Objects

An object's statistics are based on its size and its composition. These two pieces of information are all that is needed to determine an inanimate object's DEFENSE, HEALTH, and SOAK.

HEALTH. The health of an object is simply the square root of its weight in pounds (if known). If the exact weight is not known, use the average figures below. An object is broken when reduced to half HEALTH and destroyed when reduced to zero. This does not apply to creatures or characters, whose HEALTH is based on other attributes.

DEFENSE. An object's DEFENSE is based on its size.

Size

DEFENSE*

HEALTH

Creature

Object

Tiny

22

5

Mouse, cat

Book, ball

Small

18

10

Dog, goblin

Chest

Medium

14

15

Human

Chair, bicycle

Large

10

25

Ogre, tiger

Table, motorcycle, door

Enormous

10

70

Elephant, T-Rex

Car, van

Gigantic

10

150

Whale, small dragon

Truck, bus

Colossal

10

250

Kaiju, large dragon

Big rig, fire truck

Titanic

10

800

Titan, kraken

Ship, jumbo jet

*The lowest possible DEFENSE value is 10.

SOAK. An object's SOAK is based on the material it is made of. If an object is made of multiple materials, simply pick the most prevalent.

Material

SOAK

Vulnerable

Aluminum

5


Ceramic, china

0

Blunt

Crystal

5

Sonic

Diamond

20


Dragonbone

15 (25 vs. fire)


Duranium, mithril

20


Fabric, leather

5

Heat

Feysilver*

10 (20 vs. magic)

Cold

Fiberglass, plaster

0


Forcefield**

20

Ion

Glass

0

Blunt

Glassteel, transparent aluminum

10


Gold, lead, silver

5


Iron, steel

10


Ironwood

10


Paper

0

Heat

Plastic

0

Heat

Stone, concrete, brick, marble

10


Titanium

15


Tritanium, adamantium

25


Wood

5

Heat

*Feysilver repairs itself at 1 HEALTH per round
**Forcefields regenerate 5 HEALTH per round

For example, a wooden door is a large wood object with 25 HEALTH, 5 SOAK, and 10 DEFENSE. Following is a list of common objects and their stats.

Item

Type

HEALTH

SOAK

DEFENSE

Vulnerable

Altar, stone

Large stone

25

10

12


Barrel

Medium wood

15

5

14

Heat

Book

Tiny paper

5

0

18

Heat

Bottle

Tiny glass

5

0

18

Blunt

Chair

Medium wood

15

5

14

Heat

Chest

Small reinforced wood

10

5

16

Heat

Computer terminal

Small plastic

10

0

16

Heat

Console

Medium aluminium

15

5

14


Desk

Large wood

25

5

12

Heat

Door, archaic cell

Large reinforced iron

25

10

12


Door, blast door

Enormous reinforced ray-shielded duranium

140

20

10


Door, forcefield

Large forcefield

25*

20

12

Ion

Door, futuristic cell

Large reinforced duranium

25

20

12


Door, office

Large aluminium

25

5

12


Door, wizard cell

Large spellproofed ironwood

25

10 (20 vs. magic)

12


Door, wood

Large wood

25

5

12

Heat

Football

Tiny fabric

5

5

18

Heat

Guitar

Small wood

10

5

16

Heat

Pistol

Tiny steel

5

10

18


Rifle

Small steel

10

10

16


Safe

Medium reinforced steel

15

10

14


Stone statue

Large stone

25

10

12


Sword, two-handed

Medium steel

15

10

14


Table/desk, aluminum

Large aluminum

25

5

12


Table/desk, ironwood

Large ironwood

25

10

12


Table/desk, wood

Large wood

25

5

12

Heat

Tree

Enormous wood

70

5

10

Heat

Tree, large

Gigantic wood

150

5

10

Heat

Wall, bulkhead, 5' section

Enormous steel

70

10

10


Wall, futuristic bulkhead, 5' section

Enormous duranium

70

20

10


Wall, stone, 5' section

Enormous stone

70

10

10


Window

Medium glass

15

0

14

Blunt

Window, futuristic

Medium transparent aluminim

15

10

14


*Regenerates 5 HEALTH per round

Reinforced Objects

Reinforced objects have double the normal HEALTH.

Ray Shielding

Ray-shielded objects gain +10 SOAK vs. energy damage.

Fireproofed

Fireproofed objects gain +10 SOAK vs. heat damage.

Spellproofed

Spellproofed objects gain +10 SOAK vs. magical damage (defined as any type of damage produced by magic). Already magic-resistant materials like feysilver cannot be further spellproofed.

Larger Objects

Objects of 1,000 tons or more (about 2,000,000 lb) are considered Class I objects, and use the Starship Hull scale.