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- {
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- "Chapter 6: Equipment",
- "Item Damage"
- ],
- "breadcrumbs_spa": [],
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- "id": "rules-196",
- "markdown": "<title level=\"1\" right=\"Rules\">[Object Immunities](/Rules.aspx?ID=196)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 273 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nInanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. An item that has a mind is not immune to mental effects. Many objects are immune to other conditions, at the GM’s discretion. For instance, a sword has no Speed, so it can’t take a penalty to its Speed, but an effect that causes a Speed penalty might work on a moving blade trap.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Object Immunities",
- "next_link": {
- "label": "Shoddy Items",
- "url": "/Rules.aspx?ID=197"
- },
- "previous_link": {
- "label": "Carrying and Using Items",
- "url": "/Rules.aspx?ID=186"
- },
- "rarity": "common",
- "release_date": "2019-08-01",
- "resistance": {},
- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 273 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Item Damage\r\n</additional-info>",
- "source": [
- "Core Rulebook"
- ],
- "source_raw": [
- "Core Rulebook pg. 273"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 273 <sup>4.0</sup></row>",
- "speed": {},
- "text": " Object Immunities Source Core Rulebook pg. 273 4.0 Inanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. An item that has a mind is not immune to mental effects. Many objects are immune to other conditions, at the GM’s discretion. For instance, a sword has no Speed, so it can’t take a penalty to its Speed, but an effect that causes a Speed penalty might work on a moving blade trap. ",
- "type": "Rules",
- "url": "/Rules.aspx?ID=196",
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