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Object Durability

Objects have a durability pool determined by two factors: size (physical dimensions) and hardness (material resilience). When an object takes damage, reduce its durability pool by the damage dealt minus its resistance (see Materials and Resistance). When the pool reaches 0, the object is destroyed or breached.

These rules apply to any object that doesn't have its own durability and resistances. Armor, shields, and other items with listed values use those instead.

Durability = Size × Hardness × 2

Size

Category Value Examples
Tiny 1 Paper, vial, coin, lock, small pouch
Small 2 Weapon, shield, chair, lantern
Medium 4 Suit of armor, door, chest, barrel
Large 8 Gate, wagon, wall section (10 ft)
Huge 16 Building wall, bridge section
Massive 32 Tower, ship hull
Colossal 64 Castle wall, fortress gate

Each size category roughly doubles the previous.

Hardness

Category Value Examples
Fragile 1 Paper, glass, cloth, thin ceramic
Soft 2 Wood, leather, rope, bone
Firm 4 Dense wood, thick hide, packed earth
Solid 7 Stone, bronze, low-grade iron
Hard 11 Iron, steel
Reinforced 16 Tempered steel, thick mortared stone, composite
Fortified 22 Castle stone, masterwork alloys

Hardness scales more aggressively than size: the gap between each level increases by 1.

Durability Table

Fragile (1) Soft (2) Firm (4) Solid (7) Hard (11) Reinforced (16) Fortified (22)
Tiny (1) 2 4 8 14 22 32 44
Small (2) 4 8 16 28 44 64 88
Medium (4) 8 16 32 56 88 128 176
Large (8) 16 32 64 112 176 256 352
Huge (16) 32 64 128 224 352 512 704
Massive (32) 64 128 256 448 704 1024 1408
Colossal (64) 128 256 512 896 1408 2048 2816

Reference Points

Object Size Hardness Durability
Sheet of paper Tiny Fragile 2
Glass window Small Fragile 4
Steel lock Tiny Hard 22
Wooden door Medium Soft 16
Reinforced door Medium Firm 32
Steel sword Small Hard 44
Plate armor Medium Hard 88
Iron gate Large Hard 176
Stone wall (section) Large Solid 112
Ship hull Massive Firm 256
Castle wall Colossal Fortified 2816

Materials and Resistance

What an object is made of decides what can harm it. Each hit against an object is one of three kinds:

  • Weapons: Cutting, Cleaving, Crushing, Piercing, and Puncturing.
  • Material magic: Sea, Stone, Primal, and Profane.
  • Energy magic: Fire, Sky, Sacred, and Void.

Against each kind, a material is immune (the hit does nothing), takes full damage, or resists. Resistance is half the object's hardness value (rounded down), subtracted from each hit.

Material Hardness Weapons Material magic Energy magic
Bone, horn Soft Full from Crushing; resists the rest Resists Resists
Bronze, copper, lead Solid Immune to Cutting, Piercing, and Puncturing; resists the rest Resists Resists
Glass, ceramic Fragile Full Full Resists
Gold Solid As other metals Resists; immune to all acids Resists
Iron, steel Hard / Reinforced Immune to Cutting, Piercing, and Puncturing; resists the rest Resists Resists
Leather, hide Soft / Firm Full from Cutting; resists the rest Resists Resists
Packed earth Firm Immune to Cutting, Piercing, and Puncturing; resists the rest Full Immune
Paper, cloth, rope Fragile / Soft Full Full Full
Stone, masonry Solid to Fortified Immune to Cutting, Piercing, and Puncturing; resists the rest Resists Resists
Wood Soft / Firm Immune to Piercing and Puncturing; full from Cleaving; resists the rest Resists Full from Fire; resists the rest

Acid ignores the resistance of the material it eats (see Alchemy).

Unusual cases are the GM's call: heating stone with fire and then dousing it with water to crack it, extreme cold making iron brittle, or a spell whose effect plainly suits the material.

Example: a steel lock (durability 22, hardness 11) resists 5 from each blow of a maul, ignores arrows entirely, and takes full damage from aqua fortis.

Scale Interaction

When a spell or effect targets an object, the spell's Scale determines how large a section is affected. A Personal-Scale Obliterate targeting a castle wall affects a single point; a Large-Scale Obliterate affects a 10 ft section. The durability values in the table assume the attacker's Scale matches the object's size. Mismatched Scale (small spell against large object) may reduce effectiveness at GM discretion.