Project Update: Fantasy Heroes Unbound AMA and Equipment Rules Sneak Peek
The Fantasy Heroes Unbound campaign is now more than half way to unlocking the free adventure scenario stretch goal $50K! We greatly appreciate your pledge.
Reminder: Unbound AMA Tonight
Don’t forget that Unbound designer and Dyskami chief Mark MacKinnon is hosting a live Ask Me Anything about Fantasy Heroes Unbound tonight (Thursday, September 24) from 7-8 pm EDT. You can participate on Dyskami’s YouTube channel directly or though the BackerKit campaign main page (where we are imbedding the stream).
Sneak Peek: Equipment Rules
The following is an abbreviated excerpt from Chapter 10: Equipment of the Fantasy Heroes Unbound core rules.
Cover and Damage
During adventures, characters may take cover in or behind various large objects, which may include Items such as vehicles and mecha. AC modifiers usually apply to cover, but sometimes an attack is so forceful that it might damage or penetrate the covering object. This may damage the Item – possibly allowing some damage to pass through to the character taking cover as well – and perhaps render it inoperable with enough impact. Most often, these situations are best handled narratively rather than with strict rules, such as when an enemy fires a crossbow at player characters who are hiding in a rowboat or behind an overturned table. When a more mechanistic solution is desired, consider the following rules.
Item Protection
Every physical object has an associated material rating that will reduce standard (Bludgeoning, Piercing, Slashing) damage inflicted on characters taking cover behind it if the attack is sufficient to penetrate the object. Table 36 in the core rules provides a suggested list of material ratings – ranging from 0 (paper, cloth) to 5 (medium wood, thin stone, thin metal) to 10 (adamantine) – which is equivalent to the Item’s Damage Reduction Rank. This material rating is dependent on the hardness and thickness of the material from which the object is made, and could be modified both by how fragile the working parts may be and how well constructed it is.
For example, a rowboat constructed from thin wood (material rating 4) would modify any damage that would reasonably penetrate the boat’s hull by -4 damage (equivalent to Damage Reduction Rank 4).
Item Damage Reduction Rank = Material Rating
Item Hit Points
To derive an Item’s Hit Points, multiply its material rating by 10, then add its Build Point cost based on its Size Rank.
For example, a rowboat with material rating 4 and Size Rank Point cost of 10 (the cost for Large) would have 50 Hit Points ([4 x 10] + 10), while a Small sign (-10 Size Points) made from a thin tin alloy (material rating 5) would have 40 Hit Points ([5 x 10] - 10).
Item HP = Material Rating x10 + Size Rank Cost
Item Damage
If the Item suffers more damage than its material rating, the excess damage is deducted from its Hit Points. If its Hit Points are ever reduced to 0, it ceases to function in its given task (e.g. a cart can no longer be easily pulled, a boat will sink, a catapult will no longer fire, etc.). The Item is not destroyed – it is simply rendered non-functional and can usually be repaired later and returned to normal.
If the Item suffers 10 times its material rating in damage in a single attack, though, it is completely destroyed – regardless of how many Hit Points it has remaining. The object is beyond repair and must be completely rebuilt or replaced. Additionally, if an object suffers repeated damage that exceeds its material rating – roughly 10 times that amount within a short period of time (DM’s discretion) – it may also suffer sufficient damage to break.
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Thanks again for backing the campaign. We hope to see you tonight @ 7pm EDT for the AMA!
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