Damaged & Broken Gear#

Objects, equipment, and structures can be damaged and broken. This page covers how items are targeted by attacks, item conditions, how object durability works, and how common materials and items hold up under attack.

Before committing to damaging an object the table should first consider if the damage makes sense. When it really comes down to it, all objects can be broken with the right combination of time, proper tools, and effort. But getting that combination together, especially under pressure of combat, isn’t always realistic. Just because an object can be struck doesn’t mean it will be damaged. This is especially true for items designed for defense which have their own rules discussed later in the section.

Object damage is often left to common sense. Stabbing at an armored tank with a spear or slashing at a brick wall with a sword should not damage the tank or wall in any meaningful way. Before following through with rolls and damage, ask if the situation would make sense.

In most cases breaking objects is seldom the primary goal of combat, so these rules are somewhat supplemental to those rules and build on the existing system. However, damaging objects and environments can add tactical options during combat and variation to session and puzzle structure.


Targeting Objects#

When attacking an unoccupied object one must succeed on a standard attack roll against a target set by the GM. The table below provides a rough list to start with for stationary objects targeted by melee attacks based on the difficulties provided on the Basics page. Moving targets and objects at range should see raised ATK roll targets.

Object SizeBase Target
Coin sized14
Fist sized8
Soccer ball sized6
Door sized4
Broad side of a barn2

Attacking an object that is held, worn, equipped, or otherwise carried by an opponent uses the Shatter action, which applies damage directly to the item.


Object Durability#

Objects use the same DEF and VIT system as characters with minor modifications.

In the case of objects, DEF represents the object’s structural resistance rather than ability to defend itself. As such an object’s DEF does not reset unless it reaches 0 or until repaired.

Key difference from characters: Unlike characters, object DEF does not reset at the end of combat or when out of danger — accumulated damage to DEF persists until the object is repaired. (An object’s DEF still resets when it reaches 0, the same as a character’s.) Objects cannot defend themselves; their DEF represents their structural integrity rather than their ability to avoid harm.

An object’s VIT represents its current condition in terms of wear and function. All objects have 3 VIT by default. As an object loses VIT it passes through three named conditions — Full Function, Damaged, and Broken — detailed below. Some items carry the Fragile or Durable tags, which raise or lower an item’s maximum VIT, but the conditions appear at the same stages.


Object Conditions#

An object’s current VIT places it into one of three conditions. These are fully formed terms — use them directly at the table (“the door is Damaged,” “the terminal is Broken”) rather than reciting VIT totals.

If an item gains the Broken or Damaged condition directly, their VIT falls to the appropriate level automatically. Gaining the Full Function condition directly returns it to 2 VIT or max VIT as described by the effect.

Full Function — The object is at 2 or more VIT. It operates exactly as intended, with no penalties, narrative or mechanical. This does not mean an item is brand new or well maintained, only that it functions as intended. Objects may still be described as worn, dirty, or weathered even at full VIT.

Damaged — The object is at 1 VIT. It still functions but visibly shows the harm it’s taken; cracked casing, fresh scorch marks, grinding hinges or gears, sparking or exposed wiring, chipped blade, and so on. The GM may layer on additional narrative or mechanical effects fitting the object and situation. This should reflect the item’s material and construction, the type of damage, and the manner in which the item is being damaged.

  • Some damaged objects that normally provide full cover may be reduced to partial cover as chunks are broken off or holes are pierced through.
  • Complex pieces of equipment that reach this state may have a 20% chance of failure; electronics malfunction, supplies are wasted, magical effects stutter.

Broken — The object is at 0 VIT. It no longer functions and is treated as destroyed for most purposes. A Broken object that provided cover may still offer partial cover at the GM’s discretion, based on its size, material, and how it was destroyed.


Material DEF#

The DEF of a material is determined by its composition and thickness. Use the tables below as a reference for estimating the DEF of objects. Objects made of many parts often have lower DEF due to the fragility of joints or the malleability of thin layers.

MaterialDEF per inch of thickness
Glass1
Paper1 per 10 pages
Cloth1 per layer
Rope or heavy cloth2
Ice3
Plastic or leather8
Wood10
Concrete or brick16
Soft metal (aluminum, copper)18
Reinforced concrete or solid stone20
Hard metal (iron, steel)20

Common Items

ItemDEF
Handheld tech (comp jack, bio scanner)4
Light melee weapons6
Fuel cells6
Micro, small, and medium batteries8
Most ranged weapons8
Light armor8
Medium melee weapons10
Basic doors, furniture14
Large and industrial batteries14
Heavy armor14
Two-handed weapons, polearms and staffs16
Reinforced doors35

Breaking Defensive Items#

Armor#

Because armor is designed to take a beating, armor typically cannot be broken or damaged through normal wear and use.

Equipped armor degrades in condition whenever the wearer suffers a major wound. Functional armor becomes Damaged when the wearer suffers a major wound, and Damaged armor becomes Broken in the same manner (VIT is adjusted accordingly for each condition). Damaged armor functions as normal but visibly shows its near-broken condition. Broken armor provides no DEF bonus.

Armor cannot be targeted by the Shatter action, except where a specific weapon or effect states otherwise.

Shields#

Similar to armor, shields (such as a Ballistic Shield) are designed to absorb damage and take a beating.

Shields use supply dice to represent wear from use. A supply roll is made each time the wielder’s DEF is depleted from damage while using a shield to defend themselves. When a shield reaches a supply of 1d4 it is Damaged. When its supply is depleted it is Broken. Damaged shields function as normal, but visibly show their near-broken condition and take more work to repair. Broken shields cannot be used to defend oneself and may better off discarded until repairs can be made.

Shields can be targeted by the Shatter action. If successful, rather than dealing damage directly, the shield’s supply die size is automatically lowered by one and half of the total damage is transferred to the defender as normal.


  • Health — the two-layer DEF/VIT system that object durability is built on.
  • Combat — the Shatter action and full combat rules.
  • Wounds & Conditions — wound severities and conditions for characters.
  • Item Tags — Fragile and Durable tags that modify an object’s maximum VIT.
  • Inventory & Equipment — equipment overview, armor, and shields.