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.
-- Back to Top --

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.
-- Back to Top --

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.
-- 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.
  • 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 Cracking
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.

-- Back to Top --

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
Shotgun Basic 20m +5 Scattershot
Assault Rifle Basic 40m +5 Burst (3)
Rifle Basic 80m +6 Accurate; Reload (1)
Launcher Heavy 30m +6 Indirect (2); Blast (3); Reload (2)
Cannon Heavy 80m +10 Cumbersome (2), Inaccurate, Reload (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 2 -
Heavy Armour 6 6 6 4 Cumbersome (1)

-- 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 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.
-- 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 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.
-- Back to Top --

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
Ointment Healing (Persona) Restores one Light Wound to a Persona. 2
Lifestone Healing (Persona) Restores two Light Wounds to a Persona. 5
Bead Healing (Persona) Restores one Heavy Wound to a Persona. 7
Revival Bead Healing (Persona) Revives a single broken Persona, as well as their Heavy Wounds, but not their Light Wounds. 10
Balm of Life Healing (Persona) Revives a single dead Persona and brings it to full wounds. 20
Bead Chain Healing (Persona) Fully heals the wounds of all Personas in the party. N/A
Oku-ffee Spirit/Exertion Restore Restores 1 Spirit and Exertion to a single human, but adds 2 Stress. 1
Soul Drop Spirit/Exertion Restore Restores 1 Spirit and Exertion to a single human. 2
Snuff Soul Spirit/Exertion Restore Restores 3 Spirit and Exertion to a single human. 6
Soul Food Spirit/Exertion Restore Restores all Spirit and Exertion to a single human. 10
Waking Soul Spirit/Exertion Restore Restores all Spirit and Exertion to all party members. N/A
Soma Healing/Spirit Restores all wounds to all Personas, all Spirit and all Exertion to all party members, and removes 10 Stress. N/A
Feel-G Status (Physical) Reduces the duration of a currently in-play physical ailment by 1 turn. 1
Element-R Status (Physical) Removes the Burning, Shocked and Frozen ailments from a single target. 2
Keepawake Drug Status (Physical) Removes the Dizzy, Drowsed and Stunned ailments from a single target. 2
Think-G Status (Mental) Reduces the duration of a currently in-play mental ailment by 1 turn. 1
Focus Pill Status (Mental) Removes the Amnesiac, Brainwashed and Confused ailments from a single target. 2
Normaliser Status (Mental) Removes the Despaired, Enraged and Panicked ailments from a single target. 2
Paper Seal Status (Spiritual) Reduces the duration of a currently in-play spiritual ailment by 1 turn. 1
Absolution Paper Status (Spiritual) Removes the Condemned and Damned ailments 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

-- 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. 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
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.
Book A book about a specific topic, outlined in the name. It improves tests in its area of expertise by +10.
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.
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.
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.
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.
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.
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.
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.

-- Back to Top --

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.

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 that lets you brew Oku-ffee at home, giving the dorm as a whole three free Oku-ffees a week.
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.

-- Back to Top --

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 - This attack reduces the AP value of a set of armour by 1 per Wound dealt. This lasts until repaired (or with Shadows, after a day).
Brutal - Injuries with this weapon are one category worse than they normally would be.
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 to a target, then it automatically deals a regular Damage attack against all adjacent enemies, who may dodge as normal.
Concussive - Targets who suffer a hit from this weapon lose the benefits of the Defend action and gain Disadvantage on Agility tests until the start of your next turn.
Cracking - When attacking with this weapon, you can choose to forego dealing wounds; instead, you reduce the target's Armour on the struck location by the amount of wounds you would've dealt. This is lasts until the start of your next turn, unless your wound severity would've been Heavy; then the reduction is permanent.
Cruel - Attacks with this Quality gain Technical Hits on targets who are Staggered.
Exposing - When attacking with this weapon, you can choose to forego dealing wounds; instead, the target gains Disadvantage on Evasion and Resisance tests by the amount of wounds you would've dealt. This is lasts until the start of your next turn, unless your wound severity would've been Heavy; then the reduction is permanent.
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, moving X squares in a random direction, reduced by your DoS. If you fail, then it moves X*2 squares in a random direction, added onto by your DoF.
Keen - Keen Weapons increase their damage on a hit by 1 per 3 Degrees of Success.
Knockdown - Targets who suffer damage from this weapon must make a Toughness 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.
Reach X This increases the range of the weapon by X metres.
Reliable - Reliable Weapons 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 +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 incur X extra Stress.
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 a number of other random targets within 10 squares equal to the number of DoS scored on the attack roll.
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.
Reload X Once used, this weapon cannot be used again until you reload it using your action. Reloading requires you to make a Ranged+30 test action. You keep testing until you accumulate DoS equal to X. If you do not continuously reload with your actions until finished, then the accumulated DoS are lost and you must repeat.
Unwieldy - This weapon takes an Action just to equip. You suffer Disadvantage with this weapon when Grappled. Fumbles with this weapon Stagger you.

-- Back to Top --

Armour Qualities

ARMOUR QUALITY LIST
Name Subname Effect
Positive Qualities
Barrier X This armour gains +X AP, until the target suffers Wounds equal or surpassing X, or suffers one Heavy Wound.
Chameleon X This armour grants you the Chameleon trait. It only lasts for X rounds, and can be switched on or off as a free action.
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 Any allies who can see you take X Advantages to tests to resist Fear, Panic and Despair.
Layered - Layered armour doubles its AP against Blast 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.)
Recoilless - You may fire Basic Weapons with one hand without penalty.
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 - 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.
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.

-- Back to Top --

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