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Item Damage

From FuturePath

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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 their place, items have the Battle Scaring system.

Summary
Items still have 'AC' but instead of HP, an Item takes Battle Scars. The total number of scars an Item can take before failing is referred to as that Item's Resiliency. The amount of damage in one Phase of Combat an item can handle before receiving a scar is its Hardness. The default Resiliency and Hardness for an Item is R2,H5. This means that it takes 5 damage to deal one Scar (only 1 scar per phase of combat), and if the Item has more than 2 Scars, it can no longer function. The default AC is different. AC is determined by whether it is in combat. And if in combat, then if it is being held or controlled. For out-of-combat, the AC is just the item's hardness. If it is in combat but is motionless, not controlled by a combatant nor on a combatant's person, then it is 5 + Item Hardness. If it is on or otherwise being held by a combatant, then the AC is that Combatant's AC + Hardness. Lastly, if in combat but the Item is being controlled or otherwise moving on its own, then the AC can be determined by the situation; the campaign setting may note the AC, or the GM may provide one, but it is usually 8 or 10 + Hardness.
Repair usually takes a Craft check and is normally done outside of combat.

Gaining a Battle Scar

The Character wishing to deal Scaring Damage to an item must target that item specifically. Learn more here. The Attack on the item cannot be affected by special effects or Bonus Damage of any kind. No +1 or + 1d4 (E) damage that a weapon may have may be used to calculate the Damage the Item receives. Criticals still count, but they are simple multipliers only. The total damage is compared against the Item's Hardness, and if it exceeds the Hardness, the Item receives a Battle Scar. This can only happen to an Item once per round. Damage from multiple opponents in the same Group in Combat can stack.

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 has a Weakness and that Damage Type is used, it automatically takes a Battle Scar instead of rolling for it.

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 is 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, its maximum damage is 6, and it can inflict Battle Scars on any target with Hardness 6 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 bash 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 5 hits to break the object. Since the object is stationary and considered helpless, accuracy checks are unnecessary. Still, each hit takes 3 seconds and makes noise.

Repairing a Battle Scared Item

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

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.

Tech Levels and Masterworking

These rules apply only to General Equipment. Weapons and Armor have their own rules for improvements.

Tech Levels
Can optionally affect an item of a lower Tech Level by increasing its Resiliency. This is an optional feature.
Masterworking
The Masterwork level of an Item directly increases the Item's Hardness. Also, any item can spend a masterwork level to increase its Resiliency by +1 AND its Hardness by +5. However, this spends the masterwork point earned by masterworking it.