{"name":"Broken","type":"Condition","slot":"","requirements":"","trigger":"","action":"","description":"Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points below its Broken Threshold. A broken object can\u2019t be used for its normal function, nor does it grant bonuses\u2014with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: \u20131 for broken light armor, \u20132\u00a0for broken medium armor, or \u20133 for broken heavy armor. \r\n\r\nA broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing\u00a0it. For\u00a0example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth. \r\n\r\nIf an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item\u2019s current HP to the Broken Threshold.","specific_applications":"","performance":"","tags":"Condition","isShared":"on","templateId":"2025","blockId":"535171","world":"86f06cf9-62de-4946-b92c-f99b8953b968","folder":"1707"}