Materiel

Humanoids chatting via a screen.

Face to face with televid

Materiel is artifacts that exist to make other artifacts shine. Types of materiel are batteries, ammunition, fuel, manuals, software and spare parts. Materiel does not include brassieres or jockstraps. Materiel does not have a function on its own. However, some materiel is precious.

Many artifacts require materiel to function: guns need ammo; detectors need batteries; vehicles need fuel; computers need meaning; everything needs instructions, and everything wears out.

This materiel section exists to support players in scarce resource campaigns. It is not a tool to render toys impotent and defeat a game’s fun. EXP is the game of technological chaos, not the game of carrying defunct equipment.

Consider existing artifacts when generating materiel.
Materiel Checklist
  1. Align with an existing artifact (optional)

  2. Materiel Type

  3. Tech Level (optional)

Generate Type

Materiel Type Table
Determine type of materiel.

Die Roll (1d100)

Type

01-20

Ammunition

21-40

Cells

41-60

Fuel

61-80

Manuals

81-85

Programmes

86-99

Spare Parts

00

Ref’s Own Table

Die Roll

Type

Ammunition

Ammunition is so essential to most weapons that it can hardly be considered materiel. Most guns are useless without ammo unless being used as a club. Ammo materiel needs a weapon type and amount. Calibre is optional.

Two bullet casings laying on the ground.

Spent money. Spent casings.

Type

Is there an existing weapon for the ammunition type to match? If there is no existing weapon, roll randomly on the ammo type table. This roll determines the type of ammo found. A weapon that uses batteries would have battery sets. A weapon that uses bullets would have magazines. A weapon that has special fuel would have both the special fuel and the batteries.

Ammunition Type Table
Jump to the weapon type to determine the ammo type.

Die Roll (1d100)

Weapon

01-05

Artillery

06-90

Gun

91-97

Armaments

98-99

Naval Artillery

00

Ref’s Own Table

Die Roll

Weapon

Amount

The number of ammo sets determines the amount of ammo found. An ammo set is a complete set of what is needed to arm a weapon. Ten ammo sets are entirely different depending on the weapon type. Ten sets for a rifle with a 15 round magazine would mean 150 bullets. Ten sets for a lazer pistol using one battery would indicate ten batteries. Ten sets for an antimat pistol using two batteries is ten chunks of antimatter ammo and twenty batteries.

Ammo Amount Table
Determine the number of sets, mags, fuel pods or batteries.

Die Roll (1d100)

01-10

1d4

22-25

1d6

26-75

1d8

76-85

1d10

86-95

1d12

96-99

Armory

00

Ref’s Own Table

Die Roll

Ammo Sets

Armoury

An armoury represents an endless amount of ammunition. An ammunition dispensary is not mobile, and the expedition does not get to carry it around. An armoury could be a battery recharger or broadcast power. An armoury could be an ammo dispenser or ammunition store. An armoury conveniently justifies endless munitions for combat fun.

Power Level

Power level, aka calibre, is an optional rule.

*Weapon Power Level Table *
Calibre, barrel size, lens capacity, agitator volume.

Die Roll (1d100)

Power Level

Value

Battery

01-05

Extra Low Powered

XLP

0.75

0.5

06-20

Low Powered

LP

0.8

0.75

21-80

Medium Powered

MP

1.0

Nil Adjust

81-95

High Powered

HP

2.0

1.5

96-00

Extra High Powered

XHP

3.0

2.0

Die Roll

Power Level

Adjust

Adjust

XLP weapon value is times 0.75 and half the number of batteries.

XHP weapon value is times 3.0 and double the number of batteries.

Cells

Many artifacts require a stored energy source to operate. The most common stored energy source is batteries. Batteries should make the game more fun by limiting powerful weapons and a sense of conservation.

Lazer pistol with extension cord to battery pack on belt.

Extra wate equals extra lazer bolts.

Power Type

The cell type determines the sciency fiction process that the battery employs to create electricity. An artifact may require a specific cell type and number of cells to function. Some campaigns will allow cell types to be interchangeable. Cell types should add fun to the game and not frustration. For more information about fuel and energy jump to Energy and Power.

Power Source Types Table

Determine power source type.

Die Roll (1d100)

Power Cell Type

Basic Cells

01-10

Gas

11-20

Liquid

21-30

Solid

31-40

Plasmoid

41-50

Dynamo

Recharging Cells

51-55

Gravitational

56-65

Solar

66-75

Magnetic

Continuous Cells

76-88

Broadcast

89-98

Nuclear

99

Psionic

00

Ref’s Own Table

Die Roll

Power Cell Type

Psionic fuel cell drains MND from nearby organics.

Amount

How many cells are found in the cache.

Cell Amount Table
Determine how many cell sets are found in a battery cache.

Die Roll (1d100)

Cells

01-10

1d4

22-25

1d6

26-75

1d8

76-85

1d10

86-95

1d12

96-99

Power Source

00

Ref’s Own Table

Die Roll

Cells

Typically less than 6 cells does not count as a startifact.

Power Source

Power source can indicate a receptacle or generator that powers the artifact. If the artifact is mobile, there may be a charging station for the artifact. A power source conveniently justifies endless energy for combat and research fun.

Powerpack

Powerpacks are a collection of cells combined into one device. Powerpacks have a cell type and number of cells to power any artifact with a powerpack plug. So a power pack with 16 cells could power a four-battery lazer rifle four times over before expending. A 16 cell powerpack could power a one cell mutation detector for 80 days. Powerpacks contain a number of cells equal to a materiel battery stash.

Powerpack Cell Amount Table
How many cells in a powerpack.

Die Roll (1d100)

Cells

01-05

2

06-45

3

46-65

4

66-75

6

76-85

8

86-90

10

91-95

12

96-99

14

00

Ref’s Own Table

Die Roll

Cells

Multicell

A multicell is a single cell that replaces an entire battery set. If the player generates four cells per set, the multicell can replace four cells. If an artifact required four solid cells to operate, a multicell with four cells could replace them. A multicell does not work like a power pack, and a four-cell multicell cannot power a single cell artifact four times over. A multicell must have at least two cells per set.

Parameters

Wate

All cells, including multicells, have a wate of 0.1 kg (100 gm). Power packs have a wate of 2 kg, regardless of the number of cells.

EXPS

There are no experience points earned for batteries.

Value

A basic cell is worth 100 eps A recharging cell is worth 1000 eps. A continuous cell is worth 10000 eps. A powerpack or multicell adds all the cells and doubles the value. A psionic cell can be priceless, or free.

Fuel

Fuel powers vehicles and spacecraft in EXP. Many campaigns will forgo fuel for fun, and that is an entirely reasonable approach. The rules for fuels are for scarce resource campaigns. For more information about fuel and energy jump to Energy and Power.

Type

If the expedition is discovering a fuel cache, the referee should match it with an existing vehicle.

Fuel Type Table

Determine the vehicle’s fuel (and engine) type.

Die Roll (1d100)

Type

Range (km)

Refill

Basic

01-20

Gas

4d4 times 100

Tank

21-40

Liquid

4d4 times 100

Tank

41-65

Solid

4d4 times 100

Hopper

66-75

Plasmoid

4d4 times 100

Vessels

76-80

Dynamo

3d4 times 100

Rewind

Recharging

81-84

Gravitational

8d4 times 100

Rest in gravity

85-88

Magnetic

8d4 times 100

Rest in field

89-92

Solar

8d4 times 100

Rest in light

Continuous

93-95

Broadcast

42

Receiver

96-98

Nuclear

15d4 times 100

Add heavy water

99

Psionic

4242

-1 Mind

00

Ref’s Own Table

Die Roll

Fuel Type

Range (km)

Refill

A psionic powered vehicle would kill the organic occupants. This fuel type is a campaign choice.

Amount

The amount of fuel is determined by the vehicle type it is designed for. The fuel type and amount should align with an existing vehicle or spacevehicle. If the expedition has a recreational sedan they will find 1 to 6 refills for that vehicle.

Fuel Refill Number Table
The fuel needed for a specific vehicle.

Die Roll (1d100)

Refills

01-10

1-2 (1d2)

22-25

1-4 (1d4)

26-75

1-6 (1d6)

76-85

1-8 (1d8)

86-90

1-10 (1d10)

91-95

1-12 (1d12)

96-99

Depot

00

Ref’s Own Table

Die Roll

Refills

There is a chance that the fuel may be for a spacecraft.

Depot

If the player rolls depot as an amount, then there is an unlimited supply of fuel present. This may be a refinery, robot dispenser, or bubbling geographic anomaly. A depot cannot move, but it does represent an endless supply of the needed resource.

Parameters

Listing fuel amounts in kilometres of range and months of service make wate and value determination a bit tricky. Determining fuel wate is a situation that uses post factualization. Post factualization allows the referee to determine game elements retrospectively while pretending it was always so.

Wate

Basic fuel types have a wate of 10kg per 100 kilometres of fuel. Rechargeable and continuous fuel types have a wate that is 3% of the vehicle wate.

If the fuel is for an existing spacecraft, and the number of months worth of fuel has a wate based on the ship tonnage. If there is no existing spacecraft, the law of averages indicates that an average month of fuel has a wate of 10 tonnes.

EXPS

There are no experience points earned for finding fuel.

Value

The milieu of the campaign determines the value of the fuel. A scarcity based campaign may make fuel acquisition the entire point of the game. A space-faring campaign may make fuel a cheap and accessible commodity used to travel the galaxy. One eps per kilogram of fuel makes a decent reference and conversation point.

Manuals

Manuals help the personas understand, use and repair artifacts and equipment. The referee should assign manuals to existing artifacts and equipment. If the manual is purely random then the player will use the TOY system. TOYs is used to generate what artifact the manual is for.

An artifact discovered in the rubble of a mutant’s lair is not likely to have a manual. Guns purchased a the local Laz-R-Mart will have an instruction manual. A vehicle stolen from a garage may have a repair manual along for the ride.

The manual will reflect the complexity of the artifact. Spacecraft will have enormous manuals stored within their onboard computers. A vibro mace may have a simple pamphlet describing it’s use in pictograms.

Type

There are two types of manuals: instructional and repair. The vast majority of manuals will be instruction manuals. An instruction manual may be as simple as a pamphlet or as gargantuan as a computer system. Repair manuals are less common than instruction manuals. Repair manuals are virtually useless to any persona that is not a mechanic. A bonus of +50 on the task table roll is granted to a mechanic when using a repair manual.

Manual Type Table
Generate the number of manuals.

Die Roll (1d100)

Manuals

01-10

Partial Instruction

11-20

Partial Repair

21-75

Instruction

76-85

Repair

86-95

Combo

96-97

Fabrication

98-99

Library

00

Ref’s Own Table

Die Roll

Manuals

Partial

A half manual is somehow less than a full manual. The manual may be missing pages, in a strange dialect or not match the exact artifact. A partial manual should not be useless. A partial manual gives half the bonuses earned from an instruction or repair manual.

Instruction

Instruction manuals help personas identify and use an artifact safely. Instruction manuals add +3 to any AID Rolls, and +5 to any mechanic tasks with the artifact.

Repair

Repair manuals are aimed at mechanics and help them fix or extend an artifact. Repair manuals are not usable by personas that are not mechanics. Repair manuals add +5 to any AID Rolls, and +10 to any mechanic tasks with the artifact.

Combo

Both the instructional and repair manual is present. Woot!

Fabrication

These are the construction plans for an artifact. These are only comprehensible by a mechanic with an interest or ability with the artifact. Fabrication manuals add +15 to any mechanic tasks with the artifact.

Library

A library is a collection of instructional and repair manuals for all manner of equipment. There was a time when a library represented a fixed building full of books. Even in mundane terra, a library can live in a fancy book (electronic book). The format of the manual determines the type of library. A library full of paper sheets would be like a library from the last millennium. A library on a fancy book would resemble a tablet or computer.

Format

The manual format is mostly for appearance and plays a role in the manual’s mobility. A built-in manual will be part of the artifact. Sheet manuals can become very large. A plastic sheet manual for a spacecraft might resemble a library, but for just one artifact.

Manual Format Table
Determine how the software is stored. Note lack of download.

Die Roll (1d100)

Format

01-10

Sheets, Paper

11-30

Sheets, Metallic

31-60

Sheets, Plastic

61-90

Fancy Reader

91-96

Part of device

97-99

Neural Connection

00

Ref’s Own Table

Die Roll

Format

Parameters

Wate

Unless the manual is a library or built into the device, the persona should be able to carry it around. If the wate of a manual is too much for a persona to carry, then the manual had better be for a large complex artifact.

EXPS

When a mechanic uses a repair manual in conjunction with an artifact, she is awarded the experience point value of that artifact.

Value

The value of an instruction manual comes from the identification and ability to operate the artifact. Repair manuals can be quite valuable. As a rule, a manual is worth 1/100 of the value of the artifact. For a spacecraft, the manual is very valuable in terms of ship function and plain value.

Programmes

Programmes are collections of code that provide skills and insights for inorganic brains. The inorganic brains include computers of the following types: vocation, spacecraft, robotic, AI and biological. The referee should consider generating programmes for existing inorganic brains. For example, if there is a robot persona, consider having a robotic programme.

A humanoid being attack by tentacles coming out of a computer tablet.

Nasty computer virus

A programme fully integrate with the artifact, and is single-use.

Type

The programme type indicates computer brain compatibility. The programmes are not cross-platform, and a vocation computer programme does work with a spacecraft computer. The programme is strictly limited to the particular computer brain unless it is designated a cross-platform programme.

Programme Type Table
Determine the programme type.

Die Roll (1d100)

Type

01-05

Autonomous

06-10

Biologic

11-15

Poly

16-20

Repo

21-50

Robotic

51-70

Spacecraft

71-99

Vocation

00

Ref’s Own Table

Die Roll

Type

Autonomous

AI programmes work in the MOM series of autonomously intelligent computers. MOM computers are part of the generic mythos of EXP. For more info jump to Autonomous Intelligence. The programme will add knowledge to the AI. AI programmes are different from peripherals in that they lack physical world interfaces.

AI Programme Table
Add specializations to the autonomous intelligence.

Die Roll (1d100)

Programme

Comment

01-04

Administration

Records info, manages personnel

05-08

Adviser

Good sagely advice

09-12

Appraisals

Estimates value of artifacts

13-20

Banking

Monitor, protect, advise

21-22

Building Management

Controls all aspects of an edifice.

23-25

Vocation Knowledge

Vocation Computer

26-28

Command and Control

Targeting, tactics, morale

29-33

Communications

Monitor, encrypt, decrypt

34

Compiler

Add 1-2 Peripherals

35-36

Construction

Manage fabrication and construction.

37-40

Decoder

Code breaker Tutte Box

41-48

Diplomacy

Fine art of lying that looks like caring

49-52

Entertainment

Entertains the expedition

53-56

Etiquette

Interstellar etiquette and irritation

57-60

History

Knows the milieu

61-64

Industrial

Organizes a plant of some sort

65-68

Law

Applies outdated Empire laws

69-72

Mapping

Maps everything

73-76

Mechanical

Engineer talk

77-80

Medical

Veterinarian talk

81-85

Navigation

Finds paths

86-90

Robot

Robot talk

91-93

STEP

Ignore anthro safety STEP MOM.window=_blank

94-96

Translation

Communicates with all

97-99

Weapons

Weapons talk

00

Ref’s Own Table

Die Roll

Programme

Comment

Biologic

A biologic brain programme allows an organic persona (anthro or alien) to acquire new skills and abilities instantly. These programmes are only for insertion and integration with an organic brain. The programme will give the persona the described ability regardless of her vocation type or family. The programme may be inserted directly into the skull, delivered via the eyes and ears, or implanted using vet equipment. The referee can choose to roll on either an Autonomous Programme or a Vocation Programme. An organic persona cannot have a spacecraft programme.

Poly

A cross-platform programme can be inserted into any brain system. The player rolls again on the Programme Type Table, ignoring, Poly Repo, and Spacecraft until a programme is found. Whether the programme is an Autonomous, Robotic or Vocation, it is usable by any brain system.

Repo

A repository is a collection of programmes that the player can search, download and reuse. The repo could be a collection of floppy disks or a crystal holding several valuable programmes. A repo will hold 1-4 (1d4) programmes that can be used by inorganic brain systems. The player rolls again on the Programme Type Table, ignoring Poly and Repo, the repo’s programmes are found. A repo is powerful, but it should not be a plot breaking artifact.

Robotic

Robotic brain programmes extend the skills of a robot persona. These programmes are only for insertion and integration with a robotic brain. The robot persona will add the programme to her repertoire regardless of her robot type. The programme may be inserted through a port or nailed onto the robot with a sledgehammer. The referee can choose to roll on either an Autonomous Programme or a Vocation Programme. A robot cannot have a spacecraft programme.

Vocation

Vocation programmes work with vocation computers. Vocation computers assist personas with technical maneuvers carried out by their vocation. A programme will decrease the difficulty of a maneuver by 0-5 (d6-1) degrees of difficulty.

Vocation Computer Programmes
Programmes to extend vocation computers.

Die Roll (1d100)

Programme

01-10

Biologist, 3 extra skills

11

Biologist, cloning

12

Biologist, design Genes

13

Biologist, nomad skills

14

Biologist, vet skills

15

Knite, determine fate

16

Knite, build energy sword

17

Knite, turn caste

18-28

Mechanic, 3 extra skills

29

Mechanic, biological implants

30

Mechanic, robot priority commands

31

Mechanic, brainstorming

32

Mechanic, mental patenting

33

Mechanic, miniaturization

34

Mechanic, mnemonic trapping

35

Mechanic override control factor

36-37

Mercenary, artillery

38-39

Mercenary, determine weakness

40-41

Mercenary, gunnery

42

Mercenary, naval artillery

43

Mercenary, weapon repair

44-46

Nomad, biologist skills

47-49

Nomad, safe campsite

50-52

Nomad, tracking

53-55

Nomad, vet skills

56-57

Nomad, safe passage

58-60

Nothing, 3 extra skills

61-63

Nothing, astrogation

64-66

Nothing, estimate value

67-69

Nothing, etiquette

70-71

Nothing, pilot exatmo

72-79

Spie, 2 extra skills

80-81

Spie, computer casing

82-83

Spie, computer interfacing

84-85

Spie, cryptography

86-93

Vet 3 extra skills

94-96

Vet, biologist skills

97-99

Vet, nomad skills

00

Ref’s Own Table

Die Roll

Programme

Spacecraft

Spacecraft programmes work with spacecraft computers.

Operational Programmes Table
Space vehicle programmes. Useful to zany.

Die Roll (1d100)

Title

Comment

01-03

Admin

Inventory, schedules, planning.

04-05

Advisor

Pious sagely advice.

06-07

Anomaly

Hide in exatmo.

08-09

Anti-hijack

Evade boarding.

10-11

Appraisals

Estimate value only.

12-13

Armada

Appear as an armada.

14-15

Astrogation

Replaces an astrogator.

16-17

Banking

Money, taxes, customs.

18-19

Bio Assayer

Tissue analysis.

20-21

Book Reader

Reads Little Golden Books

22-23

Brig

Turn rooms into jails.

24-25

Camouflage

Hide inatmo from exatmo.

26-27

Chapel

Assists meditation.

28-29

Communications

Extended comms.

30-31

Decoder

Crypto tool.

32-33

Detectors

Find planetside stuff.

34-35

Diplomacy

Say nothing kindly.

36-37

Entertainment

Entertains guests.

38-39

Etiquette

Interstellar etiquette.

40-41

Forensics

Crime investigations.

42-43

Fuel Control

Add 50% to fuel.

44-45

Gun Control

Airlock guns.

46-47

Gunnery

Replaces a gunner.

48-49

History

Pedantic git.

50-51

Industrial

Manage a plant.

52-53

Law

Interprets arcane law.

54

Library

Generic class computer.

55-57

Maneuvers

Fancy evasive maneuvers.

58-59

Mapping

Map planetside terrain.

60-61

Mechanical

Detailed mechanical status.

62-63

Mechanicalization

Self maintenance.

64-65

Medical

Runs medical equipment.

66-67

Medicalization

Replaces vet.

68-69

Mimic

Appear as a different ship.

70-71

Navigation

Replaces pilot .

72

Piloting

Replaces pilot.

73

Printer

Dot matrix hard copy.

74-75

Print Out

Glorious 3d holo or solid prints.

76-77

Programming

Programs as a mechanic.

78-79

Relations

Operates as a relations bot.

80-81

Robot

Roll any robot.

82-83

Surveillance

Eavesdropping on vessel.

84-85

Translation

Anything to anything.

86-87

Weapons

Replace all gunners.

88-89

Weaponifaction

Can manipulate weapons.

91-92

Weather Push

Planetside weather manipulation.

93-94

Xenobiology

Alien ID.

95-99

Extra Roll

00

Ref’s Own Table

Die Roll

Title

Comment

Dot matrix printer does not count as a roll.

Format

The programme format is an esthetic choice. There is no performance difference between each of the programme formats. A format may change the wate of the programme artifact, but it cannot render it useless.

Programme Format Table
Determine how the programme is stored.

Die Roll (1d100)

Format

Blurb

01-10

Biorganic

Organic tissue. Possibly a small alien

11-20

Cassette

Tape on spools in container

21-30

Chips

Bits of silicon or salt and vinegar

31-40

Cards

Deck of cards in box(es)

41-50

Crystalline

Gem like structure

51-60

Floppy discs

Spinning disk in sleeve

61-70

Little Golden Book

Looks like child’s book.

71-80

Paper tape

Spool of continuous tape

81-90

Plastic discs

Solid disks

91-99

Projection film

Info projected onto computer

00

Ref’s Own Table

Die Roll

Format

Blurb

Parameters

A programme is a single use entity that melds with the inorganic brain. The programme cannot be reused and the brain is permanently changed. Space vehicle programmes can have porting, and tooling necessary for the programme to work.

Wate

Most often the programme can be carried by the persona (< 1 kg). Enormous Autonomous and Spacecraft programmes may can be hefty (10 kg).

EXPS

1000 each for identifying, installing and using. (max 3000)

Value

  • AI programme, 1000000 eps

  • Biologic 2000042 eps

  • Poly times 2

  • Repo times 10

  • Robotic programme 100000 eps

  • Spacecraft programme 500000 eps

Spare Parts

Spare parts help mechanics repair damaged or worn-out equipment. A mechanic could also use spare parts to enhance a piece of equipment.

Happy humanoid in bulky space suit with a floating screwdriver.

Happy mech Happy spaceship

Spare parts usually enter the game when a strategic piece of equipment (the one needed to save the universe) breaks down. Spare parts will always be related to some artifact existing in the expedition already. Spare parts will appear as unidentifiable odds and sods with a wate 25% of the artifact in question. Spare parts will have no particular value. A mechanic will gain +30 on repair task maneuvers if spare parts are present.

If the referee chooses to have a completely random spare part jump to → Toy Type.

Number of Spare Parts Table
Determine the amount of spare found in a cache.

Die Roll (1d100)

Parts

01-10

1

22-25

2

26-75

3

76-85

4

86-95

5

96-99

Shop

00

Ref’s Own Table

Die Roll

Spares

Shop

A shop has everything a mechanic needs to keep an artifact in top tip shape. A shop cannot be moved.

Artifact Support

If the milieu is abundant or opulent the personas may expect their artifact to be accompanied by materiel support.

Amount of Materiel
Determine the amount of materiel supporting an artifact.

Die Roll (1d100)

Reloads

Refills

Manuals

Software

Parts

01-10

1d4

1d4

1

1

1

22-25

1d8

1d8

1

2

1d4

26-75

2d8

2d8

2

3

2d4

76-85

3d8

3d8

2

4

3d4

86-95

4d10

4d10

3

6

4d4

96-99

Armoury

Depot

Library

Repo

Shop

00

Ref’s Own Table

Die Roll

Mags, cells

Fills

Manuals

Software

Parts