Core Materials

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Materials

The Core puts value on materials and usability by OM’s and Players alike. If ever there has been anything worse in a game it is the indestructibility of the world around the Players. Buildings withstand non-event style explosions or attacks. Ice walls block passage of adventurers while they cannot smash the ice bridge to prevent the enemy from following. Armour and weapons withstand punishment after punishment with impunity. But why is it any inanimate object is able to withstand destructive forces while the living and undead cannot take brutal punishments, unless of course the object has a listed destruction point? Laziness, mostly. Well no more! Everything built from the Core has a… easy way to find out how easy it is to break, how much durability it should have, and how to find its weight (Players like to lift/throw random things…).


Break Chance and Break Resistance

These numbers represent how much force is required in a single blow or applied strain to destroy the object. Break Chance (BC) is how much of a bonus you have in attempting to overcome the object’s Break Resistance (BR). If the BC is greater than the BR, then regardless of the object’s DP, DR, or any other resistances, the object will break. If the BC ties the BR then the Golden Rule (see Combat System, Basic Avoidance Actions for details) decides the outcome.


Determining Break Chance

There are two ways to use BC: When you attack an object or when you are trying to break it with brute strength (i.e. bend it in half).

When damaging an object (i.e. hitting it with a pick, a sword, punching it) you multiply the damage by 2 and add a d20 (Damage * 2 + d20).

When trying to break it through brute strength you use your Str Stat and add a d20.

In both cases you must consider leverage and how the object breaks. Certain Abilities might increase your chance or use a d%(d100). If you are attacking at someone on the other side of the object, whether you simply make a hole or completely destroy an object, if your BC beats the object’s BR the attack makes it through and an attack is made (OM must decide if the other person is caught Off-Guard).


Leverage

It only makes sense that leverage will greatly affect the strength of an object. For example, if a statue arm or tree is connected to the ground then hitting at the top should make it break easier. For every 0.3m/1ft you hit away from the nearest ‘grounded’ piece (a piece that will not easily move, i.e. connected to the ground) adds +5 to BC (or -5 to BR depending on how you look at it).

If you are hitting a slab of oak 25.5mm/1” thick, 30BR, 0.6m/2ft from its ‘base’ with a hammer that deals 10damage the Break Chance would increase by 10BC for leverage with +20BC for damage. If you had 20Strength and attempted to push it at the same point (0.6m/2ft) the results would be the same, it would break since your base BC equals the BR. However, remember that the damage you deal will likely vary, your Strength will not as quickly.


How it Breaks

How and where is an important part to breaking objects. When using the attack method it is most likely where you are hitting, however it is possible in both that the break will be where the object was weakest (i.e. a crack from earlier, thinner at one part than another, etc).

How is up to the type of material. Some things will tear, some things will shatter, and other things simply break in two. BR for tearing is against holes and gashes that would happen when excessive force is applied to an object (i.e. punching through stretched cloth). BR for shattering is against part of the object turning into millions of tiny pieces when pressure becomes too much (i.e. glass hit by a rock). Normal BR is against holes and chunks breaking off (i.e. a wooden board chopped in half). This is purely for matters of correctness.

Hitting a bundle of silk with a hammer is not going to do much unless it is stretched over something. However pulling on silk can tear it almost as easy as cutting it with a knife. This must be kept in mind when deciding where and how something breaks.


OPTIONAL RULE: Break Radius. When BR is overcome by an attack it usually creates a puncture around the same size as the weapon that caused it. As this might not properly reflect the full effect of an impact, an OM may wish to add that for every +1 BC is over BR it creates a hole with a radius of +12.75mm/0.5” around the damaged area. If the struck point has different BR than the area around it an OM can consider adding/removing the difference between the BR’s.

If an object is 76.5mm/3” thick and has 60BR and you strike it for 68BC, where you struck and 102mm/4” in all directions of the point of impact breaks through its entire 76.5mm/3” thickness. If immediately to its right had 65BR and an OM had decided to account for differences in BR it would instead only break the entire 76.5mm/3” thickness 38.25mm/1.5” from the impact (68-65=3, 3 * 17.25mm/0.5”). :ELUR LANOITPO


Determining Break Resistance

The BR, as is everything else to do with materials, is determined by its density and the type of material it is. The section on building materials below lists how to determine BR, DP, and weight based on density, while this might not always seem ‘correct’ it will allow for any material within a game to be used and destroyed.

BR will be listed as an X for 25.5mm/1”. What this means is for the first 25.5mm/1” of a material the BR is that X. For every 25.5mm/1” afterwards you add an additional 5% (i.e. if the first 25.5mm/1” was 90, each additional 25.5mm/1” thickness adds +4.5BR, remember, to easily find 5% first /10 then /2). If destruction by BR is not possible, there is always destruction by chiselling through the DP.


Durability Points

Durability Points (DP) are designed so if you cannot break it in one blow you can slowly chip away at it. Unlike BR, which only changes if the whole is compromised in one action, every damage dealt will stay dealt to the object’s DP. It is the health of an object, however it does not replenish like HP does unless the material somehow regenerates.

However, unlike BR, DP reaps the benefits of DR and improving at the same rate on a 25.5mm/1” basis (increases every 25.5mm/1” by the same amount, usually much more than the BR). The damage dealt can lower the BR by lessening the total thickness of an object, therefore making it easier to break. Listed material DP is per cube with sides of 25.5mm/1”.


OPTIONAL RULE: Object Integrity. Hit something enough and it starts to develop cracks and fissures. A damaged object, whether it is a concrete column or a pane of glass, will be more easily destroyed because of the damages. Even though the BC or the DP may not destroy the object in a single shot it may lose integrity. The easy method for object integrity loss is that for every 1% of DP destroyed the BR of the object goes down 1% of max (i.e. an object with 200BR with 50DP and 1damage dealt would lower the BR 4). Object integrity requires a bit of math for the more varied BR and DP and for those of us who need calculators it may become an issue. :ELUR LANOITPO


OPTIONAL RULE: Structural Durability. Structures, and most objects, whether intentional or not, have support components and designs that when a certain level of damage is sustained will collapse and cause the outright failure of the structure regardless of the state of the rest of the structure. This allows an OM to set a piece, pieces, or the entire structure with a DP/BR that once destroyed destroys the entirety of the structure without having to destroy each individual piece. The total DP should be based on the critical components individual DP. If a house has four support columns each with 200BR/50DP and it will collapse if two are destroyed it effectively has 100DP or requires two 200BC checks be made.

Alternatively these support pieces may increase the durability of a structure by requiring the supports to be destroyed in addition to the rest of the structure, effectively adding their DP to the structure’s total. This allows an OM to increase the strength of a structure without having to make it unbelievably thick. If a shield with 30BR/8DP has three support cross-beams holding it together and each has 8DP the shield would have 32DP total and take four 30+ BC hits. :ELUR LANOITPO


Weight

Weight and density is easy. You determine (or guess) the rough cubic volume of the object (in centimetres) and multiply it by the density listing. This allows for a system to create any object from any material that gives rough estimates that are fairly accurate for what they should actually weigh. Densities can be located within the Core in the Materials List below or easily researched via the internet or science texts.


Guide for Material Building

All you have to know is the thickness and/or the dimensions and the material of the item. Everything else is handled by the density formulas based on type of material. Every material uses the following method:


First you divide the density of the material you are working with by Granite’s density (2.72g/cm³).

Multiply this number by 100 (OM’s can change this to increase/decrease BR regardless of weight) to acquire the BR (rounding to nice numbers is advised).

Multiply the newly acquired BR by 0.25 (or divide by 4) to determine the DP (dependent on material).

The first 25.5mm/1” BR has already been discovered, every 25.5mm/1” afterwards is only 5% of the first 25.5mm/1”.


While mostly accurate there are some unfortunate materials that are the exception to the rule. While metal is denser and stronger than most materials you will deal with, certain metals and things such as gems, while being lighter, are also extremely strong. And what about materials like titanium or gems that are less dense yet stronger? These you have to adjust on your own until it seems appropriate.


As well, Damage Reduction, if any, is dependent on the material. Metals would take less from slashing, cloths less from bludgeon, stones less from hacking or slashing, and gems less all around. Specific materials like bone might take less from piercing. It is dependent on material and OM. Another option for gems is using an extremely high DR and an increased BR, even with a low DP they would be extremely difficult to damage and more closely represent the real thing.


OPTIONAL RULE: Easy Damage Reduction. Classify the materials as Cloth, Gem, Metal, Stone, Wood, and Other.

Cloth takes a maximum of 1damage from Bludgeon and Cold.

Gem reduces Physical damage dealt to it by 25 and is nigh impervious to all other forms of damage.

Metal reduces Physical damage dealt to it by 10 and is nigh impervious to all other forms of damage (although it can melt in extreme circumstances).

Stone reduces Slash by 20, Hack by 15, Bludgeon and Pierce by 10, and is nigh impervious to all other forms of damage (although it can melt in extreme circumstances).

Wood reduces Bludgeon, Pierce, and Slash by 10, Hack by 5, and all other forms of damage except Acid and Fire by 10.

Other such as: Bone reduces Cold, Electricity, Fire, Pierce, and Slash to 1, the other Physical/Elemental are normal, immune to Special (bleaching may occur in Light).

Hide and Leather would be very close to being a ‘strong cloth’, taking 1 damage from Bludgeon but also reducing Pierce and Slash by 5. :ELUR LANOITPO


OPTIONAL RULE: Super Easy Damage Reduction. Ignore the difficulties of realism for speed of game play. Classify the materials as Cloth, Gem, Metal, Stone, Wood, and Other.

Cloth: 0DR vs. All

Gem: 25DR vs. All

Metal: 10DR vs. All

Stone: 8DR vs. All

Wood: 5DR vs. All

Other – Bone/Hide: 2DR vs. All

:ELUR LANOITPO


Materials List

Here is an example of the material shell used in making individual materials:

<Name>

Density - g/cm³

BR: # for 25.5mm/1”. # per 25.5mm/1” after first, # for 0.3m/1ft and an additional # per 0.3m/1ft

DP: per 25.5mm/1”


Adobe

Density - 2.243g/cm³

BR: 85 for 25.5mm/1”. 4.25 per 25.5mm/1” after first, 131 for 0.3m/1ft and an additional 51 per 0.3m/1ft

DP: 21.25 per 25.5mm/1” (BR*0.25)


Bone (Human)

Density - 2g/cm³

BR: 75 for 25.5mm/1”. 3.75 per 25.5mm/1” after first, 116 for 0.3m/1ft and an additional 45 per 0.3m/1ft

DP: 18.75 per 25.5mm/1” (BR*0.25)


Bronze

Density - 8.72g/cm³

BR: 320 for 25.5mm/1”. 16 per 25.5mm/1” after first, 496 for 0.3m/1ft and an additional 192 per 0.3m/1ft

DP: 80 per 25.5mm/1” (BR*0.25)


Cloth (Cotton)

Density – 0.3849g/cm³

BR: 15 for 25.5mm/1”. 0.75 per 25.5mm/1” after first, 23.25 for 0.3m/1ft and an additional 9 per 0.3m/1ft

DP: 3.75 per 25.5mm/1” (BR * 0.25)


Cloth (Wool)

Density – 0.5g/cm³

BR: 20 for 25.5mm/1”. 1 per 25.5mm/1” after first, 31 for 0.3m/1ft and an additional 12 per 0.3m/1ft

DP: 5 per 25.5mm/1” (BR * 0.25)


Glass

Density 2g/cm³

BR: 75 for 25.5mm/1”. 3.75 per 25.5mm/1” after first, 116 for 0.3m/1ft and an additional 45 per 0.3m/1ft

DP: 18.75 per 25.5mm/1” (BR*0.25)


Granite

Granite is considered the ‘base’ of all BR and is the ‘stone’. If ‘stone’ is mentioned and not of specific type, assume it is granite.

Density - 2.72g/cm³

BR: 100 for 25.5mm/1”. 5 per 25.5mm/1” after first, 155 for 0.3m/1ft and an additional 60 per 0.3m/1ft

DP: 25 per 25.5mm/1” (BR*0.25)


Hide

Density - 0.9g/cm³

BR: 35 for 25.5mm/1”. 1.75 per 25.5mm/1” after first, 44 for 0.3m/1ft and an additional 21 per 0.3m/1ft

DP: 8.75 per 25.5mm/1” (BR*0.25)


Ice

Density - 0.917g/cm³

BR: 35 for 25.5mm/1”. 1.75 per 25.5mm/1” after first, 44 for 0.3m/1ft and an additional 21 per 0.3m/1ft

DP: 8.75 per 25.5mm/1” (BR*0.25)


Iron

Density - 7.87g/cm³

BR: 290 for 25.5mm/1”. 14.5 per 25.5mm/1” after first, 449 for 0.3m/1ft and an additional 174 per 0.3m/1ft

DP: 72.5 per 25.5mm/1” (BR*0.25)


Leather

Density - 0.8g/cm³

BR: 30 for 25.5mm/1”. 1.5 per 25.5mm/1” after first, 46 for 0.3m/1ft and an additional 18 per 0.3m/1ft

DP: 7.5 per 25.5mm/1” (BR*0.25)


Oak - Hard

Density - 0.73g/cm³

BR: 30 for 25.5mm/1”. 1.5 per 25.5mm/1” after first, 46 for 0.3m/1ft and an additional 18 per 0.3m/1ft

DP: 7.5 per 25.5mm/1” (BR*0.25)


Snow (Loose – 12% water density)

Density - 0.12g/cm³

BR: 5 for 25.5mm/1”. 0.25 per 25.5mm/1” after first, 7.75 for 0.3m/1ft and an additional 3 per 0.3m/1ft

DP: 1.25 per 25.5mm/1” (BR*0.25)


Snow (33% water density)

Density - 0.33g/cm³

BR: 15 for 25.5mm/1”. 0.75 per 25.5mm/1” after first, 23 for 0.3m/1ft and an additional 9 per 0.3m/1ft

DP: 3.75 per 25.5mm/1” (BR*0.25)


Snow (Packed – 50% water density)

Density - 0.5g/cm³

BR: 20 for 25.5mm/1”. 1 per 25.5mm/1” after first, 31 for 0.3m/1ft and an additional 12 per 0.3m/1ft

DP: 5 per 25.5mm/1” (BR*0.25)


Steel

Density - 8g/cm³

BR: 300 for 25.5mm/1”. 15 per 25.5mm/1” after first, 465 for 0.3m/1ft and an additional 180 per 0.3m/1ft

DP: 75 per 25.5mm/1” (BR*0.25)




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