctly as free actions.


==== Multi-Turn Non-functioning Items ====  
==== Multi-Turn Non-functioning Items ====  


Some items have an additional rule that stops the Item from function for an extended period of time. This is not the default but in most cases in a default 3 Scar Item this would require a 1d6 to be rolled if the item fails. And the item refuses to work for ( 1 round (3 seconds) * 1d6 ) or for non-combative situations (1 min * 1d6). In these circumstances after the failure the check is not required again for 24 hours so the item can be used after the fact.
Some items have an additional rule that stops the Item from functioning for an extended period of time. This is not the default, but in most cases, with a default 3 Scar Item, this would require rolling 1d6 if the item fails. And the item refuses to work for ( 1 round (3 seconds) * 1d6 ) or for non-combative situations (1 min * 1d6). In these circumstances, after the failure, the check is not required again for 24 hours, so the item can be used afterward.


=== Crumbling and Destroying an Item ===  
=== Crumbling and Destroying an Item ===  


Some Items may need to be completely removed from the situation in order for the party to progress. A most simple example would be a door. What if a door has no lock or handle. It is activating by a pad of some kind or motion sensors and it wont open for the party. They have to beat the door down in order to progress. To manipulate an Objects shape and position in ways it was not intended the Item needs to suffer 1 more Battle Scar then its Resiliency limit. In order to completely destroy and break the Item into pieces making it unrepairable (But parts can still be salvaged) the Item has to suffer twice the number of Scars.  
Some Items may need to be completely removed from the situation in order for the party to progress. A most simple example would be a door. What if a door has no lock or handle? It is activated by a pad of some kind or motion sensors, and it won't open for the party. They have to break down the door to progress. To manipulate an Object's shape and position in ways it was not intended, the Item needs to suffer 1 more Battle Scar than its Resiliency limit. In order to completely destroy and break the Item into pieces making it unrepairable (But parts can still be salvaged) the Item has to suffer twice the number of Scars.  


The Battle Scar system doesn't cover complete disintegration. A Player must get creative and discuss options with the GM about things like that.
The Battle Scar system doesn't cover complete disintegration. A Player must get creative and discuss options with the GM about things like that.

Latest revision as of 02:50, 29 April 2026

THIS PAGE IS STILL UNDER CONSTRUCTION!

Items from General Equipment as well as Weapons, Armor, Vehicles. The Character may want to disable the object in combat to weaken an enemy or may encounter an obstacle that they wish to use force to get through.

To learn about Combat and attacking visit the Combat page.

Battle Scaring

Items do not have health or Hit Points like Characters do. In its place, items have the Battle Scaring system. This is similar to the Battle Damage system of Space Ship combat.

Items can have between 2 and 5 Scars. The default Resiliency value is 3 Scars. Resiliency refers to the total number of Scars an Item can take. 1 Scar and the Item still works, just looks beat up. 2 Scars, and when the item is used, there is a 50/50 chance that the item will fail. 3 Scars and the Item needs repairs to function in any capacity. If the Item resiliency for Scars is just 2, then 1 Scar functions correctly, but looks beat up, and 2 Scars cause it to fail completely. For items with 4 Resilience, the two middle numbers are 2 and 3. For 2, the change is 25% of failure, and for 3, it is 75%. For 5 the three middle numbers are 2, 3 and 4. At 2 Scars the item has a 25% chance of failing, at 3 50% chance and at 4 75% chance.

Gaining a Battle Scar

The Character wishing to deal Scaring Damage to an item must target that item specifically. They must roll an accuracy check. And the action is considered a Standard Attack Held Object Action, which does not grant a Bonus action. Learn more here. The damage dealer does not need to roll for damage. If they succeed at the accuracy check, then the item gains a Battle Scar.

Weakness

Items can have a Weakness/Vulnerability to certain Damage Types. Some electronics will process a Weakness for the Electrical damage type, for example. Items do not normally state whether they have a weakness; the GM should use their discretion, but by default, most Objects do not have a Weakness and must specify that they do. If an Item does have a Weakness and that Damage Type is used, then the Item gets 2 Battle Scars instead of 1.

Item Hardness

An Item can have a Hardness rating which resembles its resistance to damage. The hardness rating can be any value starting at 0 and can increase without limit. Although it normally is something like 5, 10 or 15. This value has been achieved with the weapon used to damage the item, the maximum possible damage from a single normal attack of the weapon. (Excluding things like extra damage or bonus provided by buffs). If the weapon deals 1d6+1 and is ranged, then its maximum damage is 7, and it can give Battle Scars to any target whose Hardness is 7 or less. A melee weapon also adds Strength by default.

In-game example: An electronic military-grade lock with a hardness of 15 is on the sealed shipping container. The party can try to perform a Disable Device skill check or simply base it on. But only one player in the group has a weapon whose max damage is 15 or more, and so only that Character can bash the device in. The device has a Resiliency of 4, and so it takes 4 hits to break the object. Since the object is stationary, it is considered helpless, and accuracy checks are not necessary. Still, each hit takes 3 seconds and makes noise.

Repairing a Battle Scared Item

Repairing rules are part of Crafting. When repairing is done, it can remove Scars from an item. The Item cannot auto-heal unless specified, as it is an inanimate object.

Checking a Battle Scared Item

When an Item that is Scared more than once is used by any means, such as a Character firing a Weapon or an NPC activating a shield, a percentile check must be rolled. The success rate is determined by the number of Scars and the Item's capacity for Scars, as explained above. If the role fails, the item still works for that round or for 3 seconds. The simple act of trying again should be enough. But the Player Characters can role-play smacking or shaking the object to get it to function correctly as free actions.

Multi-Turn Non-functioning Items

Some items have an additional rule that stops the Item from functioning for an extended period of time. This is not the default, but in most cases, with a default 3 Scar Item, this would require rolling 1d6 if the item fails. And the item refuses to work for ( 1 round (3 seconds) * 1d6 ) or for non-combative situations (1 min * 1d6). In these circumstances, after the failure, the check is not required again for 24 hours, so the item can be used afterward.

Crumbling and Destroying an Item

Some Items may need to be completely removed from the situation in order for the party to progress. A most simple example would be a door. What if a door has no lock or handle? It is activated by a pad of some kind or motion sensors, and it won't open for the party. They have to break down the door to progress. To manipulate an Object's shape and position in ways it was not intended, the Item needs to suffer 1 more Battle Scar than its Resiliency limit. In order to completely destroy and break the Item into pieces making it unrepairable (But parts can still be salvaged) the Item has to suffer twice the number of Scars.

The Battle Scar system doesn't cover complete disintegration. A Player must get creative and discuss options with the GM about things like that.