{ "breadcrumbs": [ "Chapter 2: Tools\r\n", "Building Hazards" ], "breadcrumbs_spa": [], "category": "rules", "exclude_from_search": false, "id": "rules-1048", "markdown": "[Defenses](/Rules.aspx?ID=1048)\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 75\r\n\r\n\r\n\r\nIf there’s a physical component that a character could break, you’ll need to determine the hazard’s AC, Fortitude save, and Reflex save, using the extreme, high, and low values (preceded by E, H, or L on the table) as well as its Hardness, HP, and Broken Threshold (BT). When building a purely magical or formless hazard, you can skip this section. \n\n## Table 2–15: Defenses\n\n
**Level****EAC****HAC****LAC****E Save****H Save****L Save****Hardness****HP***
–1181512+9+8+22–411–13
0191613+10+9+33–515–17
1191613+11+10+45–723–25
2211815+12+11+57–930–34
3221916+14+12+610–1242–46
4242118+15+14+811–1346–50
5252219+17+15+912–1450–54
6272421+18+17+1113–1554–58
7282522+20+18+1214–1658–62
8302724+21+19+1315–1762–66
9312825+23+21+1516–1866–70
10333027+24+22+1617–1970–74
11343128+26+24+1819–2178–82
12363330+27+25+1920–2282–86
13373431+29+26+2021–2386–90
14393633+30+28+2222–2490–94
15403734+32+29+2323–2594–98
16423936+33+30+2525–27101–107
17434037+35+32+2627–29109–115
18454239+36+33+2729–31117–123
19464340+38+35+2931–33125–131
20484542+39+36+3033–35133–139
21494643+41+38+3236–38144–152
22514845+43+39+3339–41156–164
23524946+44+40+3444–46168–176
24545148+46+42+3646–50180–188
* The Broken Threshold is usually half the hazard’s HP.
Some hazards, even high-level ones, don’t make sense with a high Hardness value. In those cases, you can skip the Hardness and use the HP values from table 2–7: Hit Points on page 63. Especially for complex hazards, you might want to divide the durability over multiple sections, located in different positions, to encourage teamwork and mobility.\r\n
\r\n\r\n\r\n\r\n\r\n\r\n
", "name": "Defenses", "next_link": { "label": "Offense", "url": "/Rules.aspx?ID=1049" }, "previous_link": { "label": "Stealth and Disable", "url": "/Rules.aspx?ID=1047" }, "rarity": "common", "release_date": "2020-02-26", "resistance": {}, "search_markdown": "\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 75\r\n\r\nChapter 2: Tools\r\n/ Building Hazards\r\n", "source": [ "Gamemastery Guide" ], "source_raw": [ "Gamemastery Guide pg. 75" ], "source_category": "Rulebooks", "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 75", "speed": {}, "text": " Defenses Source Gamemastery Guide pg. 75 If there’s a physical component that a character could break, you’ll need to determine the hazard’s AC, Fortitude save, and Reflex save, using the extreme, high, and low values (preceded by E, H, or L on the table) as well as its Hardness, HP, and Broken Threshold (BT). When building a purely magical or formless hazard, you can skip this section. ## Table 2–15: Defenses Level EAC HAC LAC E Save H Save L Save Hardness HP –1 18 15 12 +9 +8 +2 2–4 11–13 0 19 16 13 +10 +9 +3 3–5 15–17 1 19 16 13 +11 +10 +4 5–7 23–25 2 21 18 15 +12 +11 +5 7–9 30–34 3 22 19 16 +14 +12 +6 10–12 42–46 4 24 21 18 +15 +14 +8 11–13 46–50 5 25 22 19 +17 +15 +9 12–14 50–54 6 27 24 21 +18 +17 +11 13–15 54–58 7 28 25 22 +20 +18 +12 14–16 58–62 8 30 27 24 +21 +19 +13 15–17 62–66 9 31 28 25 +23 +21 +15 16–18 66–70 10 33 30 27 +24 +22 +16 17–19 70–74 11 34 31 28 +26 +24 +18 19–21 78–82 12 36 33 30 +27 +25 +19 20–22 82–86 13 37 34 31 +29 +26 +20 21–23 86–90 14 39 36 33 +30 +28 +22 22–24 90–94 15 40 37 34 +32 +29 +23 23–25 94–98 16 42 39 36 +33 +30 +25 25–27 101–107 17 43 40 37 +35 +32 +26 27–29 109–115 18 45 42 39 +36 +33 +27 29–31 117–123 19 46 43 40 +38 +35 +29 31–33 125–131 20 48 45 42 +39 +36 +30 33–35 133–139 21 49 46 43 +41 +38 +32 36–38 144–152 22 51 48 45 +43 +39 +33 39–41 156–164 23 52 49 46 +44 +40 +34 44–46 168–176 24 54 51 48 +46 +42 +36 46–50 180–188 The Broken Threshold is usually half the hazard’s HP. Some hazards, even high-level ones, don’t make sense with a high Hardness value. In those cases, you can skip the Hardness and use the HP values from table 2–7: Hit Points on page 63. Especially for complex hazards, you might want to divide the durability over multiple sections, located in different positions, to encourage teamwork and mobility. ", "type": "Rules", "url": "/Rules.aspx?ID=1048", "weakness": {} }