Objects
In a game like Pokemon where throwing around elemental blasts and encountering bizarre new landscapes and terrain is commonplace, eventually someone is going to ask “can I just attack this rockslide to destroy it?” or “if I generate a block of ice and drop it on someone’s head, what happens?” To help GMs and players determine some of the effects of their mayhem, this section details interacting with the environment around you and what happens when certain Types mix.
- What is an object? Everything in the game falls into two categories: Creatures & Objects. Creatures are humans, Pokemon, animals, robots – anything with a semblance of ‘life’, and therefore an Intelligence score. Objects are anything without an Intelligence score – just because you can’t see it or physically touch something doesn’t make it not an Object – ghost energy in particular is hard for most humans to interact with, yet it still exists and is an Object.
- Every Object in the game carries its own set of statistics. Objects have HP, DR, a Class and a Type. All Objects are either Physical or Special and resist attacks of the other Class. The vast majority of Objects only have a single type, but some have two. Unless noted otherwise, an Object has 0 Evasion. You still need to make an Accuracy Check to hit it. Objects Resist all ranged damage one step further.
- Objects are immune to critical hits.
- Objects are destroyed when they reach 0 HP. A destroyed object is easier to move through: if it was Blocking terrain, it becomes Rough/Slow terrain; if it was Rough/Slow terrain, it becomes open terrain.
- Objects can decrease in effectiveness or be partially destroyed upon reaching 50% HP.
- An Object’s primary type may never be lost, only its secondary type may be changed.
- Objects also have a Weight Class depending on how heavy they are.
Substance (Physical) | DR | HP | Type |
Paper, cloth, basic rope; Vine; Webbing | 0 | 40/m of thickness | Normal; Grass; Bug |
Glass | 5 | 20/m of thickness | Normal (Glass if you use it) |
Ice | 5 | 60/m of thickness | Ice |
Dirt | 5 | 100/m of thickness | Ground |
Wood; Plaster/Drywall | 10 | 200/m of thickness | Grass; Normal |
Stone, Brick, Concrete | 15 | 300/m of thickness | Rock |
Plastic | 20 | 400/m of thickness | Normal |
Iron or Steel | 30 | 600/m of thickness | Steel |
Substance (Special) | DR | HP | Type |
A wall of pure energy, such as fire, frost, a cloud of poison, or heavy sand | 0 | 20/m of thickness | Depends |
Psychic Barrier | 15 | 50/m of thickness | Psychic |
A Substance can become Hardened, usually upon its creation. This doubles its stats. Hardened Ice, for example, would have 10 DEF, 0 SPDEF, and 4 HP/cm of thickness. It can also become Weakened, usually after a long time has passed. This halves its stats. Weakened Wood, for example, would have 5 DEF/SPDEF and 2 HP/cm of thickness. |
- When attacking or breaking an Object, you can target either the entire object or a section of it up to your Size. This is typically used to create pathways through extremely large objects that would normally have too much HP to completely destroy. For example, destroying an iceberg would take a long time as it has 1000s of HP, but a 1-meter thick section of ice would have 60 HP and could be destroyed in a matter of rounds, especially if multiple fires strike the same section. For a more typical example, someone’s modern home would be a bit easier to destroy – a typical section of drywall is about 2 decimeters thick and has 40 HP.
- Objects that are at least Small size (such as power generators and furniture) may have a Weak Spot. Objects that are Massive size or larger (such as buildings or large vehicles) may have a Weak Spot or a Critical Spot. Critical Spots are exclusive to Gigantic objects (although not all have them). Striking a Critical Spot causes damage to be two steps more effective. This is intended to make destroying large objects that have hundreds or thousands of HP easier.
- Calculating the statistics of larger items can be daunting. The easiest way to do so is determine the object’s primary substance and how much size the object takes up. A massive object is roughly 6×6 meters, so a large bus would qualify, although it would be closer to 3×10 meters. An object’s HP should be calculated according to its thinnest point. In this instance, that would be 3 meters, since that is how wide the bus is. It’s mostly made of Steel, and has 600 HP per meter. Thus, the entire bus has 1800 HP and 30 DR. However, the bus has windows that are far easier to break into, having a paltry 2 HP, and if one wanted to target the bus’s metal wall, it would only have 60 HP due to being rather thin. Its Critical Spot would most likely be an axle rod, gas tank, or engine.
- You can make a Called Attack and target a specific item in a creature’s Equipment slots, but we recommend not targeting player’s items too often. For simplicity’s sake, a creature’s Equipment slots are not damaged by AOE attacks, only being targeted directly with a Called Attack.
- If you insist, AOE attacks damage equipment but they Resist non-Called Attacks by one step.
- When a piece of equipment is broken, it may be repaired as a free Downtime Action. You must pay half of the equipment’s Value to repair it. You can use appropriate Scrap instead of money to pay half of that value, for a total of 1/4th the original Value.
Item | DR | HP | Type |
Weapon/Shield/Held Item | 10 x Tier | 10 x Tier | Depends on item |
Light Armor/Greatshield | 10 x Tier | 15 x Tier | Depends, usually Steel |
Heavy Armor | 15 x Tier | 20 x Tier | Depends, usually Steel |
- A creature may attempt to break a material object through sheer force as a Standard Action making an Athletics check (creatures with low Athletics but the Sunder Matter Combat power should just damage objects) and adding your Power score (or twice your Power score if you have the Superpowered capability) to your roll. You can never Take X on this check except by spending 1 PP to use Finesse.
- For immaterial objects, such as a magical wall of flame or darkness, make an Occult Education check and add your Intelligence score to your roll.
- An object’s Break DC is related to its DR x HP, but there is no set formula for making this DC. To help set DCs is a list of common items you might want to break sometime:
Object | DR | HP | Break DC1 |
Rope, vine, webbing | 0 | Variable | 5-20, see Bind Adversary power |
Domestic window | 5 | 2-4 | 5 |
A wooden door, medium-sized wooden furniture | 10 | 10-20 | 10-14 |
A 1-meter thick dirt wall | 5 | 100 | 20 |
An apartment wall | 10 | 40 | 20 |
Medium-sized plastic furniture | 20 | 20-40 | 23-26 |
A brick wall | 15 | 60 | 26 |
Chains or manacles | 30 | 30 | 26 |
A steel door, medium-sized steel furniture | 30 | 30-60 | 26-30 |
A 1-meter thick stone wall | 15 | 300 | 36 |
A 1-meter thick steel wall, or a Medium-sized vehicle | 30 | 600 | 42 |
A 3-meter thick steel wall, a Gigantic-sized vehicle | 30 | 1800 | 54 |
A Tier 1 Psychic Barrier | 15 | 25 | 18 |
If an object is made of a Weakened substance, its Break DC decreases by 3. If an object is made of a Hardened substance, its Break DC increases by 3. |
Object Types
Every object is composed of one major Type, which determines how it interacts with various effects throughout the world. For example, an open flame struck by enough water could be put out and produce steam, or the fire could be so hot that it immediately evaporates the water. The following section examines each Type as it relates to object and effect interactions. Types only have special interactions with other types within the same category – Ground does not have any interactions with Fighting, for example.
Each Type derives its energy from one of three sources, which are as follows:
- Elemental Types: These types each have their own dimensions which creatures are able to access to generate their special powers. They make up the bulk of reality and have the most interactions with one another. They are considered the ‘building blocks’ of the world. This energy is nearly limitless and the most versatile, but the least powerful.
Types: Normal, Electric, Fire, Flying, Grass, Ground, Ice, Poison, Rock, Steel, Water
- Aura Types: These types are founded on Aura, the life energy that all creatures have. This energy does not come from another dimension, but from a creature’s spirit or willpower. These types tend to involve using one’s life energy for power. As a result this energy is limited, but powerful.
Types: Fighting, Ghost, Psychic
- Primordial Types: These types draw on the natural energy of the environment around them to enact their will. This energy can only be accessed through rituals and is influenced by emotion and spirituality, but is the most powerful once controlled. These rituals can seem bizarre or incomprehensible to humans. Types: Bug, Dark, Dragon, Fairy
Typeless
- Typeless objects do not really “exist”, and cannot be directly interacted with. An example of a typeless ‘object’ is empty space. It has no special interactions with any type. The only typeless creatures are human beings. Also known as ‘void’. Typeless damage is Super-Effective against everything, even creatures or objects with 2 types.