Objects and surfaces can be damaged by attacks, tools, or feats of strength. Most object damage is handled by degradation: each successful hit damages one layer or step of the material.
Attacking a surface this way can also degrade the tool or weapon used.
Material Degradation
To damage a material, the attack must surpass the material's AR.
| Material | AR | HP per Level | Penetration per Level |
| Ivy or briars | 1 | 5 | 1 foot |
| Soft wood | 5 | 6 | 1 inch |
| Wood | 6 | 7 | 1 inch |
| Hard wood | 7 | 8 | 1 inch |
| Mortar | 8 | 10 | 1/2 inch |
| Brick | 9 | 12 | 1/4 inch |
| Stone | 10 | 16 | 1/8 inch |
| Metal | 16 | 16 | 1/8 inch |
Object HP
Objects can also have a total HP value. For example, a door might have 20HP and AR6. To smash it, deal 20HP damage after AR.
If the GM allows it, an SDF check can be used instead. Each success might degrade a lock, hinge, latch, or other weak point by one step.
Object Attacks
Attacks against unattended objects are always treated as telling blows. Objects are immune to critical hits; otherwise, treat the object as incapacitated.
Condition Track
Object condition can move through the following track:
Peerless -> Masterwork -> Crafted -> Standard -> Scratched -> Dinged -> Battered -> Damaged -> Broken -> Ruined -> Destroyed -> Disintegrated