Urban.json 6.9 KB

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  1. {
  2. "breadcrumbs": [
  3. "Chapter 10: Game Mastering",
  4. "Environment"
  5. ],
  6. "breadcrumbs_spa": [],
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  9. "id": "rules-617",
  10. "markdown": "<title level=\"1\" right=\"Rules\">[Urban](/Rules.aspx?ID=617)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUrban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Doors, Gates, and Walls</title>\r\n\r\nSome of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls. \n\n### Climbing\n The table below gives the typical DC for Athletics checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment. \n\n### Demolishing\n A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272. Strong walls, such as well-maintained masonry or hewn stone, can’t be broken without dedicated work and proper tools. Getting through such walls requires downtime.\n\n## Doors, Gates, and Walls\n<row gap=\"tiny\">\n<table> <tr><td>**Door**</td><td>**Climb DC**</td><td>**Hardness, HP (BT)**</td></tr> <tr><td>Wood</td><td>20</td><td>10, 40 (20)</td></tr> <tr><td>Stone</td><td>30</td><td>14, 56 (28)</td></tr> <tr><td>Reinforced wood</td><td>15</td><td>15, 60 (30)</td></tr> <tr><td>Iron</td><td>30</td><td>18, 72 (36)</td></tr> <tr><td>**Wall**</td><td>**Climb DC**</td><td>**Hardness, HP (BT)**</td></tr> <tr><td>Crumbling masonry</td><td>15</td><td>10, 40 (20)</td></tr> <tr><td>Wooden slats</td><td>15</td><td>10, 40 (20)</td></tr> <tr><td>Masonry</td><td>20</td><td>14, 56 (28)</td></tr> <tr><td>Hewn stone</td><td>30</td><td>14, 56 (28)</td></tr> <tr><td>Iron</td><td>40</td><td>18, 72 (36)</td></tr> <tr><td>**Portcullis**</td><td>**Climb DC**</td><td>**Hardness, HP (BT)**</td></tr> <tr><td>Wood</td><td>10</td><td>10, 40 (20)</td></tr> <tr><td>Iron</td><td>10</td><td>18, 72 (36)</td></tr> </table></row> \n\n### Forcing Open\n Structures that can be opened—such as doors, gates, and windows—can be Forced Open using Athletics. This is usually necessary only if they’re locked or stuck. The DC to Force Open a structure uses the Thievery DC of its lock but adjusts it to be very hard (increasing the DC by 5). If there’s no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher.\n\n## Forcing Open\n<row gap=\"tiny\">\n<table> <tr><td>**Structure**</td><td>**Force Open DC**</td></tr> <tr><td>Stuck door or window</td><td>15</td></tr> <tr><td>Exceptionally stuck</td><td>20</td></tr> <tr><td>Lift wooden portcullis</td><td>20</td></tr> <tr><td>Lift iron portcullis</td><td>30</td></tr> <tr><td>Bend metal bars</td><td>30</td></tr> </table> </row>\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-618\" />\r\n\r\n<document level=\"2\" id=\"rules-619\" />\r\n\r\n<document level=\"2\" id=\"rules-620\" />\r\n\r\n<document level=\"2\" id=\"rules-621\" />\r\n\r\n<document level=\"2\" id=\"rules-622\" />\r\n\r\n<document level=\"2\" id=\"rules-623\" />\r\n\r\n<document level=\"2\" id=\"rules-624\" />\r\n\r\n<document level=\"2\" id=\"rules-625\" />\r\n\r\n<document level=\"2\" id=\"rules-627\" />\r\n\r\n<document level=\"2\" id=\"rules-628\" />\r\n\r\n<document level=\"2\" id=\"rules-629\" />",
  11. "name": "Urban",
  12. "next_link": {
  13. "label": "Underground",
  14. "url": "/Rules.aspx?ID=630"
  15. },
  16. "previous_link": {
  17. "label": "Swamp",
  18. "url": "/Rules.aspx?ID=614"
  19. },
  20. "rarity": "common",
  21. "release_date": "2019-08-01",
  22. "resistance": {},
  23. "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment\r\n</additional-info>",
  24. "source": [
  25. "Core Rulebook"
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  27. "source_raw": [
  28. "Core Rulebook pg. 514"
  29. ],
  30. "source_category": "Rulebooks",
  31. "source_markdown": "<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>",
  32. "speed": {},
  33. "text": " Urban Source Core Rulebook pg. 514 4.0 Urban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods. Doors, Gates, and Walls Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls. ### Climbing The table below gives the typical DC for Athletics checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment. ### Demolishing A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272. Strong walls, such as well-maintained masonry or hewn stone, can’t be broken without dedicated work and proper tools. Getting through such walls requires downtime. ## Doors, Gates, and Walls Door Climb DC Hardness, HP (BT) Wood 20 10, 40 (20) Stone 30 14, 56 (28) Reinforced wood 15 15, 60 (30) Iron 30 18, 72 (36) Wall Climb DC Hardness, HP (BT) Crumbling masonry 15 10, 40 (20) Wooden slats 15 10, 40 (20) Masonry 20 14, 56 (28) Hewn stone 30 14, 56 (28) Iron 40 18, 72 (36) Portcullis Climb DC Hardness, HP (BT) Wood 10 10, 40 (20) Iron 10 18, 72 (36) ### Forcing Open Structures that can be opened—such as doors, gates, and windows—can be Forced Open using Athletics. This is usually necessary only if they’re locked or stuck. The DC to Force Open a structure uses the Thievery DC of its lock but adjusts it to be very hard (increasing the DC by 5). If there’s no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher. ## Forcing Open Structure Force Open DC Stuck door or window 15 Exceptionally stuck 20 Lift wooden portcullis 20 Lift iron portcullis 30 Bend metal bars 30 ",
  34. "type": "Rules",
  35. "url": "/Rules.aspx?ID=617",
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