Item Health & Durability
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“Non-” - Applied at the start of the property, any property with a “non-” at the start has all of it’s effects reversed e.g. if something were to deal more damage by double, it would instead reduce the damage by half.
Acidic – This material damages objects that it is in contact with for 100 Acid damage per round. Cancels out Basic
Basic – This material damages creatures that it is in contact with for 100 Acid damage per round. Cancels out Acidic
Conductive – This material conducts electricity and increases the damage of all electric damage that goes through it by x2.
Corrosive – This material is more prone to melting and increases the damage of all Acid damage that goes through it by x2.
Toxic – This material damages creatures that are within a 10m radius of the material for 20 damage per round. This damage doubles per round for as long as the creatures are within the material’s radius.
Flammable – This material can set on fire and increases the damage of all fire damage that goes through it by x2.
Reflective – This material is very reflective in the light and creates a shine, and increases the damage of all Radiant damage that goes through it by x2.
Combustible – This material explodes when in contact with fire, dealing the damage of a Frag Grenade.
Sturdy – This material is strong, When it would be broken, roll a d4, on a 4, only then would become broken.
Soft – This material is soft, and reduces the damage of all Bludgeoning attacks by half.
Translucent – The material is semi-transparent and can be seen through.
Transparent – The material is nearly completely see-through.
Fragile – The material’s HP is halved, whenever this material would become broken, it instead becomes destroyed.
Bouncy – The material is very bouncy, all physical damage except piercing that goes through this material is non-lethal
Magnetic – This material is affected by magnetic fields and can be attracted using magnets.
Flexible – This material is very bendy and flexible, item’s made with this property are considered light.
Resilient – This material is hardy, the HP of the item made with this material is doubled.
Radioactive – This material generates magical energy, the wielder gains 10 MP per round while being in contact with this item.