This section deals with equipment- the items that you use in your adventures. Having the right mix of equipment to suit your needs can be the difference between success and failure, life and death.

Equipment is broken up into three categories for the sake of bookkeeping- weapons, armour and gear. Weapons are used primarily to harm things, armour keeps you safe, whilst gear covers a very broad field of equipment, from clothes to books to grappling hooks to potions.

Equipment Quality

Not all items are created equal. Two longswords can be worlds apart in quality- one a fine, well-balanced thing, the other awkward and top-heavy. To that end, all items come in three levels of quality: Poor, Average and High.

  • High is the best quality of item. For many items, high quality means aesthetic as well as efficacy improvements. High Quality weapons deal +1 damage and +10 to hit. High Quality armour improves AP on all covered areas by 1 and reduces the Bulky quality by 10. High Quality gear can have various effects. High quality items increase their value by half, to a minimum of 10.
  • Average is the usual quality of item. It is the default quality.
  • Poor is the lowest quality of item. Poor Quality weapons take a -10 penalty to hit; melee weapons degrade their handling whilst ranged weapons gain the unreliable Quality (If they already have Unreliable, then they jam on any failed attack test). Poor Quality armour gains the Weak Spot Quality; if it already has it then it reduces AP in all areas by 1. Poor Quality gear functions as Average, but might have situational penalties or be more prone to breaking on a bad roll. Poor Quality items reduce their Value by half, to a maximum of -20.

Carrying Equipment

By and large, the game doesn't demand a strict adherence to weight or encumbrance limits. It is assumed that you can carry a suit of armour, several weapons, ammunition and various other tools without too much hassle. In situations outside of this reasonable limit, you may consult the 'lifting' chart in the Miscellaneous Rules page.


Weapons are used to harm others. They come in two categories: Melee weapons, which use WS and attack adjacent targets; and Ranged weapons, which use BS and attack distant targets.

Weapons may have the following fields: Name, Class, Range, Rate of Fire, Reload Time, Clip, Damage, Penetration, Qualities, Value.

  • Name: The name of the weapon.
  • Class: The 'class' of weapon, which usually determines wielding properties, such as how many hands and other things.
  • Range: The range of the weapon. Melee weapons are assumed to have a range of 'Adjacent', and so do not have this field.
  • Rate of Fire: A ranged weapon field which determines the maxmimum number of hits the weapon makes with the Burst attack actions. It is given like this: (X)/(Y)/(Z), with X being a single shot (noted by S), Y being semi-auto, and Z being full auto. If a weapon cannot fire in this mode, then that number is replaced with a dash: -. (Note that if you fire a weapon on Burst, you subtract the max amount from your remaining ammo, regardless of how many attacks hit.)
  • Reload Time: A ranged weapon field which determines how many actions have to be spent reloading the weapon. A Half Action reload time means the weapon requires you to spend a half action to reload. A Full Action requires a full action (or two half actions, spread across turns), and so on.
  • Clip: A ranged weapon field which determines how many shots you can make with the weapon before it requires a reload.
  • Damage: The amount of damage a weapon deals. Melee weapons add Strength Bonus to their damage.
  • Penetration: The amount of AP a weapon ignores on a hit.
  • Qualities: the special Qualities the weapon possesses. These are drawn from the Quality List.
  • Value: How expensive or difficult-to-find the weapon is, with higher being rarer. This is important for the Acquisitions Phase of the Party Management and Realm Management systems.


Melee Weapons are close combat weapons, used to attack enemies right next to you. They can be devastating, as they add your Strength Bonus to the damage dealt.

Melee Weapons have four types of classes: Unarmed, One Handed, Two Handed and Vehicle.

  • Unarmed Weapons, which are often gloves or knuckles, are worn over the hand. This means the hand can be used to carry something else.
  • One Handed Weapons require you to use a whole hand to carry the weapon. Nothing else can be held in that hand.
  • Two Handed Weapons require you to use two whole hands to carry the weapon. Nothing else can be held in either hand.
  • Vehicle Weapons cannot be wielded in the hand (unless the hands are exceptionally huge!), but instead must be mounted on a vehicle chassis.

Melee weapons are broadly divided into the following families of weapon: Axes, Swords, Hammers, Polearms, Staves, Shields and Unarmed.

  • Axes are heavy, unsubtle weapons. They are good at dealing high damage, but tend to have poor handling.
  • Swords are balanced weapons, good at both offense and defense. They have good handling, but can be somewhat more expensive than other weapons.
  • Hammers are offensive weapons. They excel at bypassing an enemy's defenses or knocking an enemy off-balance.
  • Polearms are a mix of offense and defense. They gain bonuses against larger foes, making them good for hunting monsters or cavalry; they also are decent at fighting Hordes. However, they often require two hands to wield.
  • Staves are defensive weapons. They don't do much damage, but they're quick and cheap. They're often used as a base for enchantment.
  • Unarmed weapons are used primarily to augment someone's unarmed attacks. They tend to be lightweight.
  • Shields are not exactly 'weapons', although they're treated as they are. Shields improve one's defenses.
  • Siege Weapons are amongst the largest weapons- for melee, this means the venerable Battering Ram.

Crafting Melee Weapons usually requires the Trade (Armourer) skill.

Name Class Dam. Pen. Qualities Value
Axe One-Handed 1d10+3 R 0 Brutal, Tearing; Unbalanced 20
Greataxe Two-Handed 2d10+3 R 2 Devastating (2), Savage; Unwieldy 40
Dagger One-Handed 1d5 R 0 Light; Poised, Storm 10
Misericorde One-Handed 1d5 R 0 Light; Cruel 20
Bayonet One-Handed 1d10+1 R 0 Unbalanced -
Rapier One-Handed 1d10 R 0 Accurate, Balanced 50
Sword One-Handed 1d10+1 R 0 Balanced, Proven (4) 30
Greatsword Two-Handed 2d10 R 1 Cleaving, Proven (3) 50
Club One-Handed 1d10+1 I 0 Crushing; Unbalanced 10
Mace One-Handed 1d10+2 I 0 Crushing, Exposing; Unbalanced 20
Hammer One-Handed 1d10+2 I 0 Cracking (2), Crushing; Unbalanced 20
Flail One-Handed 1d10+2 I 0 Crushing, Flexible; Unwieldy 30
Warhammer Two-Handed 2d10+1 I 2 Concussive, Cracking (3), Crushing; Unwieldy 40
Spear One-Handed 1d10+1 R 0 Anti-Large (2), Devastating (2) 10
Lance One-Handed 1d10 R 0 Devastating (2), Lance; Unwieldy 20
Pike Two-Handed 1d10+4 R 0 Anti-Large (2), Devastating (2), Reach (2); Unbalanced 20
Halberd Two-Handed 2d10+2 R 2 Anti-Large (4), Devastating (4), Tearing; Unwieldy 50
Staff One-Handed 1d10 I 0 Defensive 5
Knuckles Unarmed +1 0 Unarmed 10
Small Shield One-Handed 1d5-2 I 0 Shield (1); Defensive 10
Kite Shield One-Handed 1d5 I 0 Shield (2); Defensive 20
Tower Shield One-Handed 1d10 I 0 Shield (3); Defensive; Awkward (10) 30
Siege Weapons
Battering Ram Vehicle 3d10+5 I 10 Inaccurate, Ungainly, Unwieldy -

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Ranged weapons are used to hit enemies from a (presumably safe) distance. This distance allows someone with a ranged weapon to safely attack others without fear of harm- except from another ranged weapon.

The 'Value' field for many of these weapons lists a 'per x' addition- this means that for every acquisition, you gain so many of these items. This is usually for things such as throwing weapons or grenades.

Ranged weapons have six classes: Thrown, Grenade, Pistol, Basic, Heavy and Vehicle.

  • Thrown weapons are held in one hand, but are thrown at the enemy rather than fired. They can be used as a melee weapon in combat, and add your SB to the damage dealt.
  • Grenade weapons are held in one hand and are thrown at the enemy. They explode on impact (and are thus obviously not reusable). A missed grenade scatters.
  • Pistol weapons are wielded with one hand, and can be used in melee, although they lose the Point Blank attack bonus. Nothing else can be held in that hand.
  • Basic weapons are wielded with two hands, and cannot be used in melee. Nothing else can be held in either hand.
  • Heavy Weapons are wielded with two hands, cannot be used in melee, and take a -30 penalty to attack tests unless you use the 'Brace' action first. Nothing else can be held in either hand.
  • Vehicle Weapons cannot be wielded in the hand (unless the hands are exceptionally huge!), but instead must be mounted on a vehicle chassis. A missed vehicle projectile scatters.

Ranged weapons are broadly divided into the following families of weapon: Bows, Crossbows, Guns, Explosives and Siege Weapons.

  • Throwing weapons are thrown- they are often more easily concealed than other ranged weapons, and have a great benefit from adding SB to damage.
  • Bows are accurate. They can be easily reloaded and have decent range. The 'clip' for bows refers to the quiver, not the arrow on the line.
  • Crossbows pack a heavy punch and are reliable. They are slow to reload, but capable of inflicting brutal injuries.
  • Guns are the most powerful ranged weapon. Their high damage and penetration, plus favouring the Felling Quality, makes them excellent for killing heavily armoured targets and monsters. However, they are inaccurate, noisy, fiddly and very expensive.
  • Explosives are very powerful weapons, offering a mix of damage and utility.
  • Siege Weapons are amongst the largest weapons, and are designed primarily around battering down walls and hitting formations. Trying to hit one person with one of these is not going to go well, but if it works, that person is probably dead.

Crafting Ranged Weapons requires the Trade (Armourer) skill, although Guns and Siege Weapons require Tech Use and Explosives require Demolitions.

Name Class Range Rate of Fire Reload Time Clip Damage Pen. Qualities Value
Throwing Knife Thrown SB*4 - - - 1d5 R 0 Fast 20 for 5
Javelin Thrown SB*4 - - - 1d10 R 0 - 10 for 5
Bolas Thrown SB*4 - - - 1d5 I 0 Immobilising 30 for 5
Bow Basic Medium (60m) S/-/- Half Action 20 1d10+3 R 0 Precise, Snapshot 20
Longbow Basic Long (100m) S/-/- Full Action 10 1d10+5 R 2 Accurate, Keen 50
Hand Crossbow Pistol Close (30m) S/-/- Full Action 1 1d10+4 R 0 Reliable 30
Crossbow Basic Medium (60m) S/-/- 3 Half Actions 1 1d10+5 R 2 Reliable, Tearing 40
Repeating Crossbow Basic Medium (60m) S/3/- 3 Half Actions 6 1d10+5 R 1 Tearing 60
Arbalest Heavy Long (100m) S/-/- 2 Full Actions 1 2d10+2 R 4 Brutal, Vorpal (-1) 60
Pistol Pistol Close (30m) S/-/- Full Action 1 1d10+5 I 2 Felling (2); Inaccurate, Unreliable 50
Revolving Gun Pistol Close (30m) S/-/- 2 Full Actions 3 1d10+5 I 2 Felling (2); Inaccurate, Unreliable 80
Blunderbuss Basic Close (30m) S/-/- 2 Full Actions 1 1d10+5 I 2 Scatter; Felling (3); Inaccurate, Unreliable 60
Carabine Basic Close (30m) S/-/- 2 Full Actions 1 1d10+5 I 4 Carbine; Felling (3); Inaccurate, Unreliable 70
Musket Basic Medium (60m) S/-/- 3 Full Actions 1 1d10+6 I 4 Felling (3), Tearing; Inaccurate, Unreliable 60
Rifled Musket Basic Very Long (150m) S/-/- 4 Full Actions 1 2d10+4 I 8 Accurate, Felling (4); Unreliable 100
Fire Bomb Grenade SB*4 - - - 1d10+5 E 3 Burning; Overheats 30 for 3
Frag Grenade Grenade SB*4 - - - 2d10 X 0 Blast (4) 30 for 3
Smoke Grenade Grenade SB*4 - - - - - Smoke; Blast (6) 40 for 3
Siege Weapons
Ballista Vehicle Very Long (150m) S/-/- 4 Full Actions 1 3d10 R 10 Line; Devastating (10), Felling (6), Savage; Inaccurate, Ungainly -
Trebuchet Vehicle Siege (300m) S/-/- 6 Full Actions 1 3d10 I 30 Concussive, Indirect (6), Longshot, Proven (4); Cumbersome (20), Inaccurate, Ungainly -
Field Cannon Vehicle Very Long (150m) - 4 Full Actions 1 3d10+4 I 15 Line; Concussive, Devastating (20), Felling (8); Inaccurate, Ungainly, Unreliable -
Bombard Vehicle Siege (300m) - 10 Full Actions 1 6d10 I 50 Concussive, Longshot, Proven (5); Cumbersome (20), Faulty, Inaccurate, Ungainly, Unreliable -

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Weapon Upgrades

Weapon upgrades are special modifications that change how a weapon behaves, typically for the better. Like equipment, upgrades have a Value, and need to be acquired through the Acquisitions phase, and count as using up a Supply usage. However, there are a few differences here which modify the acquisition.

  • Upgrade Value is actually added onto the Value of the weapon you want to upgrade. This reflects you finding the upgrade itself as well as someone with the skills to make the necessary change. If you intend to add the upgrade yourself, however, then you just use the Value given in the Weapon profile. To attach an upgrade to a weapon, you need some time (a few minutes to a few days depending), before making a valid skill test (often Trade (Armourer)), using the upgrade's Value as a penalty.
  • When acquiring a weapon, it is possible to acquire a version of the weapon or piece of armour with the desired upgrade already attached. You add the Upgrade's value onto the weapon as normal.
  • You may attempt to acquire a maximum of 3 pre-existing upgrades on a new weapon. You do not add all upgrades' Value to the weapon; instead, you simply add the Value of the most expensive Upgrade.
    • Certain upgrades can be recycled (ie removed from a piece of equipment and placed in another), which requires a test as above. Recyclable upgrades will be marked with '{R}' in their names.
  • Upgrades have an Effect, a Equipment Type and an Upgrade Type. Effect details what the upgrade does, Equipment details the type of equipment it can be applied to, and Upgrade Type details what sort of Upgrade it is- a piece of equipment cannot have more than one Upgrade with the same Upgrade Type (ie. no having two 'barrel' modifications).

Weapon Upgrades

Name Effect Weapon Type Upgrade Type Value
Melee Upgrades
Fitted Design This modifies the weapon to be perfectly fitted to the user's grip and style. On acquiring this upgrade, the weapon becomes fitted for one person: when they wield this weapon they upgrade its Handling, but anyone else who wields it actually degrades its Handling. Any - 10
Sacred Inscriptions This inscribes holy symbols and passages of the user's faith onto the weapon's edge. This makes the weapon difficult to touch or even fearful to certain fell creatures. The weapon gains the Bane (Demonic, Unholy) Qualities. Any - 40
Serrated Edge This crafts the weapon's edge into a wicked serrated design. The weapon gains the Tearing Quality; if it already has the Tearing Quality, then it gains the Brutal Quality instead. Any Rending Blade 30
Needle Point This hones the weapon's point to be fine and sharp. The weapon gains the Precise Quality. Any Sword Blade 20
Collapsible Blade This redesigns the weapon so that the blade can collapse into itself and then into the handle. Attempts to find the weapon when it is concealed take a -20 penalty, and a +10 bonus to hit during Surprise Rounds. 1H Swords Design 40
Grip Guards This modifies the weapon's grip, adding guards and even straps that bind the weapon to the wielding hand. Attempts to disarm this weapon take a -20 penalty, and if you are in a situation where you would accidentally drop the weapon (such as through a critical damage effect) you instead retain it. Any Grip 20
Shortened Form This shortens the weapon, reducing its striking force but making it easier to conceal and throw. The weapon reduces its damage by 1, but now counts as a Thrown weapon with SB*4 range. 1H Weapon Size 20
Expanded Size This expands a shield's cover area, increasing its Shield quality by 1. Furthermore, the shield now covers against hits against the head and body as well as the arm. However, the wielder takes a -10 penalty to WS and BS tests with both hands. Shields Size 20
Heavier Model The weapon's pure weight is increased, increasing its sheer stopping power at the cost of handling. It gains +2 damage, but degrades its handling (gaining Unbalanced if it doesn't have any handling-type Qualities.) Any Weight 20
Lighter Model The weapon is lightened, making it easier to wield but diminishing its killing power. It loses -2 damage, but improves its handling (gaining Balanced if it doesn't have any handling-type Qualities.) Non-Shield Weight 20
Ranged Upgrades
Sacred Inscriptions This inscribes holy symbols and passages of the user's faith onto the weapon's edge. This makes the weapon difficult to touch or even fearful to certain fell creatures. The weapon gains the Bane (Demonic, Unholy) Qualities. Any - 40
Extended Launcher The weapon's launcher (such as the staff of the bow or the barrel) is lengthened, which extends its range but makes it that much more awkward in close quarters. The weapon increases its range by one step and gains the Longshot Quality. Bows, Crossbows, Guns Launcher 20
Fluid Action The weapon's components have been carefully designed for precise action and cleanly lubricated. When fired on Burst, the weapon gains +2 DoS, but takes an extra half action to load. Gun Design 40
Telescopic Sight {R} The weapon's been fitted with a telescopic sight, which allows it to make longer shots that much easier. The weapon reduces the penalty for firing at Long or longer range by 10, so long as it is benefitting from an Aim action first. Gun Sight 30
Bipod {R} A two-legged stand that can be attached to a weapon, improving its accuracy at the cost of mobility. The weapon can be braced essentially anywhere. When the weapon is braced, it has a firing arc of 90 degrees and its range increases by one step (to a max of Extreme). Basic or Heavy Crossbow, Gun Stand 30
Tripod {R} A two-legged stand that can be attached to a weapon, improving its accuracy at the cost of mobility. The weapon can be braced essentially anywhere. When the weapon is braced, it has a firing arc of 180 degrees, its range increases by one step (to a max of Extreme) and it gains the Rapid Fire Quality. Basic or Heavy Crossbow, Gun Stand 40
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. Basic Crossbow, Gun Stock 20
Fitted Stock The weapon's stock has been exactingly fitted to match the intended user's arm and aim. On acquiring this upgrade, the weapon becomes fitted for one person; when they wield this weapon, it gains the Precise Quality or an extra step of range (to a max of Extreme) if it already has Precise. Any Stock 40
Bayonet Socket The weapon's stock has been modified to include a bayonet. The weapon can now be used as a melee weapon, where it has the 'Bayonet' statline. Gun Stock 30

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Ranged weapons require ammunition to operate. Often, each ranged weapon has a standard type of ammunition it uses, which is treated as the default for the weapon, ie. The weapon, fired with that ammunition, produces effects as per its standard profile. However, many specialised ammunition types exist, allowing weapons to expand and fill a greater role to suit the need.

  • Like weapons, ammo has to be acquired through the Purchases phase and count as using up a Supply usage. However, each purchase usually acquires multiple clips of the desired ammo type. When purchasing an ammo type, you need to select the specific weapon type as well (eg. Bolt Action Rifle).
  • On purchasing a ranged weapon, you can also purchase custom ammo for it, which follows the same rules for purchasing upgrades, treating the ammo as an upgrade.
  • It's assumed that you can replenish your stocks of 'regular' ammo more or less endlessly between Chapters, so you don't need to expend purchases buying new regular bullets for your guns.
  • Ammo has an Effect, a Weapon Type and a Value. Effect details what the upgrade does, Weapon details the type of Weapon it can be applied to, and Value details both the Supply Level you need to buy it as well as the number of clips you get per purchase.
  • A weapon's clip must consist of only one type of ammo- it can't be mixed. Switching the type of ammo being used mid-combat requires reloading the weapon.
Name Effect Weapon Type Value
Regular Ammo The standard ammunition varies from weapon to weapon, but nonetheless is considered plentiful enough to acquire without trouble. This varies from weapon to weapon. Any -
Barbed Arrow Barbed Arrows have wicked barbed, broad heads that twist and rip as they enter a target, causing massive internal bleeding. The weapon gains the Crippling Quality and loses Primitive. Bow, Crossbow 30 for 10 Arrows
Blunt Arrow Blunt Arrows have a flat, blunt head, which minimises the damage it can deal. The weapon loses 1 damage and gains the Disabling Quality. Bow, Crossbow 10 for 10 Arrows
Explosive Arrow Explosive Arrows are designed to penetrate a target before exploding. They're unreusable, but devastating. The weapon gains the Tearing (or Savage if they already have it), Quality, loses Primitive and changes it damage type to Explosive. Bow, Crossbow 30 for 10 Arrows
Fire Arrow Fire Arrows use chemical mixtures- from advanced alchemical substances to oil-soaked rags- to ignite. The weapon gains the Burning Quality. Bow 20 for 10 Arrows
Rope Arrow Rope Arrows are attached to a spool of rope (with a length equal to the weapon's stated range). The weapon gains the Inaccurate Quality, but now trails a rope behind it that, should it hit a stationary target (eg top of a wall) allows for easy climbing. Bow 20 for 10 Arrows
Signal Arrow Signal Arrows have normal tips, but rather the shaft of the arrow is designed to ignite and burn brightly using chemicals. On striking a target, the arrow burns very brightly, illuminating the area around it for about ten metres and is easily visible. Bow, Crossbow 30 for 10 Arrows
Toxic Arrow Toxic Arrows are treated with one of the various poisons lethal to humans- they have limited effect on more exotic targets, but left untreated they can easily kill a man. The weapon gains the Toxic (20) Quality. Bow, Crossbow 30 for 10 Arrows
Water Arrow Water Arrows are fitted with a blunt, water-filled capsule that explodes on impact. It does no damage to targets, but splashes whatever it hits with water, allowing it to put out small fires or other such things. Bow, Crossbow 20 for 10 Arrows
Exploding Shot Exploding artillery shot is a risky, finnicky thing, that explodes on impact. The attack gains Blast (5). Siege Engine 60 for 5 Shot
Grapeshot A lethal mix of ammunition designed to wipe out infantry formations at close range. The attack gains the Wave Quality, but loses all Penetration. Field Cannon 60 for 5 Shot

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Armour is used to protect your body from blows.

Armour provides armour points (AP) to various points of the body (the body, legs, arms and head). These points can be used to mitigate damage- incoming damage is reduced by TB and AP.

Armour can also have special properties, which are in the Qualities section. These are drawn from the Armour Qualities section here: Quality List.

You can stack multiple types of armour over each other if you wish; however, you only take the AP of the highest armour.

Armour that provides an AP of 4 or higher on an area is considered to be 'heavy', and provides a -30 penalty to Stealth tests whilst wearing it unless it has the Light quality.

Crafting Armour requires the Trade (Armourer) skill.

Name Body Legs Arms Head Qualities Value
Generic Armours
Leather Greaves - 2 - - - 10
Leather Gloves - - 2 - - 10
Leather Cap - - - 2 - 10
Leather Cuirass 2 - - - - 10
Leather Outfit 2 2 2 2 - 20
Padded Armour 3 3 3 - Layered 20
Halfplate Cuirass 4 - - - Bulky (10), Weak Spot 30
Plate Greaves - 4 - - - 25
Plate Gauntlets - - 4 - - 25
Helmet - - - 4 - 25
Plate Coat 5 - - - Light 40
Plate Harness 6 6 6 6 Fortified; Bulky (20), Weak Spot 50
Rare Armours
Collegiate Cuirass 4 - - - Barrier (4) 60
Black Lion Armour 8 8 8 8 Intimidating, Invulnerable (20), Fortified; Bulky (20), Weak Spot 80
Shrine Knight Harness 7 7 7 7 Inspiring, Intimidating, Empowering (1), Fortified; Bulky (10), Weak Spot -
Sky Legion Harness 7 7 7 7 Intimidating, Fortified, Light -
Telmenite Harness 7 7 7 7 Spiritual (10), Fortified, Clarity; Bulky (10), Weak Spot -

Rare Armour descriptions below.

  • Collegiate Cuirass: A type of light plate cuirass made by the mage-smiths of Gariland College. Apart from a well-made design that covers weak spots and reduces the weight, the cuirass also has a protective enchantment that amplifies the density and strength of the armour. The enchantment can be dispersed with a solid-enough strike, but is strong enough to deflect many lighter strikes.
  • Black Lion Armour: Layers of custom-made plate mail, over which is worn a black fur cloak. Black Lion Armour is worn by the Black Lions of Zeltennia, the Duchy's elite military order. Zeltennia is a land often under siege by the demonic threat, and so the Black Lions favour use of the sturdy halberd. Since the halberd leaves them unable to wield a shield, they use this fearsome, ultra heavy armour for extra protection.
  • Shrine Knight Harness: A suit of plate mail exclusively made for the militant arm of the Victorian Church, the Shrine Knights; the plate is covered in small etchings of religious symbols and blessings. Offering all the usual protections of plate harnesses, the armour is also lighter. Furthermore, blessings and holy magic have been imbued into the armour. These blessings turn the Shrine Knight into an inspirational presence on the battlefield, whilst also imbuing them with a degree of holy strength. Shrine Knight Harnesses are made custom to the original owner, and anyone else who uses it counts it as though it were ordinary Plate Harness.
  • Sky Legion Harness: A suit of sleek, shaped plate mail with a short cape of white feathers and a helm that reminds one of a bird in flight. Bethla guards the heart of Ivalice from the demonic armies of Limberry, and leading that defense are the Sky Legion. Bethla's most elite force, the Sky Legion is made up entirely of Dragon Knights who use their gifts to launch daring raids on enemy formations before retreating behind their legendary walls. To this end, the Sky Legion wear these exquisite harnesses, shaped around the body of the wearer. This grants the proper wearer great flexibility and grace in the armour, allowing the Sky Legionnaires to act freely. Shrine Knight Harnesses are made custom to the original owner, and anyone else who uses it counts it as though it were ordinary Plate Harness.
  • Telmenite Harness: A suit of well-made plate armour, worn with a white battle robe. The Holy Order of St. Telmen serve as one part of the military arm of the Faran Orthodoxy: specifically, as the shock troops and frontal combat fighters. This armour, however, is relatively new. It is based off old designs, but incorporates special blessings and enchantments that keep the mind clear and free of confusion whilst also repelling harmful curses and influence. This change occurred after one of the order's greatest champions fell to the beguiling influence of the Lucavi. Telmenite Harnesses are made custom to the original owner, and anyone else who uses it counts it as though it were ordinary Plate Harness.

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This section deals with gear- the vast array of tools, items and miscellanea that often help round out an Adventurer's kit.

Gear is variable and a broad category. In fact, the items shown below should not be assumed to be an exhaustive list, and if you want something that isn't on the list, asking the GM about it might yield a result as well.

Unlike Weapons or Armour, Gear can have many different effects based on quality. To this end, the High Quality category exists to detail what bonus effects come from owning an item of such high quality.


Clothing is worn over the body, sometimes under armour, sometimes over. It's divided into five categories: Regular clothing, combat clothing, mage outfits, cloaks, and boots. The rule of thumb is that you can only wear one type of clothing from each category at once.

Most clothing is made using the Trade (Tailor) skill.
Name Subname Effect High Quality Value
Regular Clothing
Set of Clothing (Common Examples below) Regular clothing, whether for work or something else; includes shoes, underwear etc. Clothing varies widely across Ivalice and Ordalia; some are simple work affairs found across the continent, but others have more regional influences, and some are only seen in the lavish courts of power. Ultimately, most clothing is Abundant availability, but rarer and more expensive items will have correspondingly lower Availability, decided by the GM. A sample of some clothing items is below. Purely aesthetic benefit. 10
- Work Clothes Regular work clothes by someone in a profession, differing somewhat depending on the trade itself- blacksmiths often wear aprons or overalls, for example. Generally the design is quite the same across the continent but subtle differences in style, colour and make can provide information to the careful eye. Purely aesthetic benefit. 10
- Priestly Garb This represents the garb worn by one of the clergy of Ivalice and Ordalia, often of fine quality and easily distinctive; usually includes some sort of ceremonial hatwear. Wearing it identifies one as a priest in a very open fashion. Purely aesthetic benefit. 30
- Courtly Dress This represents high-quality garb worn in one of the great courts of the continent; it is often of high quality, with even the 'average' suit proving far more impressive than the clothing of a commoner. In some places, the courtiers must spend a great deal of time maintaining their wardrobe as fashions ebb and flow. Purely aesthetic benefit. 40
Foul Weather Gear (Common Examples below) Clothing made for specific climes, and a favourite of anyone who has to travel through such places. Although they come in various forms, the most common are made for cold weather and hot climes. You designate the climate on creation; wearing this garb grants you a +10 bonus to resisting negative environmental effects from the weather etc. in that climate. The bonus increases to +20. 20
- Cold Weather Cold weather gear, often including a good deal of padded gear and especially furs. Popular for anyone living in the mountain regions, and almost every day wear in Deloro and Belen. - -
- Desert Gear Made for travelling in the hot desert. Often this garb comes in the form of loose linen robes and headwraps that keep in the cool and catch a breeze whilst also being able to shield the mouth and eyes from sandstorms. - -
Combat Clothing
Hook Garb - A hook garb consists of an outfit with small barbed hooks fitted through the fabric. Although dangerous and impractical in some ways, for those who know what they're doing, a Hook Garb can be a great boon. This requires Agility 45 to wear properly; so long as you are wearing this, and not wearing armour, you gain a +10 to grapple tests and deal +1 damage with Unarmed Attacks. You increase the grapple test bonus to +20; attempts to grapple you take a -10 penalty. 40
Fleeting Suit - A generic name for a light, airy garment, sometimes open, sometimes not. The unifying trait is that these outfits are light and easy to move in, deliberately made to be nonrestrictive and give the wearer the impression of speed. They're often used for combat, where their qualities can frustrate those trying to land a proper blow. So long as you are wearing this, and not wearing armour, you gain a +10 to dodge tests. You may, once per combat, make a Dodge test without using a Reaction. 30
Shimmer Garb - A Shimmer garb is made using rare techniques and dyes that result in an outfit that is rather bewitching to the eye- and baffles it as well. Although not particularly suited for stealth, it is quite easy to dazzle opponents up close with garments such as this. So long as you are wearing this, and not wearing armour (or some other covering garment), you take a -10 penalty to Stealth tests. However, you always gain the two-to-one Ganging Up bonus against an enemy in melee, even if they are immune to the bonus. The Ganging-Up bonus becomes three-to-one instead, and the garment is so cunningly made that it no longer applies a penalty to stealth. 50
Mage Outfits
Adept Robes - Many mages sport these helpful robes, which are particularly of use to trainee mages. The sleeves and chest of these robes are embroidered with special symbols and writing that allow the Mage, if the mage can see them, to better focus their spells. Adept Robes have to be custom made for a Mage, which makes them rare; on creation, select three spells (two if poor quality); so long as you are wearing the robe, you gain a +10 bonus to activation tests with the chosen spells. You may choose five spells instead of three. 50
Shield Robes - These enchanted mages are a favourite all across the continent, especially with travelling mages or others. They possess special enchanted symbols that, reacting to the instincts of the mage's body, generate a magic field around them in times of danger. Once per encounter, at any time during a battle (even after an attack is rolled but before damage is rolled), you can activate the Shield Robe, which instantly generates a copy of the 'Shield' Dimension spell on you that lasts for one turn. It treats your MR as the spell's MR. The Shield lasts for 3 turns. 70
Warmage Robes - Warmages are often found on the front lines, devastating the enemy with their powerful spells; naturally, it is in their best interests to try to boost their damage power whenever possible. The fabric of this robe is thus lined with special patterns and embroideries that allow a Mage to 'channel' destructive energy through. So long as you are wearing this robe, and are not wearing armour, you count your MR as being +1 for the purposes of Attack type spells. You increase the bonus to +3 MR. 70
Cloaks and Mantles
Field Cloak Environment type ('forest', 'desert' etc) Field cloaks are popular garments, often worn by hunters, rangers and travellers. Designed of rugged material and designed for a specific climate, Field Cloaks allow the wearer the ability to blend in somewhat with their surroundings. So long as you are wearing this Field Cloak in a matching environment, and you are not wearing Awkward armour, you take a +10 bonus to Stealth tests. If you are in cover in one of these environments, then ranged attacks (other than point-blank ones) against you treat you as being one Distance step further away than you really are. You increase the Stealth bonus to +20. 30
Blend Cloak - Made of a blend of extremely rare materials, techniques and dyes, chameleon cloaks possess the ability to shift their colours subtly to blend in with their surroundings. They count as Field Cloaks (with a +20 bonus to Stealth instead of +10), but are appropriate to all environments. You increase the Stealth bonus to +30. 60
Mithweave Mantle - Mithweave Mantles are made through extremely rare techniques; unlike most garments, they are made of thin woven mithril strands, giving it a soft, lustrous appearance whilst actually being highly rugged. Mithweave Mantles reduce the penetration of all incoming attacks by 2. You gain the Shimmer (2) Armour Quality. 80
Germinas Boots - Named after Mt. Germinas, these boots are designed for excellent traction in mind and offer the wearer a sure step. When wearing these boots, you gain a +20 bonus to difficult terrain tests and Climb tests. You increase the bonus to +30. 40
Feather Boots - Despite their gaudy, white-feather coated design, winged boots are considered highly valuable for many adventurers, who find in them the ability to mimic a Dragon Knight, at least a little. Once per encounter, you can use the Germinas Boots to make a Boosted Jump. The boots provide you with the Hoverer (AB/2) Trait. 70

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Tools are used to improve one's skills or the environment around them. They are divided into Adventuring Tools, Books, Containers, Kits, Magic Items and Travel Aids.

Adventuring Tools help with environmental problems. They usually can be made by using either the Trade (Smith) skill or the Survival skill.

Books help one to learn skills quicker. They can be made by using the Trade (Author) skill, so long as you also have the skill the book is intending to impart.

Containers hold items, allowing people to move goods without fuss. They can be made by the Trade (Tailor), Trade (Smith) or Trade (Carpenter) skills depending on the item in question.

Kits improve various crafting skills. They can be made via the skill they improve.

Magic Items help spellcasters focus their powers. They can be made with the Spellcasting skill.

Travel Aids are used to help navigate the world. They can be made with the Navigate skill, the Trade (Cartographer) or Tech Use skill as appropriate.

Name Subname Effect High Quality Value
Adventuring Tools
Grappling Hook - Grappling Hooks are metal hooks attached to the end of ropes. They can be thrown long distances with the intent to catch them on a solid surface, allowing someone to climb the now fastened rope. Hooks can be set with a WS, BS or Strength test, where they have a natural throwing range of SB*5 metres. Best Quality hooks almost never tear loose from the rope and are very good at digging themselves into ever harder surfaces. 20
Lantern - Lanterns are useful metallic items, within which oil burns, producing light. Lanterns produce light in a 15 metre radius; the oils last for one hour. Oil stores can be replenished without making a requisition test, so long as you are somewhere where lantern oil is sold. Illuminates up to 30 metres in radius. 20
Lockpick - Lockpicks are small tools designed to, obviously, pick locks. Without such tools as these, a would-be thief would have to rely on improvised tools, which often impose penalties. You gain a +20 bonus to Security tests when picking locks. 15
Rope - Strong, sturdy rope which can be attached to things to make them easier to abseil or climb down, as well as generally keeping things together. Rope finds intense use on sailing vessels. Ropes come in bundles of 40m. Best Quality ropes are highly well-made and almost never break or un-knot themselves. 15
Torch - A stick of wood topped with oil-soaked rags. Although cities and houses prefer candles and lanterns, out in the wilderness, torches are somewhat popular among those too poor for lanterns due to their ubiquity and use. Torches produce light in a 10 metre radius, and can be used as an improvised weapon, where they count as having the Flame quality. A torch lasts for 10d6 minutes. - 10
Book - Books are highly useful, containing a good deal of information. Books are divided into a handful of subtypes for ease of bookkeeping (literally), but each book does the same thing: possessing a book in an appropriate skill provides one extra success towards the Skill Training Free Time Action, and for Lore skills, consulting a book on that topic refreshes your ability to make a Lore test about the same subject twice. Finally, if you do not have the skill, then owning and consulting the book allows you to act as though you did. Best Quality books add 3 Successes instead of 1, and owning them provides, once per day, a +10 bonus to a test in that skill -
- Book of Learning A Book of Learning covers a single Lore specialisation, or the Commerce and Logic skills. - 30
- Book of Navigation A Book of Navigation covers a single Navigate specialisation. - 30
- Book of Faith A Book of Faith represents the holy texts of a religion; unlike normal books, owning a book of your own faith treats adds DoS when using the Suppress Disorder Personal Action. - 30
- Dictionary A Dictionary covers a single Linguistics specialisation. - 40
- Guild Book A Professional Guide covers a single Trade specialisation. - 30
- Medical Coursebook A Medical Coursebook covers the Medical skill. - 50
- Technical Textbook A Technical Textbook covers a single Operate specialisation, or the Tech Use skill. - 50
- Lady Garcian's Commentaries on the Twelfth March War A military memoir about the legendary Lady Garcian and her campaigns during her tenure as Lord Protector of Bethla, it is fondly regarded not only for its direct prose and concise accurate descriptions of the events around the Battle of Sacred Triumph but also for being a collection of her own notes on the conduct of war. This book counts as a High Quality Book of Learning that covers the Lore (Tactics, Bethlan Military) skills. - 60
- Master Ren's Omnibus Possunt Tankus, Vol.1 A rare and particularly difficult to read book that revolves around defensive combat. Nothing is known about the author. It counts as a Best Quality book that covers the Dodge and Parry skills. - 80
- Sir Takerath's A New Republic A voluminous and particularly well-regarded book written by Sir Jude Takerath, Prime Minister and founding father of the Enavian Republic. In it he charts his struggles that had to be overcome in the forging of the Republic, including Vaserian stubbornness and a major Demon army in Yorenai. Despite featuring prominently in the events, Takerath is very matter-of-fact about his own role. This book counts as a High Quality Book that covers the Lore (Administration, Enavia, Law) skills. - 80
Bookset Small, Medium, Large Booksets are a collection of books, often themed around a certain topic but not always. Booksets exist to make it easier to find and keep track of large quantities of books. They come in multiple sizes, which measures how large the collection is. When deciding to purchase a bookset, you decide which books are involved; this can make the purchase more difficult if the books are rare. - -
- Small Small Booksets contain no more than 5 books, and no book can have a value higher than 60. - As per the rarest book+20
- Medium Medium Booksets contain no more than 10 books, and no book can have a value higher than 60. - As per the rarest book+30
- Large Large Booksets contain no more than 20 books, and no book can have a value higher than 60. - As per the rarest book+40
Backpack - A sturdy backpack, designed to be worn snugly over the shoulders. Backpacks can carry up to roughly 30kg of weight in narrative terms, with six slots for consumable items to be stowed safely. However, taking anything from a Backpack is a Ready Full Action. Backpacks may not be worn with Combat Vests. Can hold +20kg and +2 consumables 20
Combat Vest - A cleverly made vest that fits snug over the body, laden with hoops and binds for holding items. Up to three one-handed items may be stowed on a Combat Vest, and may be withdrawn as a Ready Half Action. Combat Vests may not be worn with Backpacks. Can hold +2 items, and withdrawing from them is a Ready Free Action. 30
Concealed Holster - These pouches are designed to conform to the wearer's body in order to provide an unremarkable and diminuitive profile. They are capable of holding a single small (knife-sized or pistol) weapon, worn under clothing. Attempts to detect a weapon hidden in a concealed holster take a -20 penalty, but withdrawing a weapon from the holster is a Ready Full Action. The detection penalty becomes -30 30
Trunk - A large and sturdy travelling trunk, designed to carry a good deal of goods; too bulky and heavy to carry by oneself, a trunk can carry up to 200kg of weight in narrative terms. Taking anything from a trunk is a Ready Full Action. Can hold +100 kg. 30
Acting Kit - A kit of makeups, dyes and other assorted tools that are often used in the acting trade to help acquire a certain look. However, they also have a more dubious use, as many of the tools that can be used to get into character can also be used to invent a disguise. This kit comes with a set of basic makeup, skin dyes, and trivial accessories that, when used, provide a +10 bonus to disguise tests and broaden the avenues with which the skill can be used. The Acting Kit's components may be refilled without making a requisition test, so long as you are somewhere where Acting Kits can be found. The disguise bonus becomes +20 30
Alchemy Kit - A kit of various alchemical equipment, most commonly a pestle and mortar, but more advanced or higher quality sets may possess a balance, an alembic and other such items. Alchemy kits provide a +10 bonus to the Trade (Alchemy) skill. The test modifier bcomes +20. 30
Physician's Kit - A Physician's Kit comes with a set of bandages, alcohols, fine tools, sutures and other such equipment as a physician needs to heal an individual. Physician's Kits provide a +10 bonus to Medical Skill tests, so long as you are trained in it. It also comes with 10 uses of field sutures, which provide a +30 bonus to Medical tests to stop blood loss. These sutures can be refilled without making a requisition test, so long as you are somewhere where Physician's Kits or field sutures can be found. The Medical test becomes +20. It also comes with a single healing potion. 30
Tool Kit - A Tool Kit comes with a set of useful work tools, the most common being hammers, tongs, screwdrivers and saws, along with a handful of nuts, bolts and screws. Tool Kits provide a +10 bonus to the Tech Use and Trade (Blacksmith, Carpenter) skills. The test modifier bcomes +20. 30
Writing Kit - A Writing Kit comes with quills, inks and fine paper specialised for the use of writing. The test modifier bcomes +20. Certain kits made by particularly forward-thinking people may include unique constructions such as early fountain pens; however, these always count as adding +20 Value. 10
Magic Items
Focus - A Focus is a special item, sometimes built into a larger item (such as a staff or weapon). The item differs from mage to mage- some possess glowing crystals, whilst others might wield a wand made of the bones of a saint, or even a book. Many mages' path to magehood began with them creating or designing their Focus, then attuning to it in a long meditational ritual; as a result, they can be highly sentimental items. Each Focus is attuned to a specific mage and only that mage can use it. So long as the mage is holding their Focus in a hand when they make a Cast Spell test, they gain a +10 bonus. Purely aesthetic quality. 30
Summoner Horn - A Summoner Horn refers to a special item belonging to a Summoner. It represents a physical tether between them and their Eidolon, and was created at the time of their pacting, a 'sealing of the deal'. Despite the name, Summoner Horns are not literally Horns and can be many types of item (necklace, special coin, etc) that one can carry easily on them- they are called Horns because of an ancient legend regarding the Horned Summoners. Note that Summoner Horns can be physical mutations such as an actual, literal horn, in which case they obviously cannot be removed or hidden (without immense effort). A Summoner is best able to channel their Eidolon's power with their Horn; without it, the Summoner takes a -20 penalty to Containing the Eidolon, and their Cohesion distance is halved. - Unique
Travel Aids
Compass - Compasses are small hand-held devices which contain a needle that orients itself to the north, making it useful to discern one's heading. Navigate tests with a compass take a +10 bonus. Purely aesthetic quality. 40
Map Location Maps are highly useful in finding one's way around, although generally speaking most 'traveling maps' focus on one specific area, since detail is needed for the map to be of any use. Maps provide a +5 to +20 to Navigate tests to navigate the chosen location; the more specific the map, the greater the bonus, but also the more narrow the area covered. A map of Dorter is highly useful in navigating the city, but a map of Midoria is less so. Maps are usually of Average availability, but maps of uncharted or distant regions become appropriately harder to find. You may reroll Navigate tests for that region and take the preferred result. Maps of exceptionally high quality often contain uncommon information or unusual detail- secret paths, detailed fortifications, so on and so forth. 30
Spyglass - Spyglasses are small portable telescope-like items which are of great use when attempting to see something far away. Spyglasses reduce the penalty to sight-based Perception and Perception skill tests due to distance by 10. The penalty is reduced by 20. 40
Quadrant - A Quadrant is a tool for measuring the angle between a celestial object and the horizon, which, when combined with a knowledge of celestial Navigate, can be used to calculate latitude and longitude. Quadrants provide a +10 bonus to Navigate (Sea) tests, so long as you possess the skill. The test modifier bcomes +20, although these are quite rare and are closer to Sextants than true quadrants. 40

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Consumables are exactly that- items intended to be permanently consumed to gain some sort of effect.

There are two special mechanics in play when it comes to consumables: tolerance and addiction.

  • Tolerance. Constant exposure to certain consumables builds up a resistance to them which dulls their effects. When a character uses more than one dose of a 'Tolerance-prone' consumable in the same Chapter, they make a Toughness-10 test with an additional -10 for every use thereafter in that period. If the test fails, then the consumed item provides no effect.
  • Addiction. Certain consumables can engender an addiction within the consumer. Whenever the effects of an 'Addictive' consumable wear off, the character must take a Willpower+20 test and an Endurance (or Toughness) test. If they fail both, they become addicted: they suffer a rank of fatigue at the start of each Chapter, which may only be removed by consuming one dose of the item in question. Addicted characters always roll Tolerance tests against that consumable, and if they fail, they do not remove that rank of fatigue (and so must try to consume more to take an extra use). An Addicted character may, at the end of each Chapter, try to overcome their addiction by passing a Willpower and Endurance (or Toughness) test, both with a -30 penalty.
Name Subname Effect High Quality Value
Antidote - A catch-all restorative made from the Hemis herb that can be used to treat all kinds of terrible ailments, including poisons, venoms, and the effects of certain drugs or potions. Taking a dose of antidote will immediately end the effects (both positive and negative) of any imbibed, ingested, inhaled or injected substances, consumables, toxins etc. However, the process is quite disorientating or debilitating, potentially causing nosebleeds or vomiting; the character becomes Stunned for 1d10-TB rounds, minimum zero. The character never suffers any ill effects. 50
Battle Poison - Made from certain highly toxic animals, battle poison consists of a sickly liquid which is capable of causing massive damage when applied to open wounds. A dose of battle poison can be applied to a Rending weapon; that weapon now gains the Toxic (0) Quality for 1d5 rounds. Gains the Toxic (20) Quality and lasts for 2d5 rounds instead. 50
Coffee - A very popular drink in Warjilis and Enavia, from which it slowly spreads across the continent. Coffee has a pleasing, bitter taste and also acts as a mild stimulant. A dose of coffee removes one level of fatigue. It is a Tolerance-prone consumable, but the Toughness penalty is -20 instead of -10. It is also Addictive. Purely flavourful quality. 10
Healing Potion - A powerful medical restorative made from the leaves and pulped berries of the lacania tree, also known as Alma's Touch in Ivalice. Healing potions can seal wounds, staunch blood loss and clean an injury to prevent infection; across most of the continent, demand far outstrips supply. Once per day, a Healing Potion may be applied to various injuries and wounds as a Half Action, restoring 1d5+TB wounds and ending the Blood Loss ailment. Once per Campaign Turn, a Healing Potion may be drunk as part of the Recouperate action, in which case you heal one extra point of Lethal Damage. Healing Potions are Tolerance-prone. Restores 1d5+TB+4 wounds instead and heals two extra points of critical damage when used as part of Recouperate. Scarce (-10)
Liquor - Liquor is commonly available across Ivalice, from the sturdy beers and ales of Lesalia and Zeltennia to the wines of Gallione, Midoria and Lionel, to the spirits of Ordalia. The quality also varies widely from cheap, nasty drinks one might find in the most barebones of taverns to the rarefied vintages enjoyed only by kings and lords. This represents a single bottle of a particular liquor, and liquors have no effect beyond being, obviously, intoxicating. Consuming large amounts of liquor has a chance to make it Addictive. Purely flavourful quality. 10 to 50, depending on type
Ration Pack - Ration packs are common across Ivalice, and find much use for travelers and militaries alike. The specific content within often varies widely from region to region, but often relies on staples such as bread or rice, along with perhaps some salted fish or even meat. One ration pack contains nine meals; apart from staving off starvation, like any other food ration packs can be eaten during a 2+ hour period of rest in order to remove an extra rank of fatigue. Purely flavourful quality. 10
Sleep Poison - Sleep poison is a name given to a variety of poisons brewed from certain types of herbs. Once imbibed, the drinker quickly feels waves of fatigue crashing down on them and in many cases, soon fall asleep. For this reason, sleep poison is popular amongst plotters and rogues for all kinds of despicable deeds. On imbibing a dose of sleep poison, you make a Toughness or Endurance test; on a failure you take 1d5 levels of fatigue, +1 per Degree of Failure. Toughness/Carouse test gains a -20 penalty 30

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Properties are buildings that you own. Apart from having living space and all the familiar amenities, properties provide you with powerful benefits- but you can't take them with you.

Properties are placed in the Party's 'Home' location, and can only be used if you are at that location. Several Properties grant you an extra action which may only be spent on a specific Free Time action. Even if you have multiple Properties that provide this effect, you only gain one extra Free Time action per Chapter.

Properties can be crafted using the Trade (Architect) skill, and possibly another skill.

Name Subname Effect High Quality Value
Practice - A Practice represents a space in which a healer can accommodate sick and injured patients. A Practice counts as a well-stocked medical location, providing a +10 to Medical tests, and has enough space to house at least 20 patients; this allows you to select multiple patients when using Extended Care. They always come with a free Physician's Kit. The practice provides a +20 Medical bonus and can accommodate up to 40 patients. 60
School - A school represents a place where a learned person might teach others. Mechanically, Schools grant the owner an extra Free Time action, which may only be spent on the Train Aides action. Other Party members can use the Core Training or Skill Training actions here to gain a +10 bonus to their tests. The practice provides a +10 bonus to your Train Aides test. 60
Workshop - Workshops represent possession of a fairly well-sized, well-stocked space in which an individual can ply their trades. Mechanically, Workshops grant the owner an extra Free Time action, which may only be spent on the Craft Item action. Furthermore, you can use the Craft Item action to generate wealth; make your Trade test. On a success, you gain a Funding Advantage; on 6 DoS, you gain the Windfall advantage. You gain a +10 bonus to Craft Item tests and gain +5 permanent wealth. 60

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Vehicles are mobile machines, often used to carry things- cargo, passengers, even weaponry. Vehicles do not have craftsmanship effects.

Using a Vehicle requires having the appropriate Operate skill. The full stat sheet for vehicles may be found here: vehicles.


Wheeled vehicles like carts or wagons use wheels- sometimes two, sometimes more- usually pulled by a draught animal.

Wheeled vehicles require the Operate (Wheeled) skill to use, and can be crafted using the Trade (Carpentry) skill.
Name Subname Effect Value
Cart - A medium-sized vehicle with two wheels, usually driven by a draught animal. 20
Carriage - A wheeled vehicle driven by an animal, designed for private transport; they can sometimes be very elaborate and ornamental. 30
Wagon - A heavy-duty wheeled vehicle pulled by several animals, wagons are durable and designed for transporting in bulk along large distances. 30

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Sea vehicles are those that can travel across water, and vary from small vessels made for coastal fishing or river-travel to mighty galleons.

Sea vehicles require the Operate (Sea) skill to use, but larger vessels and longer distances might require Navigate (Sea) instead. They can be crafted using the Trade (Shipwright) skill.
Name Subname Effect Value
Boat - A boat is any watercraft small enough to by carried aboard another vessel or is light enough to be lifted out of the water. Small, often easy to handle, boats are used for a variety of purposes, such as fishing or as small ferries. 30
Caravel - A small, highly maneuverable sailing vessel, the Caravel comes with a triangular 'lateen' sail allowing it to make excellent headway against the wind; this makes the caravel a favourite for exploration. 60
Carrack - A large, square-rigged sailing vessel used primarily as a mass cargo hauler, they are highly popular in Warjilis. 80
Galleon - A three or four masted sailing ship, the galleon is the largest ship type in Ivalice. Its large bulk and excellent design make it flexible, and although many can be used as trade vessels, they are most notably used as warships by the great powers. 100
Galley - A galley is a type of ship that is mostly propelled by rowing (as opposed to ships that rely entirely on sails). Although galleys still carry sails, most of their speed comes from the oars. They are reliable and quick vessels in calmer, shallower waters such as in the Limberry Bight or the Yudoran Sea, but they suffer terribly in stormy or choppy waters and thus are rarely seen elsewhere. 60
Galleass - A galleass is a type of large galley, often used as a mass hauler or as a warship. They're highly popular in Enavia. 100

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Siege Engines

Siege Engines are powerful weapons that need to be mounted on a carriage of some kind. They are often used to attack fortifications or large massed formations. These vehicles possess the appropriate weapon.

Siege Engines require the Operate (Siege Engine) skill to use. They can be crafted using the Trade (Carpentry) skill.
Name Subname Effect Value
Battering Ram - An ancient and simple siege weapon that uses a heavy piece of wood and tension strength to batter hard surfaces, they are often used to batter open the gates of fortresses and castles. 70
Ballista - A ballista is an ancient type of siege weapon that relies on similar principles to a crossbow, albeit of a great size. Ballistas are accurate weapons and, although somewhat old fashioned, still see much service as counter-siege weapons. 70
Trebuchet - A new type of catapult that uses a clever counterweight and a sling to hurl objects over defensive walls; for most great powers, a trebuchet is considered to be the best of the best. 80

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Cannons are a type of siege engine, where they use black powder to propel large balls ('shot') at high speeds. They are unparalleled weapons of destruction. These vehicles possess the appropriate weapon.

Cannons require the Tech Use skill to use. They can be crafted using the Tech Use skill.
Name Subname Effect Value
Bombard - An extremely heavy cannon, Bombards are capable of immense damage, but their reload speeds and their weight make them impractical for any but the most intractable of sieges. 100
Field Cannon - The smallest type of cannon, and the only one halfway portable, field cannons are used primarily for field battles (as opposed to sieges), where they devastate enemy lines. 100

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Mounts are animals that are used for riding. In Ivalice and Ordalia, the Chocobo is the mounted of choice: intelligent, loyal, swift, very strong and quite delicious.

The rules on riding animals can be found here: Mounted Rules. The profiles for the animals below can be found here: Creatures.

Riding animals requires the Animal Handling (Animal in question) skill. Animal Handling is also used to raise or breed them.
Name Subname Effect Value
Draught Chocobo - Draught Chocobos are doughty, heavyset chocobos bred for pulling or carrying heavy loads; they are a most common type of Chocobo and often seen alongside travelling merchants and farmers. 40
Riding Chocobo - Riding Chocobos are bred to carry human riders swiftly and safely over long distances. 50
Warbred Chocobo - Warbred Chocobos are tough, powerful chocobos capable of bearing heavy riders at a good pace, as well as fighting fiercely by themselves. They are highly prized by fighting men, although the level of husbandry and resources needed to maintain a Warbred makes them rare creatures. 70

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