KaorinSakura

Item Destruction & Called Shots

Apr 16th, 2015
296
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.82 KB | None | 0 0
  1. Item Breaking
  2. Breaking an item with an attack is usually done with slashing or bludgeon attacks, though can be done with piercing attacks but less effectively (Piercing damage deals 15 less damage to objects). The process of breaking an item depends on whether or not the item is worn/equipped by a creature or not. Regardless of that bit, all items have varying evasions, hit points and damage reduction which determines how easy or how difficult it is to break.
  3.  
  4.  
  5.  
  6. Stand-Alone Items
  7.  
  8. Breaking a stand-alone item requires the user to attack the item (usually without any penalties). Damage is calculated and subtracted by the targets DR and then applied to its hit points. Items do not suffer injuries and are broken when reduced to 0 HP. Item HP can be restored by repairing them item with an extended action using an education check (usually the one used to create the item in the first place) and paying appropriate materials equal in value to the HP restored. Broken items can be repaired, though requires twice the amount of value to repair HP.
  9.  
  10.  
  11.  
  12. Worn/Equipped Items
  13.  
  14. Breaking worn/equipped items requires the user to make a Called Shot against the item (explained later) and damage is subtracted by the items DR and then applied to its HP. Effects that reduce damage to the creature wearing/equipped with the target item also apply to those same items (such as Water Sport, Light Screen, Reflect, etc.). Items do not suffer injuries and are broken when reduced to 0 HP. Item HP can be restored by repairing them item with an extended action using an education check (usually the one used to create the item in the first place) and paying appropriate materials equal in value to the HP restored. Broken items can be repaired, though requires twice the amount of value to repair HP.
  15.  
  16.  
  17.  
  18. Area of Effect attacks and Item Damage
  19.  
  20. Typically, no GM really wants to calculate the damage of every item worn on all characters caught in any AoE attack but to do so reduces immersion for this rule introduction in the first place. To alleviate number crunching and consumed time, it's best to just allow AoE attacks to deal 1 damage to all items worn/equipped by the character (but not others).
  21.  
  22.  
  23.  
  24. Breaking Items
  25.  
  26. When a character tries to break something with sudden force rather than by dealing damage, use an Athletics check to see whether he or she succeeds, assuming the character can get a firm hold of the item. The DC depends more on the construction of the item than on the material. If an item has lost half or more of its hit points, the DC to break it drops by 4.
  27.  
  28.  
  29.  
  30. Poké Balls
  31.  
  32. When a Poké Ball containing a Pokémon is Broken, the Pokémon inside of it is released. The Pokémon is still classified as owned and still counts toward the Trainers carried total but the ball must be repaired before it can recall/store the Pokémon.
  33.  
  34.  
  35.  
  36.  
  37. Item DR & Hit Points
  38.  
  39. Item - Evasion - HP - DR - Break DC
  40.  
  41. Poké Balls - 3 - 25 - 15 - 22
  42. Consumables - 2 - 15 - 5 - 18
  43. Non-equipment/weapon - 2 - 10 - 5* (Adjust these values as the items size/weight changes. For every size category above Tiny, add 15 HP. For every 5 lbs. above 5, add another 5 DR up to a max of 25 DR) - 13* (increase the DC by 3 for every size above Tiny or 5 lbs. above 5)
  44. Equipment - 3 - 25 - 10 - 20
  45. One-Handed Weapons - 3 - 30 - 10 - 23
  46. Two-Handed Weapons - 4 - 30 - 15 - 28
  47. Armour - 5 - 30 - 20 - 25
  48. *CLI have 10 bonus HP, 5 bonus DR and 3 bonus break DC
  49. *DLI have 10 bonus HP, 10 bonus DR and 5 bonus break DC
  50. *Enchanted items gain 5 bonus HP, 5 bonus DR and 2 bonus break DC
  51. *Artifacts gain 15 bonus HP, 10 bonus DR and 6 bonus break DC
  52.  
  53.  
  54. Called Shots
  55.  
  56. A character can attempt to target a specific area on a creature for an intended result. When an injury is caused, that injury is typically rolled randomly to determine how the creature was injured. When making a Called Shot, the user willingly takes a -3 penalty to their accuracy check and should the attack hit, they determine where they hit - though this only matter should the target suffer an injury from the attack in which the user determines what Combat Stage the target loses from the injury. For example, targeting legs can reduce Speed. Arms can reduce Attack. Body can reduce Defense or Special Defense. Head can reduce Special Attack. Eyes can reduce Accuracy.
  57.  
  58. This is also used to perform attacks against worn/equipped items. In this case, the user willingly takes a -5 penalty on their accuracy check to hit the target. If they succeed, they make a combat check opposed by the targets acrobatics or combat. If the user rolls higher than the target, the item in question suffers damage, otherwise the target suffers damage.
  59.  
  60. Moves that are not Single Target become Single Target when used with a Called Shot and attacks with the Never-Miss effects lose that effect when used with Called Shot and become AC2.
Advertisement
Add Comment
Please, Sign In to add comment