Equipment Damage

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. It would be a total bore to keep track of equipment HPS. Equipment HPS comes into play for unfortunate circumstances where the referee needs to quantify a mishap. Non-artifact equipment, aka mundane, equipment is usually just destroyed by incidents.

A crucial artifact that is the centrepiece of a campaign may have an HPS total. For example, the referee may use the artifact damage if a persona uses her prized plasma rifle as a crowbar.

Drawing of brick smashing through pane of glass.

Humanoids in glass houses…​

Determining Artifact Hit Points

The artifact’s EXPS is the basis for an artifact’s hit points. The higher the tech level, the tougher the artifact

Artifact Hit Points

Artifact HPS = Fraction EXPS + Tech Level

200 EXPS, TL 10 vet equipment: 16 HPS = 3% x 200 + 10
540 EXPS, TL 20 aerosol: 128 HPS = 20% x 540 + 20

Calculate Artifact Hit Points
How tough is an inanimate object? Guesstimates below.

Artifact Type

Hit Points

Aerosols

10% of EXPS

Armour

1 hit point per AR

Artillery

15% of EXPS

Bombs

25% of EXPS

Grenades

20% of EXPS

Guns

10% of EXPS

Miscellaneous Weapons

7% of EXPS

Miscellaneous Equipment

2% of EXPS

Pharmaceuticals

1 hit point

Random Junque

Indestructible

Robots

Existing System

Spaceships

Existing System

Treasure

1 hit point

Vehicles

Existing System

Veterinarian Equipment.

3% of EXPS

Artifact Type

Hit Points

A tech level 10 age determiner is worth 200 EXPS. Vet equipment earns 3% of EXPS for HPS. The age determiner can withstand 16 HPS of damage (3% x 200 + 10) before being damaged.

A tech level 20 napalm grenade is worth 540 EXPS. Grenades earn 20% of their EXPS value as HPS. So this grenade would have 128 HPS (20% x 540 + 20).

Damaging Equipment

Artifacts are technomagical and are composed of alloys, and polymers. Equipment is most often damaged by AOE attacks, direct hits, kinetic tragedy and malice. Anything that damages a persona will damage equipment.

Drawing of high tech pistol falling towards the ground.

Oops, kinetic tragedy!

Extent of Damage

Nothing happens to the equipment until it reaches zero HPS. When this happens, the toy does not go unconscious or die, but it suffers damage. 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.

Artifact Extent of Damage
How badly is it broke?

Die Roll (1d100)

Descriptor

% Previous

Multiplier

01-10

Trivial

100%

1.0

11-60

Minor

90%

0.9

61-90

Major

60%

0.6

91-99

Critical

30%

0.3

00

Destroyed

1%

0.01

Die Roll

Descriptor

% Previous

Multiplier

Massive amounts of damage can generate multiple rolls on the extent of the damage table. For example, an artifact with 5 HPS taking 15 HPS damage at once would make three rolls on the extent of damage table. The damage would be cumulative likely destroying the artifact. Ouch.

Trivial Damage

The least detrimental is trivial damage. Trivial damage does not affect the performance of the artifact. The damage could be cosmetic or a mere annoyance, such as a stuck button or scratched finish.

Minor, Major and Critical Damage

These three damage categories decrease the function of the artifact. Unlike the trivial and destroyed damage categories, these categories require some arithmetic.

Each time an artifact takes damage, its effectiveness drops. The results of reduced performance affect all aspects of the device’s performance. Range, battery duration, duration of effect, area of effect, hit bonuses, and armour ratings are examples of what reduces when an artifact is damaged. Cumulative damage rolls can totally disable a toy without destroying it.

An artifact that sustains minor damage will function at 90% of previous performance. A generic artifact that has a range of 100 hexes takes minor damage. Minor damage reduces its range to 90% of previous performance or 90 hexes. The same artifact now sustains critical damage and will function at 30% of previous performance. The generic artifact now has a range of 27 hexes (30% of 90 hex range).

Damaged artifacts are repairable. The more damaged the artifact, the more difficult the repair. Destroyed artifacts are not repairable.

Destroyed

Destroyed is the worst possible damage that an artifact can sustain. Destroyed artifacts no longer function. Destroyed artifacts are unrepairable. A destroyed artifact becomes a dead wate which may only be valuable for a few spare parts.

Destroying an artifact in one blow may lead to additional consequences. Often players will expect a destroyed bomb or grenade to activate accidentally. If a discussion arises about accidental activation the players may need to consult a Sphincter Roll

Maintenance

Maintenance of equipment is for those referees and players working through OCD.

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 pharmaceutical 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.

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

Rubber chick organ maintenance is crucial

Mundane Equipment Damage

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 Artifacts Hit Points
How tough is this useless thing? This list is not exhaustive.

Mundane Artifact

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

Random 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 (you philistine)

Mundane Artifact

Hit Points