Equipment Damage

Brick smashing through pane of glass.

Humanoids in glass houses…​

Personas aren’t the only things that get destroyed in EXP. Besides the ceaseless battering of personas, inorganic equipment is also subject to the effects of entropy. In EXP, nothing is indestructible, everything wears out, and what can go wrong will. Equipment damage is reserved for unique circumstances and is not part of regular gameplay.

Rules maintain game balance and assist creativity.
Do not let rules get in the way of the story or the fun.

Equipment does not have hit points like personas. Equipment HPS comes into play for unfortunate circumstances where the referee needs to quantify a mishap. Non-artifact equipment, aka mundane equipment, is simply destroyed in incidents. These rules are for crucial plot affecting artifacts and TOYs. For example, the referee to this section if a persona used her plasma rifle as a crowbar.

Artifact Hit Points

Most artifacts to not have very much in the way of hit points. Artifact HPS are based on The artifact’s EXPS is the basis for an artifact’s hit points.

Artifact Hit Points Table
How tough is an inanimate object? AKA does it blend.

Artifact Type

Hit Points

Combat Artifacts

10% of EXPS

UnCombat Artifacts

5% of EXPS

Preset HPS

Armour

1 hit point per AR

Pharmaceuticals

1 hit point

Treasure

1 hit point

Special

Robots

Existing System

Spaceships

Existing System

Vehicles

Existing System

Junque

Indestructible

Artifact Type

Hit Points

A tech level 10 age determiner is worth 200 EXPS and has 10 HPS. The artifact will be damaged if exposed to 10 or more HPS in damage

A tech level 20 napalm grenade is worth 540 EXPS and has 108 HPS. The artifact will be damages if exposed to 108 or more HPS in damage. Whether is detonates or not is a different story.

A Junque, whiz and click device is worth nothing and mostly irritates the expedition. It cannot be destroyed by accident or incident. Only intentional damaging can harm Junque.

Damaging

Artifacts are technomagical and are composed of alloys, and polymers. Equipment is most often damaged by area attacks, kinetic tragedy and malice.

High tech pistol falling towards the ground.

Oops, kinetic tragedy!

When

Nothing happens to the equipment if the damage amount is less than it’s HPS. At zero HPS, the toy does not go unconscious or die, but it suffers damage. Obviously delicate artifacts can be instantly destroyed. Don’t let rules get in the way of story and fun.

The extent of damage roll shows what percentage of previous function the toy presently has. The extent of damage can vary from trivial (cosmetic only) to the destruction of the artifact.

Extent

The extent of damage is determined randomly and modified by the hit points of the damage delivered.

Extent of Damage Table
How severe a blow did the system receive?

Die Roll (1d100)

Descriptor

Drop

Multiplier

01-10

Trivial

0%

1

11-60

Minor

10%

0.9

61-90

Major

40%

0.6

91-99

Critical

70%

0.3

00

Cataclysmic

99%

0.01

Die Roll

Descriptor

Drop

Multiplier

Force bonus rules make cataclysmic system damage rolls more common.

Cumulative Damage

The damaging effects of artifact injuries are cumulative. An artifact can become disabled over several attacks. An artifact suffering two major damage incidents (40% performance drop) is now functioning at 36%. For example, a rifle’s range would be reduced from 100 hexes. to 36 hexes.

A system is disabled when it is reduced to less than 10% function.

Instantaneous Destruction

Instantaneous destruction occurs when an attack destroys a system in a single blow. The attack must drop the system from 100% to <1% function in a single attack. Destroying an artifact in one blow may lead to additional consequences. Often players will expect a destroyed bomb or grenade to activate accidentally. Accidental activation is usually determined by a Sphincter Roll

Damage Descriptors

Each time an artifact is damaged, its performance decreases. The damage descriptors offer another way to describe net damage. An artifact with minor damage is functioning at 90% capacity. An artifact with less than 10% of capacity is disabled.

Descriptor of Component Damage
How badly is the part broke?

Percent Function

Function Descriptor

100

Fully Operational

91-99

Minor Damage

31-90

Major Damage

11-30

Critical Damage

1-10

Disabled

<1

Destroyed

Percent Function

Function Descriptor

Hull DEF is destroyed when AR < 420.

Artifact Repair

Mechanics can repair damaged artifacts. Damaged artifacts are repairable. The more damaged the artifact, the more difficult the repair. Destroyed artifacts are not repairable, but can be a source of spare parts. Spare parts are usually determined by a Sphincter Roll

A tuxedo clad humanoid pulling chicken out of futuristic music organ.

Rubber chick organ maintenance is crucial

Maintenance

The more moving parts the artifact has, the more maintenance is needed. For example, a vehicle needs regular maintenance, but a grenade does not. A pharma tablet may be able to sit around for decades. An ointment may require refrigeration and air conditioning.

Un-maintained artifacts will deteriorate. Equipment subject to any semblance of routine maintenance is not be affected by wear and tear. To avoid deterioration, players merely need to say they are maintaining their artifacts. Complicated vehicles may require a mechanic for maintenance. A mercenary can maintain weapons. A veterinarian can maintain vet equipment.

The referee can make an extent of damage roll once a year for unmaintained equipment.

A few shards of broken glass on the ground.

It was broken when I got here.

Mundane Item Hit Points

Personas will often insist on damaging mundane items that surround them. They may wish to destroy a door, crash through a wall, blow a hole in the road, or destroy a bridge. The referee can’t have the HPS of architectural items such as walls, doors, windows and the like prepared for each particular scenario.

Mundane Doors and-walls are destroyed when they lose all their HPS. For instance, a mundane door has 30 HPS. If a door takes 30 HPS, it ceases to be a door and now is an opening with sharp edges.

Mundane Item Hit Points Table
How tough is this useless thing? This list is not exhaustive.

Mundane Item

Hit Points

Bath Tub

20

Bench

25

Book, Electronic

1

Book, Paper

5

Bridge, Fortified

15000

Bridge, Steel

10000

Bridge, Suspension

7000

Bridge, Wood

2000

Chair

15

Couch

5

Dishes

1

Door, Fortified

150

Door, Normal

20

Fence, Chain Link

15

Fence, Picket

10

Fence, Stone

20

Fire Hydrant

100

Floor, Fortified

500

Floor, Concrete

150

Floor, Wood

75

Lamp Standard

75

Mirrors, Circus

5

Mirror, Enchanted

42

Mirror, Flat

2

Pier, Concrete

1500

Pier, Floating

150

Pier, Wood

200

Junque

666

Road, Concrete

200

Road, Gravel

50

Road, Tarmac

100

Rope

10

Shelves

5

Sink

5

Stairs

45

Stationery, Mobile

11

Stationery, Stationary

2

Table

10

Telephone Pole

100

Telephone, Desk

15

Telephone, Mobile

5

Toilet, Fortified

150

Toilet, Normal

20

Wall, Fortified

250

Wall, Exterior

75

Wall, Demising

25

Wall, Stone

100

Window, Fortified

75

Window, Glass

5

Window, Plexi-Flexi

50

Window, Stained Glass

666

Mundane Item

Hit Points