Humans are actually surprisingly adept at breaking things. Even beyond Rule #5, there is a standing rule:
If a character wants to break something, and he has the plausible means to do so, the thing is broken.
There are really only a few exceptions to this, that we will get to shortly.
In GAFT, the universe of physical objects breaks down into two categories: Things that matter to the story (Props) and everything else (Stuff).
Let's clear away with Stuff first: whoever got the highest roll in the situation can determine the fate of the stuff involved. Absent of a relevant high roll, the owner of the stuff determines the fate. Absent of a (player) owner, the XP determines the fate. We do not roll for stuff. The first thing that came to your mind when you wondered what happened to it is what happened to it.
Props we care a little more about.
Props include:
If any such item is endangered, and the outcome is in doubt, you can make a Breakage roll, which is 1d6 modified by any of the following:
When that roll is calculated consult below: