Home > Rulebook > Equipment

Weapons
Unarmed
One-Handed Melee
One-Handed Ranged
Two-Handed Melee
Two-Handed Ranged
Caster Foci
Throwing
Special
Weapon Attachments
War Machines and Siege Devices
Emplacements
Doomsday Devices
Wasp Class Machines
Titan Class Machines
Mountain Class Machines
Dragon Class Machines
Mecha Equipment
Mecha Deployables
Mecha Modifications
Vehicles And Transport
Land Vehicles
Sea Vehicles
Air Vehicles
Space Vehicles
Special Vehicles
Jump Drives
Vehicle Modifications
Vehicle Weapons
Armour and Shields
Light Armour
Medium Armour
Heavy Armour
Shields
Armour Attachments
Power Armour
Exoskeletons
Powersuits
Tankplates
Power Armour Modifications
Magi-Tech & Legendary Items
Masterwork Bonus
Enchantments
Magi-Tech Equipment
Legendary Artefacts
Goods and Services
Locks, Keys and Doors
Buildings, Houses and Furniture
Food, Drink and Confectionery
Chemicals, Poisons and Drugs

Writing, Metasphere and Technology
Animals and Hirelings
Toys and Games
Culturally Important Items

Clothing and Containers
Trade Goods, Treasure and Mercantile
Tools and Miscellaneous
Cybernetics

Equipment in Metanoia Engine is the most important for a character, their equipment is a major part of their skillset and allows them to do things that others without similar equipment could normally do.

Equipment items help you perform basic tasks, such as opening a lock, or healing yourself while resting. Having the correct equipment is needed for any adventure. You need a backpack or a container similar to store most of your items when adventuring in the depths of space. Making sure you grab everything you need while managing money is a very important skill to have, both in the real world, and the universe of Metanoia Engine.

Wealth

In Metanoia Engine, the main form of currency is known as “Cas”, spelt as CA$, abbreviated as C$ or also known as “Cassettes” or “Caspers”, This currency is typically fairly rare and can go into the decimals.

Commoners typically earn at minimum wage C$1 per month, which around 50% of the total universe’s population earns.

Starting Wealth

Adventurers typically start with a set amount of wealth to create a character and build their loadout. The wealth amounts below are what is recommended to give to your players to start, however, as the GM, you’re free to adjust this amount accordingly.

Table: Starting Wealth  
Level Starting Wealth
1 C$3
2 C$6
3 C$11
4 C$18
5 C$27
6 C$38
7 C$51
8 C$66
9 C$83
10 C$102
11 C$123
12 C$146
13 C$171
14 C$198
15 C$227
16 C$258
17 C$291
18 C$326
19 C$363
20 C$402
You can start at higher levels by following this calculation: Level started x Level started + 2  

Alternate Forms of Currency

While Cas is the main form of currency in the Metanoia Engine universe, there are alternate forms of currency, also used for trading, but typically not used by megacorporations or mainstream markets due to its unstable use. While everyone trades using Cas, not everyone trades with these other currencies.

Flops

In Use?: No Currency Conversion Rate (C$): 1 Flop = C$0.2

Credits

In Use?: Yes Currency Conversion Rate (C$): 1000 Credits = C$1

Gold

In Use?: No (Except for a few isolated groups) Currency Conversion Rate (C$): 1 Gold = C$0.5

Drachae

In Use?: Yes (by Pirates) Currency Conversion Rate (C$): 1 Drachae = C$2

Void Crystals

In Use?: No Currency Conversion Rate (C$): 1 Void Crystal = C$50

Equipment Modifiers

Some Equipment tends to have modifiers that differentiate it from other items, usually giving a bonus of some kind for the person who has the item. The modifiers of equipment normally tell those who have it what kind of role the item plays compared to other items of its calibre, maybe it could be lighter, which would be great for wielding one handed, or it could be heavy, which would be great for puzzles requiring weight or hitting an enemy. Different modifiers can show what a weapon is good at, and what a weapon is possibly bad at aswell.

Special – Item has some sort of special property not listed in the section.

Addictive – When using the item, roll the dice associated next to the addiction, on a 1, the target receives the Addiction affliction.

Fragile – If hit once, the item immediately is broken. Once hit again, it becomes destroyed.

Durable – Item has x2 Hit Points.