A Better Tomorrow
Objects are only affected by lethal damage. They do not suffer nonlethal damage conditions.
・An “injured” object is damaged and suffers the normal –1 penalty per condition further Toughness saves.
・A “disabled” object is badly damaged. Disabled equipment and devices no longer function, while disabled barriers have holes punched through them, and other disabled objects may be bent, deformed, or otherwise damaged.
・A “dying” object is destroyed.
Damaged and disabled objects can be repaired. It’s up to the GM whether or not a destroyed object is repairable; if it is, the difficulty of the Craft check is the same as creating an entirely new item.
The GM may want to simply have objects effectively “take 10” on Toughness saves to simplify matters, as if the object’s save result was (10 + Toughness). If the attacker’s damage bonus equals the object’s Toughness, it’s damaged, if it is 5 greater, it’s broken, and it it is 10 greater, it is destroyed automatically.
The GM may decide certain attacks just can’t effectively damage certain objects.
For example, it’s very difficult breaking down an iron door with a knife, or cutting a cable with a club. In these cases the GM may rule an attack inflicts no damage to the object at all (the object effectively has Immunity to that form of damage).
The GM may likewise rule certain attacks are especially effective against some objects.
For example, it’s easy to light a curtain on fire or rip a piece of cloth. In these cases the GM may increase your damage bonus against the object or simply say the object is automatically destroyed by a successful attack (the object effectively has a Vulnerability to that form of damage).
The Toughness scores given on the Substance Toughness Table are for approximately one inch of the material.
Heavier objects lower their thresholds on the Toughness Saving Throw Table by 1 per increase in thickness on the Perograssion Table.
So one level of increase means the object is “disabled” if it fails the save by 11 or more and destroyed if it fails by 16 or more. So a foot-thick stone wall has Toughness 8, but it must fail a Toughness save by 13 or more to be disabled, 18 or more to be destroyed.
This means heavy objects can generally suffer more hits and heavier damage before they’re disabled or destroyed.
Devices have a Toughness of 10 + the device’s rank for damage purposes.
If you want to attack an object that you have in-hand or that no one is preventing you from attacking, such as smashing down a door, bending a metal bar, snapping bonds, or cutting through a wall with a Blast power, you can apply force more effectively.
This requires a full-round action.
Instead of rolling, assume the object’s Toughness save result is equal to (5 + Toughness).
Super-Strength adds +1 per rank to your normal Strength bonus for damaging objects in this way (and only in this way).
If your damage bonus is equal to the object’s Toughness, you break it, 5 or more than the object’s Toughness, you destroy it automatically.