Item Health Points (HP)

Items can be broken or destroyed. Items can also be resistant or immune to damage. Damage to an item can be caused by wear or being attacked. Items do not gain health over time; they must be repaired to get their HP back. Items that have half of their HP or less are broken. Broken means their function does not work. If an item goes to zero hit points it is destroyed.

When an item is attacked and hit it is unattuned if it was attuned. If it was not attuned at the time it takes a hit, then the attacker rolls for damage.

Item hit points are based on resilience multiplied by its tier level. If the HP of an item is not listed, it is immune to damage. It can still be unattuned if it is attuned.

When an item is destroyed it drops its original component parts.

Most items have a resilience of 10. On some items this can be lower or higher depending on the quality of the items and its AC.

The hit points of an item are the avatar’s maximum hit points plus (the resilience times its tier level).

Mundane(Nonmagical)= 0 times 10 = 0plus maximum character hit points
(Tier1)Common= 1 times 10 = 10plus maximum character hit points
(Tier2)Uncommon= 2 times 10 = 20plus maximum character hit points
(Tier 3)Rare= 3 times 10 = 30plus maximum character hit points
(Tier 4)Very Rare= 4 times 10 = 40plus maximum character hit points
(Tier 5)Legendary= 5 times 10 = 50plus maximum character hit points

Note: most mundane items not normally worn by an avatar have fixed hit points.

Runes and other magical effects can add to items hit points.

Items with damage must be repaired before they can be activated (attuned).

Active resistance or immunity at the time of attack are used when calculating damage.