Equipment

Overview

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, which they may generate themselves using the rules 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. They generate these using the rules below. Creating each weapon has four fields: Template, Boons, Specials and Banes.

  • Templates are what give the weapon its base statline- damage, range, rate of fire, and so on.
  • Boons modify the weapon, making it better. They do this by improving raw stats or adding Qualities.
  • Specials are upgrades or special modifiers to the weapon- they're often more situational or specific than Boons.
  • Banes modify the weapon by making it worse in some way, but in return grant you extra Equipment Points (EP) to spend on other areas.

At the start, each weapon has 4 Equipment Points (EP) to spend on buying properties from each of these fields. Throughout the course of the adventure, Evokers have the opportunity to gain extra Equipment Points. On gaining an Equipment Point, the Evoker may allocate it to any one of their metagear pieces- either one of their weapons, or their armour. This allows them to buy more upgrades, but it also allows them to refund any existing upgrades to get their spent EP back, allowing them to change around the weapon's properties if they so choose.
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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.

Templates

This field 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.
  • 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.
  • EP Cost: the cost in Equipment Points needed to purchase this template. Most are 0.
Name Class Dam. Pen. Qualities EP Cost
Crushing One Handed 1d10 1 Crushing 0
Light One Handed 1d5 0 Light, Balanced 0
Power One Handed 1d10+2 2 - 0
Shield One Handed 1d5 0 Shield (2); Defensive 0
Greatweapon Two Handed 2d10 0 Unbalanced 1

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Boons

Boons are a list of upgrades that one can purchase for their weapon. They improve the weapon by boosting raw stats or adding Qualities.

  • Name: the name of the Boon.
  • Effect: The effect of the Boon. Some Boons can be purchased multiple times; if so, the max number of times will be listed here.
  • Limit: This lists the templates the Boon is compatible with; if your template isn't listed, you can't take the boon!
  • Prerequisite: Some Boons are very powerful, and require a special prerequisite to be met- often, this involves using the Item Sacrifice fusion action on a specific Persona.
  • Tier: All Boons belong to one of three tiers, with higher tiers being more powerful. Weapons cannot have more than two different Second Tier boons and more than one Third boon unless they receive a certain upgrade.
  • EP Cost: the cost in EP needed to purchase this boon.
Name Effect Limit Prerequisite Tier EP Cost
Damage Up +1 Damage. May be taken up to five times. All - First 1
Defensive Gains the Defensive Quality. All - First 1
Disabling Gains the Disabling Quality. All - First 1
Pen Up +1 Pen. May be taken up to six times. All - First 1
Precise Gains the Precise Quality. All - First 1
Proven Gains the Proven (3) Quality. May be taken up to three times, becoming (4) then (5). All - First 1
Shield Up +1 Shield Quality. May be taken up to three times. Shield - First 1
Unbreakable Gains the Unbreakable Quality. All - First 1
Brutal Gains the Brutal Quality. All - Second 2
Burning Gains the Burning Quality. All Persona fusion Second 2
Cleaving Gains the Cleaving Quality. All - Second 2
Concussive Gains the Concussive Quality. All - Second 2
Cracking Gains the Cracking (1) Quality. May be taken up to three times. All - Second 2
Cruel Gains the Cruel Quality. All - Second 2
Devouring Gains the Devouring Quality. All - Second 2
Dizzying Gains the Dizzying Quality. All Persona fusion Second 2
Enraging Gains the Enraging Quality. All Persona fusion Second 2
Exposing Gains the Exposing Quality. All - Second 2
Fast Gains the Fast Quality. Light - Second 2
Felling Gains the Felling (1) Quality. May be taken up to four times. All - Second 2
Flexible Gains the Flexible Quality. Crushing, Light, Power - Second 2
Handling Up Improves the weapon's handling Quality. Can be taken twice. All - Second 2
Panicking Gains the Panicking Quality. All Persona fusion Second 2
Reach Gains the Reach (2) Quality. May be taken up to three times, becoming (3) then (4). All - Second 2
Tearing Gains the Tearing Quality. All - Second 2
Amnesing Gains the Amnesing Quality. All Persona fusion Third 3
Brainwashing Gains the Brainwashing Quality. All Persona fusion Third 3
Condemning Gains the Condemning Quality. All Persona fusion Third 3
Confusing Gains the Confusing Quality. All Persona fusion Third 3
Damning Gains the Damning Quality. All Persona fusion Third 3
Drowsing Gains the Drowsing Quality. All Persona fusion Third 3
Freezing Gains the Freezing Quality. All Persona fusion Third 3
Keen Gains the Keen Quality. All Persona fusion Third 3
Lash Gains the Lash Quality. Light, Power Persona fusion Third 3
Projection Gains the Projection (1) Quality. All Persona fusion Third 3
Razor Sharp Gains the Razor Sharp Quality. All Persona fusion Third 3
Shocking Gains the Shocking Quality. All Persona fusion Third 3
Slayer Gains the Slayer Quality. All Persona fusion Third 3
Vengeful Gains the Vengeful (-1) Quality. Can be taken twice. All - Third 3
Armour Killer Gains the Armour Killer Quality. Crushing Persona fusion Third 4
Despairing Gains the Despairing Quality. All Persona fusion Third 4
Savage Gains the Savage Quality. Power Persona fusion Third 4
Toxic Gains the Toxic Quality. Light Persona fusion Third 4
Unstoppable Gains the Unstoppable Quality. Greatweapon Persona fusion Third 4

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Specials

Specials are a type of upgrade that provide specialised or situational benefits to a weapon. They are generally more encompassing and detailed than Boons.

  • Name: the name of the Special.
  • Effect: The effect of the Special.
  • Limit: This lists the templates the Special is compatible with; if your template isn't listed, you can't take the Special!
  • Prerequisite: Some Specials are very powerful, and require a special prerequisite to be met- often, this involves using the Itemisation fusion action on a specific Persona.
  • Category: All Specials belong to a certain category. You may only draw a maximum of one Special from each category- that is, you can't have two Specials from the same category.
  • EP Cost: the cost in EP needed to purchase this Special.
Name Effect Limit Prerequisite Category EP Cost
Collapsible Form The weapon is designed to retract into its hilt or something similar when not in use. Readying the weapon is always a Free Action and it takes a +10 to hit during Surprise Rounds. All - Design 1
Throwing The weapon can be thrown a distance of SB*2. It returns to your hand after being thrown. All but Greatweapon - Design 1
Glove The weapon is a glove designed to fit over your hand. This weapon gains the Unarmed (Improved) Quality. All but Greatweapon - Design 2
Aegis Areas covered by this Shield count as having Invulnerable (20), counting the Shield Quality as AP. Shield Persona fusion Design 3
Remote The weapon is not actually held in hand but floats around you. You do not need hands to wield the weapon, it cannot be disarmed or 'dropped', can be used in Grapples and gains Reach (3). Light, Shield - Design 3
Fell Aura The weapon's attacks become Curse Element. All Persona fusion Element 3
Flame-Edged The weapon's attacks become Fire Element. All Persona fusion Element 3
Frostbitten The weapon's attacks become Ice element. All Persona fusion Element 3
Gale-Swung The weapon's attacks become Wind Element. All Persona fusion Element 3
Saint-Blessed The weapon's attacks become Bless Element. All Persona fusion Element 3
Storm-Wreathed The weapon's attacks become Elec Element. All Persona fusion Element 3
Godslayer The weapon's attacks become Almighty Element. All Persona fusion Element 4
Mind Spike The weapon's atttacks become Psi Element. All Persona fusion Element 4
Radioactive The weapon's attacks become Nuclear Element. All Persona fusion Element 4
Battle Grip This shield no longer takes penalties to hit due to the Defensive Quality, and attempts to disarm the weapon take a -10 penalty. Shield - Grip 1
Grip Guard Attempts to disarm the weapon take a -20 penalty, and if you would be forced to drop the weapon accidentally (eg. Lethal Damage), you ignore that result. All - Grip 1
Chain Grip This weapon gains the Flexible and Reach (+1) Quality, but cannot be used to parry. Crushing, Light, Power - Grip 2
Short Spike Attacks with this weapon as part of a Grapple take a +10 to hit and deal +2 damage. All but Greatweapon - Grip 2
Gun Stand Missile weapons can be braced on this shield, which allows the wielder to brace on this shield, and move without losing bracing. Shield - Head 1
Pneumatic Head The weapon deals +2 Penetration and gains the Cracking (2) Quality when used as part of a Heavy Attack. All but Light - Head 2
Silver Edge Until the start of your next turn, enemies who take damage from this weapon reroll Regeneration tests and wound-restoring spell die and take the worst result. All - Head 2
Stun Head The weapon deals +4 damage and gains the Disabling Quality, but can no longer deal Lethal Damage (although Disabling works as normal). All - Head 2
Twist Spike This weapon comes with two spikes; on a confirmed hit, you can choose to break one spike off to deal +1d5 extra damage. Repaired through Meditation. All - Head 2
Battering Ram Charge and Heavy attacks with this weapon gain the Felling (3) Quality. Greatweapon - Head 3
Entangler You can grapple with this weapon, and furthermore grapples you initiate (and keep control of) with this weapon do not remove your ability to evade; but if you do so, the grapple ends. All - Head 3
Perfect Edge The weapon gains a +10 to attack tests and +1 damage. It may take one extra Second Tier and Third Tier Boon. All Persona fusion Quality 3
Shield Set The weapon comes with a side-shield, which can be wielded separately to the weapon. It counts as a Shield-template weapon which cannot be upgraded or changed with EP. All - Sidearm 2
Dual Set The weapon is actually two weapons, both identical in all mechanical ways. Light - Sidearm 3
Offhand The weapon comes with a smaller sidearm, which uses the Light template and gains 1 EP for every 2 the main weapon has (to a max of 4 EP). However, the offhand weapon can only purchase Tier 1 Boons. Crushing, Power, Shield - Sidearm 3
Heavier Model This weapon is heavier than is usual, gaining it +2 damage but degrading its Handling. All - Weight 1
Lighter Model This weapon is lighter than is usual; it loses -2 damage but improves its Handling. All - Weight 1

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Banes

Banes are a list of modifications that one can take for their weapon. They penalise the weapon in some way, but in return grant extra EP that can be spent on other categories.

  • Name: the name of the Bane.
  • Effect: The effect of the Bane. Some Banes can be purchased multiple times; if so, the max number of times will be listed here.
  • Limit: This lists the templates the Bane is compatible with; if your template isn't listed, you can't take the Bane!
  • Tier: All Banes belong to one of three tiers, with higher tiers being more powerful. Weapons cannot have more than two Second Tier Banes and more than one Third Bane. Weapons can never have more than five Banes, period.
  • EP Gain: the amount of EP gained from buying this Bane.
Name Effect Limit Tier EP Gain
Bad Grip Whenever you fail a weapon skill test (inc. parries) with this weapon by 3 DoF or more, the weapon goes flying 1d5m in a random direction. Can't be taken with "Grip Guard", "Glove" or "Remote" Specials. All First 1
Bad Handling Degrades the weapon's Handling by one level. May be taken three times (to a max of 'Unwieldy') All First 1
Cumbersome Gains the Cumbersome (10) Quality. May be taken twice (becoming 20). non-Light First 1
Damage Down -1 Damage. May be taken up to five times. All First 1
Inaccurate Gains the Inaccurate Quality. All First 1
Leaden Whenever you fail an attack test with this weapon by 2 DoF or more, the weapon becomes lodged in the ground, and cannot be removed without passing a Strength+0 test first. Can't be taken with Bad Grip. Greatweapon Second 2
Off-Kilter The weapon gains a -30 penalty to Critical Confirm tests. All Second 2
Shallow Cuts The weapon deals -1 Lethal Damage, including with Critical Hits. All Second 2
Shoddy Edge The weapon rerolls damage dice and takes the lowest result. It cannot gain any Qualities or Specials that let it reroll damage. All Second 2
Ungainly Gains the Ungainly Quality. non-Light Second 2
Brittle Whenever you fail an attack test with this weapon by 3 DoF or more, the weapon breaks somehow and remains unusable until repaired. Can't be taken with Leaden, Bad Grip or the Unbreakable Boon. All Third 3
Primitive Enemies double their AP before Pen against this weapon's attacks. All Third 3
Stumbling Whenever you fail an attack test with this weapon by 3 DoF or more, you automatically stagger yourself, and your targeted enemy gains a One More. All Third 3

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Missile Metaweapons

Missile Metaweapons are used to attack enemies from afar, and thus include things like pistols, revolvers, grenade launchers, shotguns, assault rifles, crossbows, throwing knives, 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.

Templates

This field 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 weapon's range bracket (Assault, Close, Medium, Long, Very Long, Longshot).
  • Rate of Fire: If this weapon possesses a Burst capacity, such as Semi-auto or Full-auto, it will be listed here as S/(Semi-auto)/(Full auto).
  • 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.
  • EP Cost: the cost in Equipment Points needed to purchase this template. Most are 0.
Name Class Range RoF Clip Reload Damage Penetration Qualities EP
Pistol Pistol Close (30m) S/2/3 12 Half 1d10+3 0 Rapid Fire, Reliable 0
Shotgun Basic Close (30m) S/-/- 10 Full 1d10+5 2 Scatter 0
Assault Rifle Basic Medium (60m) S/3/6 18 Full 1d10+3 0 - 0
Rifle Basic Long (100m) S/2/- 12 Full 1d10+4 1 Precise 1
Launcher Basic Close (30m) S/-/- 6 Full 1d10+4 0 Indirect (2); Blast (3) 1
Cannon Heavy Long (100m) S/-/- 3 3 Halfs 2d10+4 4 - 2

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Boons

Boons are a list of upgrades that one can purchase for their weapon. They improve the weapon by boosting raw stats or adding Qualities.

  • Name: the name of the Boon.
  • Effect: The effect of the Boon. Some Boons can be purchased multiple times; if so, the max number of times will be listed here.
  • Limit: This lists the templates the Boon is compatible with; if your template isn't listed, you can't take the boon!
  • Prerequisite: Some Boons are very powerful, and require a special prerequisite to be met- often, this involves using the Item Sacrifice fusion action on a specific Persona.
  • Tier: All Boons belong to one of three tiers, with higher tiers being more powerful. Weapons cannot have more than two different Second Tier boons and more than one Third boon unless they receive a certain upgrade.
  • EP Cost: the cost in EP needed to purchase this boon.
Name Effect Limit Prerequisite Tier EP Cost
Damage Up +1 Damage. May be taken up to five times. All - First 1
Disabling Gains the Disabling Quality. All - First 1
Pen Up +1 Pen. May be taken up to six times. All - First 1
Precise Gains the Precise Quality. Non-Rifle - First 1
Proven Gains the Proven (3) Quality. May be taken up to three times, becoming (4) then (5). All - First 1
Reliable Gains the Reliable Quality. All - First 1
Unbreakable Gains the Unbreakable Quality. All - First 1
Anti-Air Gains the Anti-Air (20) Quality. All - Second 2
Blast Up Gains the Blast (+1) Quality. May be taken twice. Launcher - Second 2
Brutal Gains the Brutal Quality. All - Second 2
Burning Gains the Burning Quality. All Persona fusion Second 2
Concussive Gains the Concussive Quality. All - Second 2
Cracking Gains the Cracking (1) Quality. May be taken up to three times. All - Second 2
Cruel Gains the Cruel Quality. All - Second 2
Devouring Gains the Devouring Quality. All - Second 2
Dizzying Gains the Dizzying Quality. All Persona fusion Second 2
Enraging Gains the Enraging Quality. All Persona fusion Second 2
Exposing Gains the Exposing Quality. All - Second 2
Felling Gains the Felling (1) Quality. May be taken up to four times. All - Second 2
Panicking Gains the Panicking Quality. All Persona fusion Second 2
Range Up Increases the range bracket by one. Can be taken twice. All - Second 2
Rapid Fire Gains the Rapid Fire Quality. Assault Rifle, Rifle - Second 2
Rate Up Increases the weapon's Semi-auto max by 1 and its full-auto max by 2 (doesn't affect weapons that lack semi or full mode). Pistol, Assault Rifle, Rifle - Second 2
Tearing Gains the Tearing Quality. All - Second 2
Amnesing Gains the Amnesing Quality. All Persona fusion Third 3
Brainwashing Gains the Brainwashing Quality. All Persona fusion Third 3
Condemning Gains the Condeming Quality. All Persona fusion Third 3
Confusing Gains the Confusing Quality. All Persona fusion Third 3
Damning Gains the Damning Quality. All Persona fusion Third 3
Drowsing Gains the Drowsing Quality. All Persona fusion Third 3
Freezing Gains the Freezing Quality. All Persona fusion Third 3
Lock-On Gains the Lock On Quality. All - Third 3
Projection Gains the Projection (1) Quality. All Persona fusion Third 3
Razor Sharp Gains the Razor Sharp Quality. All Persona fusion Third 3
Shocking Gains the Shocking Quality. All Persona fusion Third 3
Slayer Gains the Slayer Quality. All Persona fusion Third 3
Vengeful Gains the Vengeful (-1) Quality. Can be taken twice. All - Third 3
Armour Killer Gains the Armour Killer Quality. Shotgun Persona fusion Third 4
Despairing Gains the Despairing Quality. All Persona fusion Third 4
Savage Gains the Savage Quality. Launcher Persona fusion Third 4
Storm Gains the Storm Quality. Assault Rifle, Pistol Persona fusion Third 4
Toxic Gains the Toxic Quality. Rifle Persona fusion Third 4
Unstoppable Gains the Unstoppable Quality. Cannon Persona fusion Third 4

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Specials

Specials are a type of upgrade that provide specialised or situational benefits to a weapon. They are generally more encompassing and detailed than Boons.

  • Name: the name of the Special.
  • Effect: The effect of the Special.
  • Limit: This lists the templates the Special is compatible with; if your template isn't listed, you can't take the Special!
  • Prerequisite: Some Specials are very powerful, and require a special prerequisite to be met- often, this involves using the Itemisation fusion action on a specific Persona.
  • Category: All Specials belong to a certain category. You may only draw a maximum of one Special from each category- that is, you can't have two Specials from the same category.
  • EP Cost: the cost in EP needed to purchase this Special.
Name Effect Limit Prerequisite Category EP Cost
Flare When firing this weapon, you can choose to use a flare in place of your normal attack. Flares deal no damage, but are light up everything within 100m. You have 3 Flares, which replenish with meditation. Launcher - Ammo 1
Smoke Grenade When firing this weapon, you can choose to use a smoke grenade in place of your normal attack. Smoke grenades deal no damage, but are Blast (6) and have the Smoke Quality. You have 3 Smoke Grenades, which replenish with meditation. Launcher - Ammo 1
Bouncer When firing this weapon, you can choose to use a Bouncer to add the Line Quality to your normal attack. You have 2 Bouncers, which replenish with meditation. Cannon - Ammo 2
Demolisher When firing this weapon, you can choose to use a Demolisher to double the damage your normal attack does to any cover it hits. You have 2 Demolishers, which replenish with meditation. Launcher, Cannon - Ammo 2
High Frag When firing this weapon, you can choose to use a high frag to add Blast (+3) to your normal attack. You have 3 High Frags, which replenish with meditation. Launcher - Ammo 2
Net When firing this weapon, you can choose to use a Net in place of your normal attack. Nets affect a single enemy, who, if hit, counts as Grappled until they pass a free Strength+0 test on their own turn. You have 2 Nets, which replenish with meditation. Launcher - Ammo 2
Rope Hook When firing this weapon, you can choose to use a Rope Hook in place of your normal attack. The Rope Hook affixes on or in a surface before uncoiling a 100m long rope. You have 2 Rope Hooks, which replenish with meditation. Pistol, Rifle, Assault Rifle - Ammo 2
Sensor When firing this weapon, you can choose to use a Sensor in place of your normal attack. Sensors produce Line of Sight for you for 3 rounds. You have 2 Sensors, which replenish with meditation. Launcher - Ammo 2
Tracers When firing this weapon on BUrst, you can choose to use Tracers, which increases the attack's DoS by half. You have 2 Tracers, which replenish with meditation. Pistol, Assault Rifle - Ammo 2
Handcannon This weapon gains +2 damage and +1 Penetration, but loses the Rapid Fire Quality and halves its ammo clip size. Pistol - Design 1
Sawn-Off This weapon's barrel has been shortened; it deals +2 damage at Point Blank or Short distances, but its range drops by one step. Assault Rifle, Shotgun - Design 1
Special Belt This weapon can take two extra 'Ammo' Specials, for a total of three. Launcher - Design 1
Sprayer This weapon replaces Scatter with the Spray Quality, but its range drops by one step. Shotgun - Design 1
Thrown This weapon now adds your SB to its damage, but its range drops by one step. Pistol - Design 1
Arm-Mounted This weapon is mounted on your arm. It does not require hands to fire. Assault Rifle, Rifle - Design 2
Fluid Action This weapon gains the Rapid Fire Quality, but takes an extra half action to reload. Assault Rifle, Rifle - Design 2
Remote The weapon is not actually held in hand but floats around you. You do not need hands to wield the weapon, it cannot be disarmed or 'dropped', and can be used in grapples. non-Cannon - Design 3
Cryo Round The weapon's attacks become Ice element. All Persona fusion Element 3
Electro Bullet The weapon's attacks become Elec Element. All Persona fusion Element 3
Force Jacket The weapon's attacks become Wind Element. All Persona fusion Element 3
Obsidian Bullet The weapon's attacks become Curse Element. All Persona fusion Element 3
Phosphor Round The weapon's attacks become Fire Element. All Persona fusion Element 3
Silver Jacket The weapon's attacks become Bless Element. All Persona fusion Element 3
Godslayer The weapon's attacks become Almighty Element. All Persona fusion Element 4
Mental Bullet The weapon's atttacks become Psi Element. All Persona fusion Element 4
Uranium Round The weapon's attacks become Nuclear Element. All Persona fusion Element 4
Perfect Design The weapon gains a +10 to attack tests and +1 damage. It may take one extra Second Tier and Third Tier Boon. All Persona fusion Quality 3
Bayonet This weapon can be used in melee, where it counts as a Power melee weapon with no upgrades. Assault Rifle, Rifle, Shotgun - Sidearm 2
Dual Set The weapon is actually two weapons, both identical in all mechanical ways. Pistol - Sidearm 3
Laser Sight The weapon gains a +10 to hit on Single Shots. All - Sight 1
Telescopic Sight The weapon increases its range by one step for the purpose of Full Aimed attacks. All - Sight 1
Marker Sight Any enemy attacked with this weapon, even if the attack misses, is marked; all allies take an extra +10 to hit the target until the start of your next turn. Assault Rifle, Rifle - Sight 2
Sniper Sight The weapon gains the Accurate and Longshot Qualities, replacing Precise. Rifle - Sight 3
Extra Grip The weapon has been modelled with an extra or 'pistol' grip, making it easier to wield with one hand. The weapon can now be fired one-handed without penalty. However, it also gains the Inaccurate quality. Shotgun, Assault Rifle, Rifle - Stock 1
Reflex Stock This weapon gains a +20 bonus when making Overwatch attacks. All - Stock 2
Stand This weapon has been fitted with a stand. When braced, burst attacks with this weapon take a +10 to hit. If the weapon is braced, you can make half moves with it without breaking bracing, and you reduce the Indirect quality to (0). Assault Rifle, Cannon - Stock 2

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Banes

Banes are a list of modifications that one can take for their weapon. They penalise the weapon in some way, but in return grant extra EP that can be spent on other categories.

  • Name: the name of the Bane.
  • Effect: The effect of the Bane. Some Banes can be purchased multiple times; if so, the max number of times will be listed here.
  • Limit: This lists the templates the Bane is compatible with; if your template isn't listed, you can't take the Bane!
  • Tier: All Banes belong to one of three tiers, with higher tiers being more powerful. Weapons cannot have more than two Second Tier Banes and more than one Third Bane. Weapons can never have more than five Banes, period.
  • EP Gain: the amount of EP gained from buying this Bane.
Name Effect Limit Tier EP Gain
Awkward Gains the Awkward (+10) Quality. May be taken twice. Launcher, Cannon First 1
Bad Grip Whenever you fail a ballistic skill test (inc. parries) with this weapon by 3 DoF or more, the weapon goes flying 1d5m in a random direction. Can't be taken with "Remote" Special. All First 1
Cumbersome Gains the Cumbersome (10) Quality. May be taken twice (becoming 20). All First 1
Damage Down -1 Damage. May be taken up to five times. All First 1
Inaccurate Gains the Inaccurate Quality. Non-Rifle First 1
Unreliable Weapon gains the Unreliable Quality (or loses Reliable instead). All First 1
Faulty Gains the Faulty Quality. All Second 2
Flesh Wounds The weapon deals -1 Lethal Damage, including with Critical Hits. All Second 2
Off-Kilter The weapon gains a -30 penalty to Critical Confirm tests. All Second 2
Overheats Gains the Overheats Quality. All Second 2
Shoddy Rounds The weapon rerolls damage dice and takes the lowest result. It cannot gain any Qualities or Specials that let it reroll damage. All Second 2
Spiteful Whenever this weapon jams or overheats, it deals a single attack against a random ally within 10m. Non-Pistol Second 2
Ungainly Gains the Ungainly Quality. Non-Pistol Second 2
Brittle Whenever this weapon jams or overheats, the weapon breaks somehow and remains unusable until repaired. Can't be taken with a Reliable weapon. All Third 3
Primitive Enemies double their AP before Pen against this weapon's attacks. All Third 3
Stumbling Whenever you fail an attack test with this weapon by 3 DoF or more, you automatically stagger yourself, and your targeted enemy gains a One More. All Third 3

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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.

Like Metaweapons, Meta Armour has four fields as well.

  • Templates are what give the armour its base statline.
  • Boons modify the armour, making it better. They do this by improving raw stats or adding Qualities.
  • Specials are upgrades or special modifiers to the armour- they're often more situational or specific than Boons.
  • Banes modify the armour by making it worse in some way, but in return grant you extra Equipment Points (EP) to spend on other fields.

You gain 4 EP to spend on your Armour. As with weapons, if and when you gain a new EP, you may choose to spend it on your Armour, in which case you can also reallocate any spent EP as well.

Templates

This field 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.
  • EP Cost: the cost in Equipment Points needed to purchase this template. Most are 0.
Name AP Body AP Legs AP Arms AP Head Qualities EP
Light Armour 2 2 2 2 Light 0
Medium Armour 4 4 4 4 - 0
Heavy Armour 6 6 6 6 Bulky (10) 1

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Boons

Boons are a list of upgrades that one can purchase for their armour. They improve the armour by boosting raw stats or adding Qualities.

  • Name: the name of the Boon.
  • Effect: The effect of the Boon. Some Boons can be purchased multiple times; if so, the max number of times will be listed here.
  • Limit: This lists the templates the Boon is compatible with; if your template isn't listed, you can't take the boon!
  • Prerequisite: Some Boons are very powerful, and require a special prerequisite to be met- often, this involves using the Item Sacrifice fusion action on a specific Persona.
  • Tier: All Boons belong to one of three tiers, with higher tiers being more powerful. Armours cannot have more than two different Second Tier boons and more than one Third boon unless they receive a certain upgrade.
  • EP Cost: the cost in EP needed to purchase this boon.
Name Effect Limit Prerequisite Tier EP Cost
AP Up +1 AP on all areas. May be taken twice. All - First 1
Sentinel Gains the Sentinel Quality. All - First 1
Slippery Gains the Slippery Quality. Light, Medium - First 1
Barrier Gains the Barrier (2) Quality at the start of each battle. May be taken three times, increasing by +1 on the 2nd and 3rd time. All - Second 2
Empowered Gains the Empowered (+1) Quality. May be taken twice. All - Second 2
Fortified Gains the Fortified Quality. All - Second 2
Inspirational Gains the Inspirational (+10) Quality. May be taken twice. All - Second 2
Intimidating Gains the Intimidating (+10) Quality. May be taken twice. All - Second 2
Invulnerable Gains the Invulnerable (+5) Quality. May be taken four times. Medium, Heavy - Second 2
Layered Gains the Layered Quality. All - Second 2
Light Gains the Light Quality. Medium - Second 2
Recoilless Gains the Recoilless Quality. All - Second 2
Reduce Weight Removes the Bulky Quality. Heavy - Second 2
Shimmer Gains the Shimmer (3) Quality. Light, Medium - Second 2
Stims Gains the Stims Quality. All - Second 2
Swift Gains the Swift (+1) Quality. May be taken twice. Light, Medium - Second 2
Chameleon Gains the Chameleon (5) Quality. Light Persona Fusion Third 3
Dreadnought Gains the Dreadnought Quality. Heavy Persona Fusion Third 3
Mental Seal You gain +30 to resist to Mental ailments. All Persona Fusion Third 3
Physical Seal You gain +30 to resist to Physical ailments. All Persona Fusion Third 3
Rejuvenating Gains the Rejuvenating (+1) Quality. May be taken twice. All Persona Fusion Third 3
Spiritual Seal You gain immunity to Spiritual ailments. All Persona Fusion Third 3

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Specials

Specials are a type of upgrade that provide specialised or situational benefits to a suit of armour. They are generally more encompassing and detailed than Boons.

  • Name: the name of the Special.
  • Effect: The effect of the Special.
  • Limit: This lists the templates the Special is compatible with; if your template isn't listed, you can't take the Special!
  • Prerequisite: Some Specials are very powerful, and require a special prerequisite to be met- often, this involves using the Itemisation fusion action on a specific Persona.
  • Category: All Specials belong to a certain category. You may only draw a maximum of one Special from each category- that is, you can't have two Specials from the same category.
  • EP Cost: the cost in EP needed to purchase this Special.
Name Effect Limit Prerequisite Category EP Cost
Grippers You gain a +20 bonus to climb tests, and enemies take a -10 penalty to taking over grapples you control. All - Arms 1
Recoil Gloves You reduce the penalty for dual-wielding, offhand wielding and one-handed Basic wielding by 10. All - Arms 1
Reinforce Arms Gain +2 AP on the arms. All - Arms 2
Safety Gauntlet The first instance of Lethal Damage per battle against your arms is negated (with your wounds reset to 0). All - Arms 2
Secret Blade Once per battle, after inflicting Lethal Damage with a melee attack, you can use your Secret Blade to increase it by +2. All - Arms 2
Blurred Hands Twice per battle, you can use your Blurred Hands to make a Feint against a single target as a free action. All Persona Fusion Arms 3
Strength Surgers Once per battle, you can use your Strength Surgers to gain Unnatural Strength (+2) for 3 rounds. All - Arms 3
Ammo Backpack You carry two extra clips of ammo for your Missile Weapon(s), for a total of five. All - Design 1
Hover Upgrade You gain the Hoverer (AB) Trait. All Persona Fusion Design 2
Juggernaut You gain +2 AP on all areas, but gain the Slow Quality. Heavy - Design 2
Ablative Plate Once per battle, you may elect to ignore a single attack, so long as its damage (after soak) does not exceed your hit location's AP*2. All - Design 3
Limited Flight You gain the Flight (AB) trait, but must expend a unit of 'fuel' to do so. You have three units of fuel, which are replenished with Lounge meditation. All Persona Fusion Design 3
Unlimited Flight You gain the Flight (AB) trait. All Persona Fusion Design 4
Blessproof Your Bless elemental attribute becomes 'Block' when wearing this armour. Overrides Weak/Neutral/Resist. All Persona Fusion Element 3
Curseproof Your Curse elemental attribute becomes 'Block' when wearing this armour. Overrides Weak/Neutral/Resist. All Persona Fusion Element 3
Elecproof Your Elec elemental attribute becomes 'Block' when wearing this armour. Overrides Weak/Neutral/Resist. All Persona Fusion Element 3
Fireproof Your Fire elemental attribute becomes 'Block' when wearing this armour. Overrides Weak/Neutral/Resist. All Persona Fusion Element 3
Iceproof Your Ice elemental attribute becomes 'Block' when wearing this armour. Overrides Weak/Neutral/Resist. All Persona Fusion Element 3
Meleeproof Your Melee elemental attribute becomes 'Block' when wearing this armour. Overrides Weak/Neutral/Resist. All Persona Fusion Element 3
Missileproof Your Missile elemental attribute becomes 'Block' when wearing this armour. Overrides Weak/Neutral/Resist. All Persona Fusion Element 3
Nukeproof Your Nuclear elemental attribute becomes 'Block' when wearing this armour. Overrides Weak/Neutral/Resist. All Persona Fusion Element 3
Psyproof Your Psy elemental attribute becomes 'Block' when wearing this armour. Overrides Weak/Neutral/Resist. All Persona Fusion Element 3
Windproof Your Wind elemental attribute becomes 'Block' when wearing this armour. Overrides Weak/Neutral/Resist. All Persona Fusion Element 3
Camo Fabric You gain a +10 bonus to stealth tests. All - Frame 1
Reinforce Frame Gain +2 AP on the body. All - Frame 2
Safety Cuirass The first instance of Lethal Damage per battle against your body is negated (with your wounds reset to 0). All - Frame 2
Self-Repairing Break effects against you reduce their effect by 2 (min. 1). All - Frame 2
Shadowed Weave So long as you are in cover, ranged attacks against you take a -20 penalty to their attack test. Light, Medium - Frame 2
Breather Your helmet provides 10 minutes of air to you, allowing you to swim under water or ignore harmful gases. This air replenishes with Lounge meditation. All - Helmet 1
Mind Shield Your helmet negates the first Mental ailment you suffer per battle. All - Helmet 2
Reinforce Helmet Gain +2 AP on the head. All - Helmet 2
Safety Plate The first instance of Lethal Damage per battle against your head is negated (with your wounds reset to 0). All - Helmet 2
Killer's Sight Called Shots against Analysed enemies deal +3 damage. All Persona Fusion Helmet 3
Cat's Paws You double the distance gained from leaping and jumping. All - Legs 1
Impact Absorbers You gain a +20 bonus to resisting Concussive Quality, and adds half of AP to falling damage. All - Legs 1
Reinforce Legs Gain +2 AP on the legs. All - Legs 2
Safety Bracer The first instance of Lethal Damage per battle against your legs is negated (with your wounds reset to 0). All - Legs 2
Elastic Mesh You take a +20 bonus to Acrobatics tests. When testing Acrobatics to disengage as a Half, on DoS of 4 or more it becomes a Free instead. Light, Medium - Legs 3
Lightfoot Once per battle, you can use your Strength Surgers to gain Unnatural Agility (+2) for 3 rounds. Light, Medium - Legs 3
Winged Boots You gain an extra reaction which may only be spent on dodges. Light, Medium Persona Fusion Legs 3
Perfect Fit The armour gains +1 AP on all locations. It may take one extra Second Tier and Third Tier boon. All Persona Fusion Quality 3

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Banes

Banes are a list of modifications that one can take for their armour. They penalise the armour in some way, but in return grant extra EP that can be spent on other categories.

  • Name: the name of the Bane.
  • Effect: The effect of the Bane. Some Banes can be purchased multiple times; if so, the max number of times will be listed here.
  • Limit: This lists the templates the Bane is compatible with; if your template isn't listed, you can't take the Bane!
  • Tier: All Banes belong to one of three tiers, with higher tiers being more powerful. Armours cannot have more than two different Second Tier Banes and more than one Third Bane. Armours can never have more than five Banes, period.
  • EP Gain: the amount of EP gained from buying this Bane.
Name Effect Limit Tier EP Gain
AP Down -1 AP to all areas. May be taken up to four times, but cannot be taken if AP is 0 on all araes. All First 1
CLANK CLANK You take a -20 penalty to Stealth tests in this armour. Heavy First 1
Very Flashy Enemies take a +10 bonus to hit you. All First 1
Limited Space You only have two ammo clips instead of three. Cannot be taken with 'Ammo Backpack'. All First 1
Weak Spot You gain the Weak Spot quality. All Second 2
Worthless Headgear Your armour has no AP on the head. All Second 2
Worthless Armgear Your armour has no AP on the arms. All Second 2
Worthless Leggear Your armour has no AP on the legs. All Second 2
Very Heavy You must pass a Strength test to rise from Prone when wearing this armour. Heavy Second 2
Powered This armour has a visible energy source. Called Shots may choose to target this source (which counts as hitting the body), and should they deal damage, inflict a -20 penalty on all actions you take until the end of your next turn. All Second 2
Fire Weak Your Fire elemental attribute becomes 'Weak' when wearing this armour. Overrides other sources of elemental resistance. All Third 3
Ice Weak Your Ice elemental attribute becomes 'Weak' when wearing this armour. Overrides other sources of elemental resistance. All Third 3
Wind Weak Your Wind elemental attribute becomes 'Weak' when wearing this armour. Overrides other sources of elemental resistance. All Third 3
Elec Weak Your Elec elemental attribute becomes 'Weak' when wearing this armour. Overrides other sources of elemental resistance. All Third 3
Psy Weak Your Psy elemental attribute becomes 'Weak' when wearing this armour. Overrides other sources of elemental resistance. All Third 3
Nuke Weak Your Nuke elemental attribute becomes 'Weak' when wearing this armour. Overrides other sources of elemental resistance. All Third 3
Bless Weak Your Bless elemental attribute becomes 'Weak' when wearing this armour. Overrides other sources of elemental resistance. All Third 3
Curse Weak Your Curse elemental attribute becomes 'Weak' when wearing this armour. Overrides other sources of elemental resistance. All Third 3
Melee Weak Your Melee elemental attribute becomes 'Weak' when wearing this armour. Overrides other sources of elemental resistance. All Third 3
Missile Weak Your Missile elemental attribute becomes 'Weak' when wearing this armour. Overrides other sources of elemental resistance. All Third 3

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