Before long, characters accumulate massive amounts of gil to help purchase items that can be used to best defend themselves against the dangers that await them in their travels. This chapter covers just that - from the lowliest cloth armor to the powerful Excalibur.
While most equipment generally comes from over-the-counter sales the best and most unique items will often take more effort to obtain - be it slaying dangerous creatures, infiltrating deadly locations, or synthesizing numerous materials. This equipment’s relative power level is denoted by its tier that ranges from 1-8; 1 and 2 often being standard general fare found nearly everywhere while 8 tends to be weapons or armor only spoken of in legends. Tier 8 Equipment therefore always has the ‘Indestructible’ item property, only ever broken in extreme circumstances. When making equipment, they often have certain amounts of properties based on these levels and can have properties of their Tier or lower.
Characters generally have four basic equipment 'slots' which can be filled by various items over the course of the game - in the FFd6, such items are said to be ‘equipped’, and allow the character to benefit from any and all properties they offer. These slots are Left Hand, Right Hand, Armor, and Accessory. One Hand might hold a single weapon, shield, relic, or an item, but never multiple things at the same time. There are also Huge Weapons, a special type of weapon that is wielded in Two Hands. Armor is, of course, the garments and protective gear described later in this chapter, and again, only one type of armor may be worn at a time; a character may not, for example, don a set of robes over heavy plate in order to gain the benefits of both. Accessory is a catchall category for the enchanted rings, pendants, headgear, gauntlets, boots and other items that can be equipped but do not require a hand to wield. A character can equip only one Accessory at a time to receive the benefits of it.
Changing equipment is usually done out of battle but a character may use a Standard action to swap weapons, shields, or relics if they so wish (keep in mind that any equipment properties that can be used once per combat can still only be used once per combat - even if a new weapon of the same type is equipped).
Sometimes an ability or summon will ask for your character’s standard weapon or equipment tier; this number is equal to one-fourth your level, rounded up. A 11th-level character generally will have Tier 3 equipment while a 26th level character would have Tier 7 equipment.
All other items which a character may have stocked in his or her pockets, bags and backpack is known as a character’s Inventory. In this inventory a character can generally have up to 10 different types of consumables at once.
Beyond the equipment purchased during character creation, a character may have a few Key Items of sentimental, plot-related, or personal value -- a signet ring passed down from generation to generation; the key to floor 23 of a magical academy; a necklace or locket given to them from a loved one; a lucky coin or talisman; in short, anything that does not have a price tag but still holds some importance.
While most equipment generally comes from over-the-counter sales the best and most unique items will often take more effort to obtain - be it slaying dangerous creatures, infiltrating deadly locations, or synthesizing numerous materials. This equipment’s relative power level is denoted by its tier that ranges from 1-8; 1 and 2 often being standard general fare found nearly everywhere while 8 tends to be weapons or armor only spoken of in legends. Tier 8 Equipment therefore always has the ‘Indestructible’ item property, only ever broken in extreme circumstances. When making equipment, they often have certain amounts of properties based on these levels and can have properties of their Tier or lower.
Characters generally have four basic equipment 'slots' which can be filled by various items over the course of the game - in the FFd6, such items are said to be ‘equipped’, and allow the character to benefit from any and all properties they offer. These slots are Left Hand, Right Hand, Armor, and Accessory. One Hand might hold a single weapon, shield, relic, or an item, but never multiple things at the same time. There are also Huge Weapons, a special type of weapon that is wielded in Two Hands. Armor is, of course, the garments and protective gear described later in this chapter, and again, only one type of armor may be worn at a time; a character may not, for example, don a set of robes over heavy plate in order to gain the benefits of both. Accessory is a catchall category for the enchanted rings, pendants, headgear, gauntlets, boots and other items that can be equipped but do not require a hand to wield. A character can equip only one Accessory at a time to receive the benefits of it.
Changing equipment is usually done out of battle but a character may use a Standard action to swap weapons, shields, or relics if they so wish (keep in mind that any equipment properties that can be used once per combat can still only be used once per combat - even if a new weapon of the same type is equipped).
Sometimes an ability or summon will ask for your character’s standard weapon or equipment tier; this number is equal to one-fourth your level, rounded up. A 11th-level character generally will have Tier 3 equipment while a 26th level character would have Tier 7 equipment.
All other items which a character may have stocked in his or her pockets, bags and backpack is known as a character’s Inventory. In this inventory a character can generally have up to 10 different types of consumables at once.
Beyond the equipment purchased during character creation, a character may have a few Key Items of sentimental, plot-related, or personal value -- a signet ring passed down from generation to generation; the key to floor 23 of a magical academy; a necklace or locket given to them from a loved one; a lucky coin or talisman; in short, anything that does not have a price tag but still holds some importance.
Properties
There are many different equipment properties. Each heading consists of a property name (such as Lucky or Indestructible), as well as a second heading that notes if the property can be given to a Weapon, Armor, Shield, a Consumable such as a potion or food, Relics, or an Accessory.
Many items on this list can apply to multiple types of equipment, and note that weapon properties cannot ‘stack’ unless explicitly stated – for example, a character could not have Humanoid Killer on both his Weapon as well as his Accessory in order to gain the effects of it multiple times. Likewise, such effects cannot occur simultaneously. For example, a character may not use both Lightning Strike and Fire Strike simultaneously to do both types of elemental damage; he must choose one or the other before attacking. If a character is dual wielding and each weapon has the Spellburst property, they may only cast one of the two spells on a critical hit. And so on.
Some properties have different tiers as well. These still do not stack; the higher tier property is used in place of the lower tier property of the same name.
Many items on this list can apply to multiple types of equipment, and note that weapon properties cannot ‘stack’ unless explicitly stated – for example, a character could not have Humanoid Killer on both his Weapon as well as his Accessory in order to gain the effects of it multiple times. Likewise, such effects cannot occur simultaneously. For example, a character may not use both Lightning Strike and Fire Strike simultaneously to do both types of elemental damage; he must choose one or the other before attacking. If a character is dual wielding and each weapon has the Spellburst property, they may only cast one of the two spells on a critical hit. And so on.
Some properties have different tiers as well. These still do not stack; the higher tier property is used in place of the lower tier property of the same name.
Currency
The Gil (g) is the standard currency of the Final Fantasy universe. Generally, a single gil piece is pocket change, but prices fluctuate wildly from world to world - and even from region to region - in accordance to the demands of scarcity and prosperity.
Countries and nations tend to mint their own individual gil currency; while these may be known by particular names within that country, at the end of the day, a gil is a gil is a gil - lightweight, easy to spend, and readily accepted the world over. The latter is due to the gil's composition; traditionally, a gil piece is made of pure gold - indeed, the name 'gil' itself plays on this tradition. Changing times and growing populations may force governments to 'water down' the currency, however, replacing the scarcer material with more common metals such as bronze and silver. Paper bills are also increasing in popularity as an easily-concealable alternative to the bulky, often inconvenient coins. Where such changes take place, they usually do so on a worldwide scale, ensuring a continued and universal acceptance for the currency.
As characters upgrade to better equipment, they may wish to sell their older gear to merchants. These will typically pay 50% of the listed price for items, though this may be adjusted downward for wear and tear - or any number of other factors - at the GM's discretion. For example, a dagger purchased for 700g would only be worth 350g if sold, provided it was still in good condition at the time. Broken equipment can generally only be sold for a fraction of its original cost. Sometimes a good Mercantile or Acting check may be able to increase this sell value however.
Countries and nations tend to mint their own individual gil currency; while these may be known by particular names within that country, at the end of the day, a gil is a gil is a gil - lightweight, easy to spend, and readily accepted the world over. The latter is due to the gil's composition; traditionally, a gil piece is made of pure gold - indeed, the name 'gil' itself plays on this tradition. Changing times and growing populations may force governments to 'water down' the currency, however, replacing the scarcer material with more common metals such as bronze and silver. Paper bills are also increasing in popularity as an easily-concealable alternative to the bulky, often inconvenient coins. Where such changes take place, they usually do so on a worldwide scale, ensuring a continued and universal acceptance for the currency.
As characters upgrade to better equipment, they may wish to sell their older gear to merchants. These will typically pay 50% of the listed price for items, though this may be adjusted downward for wear and tear - or any number of other factors - at the GM's discretion. For example, a dagger purchased for 700g would only be worth 350g if sold, provided it was still in good condition at the time. Broken equipment can generally only be sold for a fraction of its original cost. Sometimes a good Mercantile or Acting check may be able to increase this sell value however.
Shops
No matter where you are in the world, specialized stores exist for nearly every form of merchandise imaginable - even in the remotest regions, small traders and traveling merchants will be more than happy to do business with anyone able to afford their goods. Sample types characters may run into over the course of their adventures include:
Weapon Stores stock weapons of all shapes and sizes. A good portion of these stores manufacture their inventory in-house, incorporating separate forges and workshops beneath the premises.
Armor Stores cover Armor of every type, from Light cloth robes to Heavy plate and shields. As with Weapon Stores, it is not uncommon to find skilled metalworkers attached to the store's premises, producing goods for sale.
General Stores service the population at large, selling recovery and support Items as well as miscellaneous equipment. In smaller towns, a General Store may also stock a limited selection of basic weapons and armor if no other stores in the area sell them.
Relic Stores tend to be rarer fixtures in settlements; most of their stock comes from items recovered by adventurers and explorers. As the name implies, they deal in curios and unusual items, including both Accessories and Relics of all shapes and sizes.
Bazaars are stores with a twist – you never know quite what you're going to get. Generally only found in larger cities, bazaars offer a wide range of strange and unusual goods, ranging from genuine rarities and powerful artifacts to the buffed-up junk sold by unscrupulous con men looking to make a quick Gil. Unlike normal shops, players don't come to a bazaar with a shopping list – rather, they will get a number of purchase options, each given a description rather than a firm name. A Tier 3 bow found in a town bazaar might be described as 'a well-polished ancient crossbow, shining like the sun,' while an Arcane weapon may be called 'an iron-shod stick made of durable wood.' There are generally only three ways to positively identify a good: buy it, make a successful Mercantile roll with the appropriate modifiers, or find some way to get the truth out of the bazaar proprietor – assuming even he knows the item’s true worth.
So why bother with bazaars? Not only do they hide some amazing pieces of gear, bazaar goods can save players some coin, assuming they're careful enough to avoid the scams – that 'bag of ten dusty bottles with illegible labels' retailing for 50gil could be a budget-priced pack of potions... or simple colored water. Because the GM decides what's on offer, it can be difficult to achieve the right balance between money-wasters and genuinely good buys – aim for unpredictability, but let the players score some bargains if they play their cards right.
Auction Houses are the preferred haunts of the noble and well-to-do. They allow selected members of the public to bid on a variety of rarities and antiquities. Generally speaking, ordinary equipment and items are unlikely to end up on the auction block – what's up for grabs tends to run the gamut from useless bric-a-brac like model airships and collectible porcelain to dungeon keys and artifacts of mystic significance. Auction house items can easily be the start of a great adventure or change the course of the current one, but they’re rarely found outside of major cities. Even then, access isn't a given – some houses may only cater to the upper classes, making it difficult for rough-and-tumble adventurers to get in without the right connections.
Weapon Stores stock weapons of all shapes and sizes. A good portion of these stores manufacture their inventory in-house, incorporating separate forges and workshops beneath the premises.
Armor Stores cover Armor of every type, from Light cloth robes to Heavy plate and shields. As with Weapon Stores, it is not uncommon to find skilled metalworkers attached to the store's premises, producing goods for sale.
General Stores service the population at large, selling recovery and support Items as well as miscellaneous equipment. In smaller towns, a General Store may also stock a limited selection of basic weapons and armor if no other stores in the area sell them.
Relic Stores tend to be rarer fixtures in settlements; most of their stock comes from items recovered by adventurers and explorers. As the name implies, they deal in curios and unusual items, including both Accessories and Relics of all shapes and sizes.
Bazaars are stores with a twist – you never know quite what you're going to get. Generally only found in larger cities, bazaars offer a wide range of strange and unusual goods, ranging from genuine rarities and powerful artifacts to the buffed-up junk sold by unscrupulous con men looking to make a quick Gil. Unlike normal shops, players don't come to a bazaar with a shopping list – rather, they will get a number of purchase options, each given a description rather than a firm name. A Tier 3 bow found in a town bazaar might be described as 'a well-polished ancient crossbow, shining like the sun,' while an Arcane weapon may be called 'an iron-shod stick made of durable wood.' There are generally only three ways to positively identify a good: buy it, make a successful Mercantile roll with the appropriate modifiers, or find some way to get the truth out of the bazaar proprietor – assuming even he knows the item’s true worth.
So why bother with bazaars? Not only do they hide some amazing pieces of gear, bazaar goods can save players some coin, assuming they're careful enough to avoid the scams – that 'bag of ten dusty bottles with illegible labels' retailing for 50gil could be a budget-priced pack of potions... or simple colored water. Because the GM decides what's on offer, it can be difficult to achieve the right balance between money-wasters and genuinely good buys – aim for unpredictability, but let the players score some bargains if they play their cards right.
Auction Houses are the preferred haunts of the noble and well-to-do. They allow selected members of the public to bid on a variety of rarities and antiquities. Generally speaking, ordinary equipment and items are unlikely to end up on the auction block – what's up for grabs tends to run the gamut from useless bric-a-brac like model airships and collectible porcelain to dungeon keys and artifacts of mystic significance. Auction house items can easily be the start of a great adventure or change the course of the current one, but they’re rarely found outside of major cities. Even then, access isn't a given – some houses may only cater to the upper classes, making it difficult for rough-and-tumble adventurers to get in without the right connections.
Proficiency
Proficiency represents the training and experience used to properly use a weapon or armor. A character who doesn’t have access to the weapon or armor category they are trying to equip CAN still attempt to use such equipment (including dual wielding), though the penalties will generally outweigh the benefits of doing so.
A character who wears a type of armor their Job doesn’t provide access to or has a weapon equipped they’re not trained with suffers a -2 penalty to their ACC and AVD scores until the start of their next turn, and a -2 penalty to opposed checks. They also do not gain access to any of the beneficial properties the weapon or armor would otherwise offer. This effect stacks.
A character who wears a type of armor their Job doesn’t provide access to or has a weapon equipped they’re not trained with suffers a -2 penalty to their ACC and AVD scores until the start of their next turn, and a -2 penalty to opposed checks. They also do not gain access to any of the beneficial properties the weapon or armor would otherwise offer. This effect stacks.