Object HP & Immunities

Many abilities and gadgets create objects or barriers that can be damaged or destroyed in combat. These objects have Hit Points (HP) and follow special rules regarding damage and conditions.

Object Hit Points

Objects have HP just like creatures do. When an object takes damage equal to or exceeding its HP, it is destroyed. Some abilities explicitly state an object's HP (such as the Shield Projector gadget, which creates a barrier with 15 + Gadget Tuning rank HP). For objects not created by abilities, the Architect determines their HP based primarily on the object's material durability, with size and construction quality as additional factors.

Object HP Calculation

Object HP is calculated by multiplying a base HP (determined by size) by a material multiplier:

Object HP = Base HP (by size) × Material Multiplier

Base HP by Size
  • Tiny objects (jewelry, small tools): 1 HP
  • Small objects (weapons, handheld items): 3 HP
  • Medium objects (furniture, doors): 6 HP
  • Large objects (vehicles, large walls): 12 HP
  • Huge objects (buildings, massive structures): 24 HP
Material Multipliers
  • Fragile materials (glass, paper, straw, thin plastic): ×1
  • Soft materials (cloth, leather, wood, plaster): ×2
  • Average materials (stone, brick, thick wood, concrete): ×4
  • Hard materials (iron, steel, reinforced concrete): ×6
  • Very hard materials (titanium, diamond, advanced alloys): ×10

Note: The Architect may adjust multipliers based on construction quality, thickness, and special reinforcement. A well-constructed object might gain +1 to the multiplier, while a poorly made one might lose -1.

Examples

  • Small diamond: Tiny (1 HP) × Very hard (×10) = 10 HP
  • Dumbbell (iron): Small (3 HP) × Hard (×6) = 18 HP
  • Wooden door: Medium (6 HP) × Soft (×2) = 12 HP
  • Straw house wall: Large (12 HP) × Fragile (×1) = 12 HP
  • Steel-reinforced concrete wall: Large (12 HP) × Hard (×6) = 72 HP
  • Glass window: Medium (6 HP) × Fragile (×1) = 6 HP

Object Immunities

Inanimate objects and hazards are immune to certain types of damage and conditions that only affect living creatures. This reflects the fundamental difference between objects and creatures.

Damage Type Immunities

Objects are immune to the following damage types:

  • Bleed - Objects don't have circulatory systems
  • Death effects - Objects cannot be "killed"
  • Disease - Objects cannot become diseased
  • Healing - Objects cannot be healed (though they can be repaired)
  • Mental effects - Objects cannot be affected by mental damage (see exception below)
  • Nonlethal attacks - Objects don't have consciousness to stun
  • Poison - Objects cannot be poisoned
  • Necrotic - Objects cannot have their vitality drained

Condition Immunities

Objects are immune to the following conditions:

Note: Objects may also be immune to other conditions at the Architect's discretion. For instance, a stationary object cannot be affected by movement-based conditions.

Special Cases

Conscious Objects

Conscious, thinking items (such as sentient weapons or AI systems) are not immune to mental effects, as they possess consciousness and can be affected by mental attacks.

Conditional Immunities

Many objects are immune to additional conditions at the Architect's discretion, based on their nature. For instance, a sword can't move, so it can't take a penalty to its Speed. However, a spinning blade trap might be affected by conditions that would slow or stop its movement.

Attacking Objects

When attacking an object, use the normal attack rules. Objects typically have an AC based on their size and material:

Destroying Objects

When an object is reduced to 0 HP, it is destroyed. Destroyed objects:

Example

A character uses the Shield Projector gadget to create a barrier with 18 HP. An enemy attacks the barrier with a weapon, dealing 12 damage. The barrier now has 6 HP remaining. If the barrier takes 6 or more damage before it expires naturally, it is destroyed and no longer provides cover.

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