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- "Chapter 2: Tools\r\n",
- "Building Hazards"
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- "markdown": "<title level=\"1\" right=\"Rules\">[Defenses](/Rules.aspx?ID=1048)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 75</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\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<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**EAC**</td><td>**HAC**</td><td>**LAC**</td><td>**E Save**</td><td>**H Save**</td><td>**L Save**</td><td>**Hardness**</td><td>**HP***</td></tr> <tr><td>–1</td><td>18</td><td>15</td><td>12</td><td>+9</td><td>+8</td><td>+2</td><td>2–4</td><td>11–13</td></tr> <tr><td>0</td><td>19</td><td>16</td><td>13</td><td>+10</td><td>+9</td><td>+3</td><td>3–5</td><td>15–17</td></tr> <tr><td>1</td><td>19</td><td>16</td><td>13</td><td>+11</td><td>+10</td><td>+4</td><td>5–7</td><td>23–25</td></tr> <tr><td>2</td><td>21</td><td>18</td><td>15</td><td>+12</td><td>+11</td><td>+5</td><td>7–9</td><td>30–34</td></tr> <tr><td>3</td><td>22</td><td>19</td><td>16</td><td>+14</td><td>+12</td><td>+6</td><td>10–12</td><td>42–46</td></tr> <tr><td>4</td><td>24</td><td>21</td><td>18</td><td>+15</td><td>+14</td><td>+8</td><td>11–13</td><td>46–50</td></tr> <tr><td>5</td><td>25</td><td>22</td><td>19</td><td>+17</td><td>+15</td><td>+9</td><td>12–14</td><td>50–54</td></tr> <tr><td>6</td><td>27</td><td>24</td><td>21</td><td>+18</td><td>+17</td><td>+11</td><td>13–15</td><td>54–58</td></tr> <tr><td>7</td><td>28</td><td>25</td><td>22</td><td>+20</td><td>+18</td><td>+12</td><td>14–16</td><td>58–62</td></tr> <tr><td>8</td><td>30</td><td>27</td><td>24</td><td>+21</td><td>+19</td><td>+13</td><td>15–17</td><td>62–66</td></tr> <tr><td>9</td><td>31</td><td>28</td><td>25</td><td>+23</td><td>+21</td><td>+15</td><td>16–18</td><td>66–70</td></tr> <tr><td>10</td><td>33</td><td>30</td><td>27</td><td>+24</td><td>+22</td><td>+16</td><td>17–19</td><td>70–74</td></tr> <tr><td>11</td><td>34</td><td>31</td><td>28</td><td>+26</td><td>+24</td><td>+18</td><td>19–21</td><td>78–82</td></tr> <tr><td>12</td><td>36</td><td>33</td><td>30</td><td>+27</td><td>+25</td><td>+19</td><td>20–22</td><td>82–86</td></tr> <tr><td>13</td><td>37</td><td>34</td><td>31</td><td>+29</td><td>+26</td><td>+20</td><td>21–23</td><td>86–90</td></tr> <tr><td>14</td><td>39</td><td>36</td><td>33</td><td>+30</td><td>+28</td><td>+22</td><td>22–24</td><td>90–94</td></tr> <tr><td>15</td><td>40</td><td>37</td><td>34</td><td>+32</td><td>+29</td><td>+23</td><td>23–25</td><td>94–98</td></tr> <tr><td>16</td><td>42</td><td>39</td><td>36</td><td>+33</td><td>+30</td><td>+25</td><td>25–27</td><td>101–107</td></tr> <tr><td>17</td><td>43</td><td>40</td><td>37</td><td>+35</td><td>+32</td><td>+26</td><td>27–29</td><td>109–115</td></tr> <tr><td>18</td><td>45</td><td>42</td><td>39</td><td>+36</td><td>+33</td><td>+27</td><td>29–31</td><td>117–123</td></tr> <tr><td>19</td><td>46</td><td>43</td><td>40</td><td>+38</td><td>+35</td><td>+29</td><td>31–33</td><td>125–131</td></tr> <tr><td>20</td><td>48</td><td>45</td><td>42</td><td>+39</td><td>+36</td><td>+30</td><td>33–35</td><td>133–139</td></tr> <tr><td>21</td><td>49</td><td>46</td><td>43</td><td>+41</td><td>+38</td><td>+32</td><td>36–38</td><td>144–152</td></tr> <tr><td>22</td><td>51</td><td>48</td><td>45</td><td>+43</td><td>+39</td><td>+33</td><td>39–41</td><td>156–164</td></tr> <tr><td>23</td><td>52</td><td>49</td><td>46</td><td>+44</td><td>+40</td><td>+34</td><td>44–46</td><td>168–176</td></tr> <tr><td>24</td><td>54</td><td>51</td><td>48</td><td>+46</td><td>+42</td><td>+36</td><td>46–50</td><td>180–188</td></tr> </table> * The Broken Threshold is usually half the hazard’s HP.</row> 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</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Defenses",
- "next_link": {
- "label": "Offense",
- "url": "/Rules.aspx?ID=1049"
- },
- "previous_link": {
- "label": "Stealth and Disable",
- "url": "/Rules.aspx?ID=1047"
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- "rarity": "common",
- "release_date": "2020-02-26",
- "resistance": {},
- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 75</row>\r\n\r\nChapter 2: Tools\r\n/ Building Hazards\r\n</additional-info>",
- "source": [
- "Gamemastery Guide"
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- "source_raw": [
- "Gamemastery Guide pg. 75"
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- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 75</row>",
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- "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. ",
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