====== Breaking Things ====== Occasionally a character may want to break a solid object, such as a weapon, lock, or door. Use the wielder’s Parry if held, or 2 if it’s motionless. If a damage roll equals or exceeds the object’s Hardness, it’s broken, bent, shattered, or otherwise ruined. The GM decides the exact effect. Most anything can be broken given enough time and effort, so use this system only when attempting to break things in a hurry (such as during combat rounds). **Object Hardness Examples** ^Hardness^Object^ |4|Net, rope, webs| |8|Light Door, Locks| |10|Heavy Doors, Knives, Swords, Shields| |12|Handcuffs| * A character must specifically state he’s trying to break a shield to do so—don’t check every time the shield-bearer is hit. ===== No Bonus Damage or Aces ===== Attacks against solid objects don’t get bonus damage from raises, and damage rolls don’t Ace. Unlike a person or complex device like a computer or a vehicle, an attack can’t hit a “vital” area on a lock or a door and thus do more damage. ===== Damage Types ===== Certain types of attacks can’t break certain types of objects. A club can’t cut a rope, for example, and a single bullet won’t destroy a door. Use common sense when determining whether or not a particular type of weapon can destroy an object. See [[Cover & Obstacles]] to attack through barriers.