Equipment

Metagear

Regular weapons have a limited effect on dangers one might encounter in the Sea. Unloading a full magazine of bullets into a Shadow might harm it, slow it down, but ultimately it falls far short of packing the required punch needed to put one down for good.

Fortunately, Evokers don't need to rely on scavenging and salvaging halfway-workable weapons from the real world. They have a much more convenient, and more effective, tool: Metagear.

Metagear is a catch-all term for the primary equipment that an Evoker uses: their weapons and armour. Their Metagear is a reflection of who they are, much like a Persona but in a more physical, tangible way. Because of this nature, the Metagear is much more effective against Shadows and other creations of the Sea of Chaos; however, its manifestation requires being in the Sea- or being anywhere with a certain level of miasma buildup.

Metagear is divided into three categories: Melee Weapons, Missile Weapons and Armour. Every Evoker gets one of each, the rules of which are below.

Metagear can be damaged and destroyed, but damage can be repaired by meditating on the object for the equivalent of ten rounds within the safety of a Lounge.

Metaweapons

Metaweapons are what Evokers use as their basic armament against Shadows. Furthermore, attack-type Arts use Metaweapon stats when attacking.

Every Evoker has two Metaweapons: a melee-type metaweapon and a missile-type metaweapon. Evokers choose one of the templates below.
-- Back to Top --

Melee Metaweapons

Melee Metaweapons are used to attack enemies at close range, and thus include things like swords, axes, knives, shields, folding chairs, bats, hammers, staves, knuckledusters, so on and so forth. They deal Melee element damage, and unless otherwise specified, can only attack enemies adjacent to you.

The list below determines the weapon's base stats.

  • Name: the name of the template design, designating its broad role.
  • Class: the weapon's class, which for melee is 'One Handed' or 'Two Handed'. Denotes how many hands are needed to properly wield the weapon.
  • Range: The distance the weapon's attacks reach. For melee weapons it's usually 1m. Thrown metaweapons return to the hand after use.
  • Hits: The maximum number of hits that can be made with this weapon when used as part of a Burst attack. If it's a flat number (eg. 4) then it's that number, but if it's a modifier to a score (eg. Weapon Skill Bonus-1), then you calculate it off that; so a WSB-1 weapon for someone with WSB 4 means 3 hits. Minimum of 1.
  • Damage: the amount of damage dealt. All melee weapons add your SB to damage. You may choose the damage type (Impact, Rending, Energy, Explosive) freely; damage type only determines Lethal Damage.
  • Penetration: the amount of AP the attack ignores.
  • Qualities: the Qualities the weapon starts with, which modify how they work.
Name Class Range Hits Dam. Pen. Qualities
Crushing One Handed 1m WSB-2 1d10 1 Crushing
Light One Handed 1m WSB 1d5 0 Light, Balanced
Power One Handed 1m WSB-2 1d10+2 1 -
Shield One Handed 1m WSB-1 1d5 0 Shield (2); Defensive
Greatweapon Two Handed 1m WSB-3 2d10 0 Unwieldy

The weapons correspond roughly to…

  • Crushing Weapons are heavy, typically relying on raw weight and impact to deal their damage. They are things like hammers, maces, big sticks, baseball bats, chairs, really big knuckles, etc.
  • Light Weapons are light, quick and fast, relying on weight of attack to bring a target down. They are things like knives, rapiers, daggers, light spears, battle fans, sharp knuckles, etc.
  • Power Weapons are heavy, strong and straightforward. They are things like longswords, axes, spears, pikes, and so on.
  • Shields are defensive and used to protect your body. They can be things like normal shields, or a little drone that projects an energy field, etc.
  • Greatweapons are huge, slow and devastating, and require two hands to wield. They are things like giant swords, battleaxes, massive hammers, desks and the like.

-- Back to Top --

Missile Metaweapons

Missile Metaweapons are used to attack enemies from afar, and thus include things like pistols, revolvers, grenade launchers, shotguns, assault rifles, crossbows, so on and so forth. They deal Missile element damage.

Unlike melee weapons, missile weapons can attack from range, but they also have limited ammunition and can only be fired so many times before needing to be reloaded. Missile metaweapons start with three clips, one of which begins loaded in the weapon (ie. 2 spare clips). Expended clips can be regenerated through ten rounds of meditation, the same way repairing damaged weapons are.

The list below determines the weapon's base stats.

  • Name: the name of the template design, designating its broad role.
  • Class: the weapon's class, which for ranged is 'Pistol', 'Basic' and 'Heavy'. Pistol weapons can be fired one-handed and in melee (although they lose the Point Blank distance bonus); Basic weapons require two hands to fire or else suffer a -30 penalty to hit, whilst Heavy weapons require two hands and must be braced before firing.
  • Range: The distance the weapon's attacks reach.
  • Hits: The maximum number of hits that can be made with this weapon when used as part of a Burst attack.
  • Clip: The number of shots each weapon has before it has to be reloaded.
  • Reload: How many actions must be spent to load a new clip into the weapon.
  • Damage: the amount of damage dealt. Unlike melee weapons, ranged weapons do not add a Characteristic Bonus to damage, but tend to have higher innate damate. You may choose the damage type (Impact, Rending, Energy, Explosive) freely; damage type only determines Lethal Damage.
  • Penetration: the amount of AP the attack ignores.
  • Qualities: the Qualities the weapon starts with, which modify how they work.
Name Class Range Hits Clip Reload Damage Penetration Qualities
Pistol Pistol 30m 3 12 Half 1d10+3 0 Burst, Reliable
Shotgun Basic 30m 1 10 Full 1d10+5 2 Scatter
Assault Rifle Basic 60m 6 18 Full 1d10+3 0 Rapid
Rifle Basic 100m 2 12 Full 1d10+4 1 Precise
Launcher Basic 30m 1 6 Full 1d10+4 0 Indirect (2); Blast (3)
Cannon Heavy 100m 1 3 3 Halfs 2d10+4 4 -

The weapons correspond roughly to…

  • Pistols are light, one-handed weapons, such as pistols, revolvers, handbows, or little gun drones.
  • Shotguns are messy close-range weapons such as shotguns (obviously), blunderbusses, flamethrowers and the like.
  • Assault Rifles are high-volume weapons that deal damage through doing lots of hits. Assault weapons are an obvious example, but repeating crossbows are another example.
  • Rifles are accurate weapons that encourage the user to aim and take their time before firing. They can be sniper or bolt action rifles, longbows, your standard crossbow, etc.
  • Launchers are weapons that are assumed to fire some kind of grenade or bomb, and can be grenade launchers, mortars, a portable baseball thrower, etc.
  • Cannons are big, big guns, too heavy to move and fire at the same time. An anti-tank cannon you hold in your arms (somehow) is an example, as is an old classic bronze cannon or ballista.

-- Back to Top --

Meta Armour

Meta Armour protects its wearer from harm, and insulates them from the worst mind-altering effects of miasma. The armour is also an overt reflection of the Evoker, as the look and feel of Meta Armour is unique to the Evoker who wears it.

Every Evoker has a suit of Meta Armour, the look of which is determined by them. Some are lightweight gear, whilst others wear heavily armoured suits like a medieval knight or sci-fi mecha soldier. Regardless, all suits of Meta Armour incorporate a mask that covers at least the eyes of the wearer.

Wearing armour provides a -30 penalty to Stealth tests, unless the armour has the Lightweight quality.

The list below determines the armour's base stats.

  • Name: the name of the template design, designating its broad role.
  • AP: The armour points (AP) possessed by the armour. This is divided into four different areas representing the four areas of coverage on the wearer: their Body, Legs, Arms and Head (BLAH). When you take a hit, the damage you take is reduced by AP.
  • Qualities: the Qualities the armour starts with, which modify how they work.
Name AP Body AP Legs AP Arms AP Head Qualities
Light Armour 2 2 2 1 Lightweight
Medium Armour 4 4 4 3 -
Heavy Armour 6 6 6 5 Bulky (10)

-- Back to Top --

Customising your Metagear

Originally, it was planned that Metagear would have a large, complex system of customisations and upgrades allowing you to tinker with them as you liked. However, it was decided that with the game being system-rich as is, such an elaborate system was unnecessary. However, it's still important to represent that metaweaponry is unique, diverse and related to the owner.

Instead, when generating your Metagear at the start of the game, you have the freedom to approach the GM and negotiate some modifications to your metagear. These could be extra qualities, or modifications to its base qualities, or something else. Examples include:

  • Want throwing knives? Negotiate with your GM to have a Light weapon that has a throwing range, allowing you to throw them.
  • Want a pike? Take a Power weapon and give it an extra metre or two of range.
  • A little gun drone robot? Negotiate with your GM to have your Pistol be hands-free.
  • A flamethrower? Shotgun, but with the Spray quality instead of the Scatter quality.

Depending on the requests, the GM might ask that you take a penalty to a piece of equipment in other areas.

Furthermore, during the game, there will be periods where you will have the opportunity to upgrade your Metagear permanently. This will operate in much the same function as above.

Finally, it may be that you want more weapons than the ones listed above. That's fine. You can spend 200 XP to purchase any of the following, once each:

  • An extra Light weapon
  • An extra Shield
  • An extra Pistol

For our purposes, these weapons will most likely not allowed anything but very basic customisations.
-- Back to Top --

Upgrading your Metagear

This section discusses how metagear is upgraded and improved.

As metagear is an extension of your self, as you grow stronger, your gear also becomes more powerful. This is tied directly to your Max Realisation. Note max, not current, so spending Realisation does not weaken your weapons.

  • Weapons: Your weapons gain Realisation Bonus/2 damage, rounding down. Thus you gain +1 damage at Realisation 20 (RB 2), a total of +2 at Realisation 40 (RB 4), and a total of +3 at Realisation 60 (RB 6) and so on.
  • Armour: Your armour gains Realisation Bonus/3 AP on all areas, rounding down. Thus you gain +1 AP at Realisation 30 (RB 3), a total of +2 at Realisation 60 (RB 6) and so on.

Furthermore, every 20 max Realisation, you can permanently apply a single special quality to one of your weapons. On hitting this milestone, you may select one weapon to upgrade. If this is the first time customising that weapon, then you first choose a 'personality' for your weapon. There are five personalities, and each personality has a collection of qualities to choose from. Once a weapon's personality has been chosen, it cannot be changed, and if you upgrade the weapon in the future, all upgraded qualities have to be from its personality. Some qualities have different effects depending on whether the weapon is melee or ranged. You may only choose a quality once unless otherwise specified.

The five personalities are:

  • Violent. Violent weapons aim to deal high damage, typically in messy ways. They reward aggressive play.
  • Patient. Patient weapons are a mix of defense and caution, emphasising durability and wearing the enemy down over time. They reward defensive play.
  • Stylish. Stylish weapons delight in overcoming enemies with skill, cunning and smarts, often in flashy and attention-getting ways. They reward speed and cleverness.
  • Punitive. Punitive weapons seek to punish, castigate and humiliate the enemy, steadily debilitating them instead of going for the kill. They reward team play, where weakening the enemy allows for allies to finish the job.
  • Versatile. Versatile weapons are adaptive and like to change to fit the situation, tending not to excel in any one area but being good at reacting to surprises. They provide rewards for just about any situation.
Name Effect (Melee) Effect (Ranged)
Violent Qualities
Barbaric Might Heavy Attacks and Charge attacks with this weapon add your full Realisation Bonus to the attack's damage, instead of half. Attacks made with this weapon at point blank range gain the Vengeful (RB/2) Quality.
Bellicose The weapon gains a +20 bonus to Charge attacks. The weapon gains a +30 bonus to hit against uninjured targets.
Bloody Mess All Special Damage rolls done with this weapon count as an 'exploding die', meaning that they roll an extra +1d10 damage each time you roll a 10 on your special damage rolls (including to extra rolls).
Monster Hunter You may spend 10 Realisation to apply the Felling (RB/2) Quality to your weapon for the duration of a single combat.
Vicious Natures The weapon may gain one of the following qualities: Tearing, Proven (Realisation Bonus), Vengeful (-1). The weapon may gain one of the following qualities: Tearing, Proven (Realisation Bonus), Anti-Armour.
Patient Qualities
Attritional You may expend a reaction at any time during a round to add your Realisation Bonus/2 to the AP of your arm(s) holding your weapon, as well as your body, until the start of your next turn. This stacks with any existing AP. Whilst you have this benefit, any enemy who attacks you and has a hit's damage reduced to 0 suffers a level of fatigue.
Defensive Natures The weapon loses the Unwieldy quality. It also gains one of the following qualities of your choice: Subdual, Balanced, Defensive. The weapon can be used to parry, and furthermore may gain one of the following qualities: Subdual, Balanced, Defensive. Alternatively to these qualities, you can decide that whenever you fire the weapon on Cautious Attack or Called Shot, you count as being in Partial Cover until the start of your next turn.
Indefatigable Whenever you use the Cautious Attack or Defensive Stance actions, you reroll all evasion action tests until the start of your next round.
Pendulum When making an evasion test whilst wielding this weapon, you may spend 10 Realisation once per round to apply a bonus to your Evasion test equal to the modifier to the enemy's attack test.
Stand Firm When you use a delayed action to attack an opponent charging you, your weapon gains +10 to hit and adds your full Realisation Bonus to the attack's damage, instead of half. Ranged weapons with this quality can fire at this target, even if they otherwise wouldn't be due to being in melee.
Stylish Qualities
Backstabber The attack gains Technical Hits against Unaware and Surprised enemies.
Distracting You may use Charm, Deceive or Intelligence in place of WS when performing the Feint action. Whenever you strike an enemy with this weapon, even if it does no damage, the next target they hit may add your Charm or Deceive skill modifier to their evasion test (if any).
Elegant Warrior You reroll all WS or BS tests with this weapon against enemies whose initiative is lower than your own, and take the preferred result.
Flashy Natures The weapon may gain one of the following qualities: Flexible, Keen, Snapshot. The weapon may gain one of the following qualities: Blitz, Guided, Snapshot.
One-Hit Killer The first successful hit with this weapon per combat adds your Realisation Bonus to damage instead of RB/2, and also adds RB to Penetration.
Punitive Qualities
Chastener Whenever you land a successful attack against an enemy with this weapon, you and all allies gain a cumulative +5 bonus to hit that enemy for the rest of the combat encounter.
Punishing Natures This weapon may gain one of the following qualities: Cracking (RB/2), Cruel, Exposing, Toxic (RB/2).
Sadism Whenever you land a successful attack with this weapon against an enemy suffering from an ailment or blood loss, you regain 1 point of either spirit or exertion (your choice).
Ripper Whenever you deal damage-after-soak to an enemy in excess of their TB with this weapon, they must pass a Toughness test or suffer Blood Loss.
Terrorize Whenever you kill an enemy with this weapon, you gain the Fear (+1) Trait for the rest of the combat encounter.
Versatile Qualities
Adaptable Whenever there are more enemies in an encounter than allies, this weapon gains +20 to hit and +1 damage, and enemies take a -10 penalty to hit you.
Faithful The weapon becomes Unbreakable, and you cannot be disarmed of it, and if dropped it reappears in your hand one round later. If a ranged weapon, then it gains the Reliable quality and also doubles its clip size.
Fully Attuned You take a +10 bonus to all tests using this weapon, including parries, and adds +1 DoS to successful tests.
Opportunistic You reroll Special Damage die and take the preferred result.
Reflex Once per combat encounter, on landing a successful attack with this weapon, even if it doesn't deal damage, you can choose to immediately reroll your initiative.

-- Back to Top --

Other Equipment and Acquiring it

In this section, we cover equipment that doesn't fall under the Metagear label. This includes consumables, tools and similar things.

Acquiring Equipment

Equipment is acquired in two ways.

  • The first is by stealing it or finding it in Dream Theatres. This way isn't very reliable, though, but some items can only be found this way!
  • The second is by visiting a store and buying the items with money. Stores can be visited during Personal Time management, and doesn't cost any actions. It does cost money, however. Every store in the game has a list of items that it sells, and you have to know a store that sells an item before you can buy it, obviously.

This means we have to explain money. Money in Persona is abstracted to reduce bookkeeping. Essentially, money comes in three amounts: Small Cash, Medium Cash and Big Cash. Every item you can buy charges a certain amount of Cash of one specific size. So an item might cost 3 Small, or 1 Medium, but it will never cost 1 Medium and 2 Small. When you visit a store and buy an item, you trade away the listed cash amount for the item. Simple!

However, there's a twist to this money system. It's entirely likely that over the course of things, you will find yourself growing steadily richer. In fact, you might hit the point where most of your money is tied up in Medium Cash or even Big Cash. But what do you do if you want to buy something worth Small cash?

The answer is this: during a week, you can 'spread cash': expend a single Medium or Big cash unit. For the rest of that week, any items of lesser value than that Cash unit can be freely purchased without expending any cash at all. So for example, if you expend 1 Medium Cash, then you can buy as many Small Cash items as you want- 10, 20, 100!- without having to pay any Small Cash at all.

This cuts down on bookkeeping, because as you get richer and start buying more, the amount of bookkeeping you actually have to do decreases instead of increases. Which is nice. Furthermore, you can't convert smaller cash values to higher values (otherwise you could spend a finite amount of Small or Medium to gain the equivalent of infinite Small or Medium), so deciding to bite the bullet and actually spend a Medium or Big Cash is a proper decision. It also tends to mean shopping becomes focused and done in bursts.

Furthermore, although you can sell items, they're only worth half of their original value (rounded down), and only ever in their original cash value.

Consumables

Consumables are items that can be used once, then are expended. Many of them are healing items or restoratives. Each Consumable requires a certain action to use.

The funny thing about consumables is that a lot of them are normal items in the Waking World that don't do a lot. They might ease an ache or help with allergies… But when used in conjunction with Personas, Miasma and the Sea of Chaos, suddenly take on new and interesting properties. It's those properties that this section lists.

Consumables can be carried on your person (about 2 or so), and require a hand to use if carried in this way. However, you can also store them in your Tome, and activate them without needing hands. They have a range of 5m.
Name Type Effect Action Cost Cost
Stimulant Healing (Human) Removes 1 rank of fatigue from, and restores 1 wound to, one human, but adds 3 Stress. Half Action Small*1
Recov-R Healing (Human) Removes 1 rank of fatigue from, and restores 1 wound to, one human. Half Action Small*3
Takemedic Healing (Human) Removes 1 rank of fatigue from, and restores 1 wound to, all party members. Half Action Medium*1
Ointment Healing (Persona) Heals 3 wounds to a single Persona. Half Action Small*1
Lifestone Healing (Persona) Heals 6 wounds to a single Persona. Half Action Small*3
Bead Healing (Persona) Fully heals all of a Persona's wounds. Half Action Medium*1
Revival Bead Healing (Persona) Revives a single dead Persona and leaves them with 1 wound. Half Action Medium*1
Balm of Life Healing (Persona) Revives a single dead Persona and brings it to full wounds. Half Action Big*1
Bead Chain Healing (Persona) Fully heals the wounds of all Personas in the party. Half Action Big*1
Oku-ffee Spirit/Exertion Restore Restores 1 Spirit and Exertion to a single human, but adds 1 Stress. Half Action Small*1
Soul Drop Spirit/Exertion Restore Restores 1 Spirit and Exertion to a single human. Half Action Small*3
Snuff Soul Spirit/Exertion Restore Restores 3 Spirit and Exertion to a single human. Half Action Small*6
Soul Food Spirit/Exertion Restore Restores all Spirit and Exertion to a single human. Half Action Medium*3
Waking Soul Spirit/Exertion Restore Restores all Spirit and Exertion to all party members. Half Action Big*1
Soma Healing/Spirit Restores all wounds to all Personas, all Spirit and all Exertion to all party members, and removes all normal Fatigue. Half Action Big*3
Feel-G Status (Physical) Reduces the duration of a currently in-play physical ailment by 1 turn. Half Action Small*1
Element-R Status (Physical) Removes the Burning, Shocked and Frozen ailments from a single target. Half Action Small*3
Keepawake Drug Status (Physical) Removes the Dizzy, Drowsed and Stunned ailments from a single target. Half Action Small*3
Think-G Status (Mental) Reduces the duration of a currently in-play mental ailment by 1 turn. Half Action Small*1
Focus Pill Status (Mental) Removes the Amnesiac, Brainwashed and Confused ailments from a single target. Half Action Small*3
Normaliser Status (Mental) Removes the Despaired, Enraged and Panicked ailments from a single target. Half Action Small*3
Paper Seal Status (Spiritual) Reduces the duration of a currently in-play spiritual ailment by 1 turn. Half Action Small*1
Absolution Paper Status (Spiritual) Removes the Condemned and Damned ailments from a single target. Half Action Medium*1
Homunculus Status (Spiritual) Removes, or prevents, a spiritual ailment from being applied to the target. Free Action Medium*1
Hiranya Status (All) Removes all statuses from a single target. Half Action Big*1
Amrita Soda Status (All) Removes all statuses from all party members. Half Action Big*2
Art Gem Gems Is named after a specific art. Replicates a regular use of that Art using your SB/AB/etc. Half Action -
Spell Gem Gems Is named after a specific spell. Replicates a regular casting of that spell using your MCB. Half Action -
Goho-M Meta Instantly warps your party out of the Dream Theatre. Free Action Medium*1
Miasma Casket Meta Increases the miasma of your general area (within ~5km) by 20. Effect lasts for an hour. Full Action Medium*1

-- Back to Top --

Tools

Tools are (reusable!) items that typically assist in skill tests, navigation and investigations. Some of them, specifically electronics, might not work inside the Sea of Chaos unless a Persona is itemised into the tool.

Unlike consumables, which can be stored in your Tome and used from it without hands, Tools usually require you to hold them with at least one hand in order to use them, or wear them depending.

Name Effect Cost
Rope Hook Attaches to the end of a rope, allowing it to be thrown and hooked on something. Small*1
Rope, 20m 20 metres of rope, that can be used to make a climb easier by two steps. Small*1
Book A book about a specific topic, outlined in the name. It improves tests in its area of expertise by +10. Small*3
Compass Compasses allow you to orientate yourself, assuming your current existence has a magnetic north. If it does, it's a +20 bonus to navigation tests. Small*3
Omamori Amulet A small silk brocade amulet used to ward off danger. It can be worn on your person instead of held, and provides a +5 bonus to Magical Resistance tests. Small*3
Binoculars Binoculars let you see farther when held up to your eyes. They vastly increase the range you can do perception tests without suffering penalties. Medium*1
Cosmetic Kit A big kit of cosmetics and makeup that allow for pretty impressive effects. It can be used in the course of an hour to give yourself a +5 bonus to Charm tests for a day, but it can also be used to add a +10 bonus to making disguises. Medium*1
First Aid Kit A first aid kit that comes with all the things needed for first aid, such as adhesives, gels and the like. It adds a +20 bonus to Medical tests. Medium*1
Foul Weather Gear A set of clothes that keeps rain, snow, etc. off your person real well, reducing the effect of bad weather on your physical (not perceptive) actions by 10. Medium*1
Toolbox A big red toolbox full of tools such as hammers, spanners, screwdrivers, screws, etc. Very useful, adding a +20 bonus to non-computer based Tech Use tests. Medium*1
Superior Instrument A high-quality musical instrument, better than the generic accessible instruments characters are assumed to be able to access. It adds a +20 bonus to Trade (Musician) tests. Big*1
Computer (Laptop) A portable laptop computer, with the ability to connect to the internet, store documents and similar. It assists with Lore and research, adding a +10 bonus. Big*1
Computer (Desktop) A non-portable computer, with the ability to connect to the internet, store documents, and play games. It assists in Lore/research tests, adding a +20 bonus. Big*2

-- Back to Top --

Decorations

Decorations are the frivolously named term referring to permanent upgrades made to your dorm room (or the dorm as a whole!). They provide a free, passive bonus effect every day or week.

Name Effect Cost
Coffee Maker A high quality coffee maker that lets you brew Oku-ffee at home, giving the dorm as a whole three free Oku-ffees a week. Medium*1
Study Desk A desk built especially for studying, it gives you a free skill training success to all School skills every week. Medium*1
Quality Bed A good bed means a good sleep, and improves the Night's Sleep stress relief effect by 2. Big*1
Quality Kitchen A great kitchen that most chefs would be happy to work in. At the start of each week, one dorm member may make a Trade (Cook) test. On a success, everyone loses DoS stress, and once per week, can regain 5 Spirit and Exertion as a free action. Big*1

-- Back to Top --

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License