Weapon Rules
Whether you’re using a gigantic two-handed plasma blade, a broken barstool, or the sound produced by a jewel-studded harp, every form of weaponry can be fit into one of the following broad categories. All weapons generally deal damage equal to (PWR x Weapon Tier) + 2d6 unless a property modifies this in some way.
Weapons have a good number of properties, making them invaluable when it comes to customizing your character’s fighting style. They also gain bonus properties, based on the type of category a weapon has, if it’s considered a Huge weapon, and whether or not it’s a Tier 8 weapon. All of these bonus properties do not count towards the property amount displayed on the Weapon Tier table.
For example, a Tier 5 Ranged weapon has two universal equipment properties as well as the Distance property described in the Ranged weapon category. If this Tier 5 Ranged weapon is a Huge weapon, it would instead have four universal properties, the Distance property, and the Heavy property.
Huge Weapons
Huge weapons are a special fighting style every class can use that allows gigantic weapons to be lifted and swung about in both hands. When using a Huge weapon a character cannot Dual Wield, cannot use a Shield, and cannot use a Relic. These weapons are always one of the above weapon categories in addition to Huge. Huge weapons also require extra supplies to make or purchase, requiring one and a half times the Gil or twice the amount of components as a normal weapon.
Huge Weapons have a special property known as ‘Heavy’ in addition to the special property of the weapon’s type. While equipped, the weapon takes up both hands and all actions that would take a Standard action now take a Slow action to resolve. The weapon however deals twice the amount of steps of damage as normal and can have twice as many properties as normal.
In addition, once per combat after making a successful attack, the wielder of a Huge Weapon may choose to make an opposed Force check. If the roll is successful, the targeted enemy suffers a Short Range knockback.
Dual Wielding
This specialized weapon training represents the ability to wield two weapons at once, one in the character’s main hand and one in their off-hand. In practice, this means a character may equip a weapon in each hand, provided a Shield or Relic is not equipped.
When two weapons are wielded the damage dealt by weapon attacks is the sum total of both weapon’s damage multiplier. For example, wielding a Tier 1 and Tier 2 Blade at the same time would deal (PWR x 3) damage with their attacks. Their attacks gain the weapon properties of both pieces of equipment, and they may also use weapon properties such as the Reliable or Crush property twice in a combat, provided they have a weapon of the same type in each hand.
Unarmed Attacks
Without a weapon of some kind characters may still make unarmed attacks as a last resort. Unarmed attacks are considered Tier 1 Brawl weapons, dealing (PWR x 1) + 2d6 damage unless an ability modifies that amount. If the character is proficient with Brawl weapons they may use the Counterattack property when unarmed, just like any other Brawl weapon would allow.
Weapons have a good number of properties, making them invaluable when it comes to customizing your character’s fighting style. They also gain bonus properties, based on the type of category a weapon has, if it’s considered a Huge weapon, and whether or not it’s a Tier 8 weapon. All of these bonus properties do not count towards the property amount displayed on the Weapon Tier table.
For example, a Tier 5 Ranged weapon has two universal equipment properties as well as the Distance property described in the Ranged weapon category. If this Tier 5 Ranged weapon is a Huge weapon, it would instead have four universal properties, the Distance property, and the Heavy property.
Huge Weapons
Huge weapons are a special fighting style every class can use that allows gigantic weapons to be lifted and swung about in both hands. When using a Huge weapon a character cannot Dual Wield, cannot use a Shield, and cannot use a Relic. These weapons are always one of the above weapon categories in addition to Huge. Huge weapons also require extra supplies to make or purchase, requiring one and a half times the Gil or twice the amount of components as a normal weapon.
Huge Weapons have a special property known as ‘Heavy’ in addition to the special property of the weapon’s type. While equipped, the weapon takes up both hands and all actions that would take a Standard action now take a Slow action to resolve. The weapon however deals twice the amount of steps of damage as normal and can have twice as many properties as normal.
In addition, once per combat after making a successful attack, the wielder of a Huge Weapon may choose to make an opposed Force check. If the roll is successful, the targeted enemy suffers a Short Range knockback.
Dual Wielding
This specialized weapon training represents the ability to wield two weapons at once, one in the character’s main hand and one in their off-hand. In practice, this means a character may equip a weapon in each hand, provided a Shield or Relic is not equipped.
When two weapons are wielded the damage dealt by weapon attacks is the sum total of both weapon’s damage multiplier. For example, wielding a Tier 1 and Tier 2 Blade at the same time would deal (PWR x 3) damage with their attacks. Their attacks gain the weapon properties of both pieces of equipment, and they may also use weapon properties such as the Reliable or Crush property twice in a combat, provided they have a weapon of the same type in each hand.
Unarmed Attacks
Without a weapon of some kind characters may still make unarmed attacks as a last resort. Unarmed attacks are considered Tier 1 Brawl weapons, dealing (PWR x 1) + 2d6 damage unless an ability modifies that amount. If the character is proficient with Brawl weapons they may use the Counterattack property when unarmed, just like any other Brawl weapon would allow.
Weapon Types
Arcane
The first selection of weapons is also the most diverse. Arcane weapons have been crafted for the magically-inclined in mind, but rarely do any two look the same. The most common Arcane weapon is a staff, a lightweight wood or metal pole that doubles as a walking stick, but this category includes everything from musical instruments to oversized bells, from living dolls to floating energy crystals, Magitek cannons to magical paintbrushes, ancient tomes to tribal drums. They are best used by characters who prefer brains over brawn, such as most mages.
Regardless of how they look, all Arcane Weapons possess the special property ‘Spell Focus.’ All damaging and healing spells cast while wielding an Arcane weapon have their damage and healing increased by one step. This spellcasting comes at a price though, making the wielder deal half damage with all weapon attacks while wielding this weapon.
In addition, once per combat a character using an Arcane weapon may activate this property as an Instant action, causing the next spell they cast to be treated as a Standard action instead of a Slow action.
Blade
The weapon of choice for adventurers everywhere. While Blades come in many shapes and sizes, from the humble longsword to the elegant rapier, or an expertly-crafted katana to wicked-looking scythes or axes, the keen edge and versatility of these weapons go a long way to accounting for their popularity. Quite a few experienced heroes have even come to think of their blades as extensions of their own bodies.
Blades possess the special property ‘Reliable,’ allowing the wielder to reroll one attack per combat and use whichever roll result they prefer.
Bludgeon
Bludgeoning weapons are much more direct compared to their bladed counterparts, using their considerable weight to cause devastating blows to their targets. Bludgeoning weapons include mauls, sledges, mallets, wrenches, and more.
Bludgeoning weapons possess the special property ‘Crush,’ allowing the wielder to ignore half of a target’s total ARM score when struck by the weapon once per combat.
Brawl
Whether a simple unarmed strike, a padded leather glove, or foot-long steel claws, Brawl weapons are specially designed to enhance hand-to-hand combat techniques.
Standard Brawl weapons possess the ‘Counterattack’ special property; Once per combat, after the character is dealt physical damage by an opponent within Short Range, they may choose to strike back with a physical Counterattack at the enemy that struck the blow. This attack has the following limitations:
Concealed
Often represented by daggers, thrown needles or a deck of sharp-edged playing cards, Concealed weapons can be easily hidden up a sleeve or underneath a cloak to give the wielder an unexpected edge in combat. Concealed weapons are generally rather small, making them nearly impossible to spot when hidden even with very high levels of Awareness. Alternatively, concealed weapons might be displayed in plain sight, posing as commonplace, innocuous items that the character’s enemies won’t even realize are a threat until it is too late.
They also possess the special property ‘Backstab;’ the first attack made each combat by a character wielding a Concealed Weapon does one additional damage step of damage and may use the wielder’s DEX attribute plus their PWR attribute to calculate the total damage dealt.
Ranged
Specializing in attacking enemies from a distance, Ranged weapons include bows, guns, juggling balls and oversized shuriken, and everything in between. Ranged weapons require their share of patience to master, but a good marksman’s ability to deal damage from a distance can prove invaluable in many situations.
Finally, they have the aptly-named weapon property ‘Distance’ which allows the character to attack enemies up to a Medium Range without penalty, and can attack foes at Long Range by taking a -4 penalty to attack rolls. Ranged weapons do not suffer any penalties for attacking flying targets.
Reach
The basic principle behind the Reach weapon is to gain an advantage over one’s opponent by keeping distance between the two of you - Spears, lances, pikes, whips, heavy chains and umbrellas are all prime examples of this type of weapon.
They possess a special property known as ‘Critical Attack.’ Reach weapons cause critical hits on attack rolls that result on a dice result of 11-12 instead of just the standard 12.
Improbable Weapons
Randomly-grabbed makeshift weapons, known as ‘Improbable Weapons’, possess the ‘Fragile’ special property; they gain the Broken weapon property as a bonus property if the user deals or is dealt a critical hit, falls unconscious, or suffers falling damage. Improbable weapons do not follow the normal weapon tier table; the damage they deal, range of targets they can hit at once, and properties associated with them vary wildly based on what the object is, how it is being used, and who’s using it. Characters are not considered proficient when wielding improbable weapons without specific items or abilities, meaning they generally have a -2 to ACC, AVD, and opposed checks when using something unsuitable as a weapon.
Some larger or more unwieldy improbable weapons may require a sufficient Force or Finesse skill check to even try to wield it as a weapon. For example, a character wishing to slice through a tree and send it falling on enemies would have to roll their Force attribute as a skill check and hope for a result of 13 or better – not an easy task for someone of moderate strength, but likely a worthwhile gamble if it pays off! And even after making the appropriate check to utilize the weapon, a standard attack action with a penalty is still required to hit the target.
Not all Improbable Weapons calculate damage with PWR – for example, it wouldn’t make much sense to factor a user’s strength into account if he’s using his airship to ram an enemy vessel. Use whatever stat you can argue is remotely appropriate – in the previous example, DEX or MND (to spot and aim towards a weak spot on the ship’s hull, for example) might be a good substitution.
The first selection of weapons is also the most diverse. Arcane weapons have been crafted for the magically-inclined in mind, but rarely do any two look the same. The most common Arcane weapon is a staff, a lightweight wood or metal pole that doubles as a walking stick, but this category includes everything from musical instruments to oversized bells, from living dolls to floating energy crystals, Magitek cannons to magical paintbrushes, ancient tomes to tribal drums. They are best used by characters who prefer brains over brawn, such as most mages.
Regardless of how they look, all Arcane Weapons possess the special property ‘Spell Focus.’ All damaging and healing spells cast while wielding an Arcane weapon have their damage and healing increased by one step. This spellcasting comes at a price though, making the wielder deal half damage with all weapon attacks while wielding this weapon.
In addition, once per combat a character using an Arcane weapon may activate this property as an Instant action, causing the next spell they cast to be treated as a Standard action instead of a Slow action.
Blade
The weapon of choice for adventurers everywhere. While Blades come in many shapes and sizes, from the humble longsword to the elegant rapier, or an expertly-crafted katana to wicked-looking scythes or axes, the keen edge and versatility of these weapons go a long way to accounting for their popularity. Quite a few experienced heroes have even come to think of their blades as extensions of their own bodies.
Blades possess the special property ‘Reliable,’ allowing the wielder to reroll one attack per combat and use whichever roll result they prefer.
Bludgeon
Bludgeoning weapons are much more direct compared to their bladed counterparts, using their considerable weight to cause devastating blows to their targets. Bludgeoning weapons include mauls, sledges, mallets, wrenches, and more.
Bludgeoning weapons possess the special property ‘Crush,’ allowing the wielder to ignore half of a target’s total ARM score when struck by the weapon once per combat.
Brawl
Whether a simple unarmed strike, a padded leather glove, or foot-long steel claws, Brawl weapons are specially designed to enhance hand-to-hand combat techniques.
Standard Brawl weapons possess the ‘Counterattack’ special property; Once per combat, after the character is dealt physical damage by an opponent within Short Range, they may choose to strike back with a physical Counterattack at the enemy that struck the blow. This attack has the following limitations:
- A Counterattack cannot be made in response to a Counterattack.
- A Counterattack cannot be a Limit Break.
- A Counterattack cannot be made by a character who is currently in the middle of a Slow Action.
Concealed
Often represented by daggers, thrown needles or a deck of sharp-edged playing cards, Concealed weapons can be easily hidden up a sleeve or underneath a cloak to give the wielder an unexpected edge in combat. Concealed weapons are generally rather small, making them nearly impossible to spot when hidden even with very high levels of Awareness. Alternatively, concealed weapons might be displayed in plain sight, posing as commonplace, innocuous items that the character’s enemies won’t even realize are a threat until it is too late.
They also possess the special property ‘Backstab;’ the first attack made each combat by a character wielding a Concealed Weapon does one additional damage step of damage and may use the wielder’s DEX attribute plus their PWR attribute to calculate the total damage dealt.
Ranged
Specializing in attacking enemies from a distance, Ranged weapons include bows, guns, juggling balls and oversized shuriken, and everything in between. Ranged weapons require their share of patience to master, but a good marksman’s ability to deal damage from a distance can prove invaluable in many situations.
Finally, they have the aptly-named weapon property ‘Distance’ which allows the character to attack enemies up to a Medium Range without penalty, and can attack foes at Long Range by taking a -4 penalty to attack rolls. Ranged weapons do not suffer any penalties for attacking flying targets.
Reach
The basic principle behind the Reach weapon is to gain an advantage over one’s opponent by keeping distance between the two of you - Spears, lances, pikes, whips, heavy chains and umbrellas are all prime examples of this type of weapon.
They possess a special property known as ‘Critical Attack.’ Reach weapons cause critical hits on attack rolls that result on a dice result of 11-12 instead of just the standard 12.
Improbable Weapons
Randomly-grabbed makeshift weapons, known as ‘Improbable Weapons’, possess the ‘Fragile’ special property; they gain the Broken weapon property as a bonus property if the user deals or is dealt a critical hit, falls unconscious, or suffers falling damage. Improbable weapons do not follow the normal weapon tier table; the damage they deal, range of targets they can hit at once, and properties associated with them vary wildly based on what the object is, how it is being used, and who’s using it. Characters are not considered proficient when wielding improbable weapons without specific items or abilities, meaning they generally have a -2 to ACC, AVD, and opposed checks when using something unsuitable as a weapon.
Some larger or more unwieldy improbable weapons may require a sufficient Force or Finesse skill check to even try to wield it as a weapon. For example, a character wishing to slice through a tree and send it falling on enemies would have to roll their Force attribute as a skill check and hope for a result of 13 or better – not an easy task for someone of moderate strength, but likely a worthwhile gamble if it pays off! And even after making the appropriate check to utilize the weapon, a standard attack action with a penalty is still required to hit the target.
Not all Improbable Weapons calculate damage with PWR – for example, it wouldn’t make much sense to factor a user’s strength into account if he’s using his airship to ram an enemy vessel. Use whatever stat you can argue is remotely appropriate – in the previous example, DEX or MND (to spot and aim towards a weak spot on the ship’s hull, for example) might be a good substitution.
Weapon Information
Tier |
Cost |
Additional Properties |
1 |
150 |
0 |
2 |
700 |
1 |
3 |
2,400 |
1 |
4 |
8,500 |
1 |
5 |
28,000 |
2 |
6 |
90,000 |
2 |
7 |
280,000 |
2 |
8 |
N/A |
3 plus Indestructible and Break Damage Limit |
Tier 1 Weapon Properties
- Auto-[Status] [Weapon, Armor, Shield, Relic, Accessory]: The item adds a single negative status effect to a character in a manner that cannot be removed through the use of Spells or Abilities such as Dispel. Negative status effect equipment has an upside; it allows the item to have two additional properties.
- Broken [Weapon, Armor, Shield, Relic]: While Broken equipment remains equipped on a character, the user cannot utilize any job ability that requires a weapon/armor (as appropriate) or calculate damage with a Weapon/Armor Tier. When wielding a Broken weapon, a character is unable to perform critical hits and they deal two fewer steps of damage on all attacks, to a minimum of one. Ruined armors, shields, and relics, are all treated as having ARM and M.ARM values of zero. Successful Synthesis checks may remove the Broken property from equipment.
- 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.
- Fragile [Weapon, Armor, Shield, Relic, Accessory]: Whenever the wearer of Fragile equipment deals a critical hit or is dealt critical damage, suffers falling damage or is reduced to zero hit points, the Fragile equipment is instantly destroyed. However, there is an upside to this; any equipment with the Fragile property gains two additional properties, and is treated as being one Tier higher than it really is for the purpose of adding properties. Fragile cannot be combined with the Indestructible property. Successful Synthesis checks may repair the destroyed equipment.
- [Maneuver] Proof [Weapon, Armor, Shield, Relic, Accessory]: This equipment grants a character immunity to a specific maneuver.
- Pugilist [Weapon, Accessory]: A character who has access to the Pugilist equipment property is skilled at fighting unarmed, equally adept into wading into a fight barehanded as a warrior armed to the teeth. Instead of unarmed attacks dealing (PWR x 1) + 2d6 points of damage, they are calculated as (PWR x Current Level’s Weapon Tier) + 2d6 instead. If both their hands are empty they may make two attacks per round as well. And finally, the user may choose to deal (PWR x Current Level’s Weapon Tier) + 2d6 points of damage when using an Improbable weapon if the size and lethality of the weapon would otherwise cause it to be calculated as less than that.
- 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.
- Unified [Weapon, Armor, Shield, Relic, Accessory]: The weapon or armor is a part of you, and it is nearly impossible to separate you from such ‘equipment’ without extraordinary means. This generally manifests as biomechanical appendages or prosthetics, such as a massive steam-powered arm or a gun replacing a hand. In more rare circumstances, this might be a powerful singing voice used as a weapon, a tattoo that infuses the character’s arms with strength, or a jewel embedded into a hero’s forehead. A Unified equipment cannot be separated from the user whether through spells, limit breaks, or Disarm attempts, though they can still be Broken (even if this manifests as a physical injury such as a damaged windpipe). Unified weapons can be automatically repaired at the start of every chapter (or, at the GM’s discretion, after several in-game days have passed) with a need for a skill check or gil investiture. The downside is that Unified equipment rarely uses any of the usual Synthesis skills to create.
- Volatile Element [Weapon, Armor, Shield, Relic, Accessory]: A volatile piece of equipment has random effects whenever a choice is to be made. At the start of each combat with a volatile equipment, roll a d6. All other properties that this equipment has that are based on a single element are now a different element based on the die roll- 1 for fire, 2 for ice, 3 for lightning, 4 for earth, 5 for water, and 6 for wind. Volatile properties are free properties- they do not count towards the normal property amount for a piece of equipment when chosen.
Tier 2 Weapon 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.
- [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.
- Duality [Weapon]: A Duality weapon is a weapon that is made of two unique weapon types, which gives it the standard properties of both. The character must be able to wield at least one of those weapon types to have proficiency with the weapon. Duality may also be used to instead grant the weapon ARM or M.ARM equal to the same amount that would be gained by a Shield or Relic of the same tier as the item.
- 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.
- Impact [Weapon, Relic]: Whenever the character targets an opponent that’s protected by a non-magical barrier of some sort – such as being encased in a vehicle or hiding behind a thick stone wall – they may make a Force check to destroy that object as part of the attack roll. If the Force check succeeds, they are able to damage your opponent normally AND your damage step for the attack is increased by one as your opponent is showered in debris.
- Inspirational [Weapon, Armor, Shield, Relic, Accessory]: The equipment can inspire others to greatness on the character’s behalf. When the character deals damage they may choose to do half damage instead. If they do so a single ally of their choice gains a +2 bonus to ACC and AVD until the end of the round.
- [Monster] Eater [Weapon, Armor, Shield, Relic, Accessory]: Whenever a character equipping a weapon with this ability slays a monster of the appropriate type, the wielder gains back an amount of HP and MP equal to the amount of damage done in the same round. This ability can be added multiple times, with a different Monster Eater each time.
- MP Damage [Weapon, Relic, Accessory]: Rather than doing normal damage, each successful Attack made inflicts 50% damage to the target's HP and 50% to its MP. If the target does not have an MP score, then this weapon property is ignored and all combat damage is dealt to HP, as normal.
- Sentient [Weapon, Armor, Shield, Relic, Accessory]: The weapon or piece of equipment has a mind of its own, capable of forming – and often, voicing! – its own opinions. While a loudmouthed spear with a heavy accent and a hatred for stealthy approaches might not always be the most beloved traveling companion, having an extra set of eyes (or whatever!) is always beneficial. Whenever the character fails an Alertness skill check, they may re-roll the check with a total bonus equal to the tier of the Sentient equipment.
- 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. Thisroperty cannot be used to improve a character’s Synthesis skill check, but the effects do stack.
- SOS-[Status] [Weapon, Armor, Shield, Relic, Accessory]: The item adds the indicated Status Condition to the character using it if they are reduced to 25% of their maximum Hit Points during the course of a battle. Status Conditions added in this manner cannot be removed through the use of Spells or Abilities such as Dispel; they will only be canceled if the character's current Hit Points are raised beyond 25% of their maximum value or the battle ends. The exception to this is SOS-Auto-Life, which cancels as normal if used to resurrect the character and will not be re-added for the remainder of that battle. This property can be added multiple times, with a different SOS-Status each time.
- Specialized [Weapon, Armor, Shield, Relic, Accessory]: The character using this equipment gains a +2 bonus to opposed rolls when using one specific maneuver.
- 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] 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] 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.
- Volatile Status [Weapon, Armor, Shield, Relic, Accessory]: A volatile piece of equipment has random effects whenever a choice is to be made. At the start of each combat with a volatile equipment, roll a d6. All other properties that this equipment has that are based on a single status are now a different element based on the die roll. If the status is positive then a 1 is regen, 2 is shell, 3 is protect, 4 is auto-life, 5 is reflect, and 6 is haste. If the status is negative then a 1 is poison, a 2 is blind, a 3 is seal, a 4 is berserk, a 5 is confuse, and a 6 is slow. Volatile properties are free properties- they do not count towards the normal property amount for a piece of equipment when chosen.
Tier 3 Weapon Properties
- Alchemist [Weapon, Relic, Accessory]: A character who possesses this property uses healing items with more potency, treating that item’s HP or MP Restore property as though it was 2 tiers higher. For example, an item that normally restores 25% health restores 50% instead, an item that restores 50% MP now grants 75% instead, and so on.
- Chosen [Weapon, Shield, Relic]: A chosen piece of equipment will immediately return to the hands of the character when disarmed or thrown.
- [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.
- Indestructible [Weapon, Armor, Shield, Relic, Accessory]: Equipment with this ability cannot be destroyed with normal means. No forge can reshape them, no spell or attack can break them. In some rare cases, such items CAN be destroyed, but the means to do so are usually campaign-based. Indestructible cannot be combined with the Fragile property and all Tier 8 Equipment automatically gains this property as a bonus property.
- Joined [Weapon]: A pair of weapons that each have the joined property can be combined into a single weapon and used by a creature who dual wields, allowing them to still gain the damage and property benefits of dual wielding while holding the weapon in one hand. A Huge weapon cannot have the Joined weapon property and joining or unjoining a weapon in this way is an Instant action that can be used once per round.
- [Monster] Killer [Weapon, Relic, Accessory]: All damage done to creatures of the appropriate type is increased to 200%, whether magical or physical in nature. This property can be added multiple times, listing a different type of monster each time.
- Pacifist [Weapon]: This weapon does an additional one step of damage with healing spells but passively grants the wielder of the weapon the Power Break status.
- 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 Weapon Properties
- Ability Refresh [Weapon, Relic, Accessory]: This equipment is made with a specific ability in mind that can normally only be activated once per combat. Once per chapter this piece of equipment may be used to refresh that ability, allowing a second use of it in combat as an Instant action.
- Attuned [Weapon, Relic]: This equipment does an additional one step of damage with spells.
- Destructive [Weapon, Shield, Accessory]: While equipped the character has a +4 bonus to destroy objects using Force checks.
- Follow-Through [Weapon]: On a successful Critical Hit, the wielder may make another immediate attack action on the original target, or on a second target within Short Range of the first. Follow Through will not activate again if this second attack is a Critical Hit. Limit Breaks do not activate Follow Through.
- Gemini [Weapon]: A Tier 4 Gemini weapon is a weapon that can swap between 2 different modes. Upon creation of a Tier 4 Gemini Weapon two weapons are created that may or may not be of the same weapon type, both of which must have this property. The character may freely switch between these as a Standard action.
- Refined [Weapon, Relic]: This equipment does an additional one step of damage with physical attacks.
- 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.
- Volatile Element [Weapon, Armor, Shield, Relic, Accessory]: A volatile piece of equipment has random effects whenever a choice is to be made. At the start of each combat with a volatile equipment, roll a d6. All other properties that this equipment has that are based on a single element are now a different element based on the die roll- 1 or 2 for non-elemental, 3 or 4 for holy, and 5 or 6 for shadow. Volatile properties are free properties- they do not count towards the normal property amount for a piece of equipment when chosen.
Tier 5 Weapon 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.
- [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 Drain [Weapon, Relic, Accessory]: Whenever the wielder of this equipment damages a creature they regain HP equal to their Force times the item tier of this equipment. This property may be stacked.
- Imperil [Weapon]: Having this weapon equipped allows the user to rip through the supernatural defenses of their enemies. When the user of this weapon calculates magical damage, they ignore half of the M.ARM score of their targets.
- Infectious [Weapon, Armor, Shield, Relic, Accessory]: While this item is worn it grants a +2 bonus to opposed rolls made to inflict negative status effects.
- [Monster] Slayer [Weapon, Armor, Shield, Relic, Accessory]: Monster Slayer causes all attacks made by the character to deal 200% damage to creatures of that species. Furthermore, any adversary of the listed type who attempts to strike the character must succeed at an opposed Finesse check; if the attacker succeeds, they may continue with their turn normally. If the character with the [Monster] Slayer equipment succeeds, their foe is inflicted with the negative status effect Fear until the start of their next turn.
- MP Refresh [Weapon, Relic, Accessory]: Whenever the wielder of this equipment damages a creature they regain MP equal to their Force times the item tier of this equipment. This property may be stacked.
- Nimble [Weapon]: Attacks made with this weapon may use a character’s DEX attribute in place of PWR.
- Piercing [Weapon]: This weapon is designed to pierce defenses both natural and man-made. Half of the target's ARM value is ignored when calculating damage from a weapon with Piercing.
- Sentient [Weapon, Armor, Shield, Relic, Accessory]: The weapon or piece of equipment has a mind of its own, capable of forming – and often, voicing! – its own opinions. While a loudmouthed spear with a heavy accent and a hatred for stealthy approaches might not always be the most beloved traveling companion, having an extra set of eyes (or whatever!) is always beneficial. Whenever the character fails an Alertness, Lore, or Language skill check, they may re-roll the check with a total bonus equal to the tier of the Sentient equipment. In addition, if the equipment is a weapon, that weapon can continue to attack even when its wielder is afflicted with the negative status effects Fear or Stun, or unconscious. They cannot move from the hand of their user, however.
- [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.
- Triple Critical [Weapon, Relic, Accessory]: Any critical hits caused by your weapon inflict 300% physical damage, rather than the normal 200%.
Tier 6 Weapon Properties
- Auto-[Status] [Weapon, Armor, Shield, Relic, Accessory]: The item adds a single positive status effect to a character in a manner that cannot be removed through the use of Spells or Abilities such as Dispel. The exception to this is Auto-Life, which cancels as normal if used to resurrect the character and will not be re-added for the remainder of a battle. This ability can be added multiple times, with a different Auto-Status each time.
- Channeled [Weapon, Relic, Accessory]: All weapon attacks made by the character are considered magical, reduced by M.ARM instead of ARM.
- Forceful [Weapon]: Short range knockback from this weapon is increased to medium range.
- Gemini [Weapon]: A Tier 6 Gemini weapon is a weapon that can swap between 3 different modes. Upon creation of a Tier 6 Gemini Weapon three weapons are created that may or may not be of the same weapon type, all of which must have this property. The character may freely switch between these as a Standard action.
- Inner Strength [Weapon]: Attacks made with this weapon may use a character’s RES or MND attribute in place of PWR. If the weapon is an Arcane weapon, it may deal its full damage instead of half damage.
- 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.
- Therapeutic [Weapon, Relic, Accessory]: Whenever the wielder of this equipment damages a creature, whichever PC has the lowest current HP regains HP equal to the equipment wielder’s Finesse times the item tier of this equipment. This property may be stacked.
Tier 7 Weapon 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.
- Infectious [Weapon, Armor, Shield, Relic, Accessory]: While this item is worn it grants a +4 bonus to opposed rolls made to inflict negative status effects.
- 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.
- Overdrive [Weapon, Armor, Shield, Relic, Accessory]: When using equipment with the Overdrive property the character needs 1 fewer condition to use Limit Breaks.
- 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.
- Sentient [Weapon]: The weapon or piece of equipment has a mind of its own, capable of forming – and often, voicing! – its own opinions. While a loudmouthed spear with a heavy accent and a hatred for stealthy approaches might not always be the most beloved travelling companion, having an extra set of eyes (or whatever!) is always beneficial. Whenever the character fails an Alertness, Lore, or Language skill check, they may re-roll the check with a total bonus equal to the tier of the Sentient equipment. In addition, if the equipment is a weapon, that weapon can continue to attack or use offensive abilities even when it’s wielder is afflicted with the negative status effects Fear or Stun, or unconscious. They cannot move from the hand of their user, however.
- 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.
- Specialized [Weapon, Armor, Shield, Relic, Accessory]: The character using this equipment gains a +5 bonus to opposed rolls when using one specific maneuver.
Tier 8 Weapon Properties
- Ability Refresh [Weapon, Relic, Accessory]: This equipment is made with a specific ability in mind that can normally only be activated once per chapter. Once per chapter this piece of equipment may be used to refresh that ability as an Instant action, allowing a second use of it in the current chapter.
- Break Damage Limit [Weapon, Accessory, Relic]: This ability allows the user of such equipment to do more than 999 damage in a single round, whether the damage is magical or physical (or both!) in nature. Tier 8 Weapons always gain this property as a bonus property.
- [Element] Field [Weapon, Armor, Shield, Relic, Accessory]: The character receives the effects of the Elemental Spikes spell of a single chosen elemental type. Whenever they choose to do so, they can create an Elemental Field of that same type as an instant action. This field lasts until the end of combat.
- Imperil [Weapon]: Having this weapon equipped allows the user to rip through the supernatural defenses of their enemies. When the user of this weapon calculates magical damage, they ignore the M.ARM score of their targets.
- Piercing [Weapon]: This weapon is designed to pierce defenses both natural and man-made. The target's ARM value is ignored when calculating damage from a weapon with Piercing.
- 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.