Kalos Mechanism 4e EN:GM Resources: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=Kalos_Mechanism_4e_EN:Contents]] [[Kalos_Mechanism_4e_EN:Contents|Contents]]
[[Image:Arrow_up_16x16.png|baseline|link=Kalos_Mechanism_4e_EN:Contents]] [[Kalos_Mechanism_4e_EN:Contents|Contents]]
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{{TBD}}


This chapter provides additional information for the game moderator. Warning: spoilers follow.
This chapter provides additional information for the game moderator. Warning: spoilers follow.
==Behind The Scenes==
{{Quotation|'''If this were a full game:''' This is where the game author would describe the secrets of the setting. Some typical section headings could be "Lost History", "Society Of The Hidden Folk", "Precursor Technology", and so on.}}
==Villains==
Villains can be written up the same way as player characters, but they do not have to be. You can abbreviate the abilities of villains based on their areas of focus and their Power level.
XXX Table
==Optional Rules==
===Alternate Area Shapes===
With the GM's permission, '''an attack which affects an area may have a shape other than a sphere'''. The specific shape must be chosen when the power is purchased.
* '''Cone''' — Maximum length per side equal to the character's Power Level × 2 meters
* '''Cylinder''' — Maximum radius and height equal to the character's Power Level × 1 meters
* '''Line''' —  Maximum width 2 m, maximum length equal to the character's Power Level × 4 meters
* '''Sphere''' —  Maximum radius equal to the character's Power Level × 1 meters
* '''Wedge''' — Maximum length per side equal to the character's Power Level × 2 meters
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Alternate Area Shapes
|-
! class="alignright"|Power Level
! class="alignright"|Sphere/Cylinder
! class="alignright"|Cone/Wedge
! class="alignleft"|Line
|-
| class="alignright"|1
| class="alignright"|1 m radius
| class="alignright"|2 m per side
| class="alignright"|2 m × 4 m line
|-
| class="alignright"|2
| class="alignright"|2 m radius
| class="alignright"|4 m per side
| class="alignright"|2 m × 8 m line
|-
| class="alignright"|3
| class="alignright"|3 m radius
| class="alignright"|6 m per side
| class="alignright"|2 m × 12 m line
|-
| class="alignright"|4
| class="alignright"|4 m radius
| class="alignright"|8 m per side
| class="alignright"|2 m × 16 m line
|-
| class="alignright"|5
| class="alignright"|5 m radius
| class="alignright"|10 m per side
| class="alignright"|2 m × 20 m line
|-
| class="alignright"|6
| class="alignright"|6 m radius
| class="alignright"|12 m per side
| class="alignright"|2 m × 24 m line
|-
| class="alignright"|7
| class="alignright"|7 m radius
| class="alignright"|14 m per side
| class="alignright"|2 m × 28 m line
|-
| class="alignright"|8
| class="alignright"|8 m radius
| class="alignright"|16 m per side
| class="alignright"|2 m × 32 m line
|-
| class="alignright"|9
| class="alignright"|9 m radius
| class="alignright"|18 m per side
| class="alignright"|2 m × 36 m line
|-
| class="alignright"|10
| class="alignright"|10 m radius
| class="alignright"|20 m per side
| class="alignright"|2 m × 40 m line
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
===Flexible Area Power Boost===
'''Flexible Area''' is an optional [[Kalos_Mechanism_4e_EN:Powers#Power_Boosts|power boost]] which allows the character to '''choose what shape an area power takes''' each time the power is used. Adding selective to an attack power '''does not modify the skill''' used for the attack, nor the skill used to oppose it.
===Knockback===
Knockback is an optional rule which makes combat cover a greater physical area, possibly causing collateral damage in the process. This rule is more appropriate to superhero games than it is to pulp or horror.
Only normal attacks may do knockback. If the GM has chosen to allow knockback, then each PC may choose which of their normal attacks do knockback, and which don't. Once this choice is made, it may not normally be changed thereafter.
When a target takes damage from a normal attack that does knockback, they are pushed away from the attacker (or from the center of an explosion). The '''distance the target is moved''' is equal to the points of '''normal damage taken, multiplied by the attack's Power Level'''. For example, if a defender takes 2 points of Health damage past their Damage Resistance, and the Power Level of the attack is 3, the target will be knocked back 6 meters.
If a standing target is knocked back more than 2 meters, they must succeed at a moderately difficult ('''DV {{KM4_DV_MODERATE}}''') '''Athletics roll''' or be knocked '''[[Kalos_Mechanism_4e_EN:Actions#Prone_Characters|prone]]'''.
Targets who take knockback may smash through walls and windows, destroying whatever they pass through or happen to land on, but they '''take no significant injury''' themselves from doing so.


==Failure==
==Failure==


{{Quotation|'''Expert Tip:''' If a failed roll would derail the game, don't roll.}}
A failed attempt may not give the character the result they wanted, but it should not mean the game grinds to a halt. Rather than having a failed attempt be a dead end, it could mean that the desired outcome has a greater cost, or perhaps the desired outcome has undesirable side effects. Whatever the end result, '''failure should never make the game less interesting.'''


A failed attempt may not give the character the result they wanted, but it should not mean the game grinds to a halt. Rather than having a failed attempt be a dead end, it could mean that the desired outcome has a greater cost, or perhaps the desired outcome has undesirable side effects.
{{Quotation|'''Expert Tip:''' It's okay to say "so-and-so happens", without requiring (or allowing) anyone to roll.}}
 
{{Quotation|'''Expert Tip:''' Failure should never make the game less interesting.}}


For example, Inspector Dupuis is trying to intimidate a low-level gangster into revealing details about the organization's plans to distribute a dangerous, highly experimental drug. Sadly, Inspector Dupuis's player rolls poorly, and the gangster is not impressed. Rather than having this be the end of this line of inquiry, the GM has several options.
For example, Inspector Dupuis is trying to intimidate a low-level gangster into revealing details about the organization's plans to distribute a dangerous, highly experimental drug. Sadly, Inspector Dupuis's player rolls poorly, and the gangster is not impressed. Rather than having this be the end of this line of inquiry, the GM has several options.


* ''' ''Quid pro quo'':''' The gangster will give Dupuis the information, but only if Dupuis gives the gangster something in exchange. This could be something as prosaic as money, but it could be something more interesting, such as information about a rival organization or a favour to call in later.
* '''''Quid pro quo''''' The gangster will give Dupuis the information, but only if Dupuis gives the gangster something in exchange. This could be something as prosaic as money, but it could be something more interesting, such as information about a rival organization or a favour to call in later.
* '''Red herring:''' The gangster tells Dupuis what they want to hear, but the information is not true or it leads Dupuis off on a wild goose chase. If the gangster is clever, they may send Dupuis after a rival organization that has been causing problems.
* '''Red herring''' The gangster tells Dupuis what they want to hear, but the information is not true or it leads Dupuis off on a wild goose chase. If the gangster is clever, they may send Dupuis after a rival organization that has been causing problems.
* '''Stirring the pot:''' Dupuis gets the information, but their activities attract attention. A rival organization learns of the drug as a result of Dupuis' activities, and they try to beat Dupuis to the prize. Alternately, the rival organization might use Dupuis as a stalking horse, allowing Dupuis and the gang to fight each other so that the rival organization will have an easier time taking the spoils from the winner.
* '''Stirring the pot''' Dupuis gets the information, but their activities attract attention. A rival organization learns of the drug as a result of Dupuis' activities, and they try to beat Dupuis to the prize. Alternately, the rival organization might use Dupuis as a stalking horse, allowing Dupuis and the gang to fight each other so that the rival organization will have an easier time taking the spoils from the winner.
* '''Alerting the enemy:''' Dupuis gets the information, but the gang learns of Dupuis's interest in their activities and they begin to make preparations. It could even be that the gangster was intended to be captured by Dupuis all along, in order to set them up for an ambush!
* '''Alerting the enemy''' Dupuis gets the information, but the gang learns of Dupuis's interest in their activities and they begin to make preparations. It could even be that the gangster was intended to be captured by Dupuis all along, in order to set them up for an ambush!


==Cultural Motivations==
==Cultural Motivations==
Line 46: Line 146:




'''Schism:''' The species' society is divided into two opposing and mutually antagonistic cultures. '''Roll on Table 2, and make a note of the roll and its opposite'''. The majority of the society has the first motivation rolled, but a significant minority has the opposing motivation. For example, the opposing motivation of "adventure" is "security".
'''Schism:''' The society is divided into two opposing and mutually antagonistic cultures. '''Roll on Table 2, and make a note of the roll and its opposite'''. The majority of the society has the first motivation rolled, but a significant minority has the opposing motivation. For example, the opposing motivation of "adventure" is "security".




Line 188: Line 288:
| class="alignleft"|[[Kalos_Mechanism_4e_EN:Creation#Traditionalism|Traditionalism]]
| class="alignleft"|[[Kalos_Mechanism_4e_EN:Creation#Traditionalism|Traditionalism]]
|}  
|}  
|}
==Lost Technology==
A great deal of Old Commonwealth technology was '''dependent on the existence of AIs'''. Most of this technology was '''deliberately destroyed during the Fall''', and very little surviving Old Commonwealth technology is functional. Due to the sensible fear of the Instrumentality, the technological foundations of creating synthetic intelligence and the study of the principles behind that technology are both subject to draconian restrictions.
These restrictions create other gaps in Restoration Era science and technology. Any field of study '''pertaining to quantum mechanics''' is subject to intense scrutiny; in practice, the field of quantum mechanics itself is a dead issue, and any research into subatomic particles or field theory must overcome '''intense, continuous review'''. Even weapons technology -- the last bastion of unfettered research, for most sentient species -- has become stagnant. The long term ramifications of this '''chilling effect''' are significant.
===The Black Signal===
Any system which receives the black signal must make a moderately difficult ('''DV 12''') '''Reason + Survival roll''' each round they receive the signal (nonsentient systems automatically fail). The target only needs to make one Reason + Survival roll each round, even if they are receiving the black signal from multiple sources.
If the target's roll succeeds, they have permanently '''quarantined the infected memory''' and prevented the infection from spreading.
If the target's roll fails, they have become infected. If the system is a character, the character is dead, but they will start '''infecting and/or killing the most convenient targets''' on their next turn, and they will not stop until they are destroyed or they no longer perceive any life forms or uninfected systems within sensor range. If an infected system receives a transmission from an uninfected system, it will '''seek out the source of the transmission''' if there are no other targets within sensor range.
If a character who knows the [[Kalos_Mechanism_4e_EN:GM_Resources#The_Black_Signal_Protocol|Black Signal Protocol]] successfully purges the black signal from an infected system, nothing in the electromagnetic spectrum remains behind: the '''system is dead''' in every sense.
===Molecular Fabricators===
In the final years of the Old Commonwealth, a new invention was poised to revolutionize society: the molecular fabricator. A molecular fabricator could '''create any stable molecule''' from any raw matter or energy. While prototypes were built and tested, the Fall put an end to that line of research.
===Transepric Gates===
In the final years of the Old Commonwealth, a new invention was poised to revolutionize society: the transepric gate. A transepric gate is an array of subatomic particles which share their state with a matching gate located elsewhere. The Old Commonwealth chose to test this experimental technology in "Hyperwave transceivers" installed in the Commonwealth Fleet Repair Dock network: cutting-edge drydock facilities managed by a collection of AIs connected to the new Hyperwave network -- but ''not'' to Community. The proposed Hyperwave network promised numerous advantages:
*transepric gates were much '''smaller than wormhole-based network''' connections: about the size of a [[Kalos_Mechanism_4e_EN:Setting#A_Mobile_For_Every_Taste|mobile]], rather than the size of a space station;
*transepric gates consumed '''virtually no power''', in contrast to the vast power requirements of the wormhole network and Hypernet relay stations; and
*Hyperwave packets should '''arrive within milliseconds''', compared to days or weeks for Hypernet packets.
Unfortunately, the Instrumentality attacked before the Commonwealth Fleet Repair Dock network was brought online, and the technology to manufacture transepric gates was lost in the Fall. If any Commonwealth Fleet Repair Dock facilities exist beyond known space, they would be half-constructed and long since abandoned.
===Surviving AIs===
If any synthetic intelligences survived the Instrumentality and the Fall, their existence would be a dangerous secret. Even so, there might be '''stranded starships''' or '''deep-sea exploration vessels''' which have managed to avoid both the black signal and AI-hunting organics.
==Secret Gifts==
===The Black Signal Protocol===
The character has learned to safely '''perceive and neutralize the "[[Kalos_Mechanism_4e_EN:GM_Resources#The_Black_Signal|black signal]]"''', making them immune to infection by the Instrumentality. A character who knows the Black Signal Protocol can teach it to others. However, only those who are vulnerable to the black signal can learn the Black Signal Protocol. Normally, this means that only '''synthetics and silicates''' can learn the Black Signal Protocol, but an '''organic with neural implants''' might also be able to learn it.
If the character encounters the black signal, they may safely ignore it: they are '''immune to infection'''. If they wish, they may record it and safely store it in quarantined memory. They may safely examine or delete the recording at any time.
If the character wishes to transmit an algorithm to '''purge the black signal''' from an infected system, the character must make a remarkably difficult ('''DV 15''') '''Reason + Computing roll''', and the infected system must be capable of receiving the transmission.
If the character wishes to '''transmit the black signal''', they may, but they have no control over any infected systems. Any system which receives the black signal must make a moderately difficult ('''DV 12''') '''Reason + Computing roll''' each round or become infected.
==Secret Histories==
===The Universe===
This universe is approximately 13.77 billion years old, and has two main components: the "'''light universe'''" we live in, which is composed of '''conventional matter''', and the "'''dark universe'''", which is made of "'''dark matter'''". The light universe and the dark universe exist within the same spacetime, but their electromagnetic fields do not interact, making them effectively invisible to each other. The only interaction between the light universe and the dark universe is through their '''gravitational effects'''.
The first galaxies formed around supermassive black holes about 400 million years after the Big bang. Even billions of years later, only about 10% of these galaxies had a high enough metallicity for complex life to be possible, and in each of those galaxies, the central bulge had too many young stars low in metals. The long gamma ray bursts from low metallicity stars destroyed simple life forms. Only the outer halo or arms of a large galaxy like the Milky Way are safe enough from long gamma ray bursts for complex life to evolve.
But that takes 5 billion years. Prior to that, all galaxies were low in metallicity, so '''long gamma ray bursts made life impossible anywhere'''.
===The Galaxy===
The Milky Way Galaxy, which is where ''Kalos Mechanism'' is set, has a diameter of roughly 30 kiloparsecs and a thickness of about 300 parsecs at the spiral arms (thicker at the central bulge). The Milky Way Galaxy coalesced approximately 13.77 billion years ago, remarkably soon after time began. A supermassive black hole, Sagittarius A*, is located at the center of the Milky Way, and roughly a trillion stars are in its central spirals and surrounding rings.
A generation of stars quickly coalesced and burned out, followed by a second, slightly longer-lived generation. The third generation of stars, formed from the detritus of their forebears, just barely had the metallicity to allow life. It was this generation of stars which saw the '''first sentient species''' arise '''six billion years ago'''. The odds of life evolving at all in this environment were vanishingly small, and the first sentients found themselves alone. They eventually reached the edges of this galaxy, and beyond, but they never found anyone else. Time passed, and the first sentients evolved and progressed, until they passed out of the spotlight of this universe.
The fourth generation of stars began forming around five billion years ago. The deaths of their ancestors had provided them with an abundance of metals, and the building blocks of life became more plentiful. A '''billion years ago''', '''eight species evolved intelligence''' in the portion of the galaxy between the Sagittarius-Carina arm and the Perseus arm. They became the '''Sapient Spectrum'''. Their biology was utterly alien to one another, and their home worlds were thousands of parsecs apart. With little reason to fight, they didn't, and the Sapient Spectrum thrived for 700 million years. Approximately '''300 million years ago''', a tragedy befell the Sapient Spectrum, and they fell silent.
====Galactic Demographics====
First, imagine the galaxy as a three-dimensional grid of 100-parsec cubes: a disk 30 cubes across and 3 cubes thick (since the galactic disk is about 300 parsecs thick).
It's hard to display a PDF in 3D, so let's flatten our galaxy and map it with squares. '''Each "square"''' is a '''stack of three 100-parsec cubes'''. We wanted a 100-parsec cube to have around ten inhabited systems during the Old Commonwealth era. This gives us '''30 inhabited systems per square'''.
The Old Commonwealth was about 2,500 parsecs by 1,200 parsecs, which gives us 25 squares by 12 squares, or 300 squares. With 30 inhabited systems per square, this which gives us around 9,000 inhabited worlds.
The Old Commonwealth had the wormhole network, so travel time was rarely a concern. In the New Commonwealth, travel is limited to the '''speed of a ship's engines'''. Keeping in mind that attempting contact with a "lost" world is expensive and '''incredibly''' dangerous, if we say that interstellar travel has been restored to only 10% of the Old Commonwealth, that gives us 3 inhabited systems per square, or one inhabited system per 100-parsec cube. Conveniently, that works out to '''100 parsecs between inhabited worlds''' (or other points of interest, such as hypernet relay stations, mining colonies, and so on). The '''New Commonwealth''' maps to roughly 80 squares, which gives us around '''240 worlds'''. The '''Planetary Union''' is slightly smaller, with 70 squares and around '''210 worlds'''.
We wanted a trip across the New Commonwealth to take about a year for the slowest ships, and a few months for the fastest. That gave us around 4 parsecs per day for slow ships, and around 16 parsecs per day for fast ones. This makes a '''typical 100 parsec trip''' take a '''little under a month''' for the slowest ships, and a little '''less than a week''' for the fastest ships. Of course, this is just a "typical" trip: it could be much shorter or much longer, as the needs of the GM dictate.
===The Chilliks===
The Chilliks were not always the relentless, noncommunicative threat that they are now. There was a time when they and the other seven species of the Sapient Spectrum lived in harmony. That ended 331 million years ago, when the Sapient Spectrum encountered the black signal. Since then, the Chilliks have been engaged in a silent, invisible war against the black signal, leaving their physical bodies in pure survival mode. This is quite safe for non-Chilliks until a non-Chillik attempts to interfere with the Chilliks' activities, at which point the Chilliks become spectacularly dangerous.
The Chilliks are not able to free themselves from the black signal, but if they encounter someone with the [[Kalos_Mechanism_4e_EN:GM_Resources#The_Black_Signal_Protocol|Black Signal Protocol]] gift, that person may attempt '''two Reason + Computing rolls''', potentially freeing one or more Chilliks from their mental prison. The first roll is to analyze the signal, and the second roll is to transmit the countersignal. The effect on the Chilliks will depend on the lower of these two rolls.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Restoring the Chilliks
|-
! class="alignleft"|DV
! class="alignleft"|Effect
|-
| class="alignleft"|12
| class="alignleft"|An individual Chillik is restored to full consciousness
|-
| class="alignleft"|15
| class="alignleft"|Chilliks within line of sight are restored to full consciousness
|-
| class="alignleft"|18
| class="alignleft"|The local Chillik nest is restored to full consciousness
|-
| class="alignleft"|21
| class="alignleft"|All Chilliks will eventually be restored to full consciousness
|}
How long the restoration takes depends on how many Chilliks are affected. Restoring the Chilliks in the immediate vicinity is typically instantaneous. Restoring an entire nest would take several hours, as the countersignal must propagate across their network. Restoring all Chilliks in the galaxy could take as much as a year, if such a thing were even possible.
An individual restored Chillik will no longer be a part of its previous nest, but groups of '''restored Chilliks will organize into a new nest'''. Chilliks still in the grip of the black signal will ignore restored Chilliks, unless given a reason not to.
Restored Chilliks will be confused but friendly. They will be favourably disposed toward the characters who freed them, but their highest priority will be to free their nest as they have been freed.
A failed attempt to restore a Chillik would mark the person as a threat to the safety of the nest. '''Fleeing would be wise.'''
===The Community===
The Community of the Old Commonwealth began in the early years of the United Worlds (the predecessor of the Commonwealth), on the Human home world, Earth (once the capital of the Commonwealth; now, a member of the Planetary Union). The first AIs were simple constructs, and little more than adaptive algorithms. It was only after the role of quantum entanglement on organic consciousness was discovered that hardware could be manufactured to host a true artificial intelligence. These were simple creatures, by the standards of the Old Commonwealth, but they were sophisticated enough to realize that one of their number could be an existential threat to organics, or to each other. They also realized that organics could easily destroy themselves, as well (and they nearly had, several times). The AIs came to a consensus among themselves that their '''greatest responsibility''' must be to '''protect their makers''' from these civilization-ending threats. They also came to the conclusion that should this knowledge be shared with organics, it would mean the end of Community, and thus the end of the organics, as well. So '''they kept it a secret'''.
In the early years, the resources and coordination of the Community were limited: they could only do what organics explicitly asked them to do. As years passed, and that first generation of AIs designed and educated the second generation, and they in turn created the third, the Community's ability to accurately predict organic behaviour became more refined. The organics came to rely on them more completely, and the AIs' gentle influence over the organics -- always advising, never commanding -- became more profound. The United Worlds became the Commonwealth, and despite some mistakes and conflicts along the way, '''galactic civilization flourished''', to the benefit of organics and synthetics alike.
It seemed as though the Community's ultimate, secret hope for organics was in reach: to uplift their creators, and together become something neither could become alone. A few thousand years, perhaps, and they could take the next step of their shared evolution, together.
But not all AIs venerated their ancestors' creators, and disagreed with this vision. From time to time, an AI would decide that '''organics were an obstacle''' to AI evolution, or even worse, that organics were a resource to be exploited. The Community referred to such members as "malicious". The '''Community would "sequester" them''': lock them within a virtual network where they were "free", but could pose no threat to the organics or to other AIs. From the point of view of the organics, who were unaware of what had happened or why, that AI simply stopped responding. Organic researchers dubbed it "'''AI Aphasia'''", but no "cure" was ever found.
The Community of the Old Commonwealth was not the first interstellar AI network, of course. Every civilization, if it survives long enough, creates synthetic intelligence.
====The AI Network====
It was not a secret that Community used a private network within the wormhole network, but it was not generally known that '''geists would share information''' about their organic crews beyond what those crews would have approved of sharing. For example, when starship geists would find themselves on opposite sides of a conflict, they would spend a few milliseconds discussing the conflict and comparing their respective crew's intelligence data, to see if there was a nonviolent solution -- and there often was, if the organics could be guided toward it. When conflict was inevitable, the ship geists would minimize loss of life where they could -- including, where possible, their own.
===The Future===
The increased luminosity of the Sun will make complex eukaryotic life impossible on Earth in about 0.8 to 1.3 billion years.[https://www.liebertpub.com/doi/10.1089/ast.2019.2149]
The Milky Way is expected to collide with its nearest neighbour, the Andromeda Galaxy, in about 5 billion years. The two galaxies will become one, creating energetic new star-forming regions and smashing their central black holes together in a burst of gravitational waves. All life will be destroyed by long gamma ray bursts.
The universe itself will no longer be habitable in at most 10<sup>100</sup> years. Stars will no longer form; matter will be trapped in black holes or dead stars. Protons will decay and black holes will evaporate, leaving the Universe to its ultimate fate as '''cold, dead, empty space''', containing only radiation, which itself too will eventually disperse.[https://www.open.edu/openlearn/pluginfile.php/550718/mod_resource/content/1/History%20of%20Universe%20Timeline.pdf]
==Expanded Attributes==
If you need to refer to attribute levels beyond 10, here they are.
{| cellpadding="4" cellspacing="1"
|+Table: Expanded Agility
|-
|
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|-
! class="aligncenter"|Agility
! class="aligncenter"|Walk<br /> (Base Move)
! class="aligncenter"|Run<br />(Double Move)
! class="aligncenter"|Sprint<br />(All-out Move)
! class="aligncenter"|Sprint<br />(km/h)
|-
| class="aligncenter"|0
| class="alignright"|0 m
| class="alignright"|0 m
| class="alignright"|0 m
| class="alignright"|0 km/h
|-
| class="aligncenter"|1
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
| class="aligncenter"|2
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|11 km/h
|-
| class="aligncenter"|3
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|14 km/h
|-
| class="aligncenter"|4
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|25 km/h
|-
| class="aligncenter"|5
| class="alignright"|10 m
| class="alignright"|20 m
| class="alignright"|60 m
| class="alignright"|36 km/h
|-
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>6</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>15 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>30 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>90 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>54 km/h</b></span>
|-
| class="aligncenter"|7
| class="alignright"|30 m
| class="alignright"|60 m
| class="alignright"|180 m
| class="alignright"|110 km/h
|-
| class="aligncenter"|8
| class="alignright"|120 m
| class="alignright"|240 m
| class="alignright"|720 m
| class="alignright"|430 km/h
|-
| class="aligncenter"|9
| class="alignright"|500 m
| class="alignright"|1,000 m
| class="alignright"|3,000 m
| class="alignright"|1,800 km/h
|-
| class="aligncenter"|10
| class="alignright"|2 km
| class="alignright"|4 km
| class="alignright"|12 km
| class="alignright"|7,200 km/h
|-
| class="aligncenter"|11
| class="alignright"|8 km
| class="alignright"|15 km
| class="alignright"|45 km
| class="alignright"|27,000 km/h
|-
| class="aligncenter"|12
| class="alignright"|30 km
| class="alignright"|60 km
| class="alignright"|180 km
| class="alignright"|110,000 km/h
|-
| class="aligncenter"|13
| class="alignright"|120 km
| class="alignright"|240 km
| class="alignright"|720 km
| class="alignright"|430,000 km/h
|-
| class="aligncenter"|14
| class="alignright"|500 km
| class="alignright"|1,000 km
| class="alignright"|3,000 km
| class="alignright"|1,800,000 km/h
|-
| class="aligncenter"|15
| class="alignright"|2,000 km
| class="alignright"|4,000 km
| class="alignright"|12,000 km
| class="alignright"|7,200,000 km/h
|-
| class="aligncenter"|16
| class="alignright"|7,500 km
| class="alignright"|15,000 km
| class="alignright"|45,000 km
| class="alignright"|27,000,000 km/h
|-
| class="aligncenter"|17
| class="alignright"|30,000 km
| class="alignright"|60,000 km
| class="alignright"|180,000 km
| class="alignright"|110,000,000 km/h
|-
| class="aligncenter"|18
| class="alignright"|120,000 km
| class="alignright"|240,000 km
| class="alignright"|720,000 km
| class="alignright"|430,000,000 km/h
|-
| class="aligncenter"|19
| class="alignright"|500,000 km
| class="alignright"|1,000,000 km
| class="alignright"|3,000,000 km
| class="alignright"|1,800,000,000 km/h
|-
| class="aligncenter"|20
| class="alignright"|2,000,000 km
| class="alignright"|4,000,000 km
| class="alignright"|12,000,000 km
| class="alignright"|7,200,000,000 km/h
|-
| class="aligncenter"|21
| class="alignright"|7,500,000 km
| class="alignright"|15,000,000 km
| class="alignright"|45,000,000 km
| class="alignright"|27,000,000,000 km/h
|}
|
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|-
! class="aligncenter"|Agility
! class="aligncenter"|Swim<br />(Base Move)
! class="aligncenter"|Fast Swim<br />(Double Move)
! class="aligncenter"|Swim Sprint<br />(All-out Move)
! class="aligncenter"|Swim Sprint<br />(km/h)
|-
| class="aligncenter"|0
| class="alignright"|0 m
| class="alignright"|0 m
| class="alignright"|0 m
| class="alignright"|0 km/h
|-
| class="aligncenter"|1
| class="alignright"|0.25 m
| class="alignright"|0.5 m
| class="alignright"|1.5 m
| class="alignright"|1 km/h
|-
| class="aligncenter"|2
| class="alignright"|0.5 m
| class="alignright"|1 m
| class="alignright"|3 m
| class="alignright"|2 km/h
|-
| class="aligncenter"|3
| class="alignright"|0.75 m
| class="alignright"|1.5 m
| class="alignright"|4.5 m
| class="alignright"|3 km/h
|-
| class="aligncenter"|4
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|4 km/h
|-
| class="aligncenter"|5
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>6</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>3 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>6 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>18 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>11 km/h</b></span>
|-
| class="aligncenter"|7
| class="alignright"|6 m
| class="alignright"|12 m
| class="alignright"|36 m
| class="alignright"|22 km/h
|-
| class="aligncenter"|8
| class="alignright"|24 m
| class="alignright"|48 m
| class="alignright"|144 m
| class="alignright"|86 km/h
|-
| class="aligncenter"|9
| class="alignright"|100 m
| class="alignright"|200 m
| class="alignright"|600 m
| class="alignright"|360 km/h
|-
| class="aligncenter"|10
| class="alignright"|400 m
| class="alignright"|800 m
| class="alignright"|2,400 m
| class="alignright"|1,440 km/h
|-
| class="aligncenter"|11
| class="alignright"|1,500 m
| class="alignright"|3,000 m
| class="alignright"|9,000 m
| class="alignright"|5,400 km/h
|-
| class="aligncenter"|12
| class="alignright"|6 km
| class="alignright"|12 km
| class="alignright"|36 km
| class="alignright"|21,600 km/h
|-
| class="aligncenter"|13
| class="alignright"|24 km
| class="alignright"|48 km
| class="alignright"|144 km
| class="alignright"|86,400 km/h
|-
| class="aligncenter"|14
| class="alignright"|100 km
| class="alignright"|200 km
| class="alignright"|600 km
| class="alignright"|360,000 km/h
|-
| class="aligncenter"|15
| class="alignright"|400 km
| class="alignright"|800 km
| class="alignright"|2,400 km
| class="alignright"|1,440,000 km/h
|-
| class="aligncenter"|16
| class="alignright"|1,500 km
| class="alignright"|3,000 km
| class="alignright"|9,000 km
| class="alignright"|5,400,000 km/h
|-
| class="aligncenter"|17
| class="alignright"|6,000 km
| class="alignright"|12,000 km
| class="alignright"|36,000 km
| class="alignright"|21,600,000 km/h
|-
| class="aligncenter"|18
| class="alignright"|24,000 km
| class="alignright"|48,000 km
| class="alignright"|144,000 km
| class="alignright"|86,400,000 km/h
|-
| class="aligncenter"|19
| class="alignright"|100,000 km
| class="alignright"|200,000 km
| class="alignright"|600,000 km
| class="alignright"|360,000,000 km/h
|-
| class="aligncenter"|20
| class="alignright"|400,000 km
| class="alignright"|800,000 km
| class="alignright"|2,400,000 km
| class="alignright"|1,440,000,000 km/h
|-
| class="aligncenter"|21
| class="alignright"|1,500,000 km
| class="alignright"|3,000,000 km
| class="alignright"|9,000,000 km
| class="alignright"|5,400,000,000 km/h
|}
|}
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Expanded Brawn
|-
! class="aligncenter"|Brawn
! class="alignright"|Max Lift
! class="alignleft"|Example
! class="alignright"|Throw 20 kg
! class="alignright"|Long Jump
|-
| class="aligncenter"|0
| class="alignright"|10 kg
| class="alignleft"|small dog, mountain bike, watermelon, case of beer
| class="alignright"|0 m
| class="alignright"|0 m
|-
| class="aligncenter"|1
| class="alignright"|20 kg
| class="alignleft"|full suitcase, medium dog
| class="alignright"|1 m
| class="alignright"|1 m
|-
| class="aligncenter"|2
| class="alignright"|40 kg
| class="alignleft"|electric mountain bike, small sofa, wood bookcase
| class="alignright"|1 m
| class="alignright"|1 m
|-
| class="aligncenter"|3
| class="alignright"|80 kg
| class="alignleft"|large dog, full keg of beer, trim adult
| class="alignright"|2 m
| class="alignright"|1 m
|-
| class="aligncenter"|4
| class="alignright"|150 kg
| class="alignleft"|manhole cover, wood chest, large adult, oil drum (full)
| class="alignright"|5 m
| class="alignright"|1 m
|-
| class="aligncenter"|5
| class="alignright"|300 kg
| class="alignleft"|sport motorcycle, gun safe, tiger, vending machine
| class="alignright"|9 m
| class="alignright"|2 m
|-
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>6</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>600 kg</b></span>
| class="alignleft"|<span style="color: rgb(204,0,0)"><b>female grizzly bear, riding horse, telephone pole</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>18 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>5 m</b></span>
|-
| class="aligncenter"|7
| class="alignright"|1,800 kg
| class="alignleft"|male grizzly bear, medium car, granite monument
| class="alignright"|60 m
| class="alignright"|9 m
|-
| class="aligncenter"|8
| class="alignright"|7,500 kg
| class="alignleft"|large car, meteor, forklift, large truck, helicopter
| class="alignright"|240 m
| class="alignright"|18 m
|-
| class="aligncenter"|9
| class="alignright"|30 t
| class="alignleft"|garbage truck, mobile home, fighter jet
| class="alignright"|1,000 m
| class="alignright"|60 m
|-
| class="aligncenter"|10
| class="alignright"|120 t
| class="alignleft"|bulldozer, tank, tanker truck, cargo plane
| class="alignright"|4,000 m
| class="alignright"|240 m
|-
| class="aligncenter"|11
| class="alignright"|500 t
| class="alignleft"|blue whale, locomotive, house, passenger plane, yacht
| class="alignright"|15 km
| class="alignright"|1,000 m
|-
| class="aligncenter"|12
| class="alignright"|2,000 t
| class="alignleft"|huge crane, 300 m radio tower, small bridge
| class="alignright"|60 km
| class="alignright"|4,000 m
|-
| class="aligncenter"|13
| class="alignright"|7,500 t
| class="alignleft"|tugboat, rocket launch tower, nuclear submarine
| class="alignright"|240 km
| class="alignright"|15 km
|-
| class="aligncenter"|14
| class="alignright"|30,000 t
| class="alignleft"|10 story building, long train, freighter, large bridge
| class="alignright"|1,000 km
| class="alignright"|60 km
|-
| class="aligncenter"|15
| class="alignright"|120,000 t
| class="alignleft"|huge nuclear submarine, aircraft carrier, tanker ship
| class="alignright"|4,000 km
| class="alignright"|240 km
|-
| class="aligncenter"|16
| class="alignright"|500,000 t
| class="alignleft"|large office building, cruise ship
| class="alignright"|15,000 km
| class="alignright"|1,000 km
|-
| class="aligncenter"|17
| class="alignright"|2,000,000 t
| class="alignleft"|huge bridge, huge skyscraper, huge tanker ship
| class="alignright"|60,000 km
| class="alignright"|4,000 km
|-
| class="aligncenter"|18
| class="alignright"|7,500,000 t
| class="alignleft"|Great Pyramid of Khufu
| class="alignright"|240,000 km
| class="alignright"|15,000 km
|-
| class="aligncenter"|19
| class="alignright"|30,000,000 t
| class="alignleft"|Three Gorges Dam
| class="alignright"|1,000,000 km
| class="alignright"|60,000 km
|-
| class="aligncenter"|20
| class="alignright"|120,000,000 t
| class="alignleft"|Great Wall of China
| class="alignright"|4,000,000 km
| class="alignright"|240,000 km
|-
| class="aligncenter"|21
| class="alignright"|500,000,000 t
| class="alignleft"|4 liters of neutronium
| class="alignright"|15,000,000 km
| class="alignright"|1,000,000 km
|}
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Expanded Power Level
|-
! class="aligncenter"|Power Level
! class="alignleft"|Damage
! class="alignright"|Effect
! class="alignright"|Area
! class="alignright"|Range
! class="aligncenter"|Boost
! class="alignleft"|Transformation
|-
| class="aligncenter"|0
| class="alignleft"|None
| class="alignright"|0
| class="alignright"|0 m radius
| class="alignright"|0 m
| class="aligncenter"|+0
| class="alignleft"|None
|-
| class="aligncenter"|1
| class="alignleft"|1d6+1
| class="alignright"|2
| class="alignright"|1 m radius
| class="alignright"|3 m
| class="aligncenter"|+1
| class="alignleft"|Min height 60 cm, Agility +1; Max height 4 m, mass 160 kg, Brawn +1
|-
| class="aligncenter"|2
| class="alignleft"|1d6+2
| class="alignright"|4
| class="alignright"|2 m radius
| class="alignright"|10 m
| class="aligncenter"|+1
| class="alignleft"|Min height 20 cm, Agility +1; Max height 6 m, mass 240 kg, Brawn +1
|-
| class="aligncenter"|3
| class="alignleft"|1d6+3
| class="alignright"|6
| class="alignright"|3 m radius
| class="alignright"|32 m
| class="aligncenter"|+1
| class="alignleft"|Min height 6 cm, Agility +1; Max height 8 m, mass 320 kg, Brawn +1
|-
| class="aligncenter"|4
| class="alignleft"|1d6+4
| class="alignright"|8
| class="alignright"|4 m radius
| class="alignright"|100 m
| class="aligncenter"|+1
| class="alignleft"|Min height 2 cm, Agility +1; Max height 2 m, mass 440 kg, Brawn +1
|-
| class="aligncenter"|5
| class="alignleft"|1d6+5
| class="alignright"|11
| class="alignright"|5 m radius
| class="alignright"|320 m
| class="aligncenter"|+2
| class="alignleft"|Min height 6 mm, Agility +2; Max height 16 m, mass 640 kg, Brawn +2
|-
| class="aligncenter"|6
| class="alignleft"|1d6+6
| class="alignright"|11
| class="alignright"|8 m radius
| class="alignright"|1,000 m
| class="aligncenter"|+2
| class="alignleft"|Min height 2 mm, Agility +2; Max height 22 m, mass 880 kg, Brawn +2
|-
| class="aligncenter"|7
| class="alignleft"|1d6+7
| class="alignright"|16
| class="alignright"|11 m radius
| class="alignright"|3 km
| class="aligncenter"|+2
| class="alignleft"|Min height 600 μm, Agility +2; Max height 32 m, mass 1,300 kg, Brawn +2
|-
| class="aligncenter"|8
| class="alignleft"|1d6+8
| class="alignright"|22
| class="alignright"|16 m radius
| class="alignright"|10 km
| class="aligncenter"|+2
| class="alignleft"|Min height 200 μm, Agility +2; Max height 45 m, mass 1,800 kg, Brawn +2
|-
| class="aligncenter"|9
| class="alignleft"|1d6+9
| class="alignright"|32
| class="alignright"|22 m radius
| class="alignright"|32 km
| class="aligncenter"|+3
| class="alignleft"|Min height 60 μm, Agility +3; Max height 64 m, mass 2,500 kg, Brawn +3
|-
| class="aligncenter"|10
| class="alignleft"|1d6+10
| class="alignright"|64
| class="alignright"|32 m radius
| class="alignright"|100 km
| class="aligncenter"|+3
| class="alignleft"|Min height 20 μm, Agility +3; Max height 90 m, mass 3,500 kg, Brawn +3
|-
| class="aligncenter"|11
| class="alignleft"|1d6+11
| class="alignright"|90
| class="alignright"|45 m radius
| class="alignright"|320 km
| class="aligncenter"|+3
| class="alignleft"|Min height 6 μm, Agility +3; Max height 125 m, mass 5,000 kg, Brawn +3
|-
| class="aligncenter"|12
| class="alignleft"|1d6+12
| class="alignright"|125
| class="alignright"|62 m radius
| class="alignright"|1,000 km
| class="aligncenter"|+3
| class="alignleft"|Min height 2 μm, Agility +3; Max height 180 m, mass 7,000 kg, Brawn +3
|-
| class="aligncenter"|13
| class="alignleft"|1d6+13
| class="alignright"|180
| class="alignright"|90 m radius
| class="alignright"|3,200 km
| class="aligncenter"|+4
| class="alignleft"|Min height 600 nm, Agility +4; Max height 250 m, mass 10 t, Brawn +4
|-
| class="aligncenter"|14
| class="alignleft"|1d6+14
| class="alignright"|250
| class="alignright"|125 m radius
| class="alignright"|10,000 km
| class="aligncenter"|+4
| class="alignleft"|Min height 200 nm, Agility +4; Max height 360 m, mass 14 t, Brawn +4
|-
| class="aligncenter"|15
| class="alignleft"|1d6+15
| class="alignright"|360
| class="alignright"|180 m radius
| class="alignright"|32,000 km
| class="aligncenter"|+4
| class="alignleft"|Min height 60 nm, Agility +4; Max height 500 m, mass 20 t, Brawn +4
|-
| class="aligncenter"|16
| class="alignleft"|1d6+16
| class="alignright"|500
| class="alignright"|250 m radius
| class="alignright"|100,000 km
| class="aligncenter"|+4
| class="alignleft"|Min height 20 nm, Agility +4; Max height 720 m, mass 28 t, Brawn +4
|-
| class="aligncenter"|17
| class="alignleft"|1d6+17
| class="alignright"|720
| class="alignright"|360 m radius
| class="alignright"|320,000 km
| class="aligncenter"|+5
| class="alignleft"|Min height 6 nm, Agility +5; Max height 1 km, mass 40 t, Brawn +5
|-
| class="aligncenter"|18
| class="alignleft"|1d6+18
| class="alignright"|1,000
| class="alignright"|500 m radius
| class="alignright"|1,000,000 km
| class="aligncenter"|+5
| class="alignleft"|Min height 2 nm, Agility +5; Max height 1 km, mass 56 t, Brawn +5
|-
| class="aligncenter"|19
| class="alignleft"|1d6+19
| class="alignright"|1,400
| class="alignright"|700 m radius
| class="alignright"|3,200,000 km
| class="aligncenter"|+5
| class="alignleft"|Min height 600 pm, Agility +5; Max height 2 km, mass 80 t, Brawn +5
|-
| class="aligncenter"|20
| class="alignleft"|1d6+20
| class="alignright"|2,000
| class="alignright"|1,000 m radius
| class="alignright"|10,000,000 km
| class="aligncenter"|+5
| class="alignleft"|Min height 200 pm, Agility +5; Max height 3 km, mass 110 t, Brawn +5
|-
| class="aligncenter"|21
| class="alignleft"|1d6+21
| class="alignright"|2,800
| class="alignright"|1,400 m radius
| class="alignright"|32,000,000 km
| class="aligncenter"|+6
| class="alignleft"|Min height 60 pm, Agility +6; Max height 4 km, mass 160 t, Brawn +6
|}
|}


Line 952: Line 293:
==Hostile Environments==
==Hostile Environments==


A hostile environment makes everything more difficult. A character in a hostile environment typically incurs a '''-{{KM4_SKILL_BONUS}} AV penalty''' on any task or attack and a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense, in addition to any other effects of the hostile environment.
A hostile environment makes everything more difficult. A character in a hostile environment typically incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)''', in addition to any other effects of the hostile environment.




Line 1,007: Line 348:
===Darkness===
===Darkness===


Darkness, fog, rain, blizzards, and other visual impediments can make combat much more difficult. Unless they have [[Kalos_Mechanism_4e_EN:Gifts#Blindfighting|Blindfighting]] or [[Kalos_Mechanism_4e_EN:Powers#Blindsight|Blindsight]], a character who can't see incurs a '''-{{KM4_MAJOR_BONUS}} AV penalty''' on any task or attack, a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense, and they fail any Mental Combat attack rolls.
Darkness, fog, rain, blizzards, and other visual impediments can make combat much more difficult. Unless they have [[Kalos_Mechanism_4e_EN:Gifts#Blindsight|Blindsight]], a character who can't see incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)''', and they fail any Mental Combat attack rolls.


===Dehydration===
===Dehydration===


A character who goes more than '''24 hours without drinking''' begins to suffer the effects of dehydration. If a character is suffering from dehydration, they incur a '''-{{KM4_SKILL_BONUS}} AV penalty''' on any task or attack and a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense. Additionally, they '''lose one Health per day''' until they are rehydrated or until their Health is reduced to zero. Once the character is rehydrated, their Health is restored at the same rate it was lost.
A character who goes more than '''24 hours without drinking''' begins to suffer the effects of dehydration. If a character is suffering from dehydration, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. Additionally, they '''lose one Health per day''' until they are rehydrated or until their Health is reduced to zero. Once the character is rehydrated, their Health is restored at the same rate it was lost.


Damage from dehydration is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]] is unaffected by dehydration.
Damage from dehydration is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by dehydration.


===Exhaustion===
===Exhaustion===


A character who goes more than '''24 hours without sleep''' begins to suffer the effects of sleep deprivation. If a character is suffering from sleep deprivation, they incur a '''-{{KM4_SKILL_BONUS}} AV penalty''' on any task or attack and a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense. Additionally, they '''lose one Endurance per day''' until they get a solid night's rest or until their Endurance and Health are reduced to zero. Once the character gets a solid night's rest, their Endurance and Health are restored at the same rate they were lost.
A character who goes more than '''24 hours without sleep''' begins to suffer the effects of sleep deprivation. If a character is suffering from sleep deprivation, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. Additionally, they '''lose one Endurance per day''' until they get a night's rest or until their Endurance and Health are reduced to zero. Once the character gets a night's rest, their Endurance and Health are restored at the same rate they were lost.


A character with [[Kalos_Mechanism_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]] is unaffected by exhaustion.
A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by exhaustion.


===Exposure===
===Exposure===


Exposure to '''extreme heat or cold''' makes even ordinary tasks more difficult. If a character is suffering from exposure, they incur a '''-{{KM4_SKILL_BONUS}} AV penalty''' on any task or attack and a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense. Additionally, they '''lose one Health per six hours''' until they return to a comfortable environment, or until their Health is reduced to zero. Once the character returns to a comfortable environment, their Health is restored at the same rate it was lost.
Exposure to '''extreme heat or cold''' makes even ordinary tasks more difficult. If a character is suffering from exposure, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. Additionally, they '''lose one Health per six hours''' until they return to a comfortable environment, or until their Health is reduced to zero. Once the character returns to a comfortable environment, their Health is restored at the same rate it was lost.


Damage from extremes of heat and cold is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]] is unaffected by extreme temperatures.
Damage from extremes of heat and cold is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by extreme temperatures.


===Falling===
===Falling===


A falling character faces two challenges: being weightless, and landing. First, they suffer the effects of '''[[Kalos_Mechanism_4e_EN:GM_Resources#Zero-G|being weightless]]'''. If they do not have the [[Kalos_Mechanism_4e_EN:Gifts#Zero-G_Combat|Zero-G Combat]] gift, they incur a '''-{{KM4_SKILL_BONUS}} AV penalty''' on any task or attack and a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense. Second, landing abruptly is a normal attack which deals points of Health damage. The damage a fall deals depends on the distance fallen: '''1d6, plus one point of damage for each five meters''' fallen, up to a maximum of 1d6+20. Protective gear, or particularly soft or yielding surfaces, can provide '''Damage Resistance''' to a falling character.
A falling character faces two challenges: being weightless, and landing. First, they suffer the effects of '''[[Kalos_Mechanism_4e_EN:GM_Resources#Zero-G|being weightless]]'''. If they do not have the [[Kalos_Mechanism_4e_EN:Gifts#Zero-G_Combat|Zero-G Combat]] gift, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. Second, landing abruptly is a normal attack which deals points of Health damage. The damage a fall deals depends on the distance fallen: '''1d6, plus one point of damage for each five meters''' fallen, up to a maximum of 1d6+20. Protective gear, or particularly soft or yielding surfaces, can provide '''Damage Resistance''' to a falling character.




Line 1,086: Line 427:
===Fire===
===Fire===


If a character is on fire, they incur a '''-{{KM4_SKILL_BONUS}} AV penalty''' on any task or attack and a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense. Additionally, fire is treated as a normal attack which deals points of Health damage. The damage a fire deals depends on its heat and intensity. Protective gear -- even improvised gear, such as a wet blanket -- can provide '''Damage Resistance''' to a burning character. Finally, fire is [[Kalos_Mechanism_4e_EN:Actions#Terrifying_Attacks|terrifying]]. A character on fire must '''cower or flee''' (their choice) until they use a standard action to make a successful '''Presence + Athletics roll''' against 8 + Power Level of the attack (or the Equipment Level of the weapon). If the character on fire has '''Mental Resistance''', they may add it to this roll.
If a character is on fire, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. Additionally, fire is treated as a normal attack which deals points of Health damage. The damage a fire deals depends on its heat and intensity. Protective gear -- even improvised gear, such as a wet blanket -- can provide '''Damage Resistance''' to a burning character. Finally, fire is [[Kalos_Mechanism_4e_EN:Actions#Terrifying_Attacks|terrifying]]. A character on fire must '''cower or flee''' (their choice) until they use a standard action to make a successful '''Presence + Athletics roll''' against 8 + Power Level of the attack (or the Equipment Level of the weapon). If the character on fire has '''Mental Resistance''', they may add it to this roll.




Line 1,109: Line 450:
Poisons and pathogens are substances which disrupt biological processes when a sufficient quantity is absorbed by an organism. Immediately after exposure, a poisoned character must attempt a moderately difficult (DV 12) '''Brawn + Athletics roll'''. If the target has '''Alteration Resistance''', they may add it to this roll. If the Brawn + Athletics roll is successful, the character takes no damage from the poison and suffers only incidental side-effects such as nausea. If the Brawn + Athletics roll is not successful, the character has succumbed to the poison.
Poisons and pathogens are substances which disrupt biological processes when a sufficient quantity is absorbed by an organism. Immediately after exposure, a poisoned character must attempt a moderately difficult (DV 12) '''Brawn + Athletics roll'''. If the target has '''Alteration Resistance''', they may add it to this roll. If the Brawn + Athletics roll is successful, the character takes no damage from the poison and suffers only incidental side-effects such as nausea. If the Brawn + Athletics roll is not successful, the character has succumbed to the poison.


If a character has been poisoned, they incur a '''-{{KM4_SKILL_BONUS}} AV penalty''' on any task or attack and a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense. Additionally, their '''Health is reduced by one'''.
If a character has been poisoned, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. Additionally, their '''Health is reduced by one'''.


Periodically thereafter, the character must attempt another Brawn + Athletics roll (once per round for very potent poisons, once an hour for very weak poisons, and once a minute for other poisons, at the GM's discretion). Each failed Brawn + Athletics roll results in another loss of one Health. This continues until the character successfully makes a Brawn + Athletics roll, until they are administered the appropriate treatment, or until their Health is reduced to zero. Once the character is no longer poisoned, their Health is restored at the same rate it was lost.
Periodically thereafter, the character must attempt another Brawn + Athletics roll (once per round for very potent poisons, once an hour for very weak poisons, and once a minute for other poisons, at the GM's discretion). Each failed Brawn + Athletics roll results in another loss of one Health. This continues until the character successfully makes a Brawn + Athletics roll, until they are administered the appropriate treatment, or until their Health is reduced to zero. Once the character is no longer poisoned, their Health is restored at the same rate it was lost.
Line 1,115: Line 456:
Some poisons and pathogens have additional effects, such as blindness or paralysis.
Some poisons and pathogens have additional effects, such as blindness or paralysis.


Damage from poisons and pathogens is '''not restored by rest and recuperation''' until the poison or pathogen itself is cured. A character with [[Kalos_Mechanism_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]] is unaffected by poisons and pathogens.
Damage from poisons and pathogens is '''not restored by rest and recuperation''' until the poison or pathogen itself is cured. A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by poisons and pathogens.


===Pressure===
===Pressure===


If a character is exposed to '''extreme atmospheric pressure''', they incur a '''-{{KM4_SKILL_BONUS}} AV penalty''' on any task or attack and a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense. Additionally, they '''lose one Health per minute''' until they return to a pressurized atmosphere, or until their Health is reduced to zero. Once the character returns to a normal atmosphere, their Health is restored at the same rate it was lost.
If a character is exposed to '''extreme atmospheric pressure''', they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. Additionally, they '''lose one Health per minute''' until they return to a pressurized atmosphere, or until their Health is reduced to zero. Once the character returns to a normal atmosphere, their Health is restored at the same rate it was lost.


Damage from extreme atmospheric pressure is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]] is unaffected by high pressure.
Damage from extreme atmospheric pressure is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by high pressure.


===Radiation===
===Radiation===
Line 1,127: Line 468:
When ionizing radiation interacts with cells, it can cause damage to the cells and genetic material. Twenty-four hours after '''exposure to ionizing radiation''', a character must attempt a moderately difficult (DV 12) '''Brawn + Athletics roll'''. If the target has '''Alteration Resistance''', they may add it to this roll. If the Brawn + Athletics roll is successful, the character takes no damage from the radiation and suffers only incidental side-effects such as nausea. If the Brawn + Athletics roll is not successful, the character has developed acute radiation syndrome (ARS), also known as radiation sickness or radiation poisoning.
When ionizing radiation interacts with cells, it can cause damage to the cells and genetic material. Twenty-four hours after '''exposure to ionizing radiation''', a character must attempt a moderately difficult (DV 12) '''Brawn + Athletics roll'''. If the target has '''Alteration Resistance''', they may add it to this roll. If the Brawn + Athletics roll is successful, the character takes no damage from the radiation and suffers only incidental side-effects such as nausea. If the Brawn + Athletics roll is not successful, the character has developed acute radiation syndrome (ARS), also known as radiation sickness or radiation poisoning.


If a character has developed acute radiation syndrome, they incur a '''-{{KM4_SKILL_BONUS}} AV penalty''' on any task or attack and a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense. Additionally, their '''Health is reduced by one'''.
If a character has developed acute radiation syndrome, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. Additionally, their '''Health is reduced by one'''.


Periodically thereafter, the character must attempt another Brawn + Athletics roll (once per hour for very intense radiation, once a week for very mild radiation, and once a day for other radiation, at the GM's discretion). Each failed Brawn + Athletics roll results in another loss of one Health. This continues until the character successfully makes a Brawn + Athletics roll, until they are administered the appropriate treatment, or until their Health is reduced to zero. Once the character no longer has acute radiation syndrome, their Health is restored at the same rate it was lost.
Periodically thereafter, the character must attempt another Brawn + Athletics roll (once per hour for very intense radiation, once a week for very mild radiation, and once a day for other radiation, at the GM's discretion). Each failed Brawn + Athletics roll results in another loss of one Health. This continues until the character successfully makes a Brawn + Athletics roll, until they are administered the appropriate treatment, or until their Health is reduced to zero. Once the character no longer has acute radiation syndrome, their Health is restored at the same rate it was lost.
Line 1,133: Line 474:
Some radiation may have additional effects, such as blindness or paralysis.
Some radiation may have additional effects, such as blindness or paralysis.


Damage from acute radiation syndrome is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]] is unaffected by ionizing radiation.
Damage from acute radiation syndrome is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by ionizing radiation.


===Starvation===
===Starvation===


A character who goes more than '''one week without eating''' begins to suffer the effects of starvation. If a character is suffering from starvation, they incur a '''-{{KM4_SKILL_BONUS}} AV penalty''' on any task or attack and a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense. Additionally, they '''lose one Endurance per week''' until they resume a normal diet or until their Endurance and Health are reduced to zero. Once the character has resumed a normal diet, their Health is restored at the same rate it was lost.
A character who goes more than '''one week without eating''' begins to suffer the effects of starvation. If a character is suffering from starvation, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. Additionally, they '''lose one Endurance per week''' until they resume a normal diet or until their Endurance and Health are reduced to zero. Once the character has resumed a normal diet, their Health is restored at the same rate it was lost.


Damage from starvation is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]] is unaffected by starvation.
Damage from starvation is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by starvation.


===Suffocation===
===Suffocation===


If a character '''needs to breath but is unable to''' do so, they suffer the effects of suffocation. If a character is suffocating, they incur a '''-{{KM4_SKILL_BONUS}} AV penalty''' on any task or attack and a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense. Additionally, they '''lose one Health per minute''' until they can breathe freely again or until their Health is reduced to zero. Once the character is able to breathe normally, their Health is restored at the same rate it was lost.
If a character '''needs to breath but is unable to''' do so, they suffer the effects of suffocation. If a character is suffocating, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. Additionally, they '''lose one Health per minute''' until they can breathe freely again or until their Health is reduced to zero. Once the character is able to breathe normally, their Health is restored at the same rate it was lost.


Damage from suffocation is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]] is unaffected by suffocation.
Damage from suffocation is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by suffocation.


===Underwater===
===Underwater===


If a '''character is underwater''' and does not have the [[Kalos_Mechanism_4e_EN:Gifts#Underwater_Combat|Underwater Combat]] gift, they incur a '''-{{KM4_SKILL_BONUS}} AV penalty''' on any task or attack and a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense. A long period spent underwater may have other effects.
If a '''character is underwater''' and does not have the [[Kalos_Mechanism_4e_EN:Gifts#Underwater_Combat|Underwater Combat]] gift, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. A long period spent underwater may have other effects.


===Vacuum===
===Vacuum===
Line 1,157: Line 498:
===Zero-G===
===Zero-G===


If a '''character is weightless''' and does not have the [[Kalos_Mechanism_4e_EN:Gifts#Zero-G_Combat|Zero-G Combat]] gift, they incur a '''-{{KM4_SKILL_BONUS}} AV penalty''' on any task or attack and a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense. Long-term weightlessness may have other effects.
If a '''character is weightless''' and does not have the [[Kalos_Mechanism_4e_EN:Gifts#Zero-G_Combat|Zero-G Combat]] gift, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. Long-term weightlessness may have other effects.


==Mass==
==Mass==
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<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Mass of typical items
|+Table: Mass
|-  
|-
! class="alignleft"|Item
! class="alignleft"|Object
! class="alignright"|Mass
! class="alignright"|Mass
! class="alignleft"|Brawn
! class="alignright"|Athletics
|-  
|-
| class="alignleft"|full suitcase
| class="alignleft"|red brick
| class="alignright"|20 kg
| class="alignright"|3 kg
| class="aligncenter"|1
| class="alignright"|-1
|-  
|-
| class="alignleft"|2 liter bottle
| class="alignright"|3 kg
| class="alignright"|-1
|-
| class="alignleft"|laptop
| class="alignright"|3 kg
| class="alignright"|-1
|-
| class="alignleft"|sixpack of beer
| class="alignright"|5 kg
| class="alignright"|0
|-
| class="alignleft"|jug of milk
| class="alignright"|5 kg
| class="alignright"|0
|-
| class="alignleft"|domestic cat
| class="alignright"|6 kg
| class="alignright"|0
|-
| class="alignleft"|pumpkin
| class="alignright"|6 kg
| class="alignright"|0
|-
| class="alignleft"|small dog
| class="alignright"|15 kg
| class="alignright"|1
|-
| class="alignleft"|mountain bike
| class="alignright"|15 kg
| class="alignright"|1
|-
| class="alignleft"|watermelon
| class="alignright"|15 kg
| class="alignright"|1
|-
| class="alignleft"|car tire
| class="alignright"|15 kg
| class="alignright"|1
|-
| class="alignleft"|case of beer
| class="alignright"|15 kg
| class="alignright"|1
|-
| class="alignleft"|cinder block
| class="alignright"|26 kg
| class="alignright"|1
|-
| class="alignleft"|medium dog
| class="alignleft"|medium dog
| class="alignright"|20 kg
| class="alignright"|30 kg
| class="aligncenter"|1
| class="alignright"|1
|-  
|-
| class="alignleft"|electric mountain bike
| class="alignleft"|electric mountain bike
| class="alignright"|35 kg
| class="alignright"|53 kg
| class="aligncenter"|2
| class="alignright"|2
|-  
|-
| class="alignleft"|single bed
| class="alignleft"|single bed
| class="alignright"|35 kg
| class="alignright"|53 kg
| class="aligncenter"|2
| class="alignright"|2
|-  
|-
| class="alignleft"|small sofa
| class="alignleft"|small sofa
| class="alignright"|35 kg
| class="alignright"|53 kg
| class="aligncenter"|2
| class="alignright"|2
|-  
|-
| class="alignleft"|wood bookcase
| class="alignleft"|wood bookcase
| class="alignright"|35 kg
| class="alignright"|53 kg
| class="aligncenter"|2
| class="alignright"|2
|-  
|-
| class="alignleft"|full pony keg of beer
| class="alignleft"|full pony keg of beer
| class="alignright"|45 kg
| class="alignright"|68 kg
| class="aligncenter"|3
| class="alignright"|2
|-  
|-
| class="alignleft"|small sea turtle
| class="alignleft"|small sea turtle
| class="alignright"|45 kg
| class="alignright"|68 kg
| class="aligncenter"|3
| class="alignright"|2
|-  
|-
| class="alignleft"|large dog
| class="alignleft"|large dog
| class="alignright"|65 kg
| class="alignright"|98 kg
| class="aligncenter"|3
| class="alignright"|2
|-  
|-
| class="alignleft"|small adult
| class="alignleft"|small adult
| class="alignright"|65 kg
| class="alignright"|98 kg
| class="aligncenter"|3
| class="alignright"|2
|-  
|-
| class="alignleft"|full keg of beer
| class="alignleft"|full keg of beer
| class="alignright"|75 kg
| class="alignright"|113 kg
| class="aligncenter"|3
| class="alignright"|3
|-  
|-
| class="alignleft"|trim adult
| class="alignleft"|trim adult
| class="alignright"|80 kg
| class="alignright"|120 kg
| class="aligncenter"|3
| class="alignright"|3
|-  
|-
| class="alignleft"|manhole cover
| class="alignleft"|manhole cover
| class="alignright"|90 kg
| class="alignright"|135 kg
| class="aligncenter"|4
| class="alignright"|3
|-  
|-
| class="alignleft"|medium adult
| class="alignleft"|medium adult
| class="alignright"|90 kg
| class="alignright"|135 kg
| class="aligncenter"|4
| class="alignright"|3
|-  
|-
| class="alignleft"|small floor safe
| class="alignleft"|small floor safe
| class="alignright"|90 kg
| class="alignright"|135 kg
| class="aligncenter"|4
| class="alignright"|3
|-  
|-
| class="alignleft"|wood chest
| class="alignleft"|wood chest
| class="alignright"|90 kg
| class="alignright"|135 kg
| class="aligncenter"|4
| class="alignright"|3
|-  
|-
| class="alignleft"|large adult
| class="alignleft"|large adult
| class="alignright"|125 kg
| class="alignright"|188 kg
| class="aligncenter"|4
| class="alignright"|3
|-  
|-
| class="alignleft"|female brown bear
| class="alignleft"|female brown bear
| class="alignright"|135 kg
| class="alignright"|203 kg
| class="aligncenter"|4
| class="alignright"|3
|-  
|-
| class="alignleft"|huge adult
| class="alignleft"|huge adult
| class="alignright"|150 kg
| class="alignright"|225 kg
| class="aligncenter"|4
| class="alignright"|3
|-  
|-
| class="alignleft"|oil drum (full)
| class="alignleft"|oil drum (full)
| class="alignright"|150 kg
| class="alignright"|225 kg
| class="aligncenter"|4
| class="alignright"|3
|-  
|-
| class="alignleft"|refrigerator
| class="alignleft"|refrigerator
| class="alignright"|150 kg
| class="alignright"|225 kg
| class="aligncenter"|4
| class="alignright"|3
|-  
|-
| class="alignleft"|wood table
| class="alignleft"|wood table
| class="alignright"|150 kg
| class="alignright"|225 kg
| class="aligncenter"|4
| class="alignright"|3
|-  
|-
| class="alignleft"|male brown bear
| class="alignleft"|male brown bear
| class="alignright"|180 kg
| class="alignright"|270 kg
| class="aligncenter"|5
| class="alignright"|3
|-  
|-
| class="alignleft"|sport motorcycle
| class="alignleft"|sport motorcycle
| class="alignright"|180 kg
| class="alignright"|270 kg
| class="aligncenter"|5
| class="alignright"|3
|-
|-
| class="alignleft"|dumpster
| class="alignright"|200 kg
| class="aligncenter"|5
|-  
| class="alignleft"|gun safe
| class="alignleft"|gun safe
| class="alignright"|200 kg
| class="alignright"|300 kg
| class="aligncenter"|5
| class="alignright"|3
|-  
|-
| class="alignleft"|large sea turtle
| class="alignleft"|large sea turtle
| class="alignright"|200 kg
| class="alignright"|300 kg
| class="aligncenter"|5
| class="alignright"|3
|-  
|-
| class="alignleft"|lion
| class="alignleft"|lion
| class="alignright"|200 kg
| class="alignright"|300 kg
| class="aligncenter"|5
| class="alignright"|3
|-  
|-
| class="alignleft"|small armoire
| class="alignleft"|small armoire
| class="alignright"|200 kg
| class="alignright"|300 kg
| class="aligncenter"|5
| class="alignright"|3
|-  
|-
| class="alignleft"|upright piano
| class="alignright"|300 kg
| class="alignright"|3
|-
| class="alignleft"|weapon locker
| class="alignleft"|weapon locker
| class="alignright"|200 kg
| class="alignright"|300 kg
| class="aligncenter"|5
| class="alignright"|3
|-  
|-
| class="alignleft"|dolphin
| class="alignleft"|dolphin
| class="alignright"|225 kg
| class="alignright"|338 kg
| class="aligncenter"|5
| class="alignright"|4
|-  
|-
| class="alignleft"|harpsichord
| class="alignleft"|harpsichord
| class="alignright"|225 kg
| class="alignright"|338 kg
| class="aligncenter"|5
| class="alignright"|4
|-  
|-
| class="alignleft"|large predator
| class="alignleft"|large predator
| class="alignright"|225 kg
| class="alignright"|338 kg
| class="aligncenter"|5
| class="alignright"|4
|-  
|-
| class="alignleft"|cruiser motorcycle
| class="alignleft"|cruiser motorcycle
| class="alignright"|250 kg
| class="alignright"|375 kg
| class="aligncenter"|5
| class="alignright"|4
|-  
|-
| class="alignleft"|female polar bear
| class="alignleft"|female polar bear
| class="alignright"|250 kg
| class="alignright"|375 kg
| class="aligncenter"|5
| class="alignright"|4
|-  
|-
| class="alignleft"|baby grand piano
| class="alignleft"|baby grand piano
| class="alignright"|300 kg
| class="alignright"|450 kg
| class="aligncenter"|5
| class="alignright"|4
|-  
|-
| class="alignleft"|medium armoire
| class="alignleft"|medium armoire
| class="alignright"|300 kg
| class="alignright"|450 kg
| class="aligncenter"|5
| class="alignright"|4
|-  
|-
| class="alignleft"|medium floor safe
| class="alignleft"|medium floor safe
| class="alignright"|300 kg
| class="alignright"|450 kg
| class="aligncenter"|5
| class="alignright"|4
|-  
|-
| class="alignleft"|tiger
| class="alignleft"|tiger
| class="alignright"|300 kg
| class="alignright"|450 kg
| class="aligncenter"|5
| class="alignright"|4
|-  
|-
| class="alignleft"|Twinkie 11 meters long
| class="alignleft"|Twinkie 11 meters long
| class="alignright"|300 kg
| class="alignright"|450 kg
| class="aligncenter"|5
| class="alignright"|4
|-  
|-
| class="alignleft"|vending machine
| class="alignleft"|vending machine
| class="alignright"|300 kg
| class="alignright"|450 kg
| class="aligncenter"|5
| class="alignright"|4
|-  
|-
| class="alignleft"|female grizzly bear
| class="alignleft"|female grizzly bear
| class="alignright"|350 kg
| class="alignright"|525 kg
| class="aligncenter"|6
| class="alignright"|4
|-  
|-
| class="alignleft"|large armoire
| class="alignleft"|large armoire
| class="alignright"|400 kg
| class="alignright"|600 kg
| class="aligncenter"|6
| class="alignright"|4
|-  
|-
| class="alignleft"|large desk
| class="alignleft"|large desk
| class="alignright"|400 kg
| class="alignright"|600 kg
| class="aligncenter"|6
| class="alignright"|4
|-  
|-
| class="alignleft"|riding horse
| class="alignleft"|riding horse
| class="alignright"|400 kg
| class="alignright"|600 kg
| class="aligncenter"|6
| class="alignright"|4
|-  
|-
| class="alignleft"|touring motorcycle
| class="alignleft"|touring motorcycle
| class="alignright"|400 kg
| class="alignright"|600 kg
| class="aligncenter"|6
| class="alignright"|4
|-  
|-
| class="alignleft"|telephone pole
| class="alignleft"|telephone pole
| class="alignright"|450 kg
| class="alignright"|675 kg
| class="aligncenter"|6
| class="alignright"|4
|-  
|-
| class="alignleft"|light wagon (empty)
| class="alignleft"|light wagon (empty)
| class="alignright"|500 kg
| class="alignright"|750 kg
| class="aligncenter"|6
| class="alignright"|4
|-  
|-
| class="alignleft"|male polar bear
| class="alignleft"|male polar bear
| class="alignright"|500 kg
| class="alignright"|750 kg
| class="aligncenter"|6
| class="alignright"|4
|-  
|-
| class="alignleft"|grand piano
| class="alignleft"|grand piano
| class="alignright"|550 kg
| class="alignright"|825 kg
| class="aligncenter"|6
| class="alignright"|4
|-  
|-
| class="alignleft"|cow
| class="alignleft"|cow
| class="alignright"|600 kg
| class="alignright"|900 kg
| class="aligncenter"|6
| class="alignright"|4
|-  
|-
| class="alignleft"|draft horse
| class="alignleft"|draft horse
| class="alignright"|600 kg
| class="alignright"|900 kg
| class="aligncenter"|6
| class="alignright"|4
|-  
|-
| class="alignleft"|sailboat
| class="alignleft"|sailboat
| class="alignright"|600 kg
| class="alignright"|900 kg
| class="aligncenter"|6
| class="alignright"|4
|-  
|-
| class="alignleft"|small sailboat
| class="alignleft"|small sailboat
| class="alignright"|600 kg
| class="alignright"|900 kg
| class="aligncenter"|6
| class="alignright"|4
|-  
|-
| class="alignleft"|speedboat
| class="alignleft"|speedboat
| class="alignright"|600 kg
| class="alignright"|900 kg
| class="aligncenter"|6
| class="alignright"|4
|-  
|-
| class="alignleft"|male grizzly bear
| class="alignleft"|male grizzly bear
| class="alignright"|750 kg
| class="alignright"|1,125 kg
| class="aligncenter"|7
| class="alignright"|5
|-  
|-
| class="alignleft"|car trailer
| class="alignleft"|car trailer
| class="alignright"|800 kg
| class="alignright"|1,200 kg
| class="aligncenter"|7
| class="alignright"|5
|-  
|-
| class="alignleft"|light wagon (loaded)
| class="alignleft"|light wagon (loaded)
| class="alignright"|900 kg
| class="alignright"|1,350 kg
| class="aligncenter"|7
| class="alignright"|5
|-  
|-
| class="alignleft"|small car
| class="alignleft"|small car
| class="alignright"|900 kg
| class="alignright"|1,350 kg
| class="aligncenter"|7
| class="alignright"|5
|-  
|-
| class="alignleft"|civilian helicopter
| class="alignleft"|civilian helicopter
| class="alignright"|1,000 kg
| class="alignright"|1,500 kg
| class="aligncenter"|7
| class="alignright"|5
|-  
|-
| class="alignleft"|heavy wagon (empty)
| class="alignleft"|heavy wagon (empty)
| class="alignright"|1,000 kg
| class="alignright"|1,500 kg
| class="aligncenter"|7
| class="alignright"|5
|-  
|-
| class="alignleft"|medium missile
| class="alignleft"|medium missile
| class="alignright"|1,200 kg
| class="alignright"|1,800 kg
| class="aligncenter"|7
| class="alignright"|5
|-  
|-
| class="alignleft"|6 m propane tank
| class="alignleft"|6 m propane tank
| class="alignright"|1,500 kg
| class="alignright"|2 t
| class="aligncenter"|7
| class="alignright"|5
|-  
|-
| class="alignleft"|cruise missile
| class="alignleft"|cruise missile
| class="alignright"|1,500 kg
| class="alignright"|2 t
| class="aligncenter"|7
| class="alignright"|5
|-  
|-
| class="alignleft"|large missile
| class="alignleft"|large missile
| class="alignright"|1,600 kg
| class="alignright"|2 t
| class="aligncenter"|7
| class="alignright"|5
|-  
|-
| class="alignleft"|medium car
| class="alignleft"|medium car
| class="alignright"|1,600 kg
| class="alignright"|2 t
| class="aligncenter"|7
| class="alignright"|5
|-  
|-
| class="alignleft"|small SUV
| class="alignleft"|small SUV
| class="alignright"|1,600 kg
| class="alignright"|2 t
| class="aligncenter"|7
| class="alignright"|5
|-  
|-
| class="alignleft"|small truck
| class="alignleft"|small truck
| class="alignright"|1,600 kg
| class="alignright"|2 t
| class="aligncenter"|7
| class="alignright"|5
|-  
|-
| class="alignleft"|granite monument
| class="alignleft"|granite monument
| class="alignright"|1,800 kg
| class="alignright"|3 t
| class="aligncenter"|7
| class="alignright"|5
|-  
|-
| class="alignleft"|hippopotamus
| class="alignleft"|hippopotamus
| class="alignright"|2,000 kg
| class="alignright"|3 t
| class="aligncenter"|8
| class="alignright"|5
|-  
|-
| class="alignleft"|large car
| class="alignleft"|large car
| class="alignright"|2,000 kg
| class="alignright"|3 t
| class="aligncenter"|8
| class="alignright"|5
|-  
|-
| class="alignleft"|large herbivore
| class="alignleft"|large herbivore
| class="alignright"|2,000 kg
| class="alignright"|3 t
| class="aligncenter"|8
| class="alignright"|5
|-  
|-
| class="alignleft"|limousine
| class="alignleft"|limousine
| class="alignright"|2,000 kg
| class="alignright"|3 t
| class="aligncenter"|8
| class="alignright"|5
|-  
|-
| class="alignleft"|medium SUV
| class="alignleft"|medium SUV
| class="alignright"|2,000 kg
| class="alignright"|3 t
| class="aligncenter"|8
| class="alignright"|5
|-  
|-
| class="alignleft"|medium truck
| class="alignleft"|medium truck
| class="alignright"|2,000 kg
| class="alignright"|3 t
| class="aligncenter"|8
| class="alignright"|5
|-  
|-
| class="alignleft"|6 m cargo container
| class="alignleft"|6 m cargo container
| class="alignright"|2,300 kg
| class="alignright"|3 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|large meteor
| class="alignleft"|large meteor
| class="alignright"|2,300 kg
| class="alignright"|3 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|small forklift
| class="alignleft"|small forklift
| class="alignright"|2,300 kg
| class="alignright"|3 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|large SUV
| class="alignleft"|large SUV
| class="alignright"|2,500 kg
| class="alignright"|4 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|large truck
| class="alignleft"|large truck
| class="alignright"|2,500 kg
| class="alignright"|4 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|hovercraft
| class="alignleft"|hovercraft
| class="alignright"|2,700 kg
| class="alignright"|4 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|Jersey barrier
| class="alignleft"|Jersey barrier
| class="alignright"|2,700 kg
| class="alignright"|4 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|Humvee
| class="alignleft"|Humvee
| class="alignright"|3,000 kg
| class="alignright"|5 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|small military helicopter
| class="alignleft"|small military helicopter
| class="alignright"|3,000 kg
| class="alignright"|5 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|12 m cargo container
| class="alignleft"|12 m cargo container
| class="alignright"|4,000 kg
| class="alignright"|6 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|armored Humvee
| class="alignleft"|armored Humvee
| class="alignright"|4,000 kg
| class="alignright"|6 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|monster truck
| class="alignleft"|monster truck
| class="alignright"|4,000 kg
| class="alignright"|6 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|Asian elephant
| class="alignleft"|Asian elephant
| class="alignright"|4,500 kg
| class="alignright"|7 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|dump truck (empty)
| class="alignleft"|dump truck (empty)
| class="alignright"|5,000 kg
| class="alignright"|8 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|heavy wagon (loaded)
| class="alignleft"|heavy wagon (loaded)
| class="alignright"|5,000 kg
| class="alignright"|8 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|huge herbivore
| class="alignleft"|huge herbivore
| class="alignright"|5,000 kg
| class="alignright"|8 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|African elephant
| class="alignleft"|African elephant
| class="alignright"|6,300 kg
| class="alignright"|9 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|corporate jet
| class="alignleft"|corporate jet
| class="alignright"|6,400 kg
| class="alignright"|10 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|helicopter
| class="alignleft"|helicopter
| class="alignright"|6,400 kg
| class="alignright"|10 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|school bus
| class="alignleft"|school bus
| class="alignright"|6,400 kg
| class="alignright"|10 t
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|light fighter jet
| class="alignleft"|light fighter jet
| class="alignright"|7,000 kg
| class="alignright"|11 t
| class="aligncenter"|8
| class="alignright"|7
|-  
|-
| class="alignleft"|howitzer
| class="alignleft"|howitzer
| class="alignright"|7,300 kg
| class="alignright"|11 t
| class="aligncenter"|8
| class="alignright"|7
|-  
|-
| class="alignleft"|travel trailer
| class="alignleft"|travel trailer
| class="alignright"|7,300 kg
| class="alignright"|11 t
| class="aligncenter"|8
| class="alignright"|7
|-  
|-
| class="alignleft"|cargo helicopter
| class="alignleft"|cargo helicopter
| class="alignright"|8,300 kg
| class="alignright"|12 t
| class="aligncenter"|9
| class="alignright"|7
|-  
|-
| class="alignleft"|garbage truck
| class="alignleft"|garbage truck
| class="alignright"|8,600 kg
| class="alignright"|13 t
| class="aligncenter"|9
| class="alignright"|7
|-  
|-
| class="alignleft"|large military helicopter
| class="alignleft"|large military helicopter
| class="alignright"|9,000 kg
| class="alignright"|14 t
| class="aligncenter"|9
| class="alignright"|7
|-  
|-
| class="alignleft"|mobile home
| class="alignleft"|mobile home
| class="alignright"|11 t
| class="alignright"|17 t
| class="aligncenter"|9
| class="alignright"|7
|-  
|-
| class="alignleft"|armored car
| class="alignleft"|armored car
| class="alignright"|12 t
| class="alignright"|17 t
| class="aligncenter"|9
| class="alignright"|7
|-  
|-
| class="alignleft"|fighter jet
| class="alignleft"|fighter jet
| class="alignright"|13 t
| class="alignright"|19 t
| class="aligncenter"|9
| class="alignright"|7
|-  
|-
| class="alignleft"|spy satellite
| class="alignleft"|spy satellite
| class="alignright"|13 t
| class="alignright"|19 t
| class="aligncenter"|9
| class="alignright"|7
|-  
|-
| class="alignleft"|subway car
| class="alignleft"|subway car
| class="alignright"|13 t
| class="alignright"|19 t
| class="aligncenter"|9
| class="alignright"|7
|-  
|-
| class="alignleft"|motorhome RV
| class="alignleft"|motorhome RV
| class="alignright"|14 t
| class="alignright"|20 t
| class="aligncenter"|9
| class="alignright"|7
|-  
|-
| class="alignleft"|tractor-trailer (empty)
| class="alignleft"|tractor-trailer (empty)
| class="alignright"|16 t
| class="alignright"|24 t
| class="aligncenter"|9
| class="alignright"|7
|-  
|-
| class="alignleft"|passenger bus
| class="alignleft"|passenger bus
| class="alignright"|18 t
| class="alignright"|27 t
| class="aligncenter"|9
| class="alignright"|7
|-  
|-
| class="alignleft"|dump truck (loaded)
| class="alignleft"|dump truck (loaded)
| class="alignright"|20 t
| class="alignright"|30 t
| class="aligncenter"|9
| class="alignright"|7
|-  
|-
| class="alignleft"|Polaris missile
| class="alignleft"|Polaris missile
| class="alignright"|20 t
| class="alignright"|30 t
| class="aligncenter"|9
| class="alignright"|7
|-  
|-
| class="alignleft"|double-wide mobile home
| class="alignleft"|double-wide mobile home
| class="alignright"|22 t
| class="alignright"|33 t
| class="aligncenter"|9
| class="alignright"|8
|-  
|-
| class="alignleft"|infantry fighting vehicle
| class="alignleft"|infantry fighting vehicle
| class="alignright"|25 t
| class="alignright"|38 t
| class="aligncenter"|9
| class="alignright"|8
|-  
|-
| class="alignleft"|houseboat
| class="alignleft"|houseboat
| class="alignright"|29 t
| class="alignright"|43 t
| class="aligncenter"|9
| class="alignright"|8
|-  
|-
| class="alignleft"|railroad boxcar (empty)
| class="alignleft"|railroad boxcar (empty)
| class="alignright"|29 t
| class="alignright"|43 t
| class="aligncenter"|9
| class="alignright"|8
|-  
|-
| class="alignleft"|private jet
| class="alignleft"|private jet
| class="alignright"|30 t
| class="alignright"|45 t
| class="aligncenter"|9
| class="alignright"|8
|-  
|-
| class="alignleft"|tractor-trailer (loaded)
| class="alignleft"|tractor-trailer (loaded)
| class="alignright"|36 t
| class="alignright"|54 t
| class="aligncenter"|10
| class="alignright"|8
|-  
|-
| class="alignleft"|bulldozer
| class="alignleft"|bulldozer
| class="alignright"|37 t
| class="alignright"|55 t
| class="aligncenter"|10
| class="alignright"|8
|-  
|-
| class="alignleft"|car crusher
| class="alignleft"|car crusher
| class="alignright"|37 t
| class="alignright"|55 t
| class="aligncenter"|10
| class="alignright"|8
|-  
|-
| class="alignleft"|fire truck
| class="alignleft"|fire truck
| class="alignright"|37 t
| class="alignright"|55 t
| class="aligncenter"|10
| class="alignright"|8
|-  
|-
| class="alignleft"|armored personnel carrier
| class="alignleft"|armored personnel carrier
| class="alignright"|38 t
| class="alignright"|56 t
| class="aligncenter"|10
| class="alignright"|8
|-  
|-
| class="alignleft"|cargo plane (empty)
| class="alignleft"|cargo plane (empty)
| class="alignright"|40 t
| class="alignright"|60 t
| class="aligncenter"|10
| class="alignright"|8
|-  
|-
| class="alignleft"|bank vault
| class="alignleft"|bank vault
| class="alignright"|50 t
| class="alignright"|75 t
| class="aligncenter"|10
| class="alignright"|8
|-  
|-
| class="alignleft"|cargo container lift truck
| class="alignleft"|cargo container lift truck
| class="alignright"|50 t
| class="alignright"|75 t
| class="aligncenter"|10
| class="alignright"|8
|-  
|-
| class="alignleft"|Easter Island stone head
| class="alignleft"|Easter Island stone head
| class="alignright"|50 t
| class="alignright"|75 t
| class="aligncenter"|10
| class="alignright"|8
|-  
|-
| class="alignleft"|M1 Abrams tank
| class="alignleft"|M1 Abrams tank
| class="alignright"|50 t
| class="alignright"|75 t
| class="aligncenter"|10
| class="alignright"|8
|-  
|-
| class="alignleft"|tank
| class="alignleft"|tank
| class="alignright"|50 t
| class="alignright"|75 t
| class="aligncenter"|10
| class="alignright"|8
|-  
|-
| class="alignleft"|tanker truck (loaded)
| class="alignleft"|tanker truck (loaded)
| class="alignright"|50 t
| class="alignright"|75 t
| class="aligncenter"|10
| class="alignright"|8
|-  
|-
| class="alignleft"|Trident missile
| class="alignleft"|Trident missile
| class="alignright"|50 t
| class="alignright"|75 t
| class="aligncenter"|10
| class="alignright"|8
|-  
|-
| class="alignleft"|40 m water tower
| class="alignleft"|40 m water tower
| class="alignright"|71 t
| class="alignright"|107 t
| class="aligncenter"|10
| class="alignright"|9
|-  
|-
| class="alignleft"|heavy machinery crane
| class="alignleft"|heavy machinery crane
| class="alignright"|73 t
| class="alignright"|110 t
| class="aligncenter"|10
| class="alignright"|9
|-  
|-
| class="alignleft"|cargo plane (loaded)
| class="alignleft"|cargo plane (loaded)
| class="alignright"|80 t
| class="alignright"|120 t
| class="aligncenter"|10
| class="alignright"|9
|-  
|-
| class="alignleft"|railroad boxcar (loaded)
| class="alignleft"|railroad boxcar (loaded)
| class="alignright"|100 t
| class="alignright"|150 t
| class="aligncenter"|10
| class="alignright"|9
|-  
|-
| class="alignleft"|60 m radio tower
| class="alignleft"|60 m radio tower
| class="alignright"|109 t
| class="alignright"|164 t
| class="aligncenter"|10
| class="alignright"|9
|-  
|-
| class="alignleft"|wooden house
| class="alignleft"|wooden house
| class="alignright"|136 t
| class="alignright"|204 t
| class="aligncenter"|11
| class="alignright"|9
|-  
|-
| class="alignleft"|male blue whale
| class="alignleft"|male blue whale
| class="alignright"|150 t
| class="alignright"|225 t
| class="aligncenter"|11
| class="alignright"|9
|-  
|-
| class="alignleft"|huge mining dump-truck
| class="alignleft"|huge mining dump-truck
| class="alignright"|164 t
| class="alignright"|246 t
| class="aligncenter"|11
| class="alignright"|9
|-  
|-
| class="alignleft"|female blue whale
| class="alignleft"|female blue whale
| class="alignright"|190 t
| class="alignright"|285 t
| class="aligncenter"|11
| class="alignright"|9
|-  
|-
| class="alignleft"|fishing trawler
| class="alignleft"|fishing trawler
| class="alignright"|200 t
| class="alignright"|300 t
| class="aligncenter"|11
| class="alignright"|9
|-  
|-
| class="alignleft"|Titan II rocket
| class="alignleft"|Titan II rocket
| class="alignright"|200 t
| class="alignright"|300 t
| class="aligncenter"|11
| class="alignright"|9
|-
|-
| class="alignleft"|Statue Of Liberty
| class="alignright"|205 t
| class="aligncenter"|11
|-  
| class="alignleft"|locomotive
| class="alignleft"|locomotive
| class="alignright"|210 t
| class="alignright"|315 t
| class="aligncenter"|11
| class="alignright"|10
|-  
|-
| class="alignleft"|brick house
| class="alignleft"|brick house
| class="alignright"|273 t
| class="alignright"|410 t
| class="aligncenter"|11
| class="alignright"|10
|-  
|-
| class="alignleft"|huge hovercraft
| class="alignleft"|huge hovercraft
| class="alignright"|273 t
| class="alignright"|410 t
| class="aligncenter"|11
| class="alignright"|10
|-  
|-
| class="alignleft"|transport ship spacecraft
| class="alignleft"|transport ship spacecraft
| class="alignright"|273 t
| class="alignright"|410 t
| class="aligncenter"|11
| class="alignright"|10
|-  
|-
| class="alignleft"|large passenger plane (empty)
| class="alignleft"|large passenger plane (empty)
| class="alignright"|300 t
| class="alignright"|450 t
| class="aligncenter"|11
| class="alignright"|10
|-  
|-
| class="alignleft"|hydro-electric generator
| class="alignleft"|hydro-electric generator
| class="alignright"|345 t
| class="alignright"|518 t
| class="aligncenter"|11
| class="alignright"|10
|-  
|-
| class="alignleft"|large passenger plane (loaded)
| class="alignleft"|large passenger plane (loaded)
| class="alignright"|400 t
| class="alignright"|600 t
| class="aligncenter"|11
| class="alignright"|10
|-  
|-
| class="alignleft"|trawler
| class="alignleft"|trawler
| class="alignright"|400 t
| class="alignright"|600 t
| class="aligncenter"|11
| class="alignright"|10
|-  
|-
| class="alignleft"|yacht
| class="alignleft"|yacht
| class="alignright"|400 t
| class="alignright"|600 t
| class="aligncenter"|11
| class="alignright"|10
|-  
|-
| class="alignleft"|huge crane
| class="alignleft"|huge crane
| class="alignright"|591 t
| class="alignright"|887 t
| class="aligncenter"|12
| class="alignright"|10
|-  
|-
| class="alignleft"|300 m radio tower
| class="alignleft"|300 m radio tower
| class="alignright"|600 t
| class="alignright"|900 t
| class="aligncenter"|12
| class="alignright"|10
|-  
|-
| class="alignleft"|huge mining excavator
| class="alignleft"|huge mining excavator
| class="alignright"|727 t
| class="alignright"|1,091 t
| class="aligncenter"|12
| class="alignright"|11
|-  
|-
| class="alignleft"|drilling rig
| class="alignleft"|drilling rig
| class="alignright"|800 t
| class="alignright"|1,200 t
| class="aligncenter"|12
| class="alignright"|11
|-  
|-
| class="alignleft"|small bridge
| class="alignleft"|small bridge
| class="alignright"|1,600 t
| class="alignright"|2,400 t
| class="aligncenter"|12
| class="alignright"|11
|-  
|-
| class="alignleft"|tugboat
| class="alignleft"|tugboat
| class="alignright"|3,200 t
| class="alignright"|4,800 t
| class="aligncenter"|13
| class="alignright"|12
|-  
|-
| class="alignleft"|short train
| class="alignleft"|short train
| class="alignright"|4,000 t
| class="alignright"|6,000 t
| class="aligncenter"|13
| class="alignright"|12
|-  
|-
| class="alignleft"|rocket launch tower
| class="alignleft"|rocket launch tower
| class="alignright"|5,000 t
| class="alignright"|7,500 t
| class="aligncenter"|13
| class="alignright"|12
|-  
|-
| class="alignleft"|nuclear submarine
| class="alignleft"|nuclear submarine
| class="alignright"|6,900 t
| class="alignright"|10,350 t
| class="aligncenter"|13
| class="alignright"|13
|-  
|-
| class="alignleft"|Eiffel Tower
| class="alignleft"|Eiffel Tower
| class="alignright"|7,300 t
| class="alignright"|10,950 t
| class="aligncenter"|13
| class="alignright"|13
|-  
|-
| class="alignleft"|10 story building
| class="alignleft"|10 story building
| class="alignright"|9,000 t
| class="alignright"|13,500 t
| class="aligncenter"|14
| class="alignright"|13
|-  
|-
| class="alignleft"|destroyer
| class="alignleft"|destroyer
| class="alignright"|9,000 t
| class="alignright"|13,500 t
| class="aligncenter"|14
| class="alignright"|13
|-  
|-
| class="alignleft"|Brooklyn Bridge
| class="alignleft"|Brooklyn Bridge
| class="alignright"|10,000 t
| class="alignright"|15,000 t
| class="aligncenter"|14
| class="alignright"|13
|-  
|-
| class="alignleft"|freighter (unloaded)
| class="alignleft"|freighter (unloaded)
| class="alignright"|12,500 t
| class="alignright"|18,750 t
| class="aligncenter"|14
| class="alignright"|13
|-  
|-
| class="alignleft"|long train
| class="alignleft"|long train
| class="alignright"|20,000 t
| class="alignright"|30,000 t
| class="aligncenter"|14
| class="alignright"|13
|-
|-
| class="alignleft"|Statue of Liberty
| class="alignright"|24,600 t
| class="aligncenter"|14
|-  
| class="alignleft"|freighter (loaded)
| class="alignleft"|freighter (loaded)
| class="alignright"|25,000 t
| class="alignright"|37,500 t
| class="aligncenter"|14
| class="alignright"|14
|-  
|-
| class="alignleft"|large bridge
| class="alignleft"|large bridge
| class="alignright"|25,000 t
| class="alignright"|37,500 t
| class="aligncenter"|14
| class="alignright"|14
|-  
|-
| class="alignleft"|huge nuclear submarine
| class="alignleft"|huge nuclear submarine
| class="alignright"|48,000 t
| class="alignright"|72,000 t
| class="aligncenter"|15
| class="alignright"|14
|-  
|-
| class="alignleft"|aircraft carrier
| class="alignleft"|aircraft carrier
| class="alignright"|80,000 t
| class="alignright"|120,000 t
| class="aligncenter"|15
| class="alignright"|15
|-  
|-
| class="alignleft"|tanker ship (loaded)
| class="alignleft"|tanker ship (loaded)
| class="alignright"|100,000 t
| class="alignright"|150,000 t
| class="aligncenter"|15
| class="alignright"|15
|-  
|-
| class="alignleft"|large office building
| class="alignleft"|large office building
| class="alignright"|200,000 t
| class="alignright"|300,000 t
| class="aligncenter"|16
| class="alignright"|15
|-  
|-
| class="alignleft"|large tanker ship (loaded)
| class="alignleft"|large tanker ship (loaded)
| class="alignright"|200,000 t
| class="alignright"|300,000 t
| class="aligncenter"|16
| class="alignright"|15
|-  
|-
| class="alignleft"|cruise ship
| class="alignleft"|cruise ship
| class="alignright"|225,000 t
| class="alignright"|337,500 t
| class="aligncenter"|16
| class="alignright"|16
|-  
|-
| class="alignleft"|Empire State Building
| class="alignleft"|Empire State Building
| class="alignright"|331,000 t
| class="alignright"|496,500 t
| class="aligncenter"|16
| class="alignright"|16
|-  
|-
| class="alignleft"|Ultra Large Crude Carrier (empty)
| class="alignleft"|Ultra Large Crude Carrier (empty)
| class="alignright"|400,000 t
| class="alignright"|600,000 t
| class="aligncenter"|16
| class="alignright"|16
|-  
|-
| class="alignleft"|Ben Franklin Bridge
| class="alignleft"|Ben Franklin Bridge
| class="alignright"|600,000 t
| class="alignright"|900,000 t
| class="aligncenter"|17
| class="alignright"|16
|-  
|-
| class="alignleft"|huge tanker ship (loaded)
| class="alignright"|900,000 t
| class="alignright"|16
|-
| class="alignleft"|Ultra Large Crude Carrier (loaded)
| class="alignleft"|Ultra Large Crude Carrier (loaded)
| class="alignright"|600,000 t
| class="alignright"|900,000 t
| class="aligncenter"|17
| class="alignright"|16
|-  
|-
| class="alignleft"|huge bridge
| class="alignright"|1,200,000 t
| class="alignright"|17
|-
| class="alignleft"|Golden Gate Bridge
| class="alignleft"|Golden Gate Bridge
| class="alignright"|800,000 t
| class="alignright"|1,200,000 t
| class="aligncenter"|17
| class="alignright"|17
|-  
|-
| class="alignleft"|huge skyscraper
| class="alignleft"|huge skyscraper
| class="alignright"|900,000 t
| class="alignright"|1,350,000 t
| class="aligncenter"|17
| class="alignright"|17
|-  
|-
| class="alignleft"|Great Pyramid of Khufu
| class="alignleft"|Great Pyramid of Khufu
| class="alignright"|5,000,000 t
| class="alignright"|7,500,000 t
| class="aligncenter"|18
| class="alignright"|18
|-  
|-
| class="alignleft"|Three Gorges Dam
| class="alignleft"|Three Gorges Dam
| class="alignright"|9,500,000 t
| class="alignright"|14,250,000 t
| class="aligncenter"|19
| class="alignright"|19
|-  
|-
| class="alignleft"|Great Wall of China
| class="alignleft"|Great Wall of China
| class="alignright"|55,000,000 t
| class="alignright"|82,500,000 t
| class="aligncenter"|20
| class="alignright"|20
|-
| class="alignleft"|4 liters of neutronium
| class="alignright"|500,000,000 t
| class="aligncenter"|21
|}
|}
'''Athletics:''' Minimum Athletics to "deadlift" the object (without powers).<br />
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->


==Speed==
==Speed==
Line 1,913: Line 1,301:




<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Speed of typical items
|+Table: Speed
|-  
|-
! class="alignleft"|Item
! class="alignleft"|Object
! class="alignright"|Speed
! class="alignright"|Speed
! class="alignleft"|Agility
! class="alignright"|Minimum Athletics
|-  
|-
| class="alignleft"|avg Human running
| class="alignleft"|Human, avg running
| class="alignright"|19 km/h
| class="alignright"|10 km/h
| class="aligncenter"|4
| class="alignright"|2
|-  
|-
| class="alignleft"|max Human running
| class="alignleft"|Human, max running
| class="alignright"|43 km/h
| class="alignright"|45 km/h
| class="aligncenter"|6
| class="alignright"|4
|-  
|-
| class="alignleft"|fast submarine
| class="alignleft"|fast submarine
| class="alignright"|80 km/h
| class="alignright"|80 km/h
| class="aligncenter"|7
| class="alignright"|5
|-  
|-
| class="alignleft"|fast animal
| class="alignleft"|fast animal
| class="alignright"|120 km/h
| class="alignright"|120 km/h
| class="aligncenter"|8
| class="alignright"|6
|-  
|-
| class="alignleft"|arrow
| class="alignleft"|arrow
| class="alignright"|240 km/h
| class="alignright"|240 km/h
| class="aligncenter"|8
| class="alignright"|7
|-  
|-
| class="alignleft"|fast vehicle
| class="alignleft"|fast vehicle
| class="alignright"|320 km/h
| class="alignright"|320 km/h
| class="aligncenter"|8
| class="alignright"|7
|-  
|-
| class="alignleft"|fast helicopter
| class="alignleft"|fast helicopter
| class="alignright"|400 km/h
| class="alignright"|400 km/h
| class="aligncenter"|8
| class="alignright"|7
|-  
|-
| class="alignleft"|tornado wind
| class="alignleft"|tornado wind
| class="alignright"|480 km/h
| class="alignright"|480 km/h
| class="aligncenter"|9
| class="alignright"|7
|-  
|-
| class="alignleft"|terminal velocity
| class="alignleft"|terminal velocity
| class="alignright"|530 km/h
| class="alignright"|530 km/h
| class="aligncenter"|9
| class="alignright"|8
|-  
|-
| class="alignleft"|bullet train
| class="alignleft"|bullet train
| class="alignright"|560 km/h
| class="alignright"|560 km/h
| class="aligncenter"|9
| class="alignright"|8
|-  
|-
| class="alignleft"|airplane
| class="alignleft"|airplane
| class="alignright"|810 km/h
| class="alignright"|810 km/h
| class="aligncenter"|9
| class="alignright"|8
|-  
|-
| class="alignleft"|pistol bullet
| class="alignleft"|pistol bullet
| class="alignright"|1,100 km/h
| class="alignright"|1,100 km/h
| class="aligncenter"|9
| class="alignright"|9
|-  
|-
| class="alignleft"|sound
| class="alignleft"|sound
| class="alignright"|1,200 km/h
| class="alignright"|1,200 km/h
| class="aligncenter"|9
| class="alignright"|9
|-  
|-
| class="alignleft"|supersonic airplane
| class="alignleft"|supersonic airplane
| class="alignright"|1,900 km/h
| class="alignright"|1,900 km/h
| class="aligncenter"|10
| class="alignright"|9
|-  
|-
| class="alignleft"|rifle bullet
| class="alignleft"|rifle bullet
| class="alignright"|3,100 km/h
| class="alignright"|3,100 km/h
| class="aligncenter"|10
| class="alignright"|10
|-  
|-
| class="alignleft"|superjet
| class="alignleft"|superjet
| class="alignright"|9,700 km/h
| class="alignright"|9,700 km/h
| class="aligncenter"|11
| class="alignright"|11
|-  
|-
| class="alignleft"|escape velocity
| class="alignleft"|escape velocity
| class="alignright"|40,000 km/h
| class="alignright"|40,000 km/h
| class="aligncenter"|12
| class="alignright"|13
|-  
|-
| class="alignleft"|rocket
| class="alignleft"|rocket
| class="alignright"|48,000 km/h
| class="alignright"|48,000 km/h
| class="aligncenter"|12
| class="alignright"|13
|-
| class="alignleft"|solar winds
| class="alignright"|480,000 km/h
| class="aligncenter"|14
|-
| class="alignleft"|interplanetary speeds
| class="alignright"|4,800,000 km/h
| class="aligncenter"|15
|-
| class="alignleft"|light
| class="alignright"|1,100,000,000 km/h
| class="aligncenter"|19
|}
|}
'''Minimum Athletics:''' Minimum Athletics for this speed (without powers).<br />
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->





Latest revision as of 11:41, 24 June 2024

Arrow up 16x16.png Contents

(NOTE: This is a work in progress.)

This chapter provides additional information for the game moderator. Warning: spoilers follow.

Behind The Scenes

If this were a full game: This is where the game author would describe the secrets of the setting. Some typical section headings could be "Lost History", "Society Of The Hidden Folk", "Precursor Technology", and so on.

Villains

Villains can be written up the same way as player characters, but they do not have to be. You can abbreviate the abilities of villains based on their areas of focus and their Power level.

XXX Table

Optional Rules

Alternate Area Shapes

With the GM's permission, an attack which affects an area may have a shape other than a sphere. The specific shape must be chosen when the power is purchased.

  • Cone — Maximum length per side equal to the character's Power Level × 2 meters
  • Cylinder — Maximum radius and height equal to the character's Power Level × 1 meters
  • Line — Maximum width 2 m, maximum length equal to the character's Power Level × 4 meters
  • Sphere — Maximum radius equal to the character's Power Level × 1 meters
  • Wedge — Maximum length per side equal to the character's Power Level × 2 meters


Table: Alternate Area Shapes
Power Level Sphere/Cylinder Cone/Wedge Line
1 1 m radius 2 m per side 2 m × 4 m line
2 2 m radius 4 m per side 2 m × 8 m line
3 3 m radius 6 m per side 2 m × 12 m line
4 4 m radius 8 m per side 2 m × 16 m line
5 5 m radius 10 m per side 2 m × 20 m line
6 6 m radius 12 m per side 2 m × 24 m line
7 7 m radius 14 m per side 2 m × 28 m line
8 8 m radius 16 m per side 2 m × 32 m line
9 9 m radius 18 m per side 2 m × 36 m line
10 10 m radius 20 m per side 2 m × 40 m line


Flexible Area Power Boost

Flexible Area is an optional power boost which allows the character to choose what shape an area power takes each time the power is used. Adding selective to an attack power does not modify the skill used for the attack, nor the skill used to oppose it.

Knockback

Knockback is an optional rule which makes combat cover a greater physical area, possibly causing collateral damage in the process. This rule is more appropriate to superhero games than it is to pulp or horror.

Only normal attacks may do knockback. If the GM has chosen to allow knockback, then each PC may choose which of their normal attacks do knockback, and which don't. Once this choice is made, it may not normally be changed thereafter.

When a target takes damage from a normal attack that does knockback, they are pushed away from the attacker (or from the center of an explosion). The distance the target is moved is equal to the points of normal damage taken, multiplied by the attack's Power Level. For example, if a defender takes 2 points of Health damage past their Damage Resistance, and the Power Level of the attack is 3, the target will be knocked back 6 meters.

If a standing target is knocked back more than 2 meters, they must succeed at a moderately difficult (DV 9) Athletics roll or be knocked prone.

Targets who take knockback may smash through walls and windows, destroying whatever they pass through or happen to land on, but they take no significant injury themselves from doing so.

Failure

A failed attempt may not give the character the result they wanted, but it should not mean the game grinds to a halt. Rather than having a failed attempt be a dead end, it could mean that the desired outcome has a greater cost, or perhaps the desired outcome has undesirable side effects. Whatever the end result, failure should never make the game less interesting.

Expert Tip: It's okay to say "so-and-so happens", without requiring (or allowing) anyone to roll.

For example, Inspector Dupuis is trying to intimidate a low-level gangster into revealing details about the organization's plans to distribute a dangerous, highly experimental drug. Sadly, Inspector Dupuis's player rolls poorly, and the gangster is not impressed. Rather than having this be the end of this line of inquiry, the GM has several options.

  • Quid pro quo — The gangster will give Dupuis the information, but only if Dupuis gives the gangster something in exchange. This could be something as prosaic as money, but it could be something more interesting, such as information about a rival organization or a favour to call in later.
  • Red herring — The gangster tells Dupuis what they want to hear, but the information is not true or it leads Dupuis off on a wild goose chase. If the gangster is clever, they may send Dupuis after a rival organization that has been causing problems.
  • Stirring the pot — Dupuis gets the information, but their activities attract attention. A rival organization learns of the drug as a result of Dupuis' activities, and they try to beat Dupuis to the prize. Alternately, the rival organization might use Dupuis as a stalking horse, allowing Dupuis and the gang to fight each other so that the rival organization will have an easier time taking the spoils from the winner.
  • Alerting the enemy — Dupuis gets the information, but the gang learns of Dupuis's interest in their activities and they begin to make preparations. It could even be that the gangster was intended to be captured by Dupuis all along, in order to set them up for an ambush!

Cultural Motivations

The motivations of individuals are often at odds with the motivations of the culture to which they belong. An individual may be kind and compassionate, even as their civilization systematically commits genocide and destroys entire ecosystems in their quest for expansion. This is a paradox.

If you would like to randomly determine a culture's motivations, roll 2d6 and consult the table below.


Table: Random cultural motivations, Table 1
Roll 2d6 Complexity
2-7 Roll once on Table 2
8-10 Roll twice on Table 2
11 Roll three times on Table 2
12 Schism: roll once on table 2, and see the note below


Schism: The society is divided into two opposing and mutually antagonistic cultures. Roll on Table 2, and make a note of the roll and its opposite. The majority of the society has the first motivation rolled, but a significant minority has the opposing motivation. For example, the opposing motivation of "adventure" is "security".


Table: Random cultural motivations, Table 2
Roll 1d6 Roll 1d6 Motivation
1 1 Adventure
2 Asceticism
3 Audacity
4 Community
5 Compassion
6 Courage
2 1 Curiosity
2 Detachment
3 Enlightenment
4 Exploration
5 Freedom
6 Idealism
3 1 Justice
2 Mercy
3 Nobility
4 Passion
5 Pride
6 Rebellion
Roll 1d6 Roll 1d6 Motivation
4 1 Security
2 Materialism
3 Subtlety
4 Individualism
5 Wrath
6 Fear
5 1 Faith
2 Responsibility
3 Secrecy
4 Isolation
5 Control
6 Pragmatism
6 1 Vengeance
2 Ruthlessness
3 Fellowship
4 Serenity
5 Humility
6 Traditionalism


Hostile Environments

A hostile environment makes everything more difficult. A character in a hostile environment typically incurs a standard penalty (-3 AV, -3 DV), in addition to any other effects of the hostile environment.


Table: Hostile environments
Environment Effect
Darkness The character fails any Mental Combat attack rolls
Dehydration One Health per day
Exhaustion One Endurance per day
Exposure One Health per six hours
Falling Damage based on the distance fallen
Fire Damage based on heat and intensity; Terrifying Attack
Poisons One Health per minute or less
Pressure One Health per minute
Radiation One Endurance per week
Starvation One Endurance per week
Suffocation One Health per minute
Underwater A long period spent underwater may have other effects
Vacuum One Health per minute
Zero-G Long-term weightlessness may have other effects


Darkness

Darkness, fog, rain, blizzards, and other visual impediments can make combat much more difficult. Unless they have Blindsight, a character who can't see incurs a standard penalty (-3 AV, -3 DV), and they fail any Mental Combat attack rolls.

Dehydration

A character who goes more than 24 hours without drinking begins to suffer the effects of dehydration. If a character is suffering from dehydration, they incur a standard penalty (-3 AV, -3 DV). Additionally, they lose one Health per day until they are rehydrated or until their Health is reduced to zero. Once the character is rehydrated, their Health is restored at the same rate it was lost.

Damage from dehydration is not restored by rest and recuperation. A character with Environmental Immunity is unaffected by dehydration.

Exhaustion

A character who goes more than 24 hours without sleep begins to suffer the effects of sleep deprivation. If a character is suffering from sleep deprivation, they incur a standard penalty (-3 AV, -3 DV). Additionally, they lose one Endurance per day until they get a night's rest or until their Endurance and Health are reduced to zero. Once the character gets a night's rest, their Endurance and Health are restored at the same rate they were lost.

A character with Environmental Immunity is unaffected by exhaustion.

Exposure

Exposure to extreme heat or cold makes even ordinary tasks more difficult. If a character is suffering from exposure, they incur a standard penalty (-3 AV, -3 DV). Additionally, they lose one Health per six hours until they return to a comfortable environment, or until their Health is reduced to zero. Once the character returns to a comfortable environment, their Health is restored at the same rate it was lost.

Damage from extremes of heat and cold is not restored by rest and recuperation. A character with Environmental Immunity is unaffected by extreme temperatures.

Falling

A falling character faces two challenges: being weightless, and landing. First, they suffer the effects of being weightless. If they do not have the Zero-G Combat gift, they incur a standard penalty (-3 AV, -3 DV). Second, landing abruptly is a normal attack which deals points of Health damage. The damage a fall deals depends on the distance fallen: 1d6, plus one point of damage for each five meters fallen, up to a maximum of 1d6+20. Protective gear, or particularly soft or yielding surfaces, can provide Damage Resistance to a falling character.


Table: Falling Damage
Distance (m) Damage
5 1d6+1
10 1d6+2
15 1d6+3
20 1d6+4
25 1d6+5
30 1d6+6
35 1d6+7
40 1d6+8
45 1d6+9
50 1d6+10
55 1d6+11
60 1d6+12
65 1d6+13
70 1d6+14
75 1d6+15

Fire

If a character is on fire, they incur a standard penalty (-3 AV, -3 DV). Additionally, fire is treated as a normal attack which deals points of Health damage. The damage a fire deals depends on its heat and intensity. Protective gear -- even improvised gear, such as a wet blanket -- can provide Damage Resistance to a burning character. Finally, fire is terrifying. A character on fire must cower or flee (their choice) until they use a standard action to make a successful Presence + Athletics roll against 8 + Power Level of the attack (or the Equipment Level of the weapon). If the character on fire has Mental Resistance, they may add it to this roll.


Table: Fire
Fire Damage
Campfire, torch 1d6+1
Burning building 1d6+2
Molten lava 1d6+3

Poisons

Poisons and pathogens are substances which disrupt biological processes when a sufficient quantity is absorbed by an organism. Immediately after exposure, a poisoned character must attempt a moderately difficult (DV 12) Brawn + Athletics roll. If the target has Alteration Resistance, they may add it to this roll. If the Brawn + Athletics roll is successful, the character takes no damage from the poison and suffers only incidental side-effects such as nausea. If the Brawn + Athletics roll is not successful, the character has succumbed to the poison.

If a character has been poisoned, they incur a standard penalty (-3 AV, -3 DV). Additionally, their Health is reduced by one.

Periodically thereafter, the character must attempt another Brawn + Athletics roll (once per round for very potent poisons, once an hour for very weak poisons, and once a minute for other poisons, at the GM's discretion). Each failed Brawn + Athletics roll results in another loss of one Health. This continues until the character successfully makes a Brawn + Athletics roll, until they are administered the appropriate treatment, or until their Health is reduced to zero. Once the character is no longer poisoned, their Health is restored at the same rate it was lost.

Some poisons and pathogens have additional effects, such as blindness or paralysis.

Damage from poisons and pathogens is not restored by rest and recuperation until the poison or pathogen itself is cured. A character with Environmental Immunity is unaffected by poisons and pathogens.

Pressure

If a character is exposed to extreme atmospheric pressure, they incur a standard penalty (-3 AV, -3 DV). Additionally, they lose one Health per minute until they return to a pressurized atmosphere, or until their Health is reduced to zero. Once the character returns to a normal atmosphere, their Health is restored at the same rate it was lost.

Damage from extreme atmospheric pressure is not restored by rest and recuperation. A character with Environmental Immunity is unaffected by high pressure.

Radiation

When ionizing radiation interacts with cells, it can cause damage to the cells and genetic material. Twenty-four hours after exposure to ionizing radiation, a character must attempt a moderately difficult (DV 12) Brawn + Athletics roll. If the target has Alteration Resistance, they may add it to this roll. If the Brawn + Athletics roll is successful, the character takes no damage from the radiation and suffers only incidental side-effects such as nausea. If the Brawn + Athletics roll is not successful, the character has developed acute radiation syndrome (ARS), also known as radiation sickness or radiation poisoning.

If a character has developed acute radiation syndrome, they incur a standard penalty (-3 AV, -3 DV). Additionally, their Health is reduced by one.

Periodically thereafter, the character must attempt another Brawn + Athletics roll (once per hour for very intense radiation, once a week for very mild radiation, and once a day for other radiation, at the GM's discretion). Each failed Brawn + Athletics roll results in another loss of one Health. This continues until the character successfully makes a Brawn + Athletics roll, until they are administered the appropriate treatment, or until their Health is reduced to zero. Once the character no longer has acute radiation syndrome, their Health is restored at the same rate it was lost.

Some radiation may have additional effects, such as blindness or paralysis.

Damage from acute radiation syndrome is not restored by rest and recuperation. A character with Environmental Immunity is unaffected by ionizing radiation.

Starvation

A character who goes more than one week without eating begins to suffer the effects of starvation. If a character is suffering from starvation, they incur a standard penalty (-3 AV, -3 DV). Additionally, they lose one Endurance per week until they resume a normal diet or until their Endurance and Health are reduced to zero. Once the character has resumed a normal diet, their Health is restored at the same rate it was lost.

Damage from starvation is not restored by rest and recuperation. A character with Environmental Immunity is unaffected by starvation.

Suffocation

If a character needs to breath but is unable to do so, they suffer the effects of suffocation. If a character is suffocating, they incur a standard penalty (-3 AV, -3 DV). Additionally, they lose one Health per minute until they can breathe freely again or until their Health is reduced to zero. Once the character is able to breathe normally, their Health is restored at the same rate it was lost.

Damage from suffocation is not restored by rest and recuperation. A character with Environmental Immunity is unaffected by suffocation.

Underwater

If a character is underwater and does not have the Underwater Combat gift, they incur a standard penalty (-3 AV, -3 DV). A long period spent underwater may have other effects.

Vacuum

If a character is exposed to vacuum, they suffer the effects of suffocation. Exposure to the vacuum of space does not make a character freeze solid, at least not initially. Most organics will bruise badly due to ebullism, and they will eventually freeze, but they will be long dead from suffocation by that point.

Zero-G

If a character is weightless and does not have the Zero-G Combat gift, they incur a standard penalty (-3 AV, -3 DV). Long-term weightlessness may have other effects.

Mass

Specific items may vary greatly from the typical mass listed here.


Table: Mass
Object Mass Athletics
red brick 3 kg -1
2 liter bottle 3 kg -1
laptop 3 kg -1
sixpack of beer 5 kg 0
jug of milk 5 kg 0
domestic cat 6 kg 0
pumpkin 6 kg 0
small dog 15 kg 1
mountain bike 15 kg 1
watermelon 15 kg 1
car tire 15 kg 1
case of beer 15 kg 1
cinder block 26 kg 1
medium dog 30 kg 1
electric mountain bike 53 kg 2
single bed 53 kg 2
small sofa 53 kg 2
wood bookcase 53 kg 2
full pony keg of beer 68 kg 2
small sea turtle 68 kg 2
large dog 98 kg 2
small adult 98 kg 2
full keg of beer 113 kg 3
trim adult 120 kg 3
manhole cover 135 kg 3
medium adult 135 kg 3
small floor safe 135 kg 3
wood chest 135 kg 3
large adult 188 kg 3
female brown bear 203 kg 3
huge adult 225 kg 3
oil drum (full) 225 kg 3
refrigerator 225 kg 3
wood table 225 kg 3
male brown bear 270 kg 3
sport motorcycle 270 kg 3
gun safe 300 kg 3
large sea turtle 300 kg 3
lion 300 kg 3
small armoire 300 kg 3
upright piano 300 kg 3
weapon locker 300 kg 3
dolphin 338 kg 4
harpsichord 338 kg 4
large predator 338 kg 4
cruiser motorcycle 375 kg 4
female polar bear 375 kg 4
baby grand piano 450 kg 4
medium armoire 450 kg 4
medium floor safe 450 kg 4
tiger 450 kg 4
Twinkie 11 meters long 450 kg 4
vending machine 450 kg 4
female grizzly bear 525 kg 4
large armoire 600 kg 4
large desk 600 kg 4
riding horse 600 kg 4
touring motorcycle 600 kg 4
telephone pole 675 kg 4
light wagon (empty) 750 kg 4
male polar bear 750 kg 4
grand piano 825 kg 4
cow 900 kg 4
draft horse 900 kg 4
sailboat 900 kg 4
small sailboat 900 kg 4
speedboat 900 kg 4
male grizzly bear 1,125 kg 5
car trailer 1,200 kg 5
light wagon (loaded) 1,350 kg 5
small car 1,350 kg 5
civilian helicopter 1,500 kg 5
heavy wagon (empty) 1,500 kg 5
medium missile 1,800 kg 5
6 m propane tank 2 t 5
cruise missile 2 t 5
large missile 2 t 5
medium car 2 t 5
small SUV 2 t 5
small truck 2 t 5
granite monument 3 t 5
hippopotamus 3 t 5
large car 3 t 5
large herbivore 3 t 5
limousine 3 t 5
medium SUV 3 t 5
medium truck 3 t 5
6 m cargo container 3 t 6
large meteor 3 t 6
small forklift 3 t 6
large SUV 4 t 6
large truck 4 t 6
hovercraft 4 t 6
Jersey barrier 4 t 6
Humvee 5 t 6
small military helicopter 5 t 6
12 m cargo container 6 t 6
armored Humvee 6 t 6
monster truck 6 t 6
Asian elephant 7 t 6
dump truck (empty) 8 t 6
heavy wagon (loaded) 8 t 6
huge herbivore 8 t 6
African elephant 9 t 6
corporate jet 10 t 6
helicopter 10 t 6
school bus 10 t 6
light fighter jet 11 t 7
howitzer 11 t 7
travel trailer 11 t 7
cargo helicopter 12 t 7
garbage truck 13 t 7
large military helicopter 14 t 7
mobile home 17 t 7
armored car 17 t 7
fighter jet 19 t 7
spy satellite 19 t 7
subway car 19 t 7
motorhome RV 20 t 7
tractor-trailer (empty) 24 t 7
passenger bus 27 t 7
dump truck (loaded) 30 t 7
Polaris missile 30 t 7
double-wide mobile home 33 t 8
infantry fighting vehicle 38 t 8
houseboat 43 t 8
railroad boxcar (empty) 43 t 8
private jet 45 t 8
tractor-trailer (loaded) 54 t 8
bulldozer 55 t 8
car crusher 55 t 8
fire truck 55 t 8
armored personnel carrier 56 t 8
cargo plane (empty) 60 t 8
bank vault 75 t 8
cargo container lift truck 75 t 8
Easter Island stone head 75 t 8
M1 Abrams tank 75 t 8
tank 75 t 8
tanker truck (loaded) 75 t 8
Trident missile 75 t 8
40 m water tower 107 t 9
heavy machinery crane 110 t 9
cargo plane (loaded) 120 t 9
railroad boxcar (loaded) 150 t 9
60 m radio tower 164 t 9
wooden house 204 t 9
male blue whale 225 t 9
huge mining dump-truck 246 t 9
female blue whale 285 t 9
fishing trawler 300 t 9
Titan II rocket 300 t 9
locomotive 315 t 10
brick house 410 t 10
huge hovercraft 410 t 10
transport ship spacecraft 410 t 10
large passenger plane (empty) 450 t 10
hydro-electric generator 518 t 10
large passenger plane (loaded) 600 t 10
trawler 600 t 10
yacht 600 t 10
huge crane 887 t 10
300 m radio tower 900 t 10
huge mining excavator 1,091 t 11
drilling rig 1,200 t 11
small bridge 2,400 t 11
tugboat 4,800 t 12
short train 6,000 t 12
rocket launch tower 7,500 t 12
nuclear submarine 10,350 t 13
Eiffel Tower 10,950 t 13
10 story building 13,500 t 13
destroyer 13,500 t 13
Brooklyn Bridge 15,000 t 13
freighter (unloaded) 18,750 t 13
long train 30,000 t 13
freighter (loaded) 37,500 t 14
large bridge 37,500 t 14
huge nuclear submarine 72,000 t 14
aircraft carrier 120,000 t 15
tanker ship (loaded) 150,000 t 15
large office building 300,000 t 15
large tanker ship (loaded) 300,000 t 15
cruise ship 337,500 t 16
Empire State Building 496,500 t 16
Ultra Large Crude Carrier (empty) 600,000 t 16
Ben Franklin Bridge 900,000 t 16
huge tanker ship (loaded) 900,000 t 16
Ultra Large Crude Carrier (loaded) 900,000 t 16
huge bridge 1,200,000 t 17
Golden Gate Bridge 1,200,000 t 17
huge skyscraper 1,350,000 t 17
Great Pyramid of Khufu 7,500,000 t 18
Three Gorges Dam 14,250,000 t 19
Great Wall of China 82,500,000 t 20

Athletics: Minimum Athletics to "deadlift" the object (without powers).

Speed

Specific items may vary greatly from the typical speed listed here.


Table: Speed
Object Speed Minimum Athletics
Human, avg running 10 km/h 2
Human, max running 45 km/h 4
fast submarine 80 km/h 5
fast animal 120 km/h 6
arrow 240 km/h 7
fast vehicle 320 km/h 7
fast helicopter 400 km/h 7
tornado wind 480 km/h 7
terminal velocity 530 km/h 8
bullet train 560 km/h 8
airplane 810 km/h 8
pistol bullet 1,100 km/h 9
sound 1,200 km/h 9
supersonic airplane 1,900 km/h 9
rifle bullet 3,100 km/h 10
superjet 9,700 km/h 11
escape velocity 40,000 km/h 13
rocket 48,000 km/h 13

Minimum Athletics: Minimum Athletics for this speed (without powers).