Equipment

Equipment

This area covers equipment, gear and items, such as weapons, armour, consumables and tools.

Whilst characters have weight limits, we do not pay overmuch attention to how much they are carrying. Generally, a character can carry two or three weapons and a few tools.

Equipment can be damaged. For weapons, damage reduces its Damage score by 1; once it hits 0 the weapon breaks. The same applies for armour, reducing the Armour coverage on a location by 1; if the armour hits 0 then I tbreaks.
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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, Ballistic Weapons and Armour. Every Evoker gets one of each, the rules of which are below.

Metagear can be damaged and destroyed, but regenerates after a day.
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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 Ballistic-type metaweapon. Evokers choose one of the templates below.
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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.
  • Damage: the amount of damage dealt. All melee weapons add your SB to damage.
  • Qualities: the Qualities the weapon starts with, which modify how they work.
Name Class Range Dam. Qualities
Crushing One Handed 1m +1 Armour Breaker
Light One Handed 1m +1 Burst (1), Small
Power One Handed 1m +2
Shield One Handed 1m +1 Shield (1)
Greatweapon Two Handed 1m +4 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.

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Ballistic Metaweapons

Ballistic 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 Ballistic element damage.

Unlike melee weapons, Ballistic weapons can attack from range, and generally have higher damage, but you do not add any Bonus to the damage they deal. Rolls of 96 or higher with a Ballistic weapon cause it to Jam, requiring you to pass an extended Ballistic test to unjam it; you must accumulate DoS equal to its Damage bonus to unjam it.

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 Ballistic is 'Pistol', 'Basic' and 'Heavy'. Pistol weapons can be fired one-handed and in melee (although they lose the Point Blank Advantage); Basic weapons require two hands to fire or else suffer a -30 penalty to hit, whilst Heavy weapons require two hands and may only be fired using the Focused Attack action.
  • Range: The distance the weapon's attacks reach.
  • Damage: the amount of damage dealt. Unlike melee weapons, Ballistic weapons do not add a Characteristic Bonus to damage, but tend to have higher innate damage.
  • Qualities: the Qualities the weapon starts with, which modify how they work.
Name Class Range Dam. Qualities
Pistol Pistol 30m +5 Burst (1), Reliable, Ammo (6)
Shotgun Basic 20m +5 Scattershot, Ammo (4)
Assault Rifle Basic 40m +5 Burst (3), Ammo (9)
Rifle Basic 80m +6 Accurate; Ammo (4)
Launcher Heavy 30m +6 Indirect (2); Blast (3); Ammo (3)
Cannon Heavy 80m +10 Cumbersome (2), Inaccurate, Ammo (1)

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.

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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 2 -
Heavy Armour 6 6 6 4 Cumbersome (1)

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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 Scattershot quality.

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

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.
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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 Realisation. Every 20 Realisation, you may provide a small modification to one of your weapons or armour. This modification works similarly to how you customised your metagear at the start of the game. Generally this might be adding a new quality or improving its damage slightly.
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Itemising Personas into Metagear

Finally, each weapon and piece of armour you possess has a single Passive slot. You can sacrifice a Persona into a passive slot to attach one of the Persona's Passives to that slot, which works as though the Passive was equipped to your Major Persona. If the Metagear already has a passive, then it is overwritten.

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.
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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 gathering them during Personal Turns. Each item has a stress cost that represents how scarce it is and how much part-time work you need to do to afford it. Especially expensive items can't be acquired through stress and can only be acquired through social actions or events. An item's availability depends on resources or social links available.

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 SB*3 metres.
Name Type Effect Stress Cost
Stimulant Healing (Human) Allows a Human target to ignore fatigue for three turns. 2
Recov-R Healing (Human) Restores one Light Wound to a human. 2
Takemedic Healing (Human) Restores one Light Wound to all humans in the party. 5
Lifestone Healing (Persona) Restores all of a Persona's Light Wounds. 5
Bead Healing (Persona) Restores all of a Persona's Heavy and Light Wounds. 7
Revival Bead Healing (Persona) Revives a single broken Persona, giving it 1 Deadly Wound. 10
Balm of Life Healing (Persona) Revives a single dead Persona and brings it to full wounds. 20
Bead Chain Healing (Persona) Fully heals and revives all Personas in the party. N/A
Oku-ffee Power Restores 1 Power for every rank 10 S-link you possess, minimum 1. 5
Soul Drop Power Restores 1 Power to a single human. 5
Snuff Soul Power Restores 3 power to a single human. 6
Soul Food Power Restores all Power to a single human. 10
Waking Soul Power Restores all Power to all party members. N/A
Soma Healing/Power Restores all wounds to all Personas, all Power to all party members, and removes 10 Stress. N/A
Feel-G Status (Physical) Removes a Physical ailment from a single target. 2
Normaliser Status (Mental) Removes a Mental ailment from a single target. 2
Absolution Paper Status (Spiritual) Removes a Spiritual ailment from a single target. 2
Homunculus Status (Spiritual) Removes, or prevents, a spiritual ailment from being applied to the target. 10
Hiranya Status (All) Removes all ailments from a single target. 10
Amrita Soda Status (All) Removes all ailments from all party members. 30
Art Gem Gems Is named after a specific art. Replicates a regular use of that Art using your SB/AB/etc. N/A
Spell Gem Gems Is named after a specific spell. Replicates a regular casting of that spell using your MSB. N/A
Goho-M Meta Instantly warps your party out of the Dream Theatre. 10
Miasma Casket Meta Increases the miasma of your general area (within ~1km) by 20. Effect lasts for an hour. 10

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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. Acquiring tools might require a special personal action or investigation.

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
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.
Book A book about a specific topic, outlined in the name. Tests in this area of expertise made during Investigations take a +10 bonus.
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.
Computer (Desktop) A non-portable computer, with the ability to connect to the internet, store documents, and play games. It assists in Academics tests, adding a +20 bonus.
Computer (Laptop) A portable laptop computer, with the ability to connect to the internet, store documents and similar. It assists with Academics tests, adding a +10 bonus.
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 Manipulate tests for a day, but it can also be used to add a +10 bonus to making disguises.
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 +10 bonus to First Aid tests.
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.
Restraints A tool that can be used to bind someone or something up. This requires a Melee (Grapple) test, which the target can oppose as normal. If you succeed, the target is restrained and takes two disadvantages to all physical tests. Using a restraint takes 2 Disadvantages unless the target is Grappled or Prone. Breaking Restraints is like breaking Grapple, but against the target's initial roll.
Rope Hook Attaches to the end of a rope, allowing it to be thrown and hooked on something.
Rope, 20m 20 metres of rope, that can be used to make a climb easier by two steps.
Superior Instrument A high-quality musical instrument, better than the generic accessible instruments characters are assumed to be able to access. It adds a +10 bonus to Trade (Musician) tests.
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 Technology tests.

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Accessories

Accessories are special items that are worn on your person. You can only have one accessory on you at any given time, and cannot withdraw them from your tome. Eggs of Possibility can be used as Accessories as well.
Name Effect
Gagugyo-joju Amulet An omamori amulet for scholars. Wearing this for the whole week grants 1 advantage to three exams of your choice.
Kanai-anzen Amulet An omamori that protects the household. Wearing this for the whole week adds an extra Advantage to any baton passes you pass on.
Yaku-yoke Amulet An omamori that wards away evil. Once per week, it can be tapped to automatically evade an attack, no questions asked. Can be used after you've already rolled evasion.
Kaiun Amulet An omamori for general fortune. Once per week, it can be tapped to add two advantages to any single test.
Rin Sazabi Plush A cute plush of the Sazabi mobile suit, named 'Rin' by Asari. When equipped for the duration of the week, Karo loses 2 extra stress when he performs the Emperor Arcana.

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
Coffee Maker A high quality coffee maker. Once installed, it improves Oku-ffees, meaning that using Oku-ffees doesn't take actions or Inventory uses.
Extensive Library A well-stocked library that allows for improved organisation. Select a Skill category; you are treated as always having a book for that skill available. Expansions to the Library can add extra skill categories.
Sophisticated Study A study curated to create the perfect study spot. Pick one Exam type; you gain +1 extra Advantage when using the Study Exam action for that type. Expansions to the Study can add extra Exam types.
Quality Bed A good bed means a good sleep, and improves the free weekly stress relief effect by 5.
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 Cooking test. On a success, everyone loses DoS stress.
Sick Room A spare dorm converted to the use for medical purposes. It allows you to reroll Extended Care and Vetinary tests when using it, taking the preferred result.

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Special Qualities

Weapon Qualities

WEAPON SPECIAL QUALITIES
Name Subname Effect
Absorbs Wounds X Whenever this weapon inflicts damage, it heals you by a number of Wounds equal to the amount you inflicted, up to a max equal to X.
Accurate - Accurate weapons gain an extra Advantage when used as part of a Focused Attack.
Anti-Air - This attack can hit targets at any altitude, and deals +X damage against flying targets.
Anti-Toughness This weapon ignores a target's Toughness.
Armour Breaker - If this attack's damage surpassses that of the target's effective AP, the AP is reduced by 1 until repaired.
Brutal - Attacks with this weapon that inflict at least 1 wound deal an extra wound.
Burst X After selecting a target, but before rolling your attack, you can declare that you are using Burst. After your roll, you may decide to either attack an extra enemy per DoS, max of X, using the same roll; or deal an extra wound to your initial target per DoS, up to X. When used in this way, Burst forces Ranged attacks to reload at a level equal to X; melee attacks instead generate X stress for the attacker.
Cleaving - Should a Cleaving weapon deal a Heavy Wound or worse to a target, then it automatically deals a regular Standard Attack against one enemy adjacent to the target, who may dodge as normal. This attack may also trigger cleaving.
Concussive - Targets who suffer a hit from this weapon lose the benefits of the Defend action and gain Disadvantage on Evasion tests until the start of your next turn.
Cruel - Attacks with this Quality gain Technical Hits on targets who are Staggered.
Exposing - After hitting with this weapon, if damage exceeds Toughness Bonus, the target gains Disadvantage on Evasion and Resistance tests until the start of their next turn. Repetitive Exposings stack.
Felling X This Weapon ignores a target's Unnatural Toughness value equal to X.
Flexible - Enemies cannot parry attacks made with this quality.
Guided - Enemies cannot dodge attacks made with this quality.
High Crit X This weapon increases the Critical Hit threshold by X.
Indirect X This weapon may be fired at targets without requiring a line of sight, although you must have some idea of where the target is (last known position, spotter etc). This becomes a Disadvantaged attack, and on a hit, your attack scatters. If you fail, then the distance it travels as part of the scatter is doubled.
Keen - Keen Weapons increase their damage on a hit by 1 per 2 Degrees of Success.
Knockdown - Targets who suffer damage from this weapon must make an Endurance (Injury) test or be knocked prone.
Paralysing - On a hit that deals damage, the target must make a Toughness/Endurance test. On a failure, the hit location is unusable until the start of your next turn. Furthermore, if the location hit is the Body or the Head, then the target is instead stunned on a failure.
Penetrates - This attack ignores armour.
Threat X You count as engaging others in Melee from X metres farther than you really would be, allowing you to make Chance Attacks from a farther distance.
Recoilless - You may fire this weapon with one hand without penalty.
Reliable - Reliable Weapons take an advantage to hit and don't jam on Fumbles.
Savage - Attacks with this weapon that inflict at least 1 wound upgrade to a Savage Attack.
Scattershot - Scattershot weapons gain an extra advantage and +2 damage when fired whilst benefitting from the Close Range advantage.
Shield X Shields add X to your Armour values, and X*10 to Parry tests. You can parry ranged attacks with a shield.
Small - You gain extra Advantage against Grappled targets with this weapon. However, this weapon gains disadvantage when parrying two-handed weapons.
Snapshot - This weapon gains Advantage when used with the Hip Shooter or Overwatch talents.
Subdual - Attacks by this weapon can be set to a non-lethal setting. Every time they would inflict a Heavy Wound, they deal no damage but instead cause ten Stress per wound and stun the enemy for a number of rounds equal to the amount of Wounds dealt.
Tearing - Wounds inflicted by this weapon inflict the Blood Loss condition.
Tiring X Wounds inflicted by this weapon inflict X extra stress, and the target becomes Fatigued until the start of your next turn. If they are already fatigued then they become Exhausted instead.
Unavoidable X Attempts to evade this weapon take an X penalty.
Unbreakable - This weapon is considered unbreakable by any mundane method.
Attack Pattern Qualities
Arc - On successfully hitting its target, this weapon strikes the nearest enemy next to the target within 10m. This then targets the next enemy closest to the new one, and so on, bouncing up to DoS times.
Aura X Aura attacks are centered on you, dealing an attack to all targets within a radius of X squares. Successful Aura attacks always hit the torso. Successful dodges or Anticipates of Aura attacks push the evader to the edge of the attack radius.
Blast X Blast weapons explode on impact, dealing an attack to all targets within a radius of X squares. When you fail your Ballistic attack test with a Blast Weapon, the attack scatters in a random direction. Blast attacks always hit the torso. Successful dodges of a Blast attack push you to the edge of the radius.
Line - This Weapon fires in a straight line, hitting everything between the user and the end range of the attack. If the attack is blocked or negated in some way it is terminated.
Wave - You attack everything within a 30 degree cone, up to the range listed on your weapon profile.
Ailment Qualities
Amnesing - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Amnesiac ailment.
Brainwashing - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Brainwashed ailment.
Burning - On a successful hit by this weapon, the target must pass an Agility test or suffer the Burning ailment.
Condemning - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Condemned ailment.
Confusing - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Confused ailment.
Damning - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Damning ailment.
Despairing - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Despairing ailment.
Dizzying - On a successful hit by this weapon, the target must pass an Agility test or suffer the Dizzy ailment.
Drowsing - On a successful hit by this weapon, the target must pass a Toughness test or suffer the Drowsing ailment.
Enraging - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Enraged ailment.
Freezing - On a successful hit by this weapon, the target must pass a Toughness test or suffer the Frozen ailment.
Panicking - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Panicked ailment.
Shocking - On a successful hit by this weapon, the target must pass a Toughness test or suffer the Shocked ailment.
Negative Qualities
Cumbersome X This weapon applies X Disadvantages to Agility tests.
Inaccurate - This weapon gains no Advantages from Focused Attacks.
Overheats - Whenever this weapon jams, it inflicts a single attack on its user.
Ammo X This weapon can be fired X times before having to be reloaded, which takes an action. When firing on Burst, you use up an extra ammo for each point of Burst you use.
Unwieldy - This weapon takes an Action just to equip. You suffer Disadvantage with this weapon when Grappled. Fumbles with this weapon Stagger you.

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Armour Qualities

ARMOUR QUALITY LIST
Name Subname Effect
Positive Qualities
Barrier X This armour gains +X AP, until the target's total wounds equal or surpass X, or suffers one Heavy Wound.
Camo - So long as you are in cover, ranged attacks against you take an extra disadvantage.
Durable X You always count as having at least X AP, even against qualities that ignore AP.
Implacable - You increase your size by 1 category and are immune to Concussion, Knockdown and Grapples by anything smaller than yourself in size categories. You gain the Auto-Stabilised Trait and may wield Heavy Weapons with one hand.
Inspirational X You take X advantages to Authority tests on allies who can see you.
Layered - Layered armour doubles its AP against Blast, Aura and Wave attacks.
Lightweight - You do not take penalties to the Stealth skill whilst wearing this armour. (Obviously if you wear a piece of armour without this then the effect is negated.)
Rejuvenating X X times per day, you may activate this Quality to regain 1 Light Wound.
Sentinel - You gain the Sonar Sense and Dark Sight traits, as well as Advantage to Perception tests.
Slippery - Knockdown, Shove and Grapple attempts against you take Disadvantage.
Stimulating - Whenever you are Stunned or Dizzy, the duration is limited to a single turn.
Unnatural Score X You gain the Unnatural Score (X) trait, stacking with any pre-existing Unnatural Score value.
Warded X You may always test against X to evade an attack against you whilst wearing this armour. This is even if you are helpless or unable to evade.
Negative Qualities
Cumbersome X This armour applies X Disadvantages to Agility tests.
Clanky - This armour is heavy and noisy, providing 2 Disadvantages to Stealth when used.
Slow - So long as you are wearing this armour, you are unable to dodge or run.
Weak Spot X Attacks that score DoS equal or greater than X ignore this armour's AP.

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