In addition to equipment, characters have access to a variety of defensive and offensive one-use items which can give a party a considerable edge in a fight, generally holding up to 10 different types of consumables on their person at any given time. Using a consumable takes a Standard action that can generally only target the user or an enemy/ally within a Short Range. Consumable Items are removed from the character’s Inventory once they’ve been used, vanishing into thin air. Any consumable that applies a lasting benefit generally lasts until the end of combat unless one of its properties explicitly states otherwise (or lasts until the end of the next combat if used outside of battle).
Consumable Information
Tier |
Cost |
Properties |
1 |
20 |
1 |
2 |
50 |
1 |
3 |
200 |
1 |
4 |
600 |
2 |
5 |
2,000 |
2 |
6 |
6,000 |
2 |
7 |
20,000 |
3 |
8 |
N/A |
4 |
Tier 1 Consumable Properties
- Explosive [Weapon, Armor, Shield, Relic, Consumable]: Generally a detrimental effect applied by the Inventor’s ‘Upgrade’ ability, an Explosive item that becomes Broken or destroyed – or, in the case of a consumable item, thrown – deals (User’s PWR x Item Tier) + 2d6 points of Fire or non-elemental damage, whichever is more effective, to all creatures within a Short range of it when detonated. Explosive equipment also explodes when a complication is rolled by its wielder, becoming Broken in the process. This property may only activate once per triggering action.
- HP Restore [Consumable]: When consumed, this item restores 25% of a character’s maximum HP plus their RES score.
- MP Restore [Consumable]: When consumed, this item restores 25% of a character’s maximum MP plus their MND score.
- Special Ability [Weapon, Armor, Shield, Relic, Accessory, Consumable]: The weapon possesses a unique talent outside of those described here. It may allow a character to use a Job Ability they would not normally have access to, enhance a current one, or be something altogether new. As a Special Ability could be almost anything, it is highly recommended that GMs use cautious judgment when allowing characters to purchase and describe gear with this weapon property. For example, Josh wants his character to have an arm-mounted pulse cannon, complete with a computer targeting system. After some discussion, Josh and their GM settle on the ‘Lock-On’ feature; After a foe is struck in combat by a ranged attack by Josh’s pulse cannon, the character receives a +2 temporary modifier to their ACC against that target until they miss. Special Abilities that replicate job abilities are generally at least Tier 4.
- [Status] Heal [Consumable]: When this item is ingested, it immediately heals the user of a specific status effect chosen when this item was created. The status effects the item can remove are Berserk, Blind, Confuse, Transform, Poison, Curse, Sleep, Stop, or Zombie. This property can be added multiple times, with a different status healed each time.
Tier 2 Consumable Properties
- Accurate [Weapon, Armor, Relic, Accessory, Consumable]: Equipping or consuming this item grants a +1 bonus to the wielder’s ACC score.
- Attribute Bonus [Weapon, Armor, Shield, Relic, Accessory, Consumable]: The item increases the indicated Attribute by +2 as long as it remains equipped - thus, a character with PWR 14 using a +2 PWR weapon would have an effective PWR of 16. This ability can be added multiple times and ‘stacks’ from multiple pieces of equipment. On a consumable this lasts until the end of combat.
- Avoidant [Armor, Shield, Relic, Accessory, Consumable]: Equipping or consuming this item grants a +1 bonus to the wielder’s AVD score.
- [Element]-Strike [Weapon, Relic, Accessory, Consumable]: Equipping or consuming this item makes all physical attacks deal damage as a particular element. The element is determined at the time of creation and can either be Earth, Fire, Lightning, Ice, Wind, or Water. Characters with access to multiple different Elemental Strikes – from job abilities, for example – choose one of the elements whenever they make an attack roll.
- Glowing [Weapon, Armor, Shield, Relic, Accessory, Consumable]: The item sheds a constant dim light which can be increased with a command, illuminating even the darkest of locations. Glowing equipment negates penalties caused by Difficult Terrain relating to darkness. If a consumable is used, this lasts until the end of the chapter.
- Skill Bonus [Weapon, Armor, Shield, Relic, Accessory, Consumable]: The item provides a +2 to rolls for any single skill, such as a short metal blade designed to cut purse strings and garments granting a +2 to Thievery checks. As a consumable, the bonus granted is doubled for a single use of that skill. This property cannot be used to improve a character’s Synthesis skill check, but the effects do stack.
- Spellburst [Weapon, Relic, Accessory, Consumable]: Upon a critical hit, a weapon with the Spellburst will cast a specific magical spell. The wielder may also choose to cast the spell directly from the item for no MP as a Standard Action, with a 50% chance to break the item (100% if the item is a Consumable). The spell to cast can be any Novice level White or Black magic spell. If an Indestructible item would be destroyed by forcefully using Spellburst, it does not break - however, the Spellburst property is forever removed.
- [Status] Heal [Consumable]: When this item is ingested, it immediately heals the user of a specific status effect chosen when this item was created. The status effects the item can remove are Petrify, Armor Break, Power Break, Speed Break, Magic Break, Seal, Slow, Charm, Virus, or Fear. This property can be added multiple times, with a different status healed each time.
- [Status] Inflict [Weapon, Armor, Shield, Relic, Accessory, Consumable]: On a successful attack, the character may choose to deal no damage and make an opposed Force or Finesse check. If they win, the status condition is applied to the target for the standard four rounds. If this property is part of a consumable that is ingested it automatically succeeds on targets susceptible to it without a required roll. The options for the status effect are Berserk, Blind, Confuse, Curse, Poison, Sleep, Stop, or Zombie. This property can be added multiple times, with a different status each time.
- [Status] Proof [Armor, Shield, Relic, Accessory, Consumable]: Wearing this piece of equipment confers the character Immunity to the indicated status effect. The options for the status effect are Berserk, Blind, Confuse, Transform, Poison, Curse, Sleep, Stop, or Zombie. This property can be added multiple times, with a different status immunity each time.
- [Status] Touch [Weapon, Consumable]: Whenever a successful attack is made against an enemy there is a 25% chance for that attack to inflict the indicated status effect in addition to dealing damage. The 25% chance allows the opposed roll to happen; a successful Force or Finesse roll still must be made to inflict the status effect. The options for the status effect are Berserk, Blind, Confuse, Curse, Poison, Sleep, Stop, or Zombie. This property can be added multiple times, with either the same or a different status each time.
- Transformative [Consumable]: Using this consumable mutates a creature into a slightly different form, permanently increasing two skills by 1 while decreasing two other skills by 1. These skills may still not go over a player’s skill cap.
- Variable [Consumable]: Add one additional property to the consumable, with various different effects within the category; for example, [Status] Touch, which could apply a variety of different status effects. With the Variable property, the character doesn’t need to choose the specific status ahead of time, and instead may make the decision when the consumable is used. Variable items are treated as being one Tier higher than they really are for the purposes of determining the purchase/synthesis cost.
Tier 3 Consumable Properties
- [Element] Enhancer [Weapon, Relic, Accessory, Consumable]: Any attack, Job Ability or Spell that deals elemental damage belonging to the type enhanced by the item inflicts an additional one step of damage. This cannot enhance the Holy or Shadow element.
- HP Restore [Consumable]: When consumed, this item restores 50% of a character’s maximum HP plus their RES score.
- MP Restore [Consumable]: When consumed, this item restores 50% of a character’s maximum MP plus their MND score.
- Stockpile [Consumable]: This consumable does not require an inventory item slot. Generally up to 10 types of consumables may be held at any given time.
- Supportive [Consumable]: The item adds a single random positive status effect to a character for 4 rounds. When consumed, the character rolls a d6 that determines which status is gained: A 1 is regen, 2 is shell, 3 is protect, 4 is auto-life, 5 is reflect, and 6 is haste.
- Spellburst [Weapon, Relic, Accessory, Consumable]: Upon a critical hit, a weapon with the Spellburst will cast a specific magical spell. The wielder may also choose to cast the spell directly from the item for no MP as a Standard Action, with a 50% chance to break the item (100% if the item is a Consumable). The spell to cast can be any Intermediate level White or Black magic spell. If an Indestructible item would be destroyed by forcefully using Spellburst, it does not break - however, the Spellburst property is forever removed.
Tier 4 Consumable Properties
- Discounted [Consumable]: The cost of this consumable is 25% less than its normal price.
- Remedy [Consumable]: This item immediately heals the eater/drinker of all negative status ailments except Fear. Unfortunately, some status ailments can actually prevent a character from being able to use a Remedy item; for example, a petrified target might have their mouth closed or covered, and a zombified target is often more interested in eating your brains than any other delicacy.
- Resurrection [Consumable]: When this item is ingested by an unconscious ally (no easy feat!), it immediately returns the fallen target back to 1 HP. It can be combined with the HP Restore effect to return a weakened friend back 25%/50%/100% health, instead.
- Spellburst [Weapon, Relic, Accessory, Consumable]: Upon a critical hit, a weapon with the Spellburst will cast a specific magical spell. The wielder may also choose to cast the spell directly from the item for no MP as a Standard Action, with a 50% chance to break the item (100% if the item is a Consumable). The spell to cast can be any Expert level White or Black magic spell. If an Indestructible item would be destroyed by forcefully using Spellburst, it does not break - however, the Spellburst property is forever removed.
- [Status] Proof [Armor, Shield, Relic, Accessory, Consumable]: Wearing this piece of equipment confers the character Immunity to the indicated Status Condition type. The options for the status effect are Petrify, Seal, Slow, Charm, Virus, Power Break, Speed Break, Magic Break, or Armor Break. This property can be added multiple times, with a different status immunity each time.
- Transformative [Consumable]: Using this consumable mutates a creature into a slightly different form, permanently increasing a single attribute by 2 while decreasing a different attribute by 2. These attributes may still not go over a player’s attribute limit.
Tier 5 Consumable Properties
- Accurate [Weapon, Armor, Accessory, Relic, Consumable]: Equipping or consuming this item doubles the base ACC score of the character, as found in their current job’s description.
- Avoidant [Armor, Shield, Relic, Accessory, Consumable]: Equipping or consuming this item doubles the base AVD score of the character, as found in their current job’s description.
- [Element] Enhancer [Weapon, Relic, Accessory, Consumable]: Any attack, Job Ability or Spell that deals elemental damage belonging to the type enhanced by the item inflicts an additional one step of damage. For the Holy element this also applies to recovery spells, increasing their healing by one step.
- [Element] Field [Weapon, Armor, Shield, Relic, Accessory, Consumable]: As a consumable, using this item instantly creates the appropriate Elemental Terrain type, chosen when the item is created or purchased: Fire, Ice, Wind, Water, Earth, or Lightning. The effects of this terrain last until the end of combat, and while the Elemental Field lasts, all spells and attacks of the same elemental type deal an additional two steps of damage. If this is an equipment instead, the character receives the effects of the Elemental Spikes spell for the chosen elemental type, and whenever the character scores a critical hit with a weapon with this property or suffers a critical hit with this armor, shield, or accessory, it manifests its elemental field. Relics are special, they can choose to either manifest the field when scoring a critical hit or receiving a critical hit, chosen at the time of the item’s creation.
- [Element]-Strike [Weapon, Relic, Accessory, Consumable]: Equipping or consuming this item makes all physical attacks deal damage as a particular element. The element is determined at the time of creation and can either be Holy or Shadow. Characters with access to multiple different Elemental Strikes – from job abilities, for example – choose one of the elements whenever they make an attack roll.
- HP Restore [Consumable]: When consumed, this item restores 75% of a character’s maximum HP plus their RES score.
- MP Restore [Consumable]: When consumed, this item restores 75% of a character’s maximum MP plus their MND score.
- [Status] Inflict [Weapon, Armor, Shield, Relic, Accessory, Consumable]: On a successful attack, the character may choose to deal no damage and make an opposed Force or Finesse check. If they win, the status condition is applied to the target for the standard four rounds. If this property is part of a consumable that is ingested it automatically succeeds on targets susceptible to it without a required roll. The options for the status effect are Seal, Slow, Charm, Virus, Power Break, Speed Break, Magic Break, or Armor Break. This property can be added multiple times, with a different status each time.
- [Status] Touch [Weapon, Consumable]: Whenever a successful attack is made against an enemy there is a 25% chance for that attack to inflict the indicated status effect in addition to dealing damage. The 25% chance allows the opposed roll to happen; a successful Force or Finesse roll still must be made to inflict the status effect. The options for the status effect are Seal, Slow, Charm, Virus, Power Break, Speed Break, Magic Break, or Armor Break. This property can be added multiple times, with either the same or a different status each time.
Tier 6 Consumable Properties
- Party Effect [Consumable]: This property does nothing by itself, but instead allows the wearer/user to grant all the other effects of this item to their allies. For example, a Party Effect consumable might be a banquet large enough to feed dozens, an inspiring feast before the day of battle.
- [Status] Proof [Armor, Shield, Relic, Accessory, Consumable]: Wearing this piece of equipment confers the character Immunity to the indicated Status Condition type. The options for the status effect are Fear, Stun, or Unconsciousness. Immunity to unconsciousness in this way only works on spells, attacks, or abilities that cause instant death, not for unconsciousness caused by being reduced to 0 HP. This property can be added multiple times, with a different status immunity each time.
- Spellburst [Weapon, Relic, Accessory, Consumable]: Upon a critical hit, a weapon with the Spellburst will cast a specific magical spell. The wielder may also choose to cast the spell directly from the item for no MP as a Standard Action, with a 50% chance to break the item (100% if the item is a Consumable). The spell to cast can be any Superior level White or Black magic spell. If an Indestructible item would be destroyed by forcefully using Spellburst, it does not break - however, the Spellburst property is forever removed.
- Supportive [Consumable]: The item adds a specific positive status effect to a character for 4 rounds when consumed. This ability can be added multiple times, with a different status effect chosen each time.
- Transformative [Consumable]: Using this consumable mutates a creature into a slightly different form, permanently removing a single ability they have and granting them a new ability appropriate for their current job.
Tier 7 Consumable Properties
- [Element] Field [Weapon, Armor, Shield, Relic, Accessory, Consumable]: As a consumable, using this item instantly creates the appropriate Elemental Terrain type, chosen when the item is created or purchased: Shadow or Holy. The effects of this terrain last until the end of combat, and while the Elemental Field lasts, all spells and attacks of the same elemental type deal an additional two steps of damage. If this is an equipment instead, the character receives the effects of the Elemental Spikes spell for the chosen elemental type, and whenever the character scores a critical hit with a weapon with this property or suffers a critical hit with this armor, shield, or accessory, it manifests its elemental field. Relics are special, they can choose to either manifest the field when scoring a critical hit or receiving a critical hit, chosen at the time of the item’s creation.
- HP Restore [Consumable]: When consumed, this item restores 100% of a character’s maximum HP.
- Lucky [Weapon, Armor, Relic, Accessory, Consumable]: A Lucky character has an improved chance to strike his enemies’ weak points, and the character’s critical hit rate is increased by 1. They generally roll critical hits on results of 11-12.
- MP Restore [Consumable]: When consumed, this item restores 100% of a character’s maximum MP.
- Precision [Weapon, Relic, Accessory, Consumable]: The item is both supernaturally accurate and also grants its wielder a sixth sense when it comes to avoiding attacks. The wielder of such a weapon receives a bonus to ACC equal to half their Force score and a bonus to their AVD equal to half their Finesse score.
- Skill Bonus [Weapon, Armor, Shield, Relic, Accessory, Consumable]: The item provides a +5 to rolls for any single skill. As a consumable, the bonus granted is doubled for a single use of that skill. This property cannot be used to improve a character’s Synthesis skill check, but the effects do stack.
Tier 8 Consumable Properties
- [Attribute] Boost [Consumable]: This consumable permanently increases a single attribute by 1. This boost can exceed the normal attribute cap.
- Destined [Consumable]: Consuming this item grants a single point of Destiny.
- Impervious [Armor, Shield, Relic, Accessory, Consumable]: Wearing this equipment grants the wearer the Impervious monster ability, generally reserved for bosses and their ilk. Impervious renders the wearer immune to all negative status effects other than Fear and Unconsciousness.
- Peerless [Consumable]: When this item is used, it grants the user immunity to all damage and effects caused by hostile Limit Breaks and critical hits caused by enemies.
- Spellburst [Weapon, Relic, Accessory, Consumable]: Upon a critical hit, a weapon with the Spellburst will cast a specific magical spell. The wielder may also choose to cast the spell directly from the item for no MP as a Standard Action, with a 50% chance to break the item (100% if the item is a Consumable). The spell to cast can be any Ancient level White or Black magic spell. If an Indestructible item would be destroyed by forcefully using Spellburst, it does not break - however, the Spellburst property is forever removed.
- [Status] Inflict [Weapon, Armor, Shield, Relic, Accessory, Consumable]: On a successful attack, the character may choose to deal no damage and make an opposed Force or Finesse check. If they win, the status condition is applied to the target for the standard four rounds. If this property is part of a consumable that is ingested it automatically succeeds on targets susceptible to it without a required roll. The options for the status effect are Petrify, Stun, Fear, or Death. This property can be added multiple times, with either the same or a different status each time.
- [Status] Touch [Weapon, Consumable]: Whenever a successful attack is made against an enemy there is a 25% chance for that attack to inflict the indicated status effect in addition to dealing damage. The 25% chance allows the opposed roll to happen; a successful Force or Finesse roll still must be made to inflict the status effect. The options for the status effect are Petrify, Stun, Fear, or Death. This property can be added multiple times, with the same or a different status each time.
- Supportive [Consumable]: The item adds a specific positive status effect to a character until the end of combat when consumed. This ability can be added multiple times, with a different status effect chosen each time.