Each job has an associated piece of equipment that enables it to perform its basic action, or modifies its relevant skills. Given how important these can be, equipment is handled a little bit different in SeeD Modern than most other systems. Rather than weapons or what have you being directly attached into slots based on your hands/body/whatever, instead PCs have a pool of Gear Slots they are considered to have easy access to in the midst of combat. While Armor and Accessories are included in this and can take up Gear Slots in additional to job equipment, PCs are limited to one each of those, unlike job equipment which have no such limits (so someone could indeed take a mace and a dagger and wouldn't have to choose if they felt it was worth while).
By default, each PC has access to 5 Gear Slots.
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Job Equipment
Certain types of gear can function in vastly different ways when used to attack, especially weapons and firearms. While some might rely on single large hits, other might hit multiple times depending on how well they AIM. In either case, when making an attack, only roll to AIM once per target per attacks by default.
Gear can also have one of three subtypes, which determines how much power an Amplifier effect has on their damage:
Standard: No changes to the Amp, use the value given to the initial hit.
Multi-Hit: Cut the value of the Amp in half, but apply it to each hit.
Forceful: Double the value of the Amp.
Gear is usually broken down into two categories: Simple, which are available to anyone regardless of Job. And Advanced, which can only be used by specific Jobs.
Weapons
When you have a Weapon in one of your Gear Slots, you become capable of using the Strike action. Additionally, every Weapon has a type of Momentum associated with it: either Rush, Slam, or Pin. When you attack a combatant with no current Momentum, apply the type associated with the Weapon used (even if you miss!). If the combatant already has Momentum on it when you Strike them, as long as your Weapon does not inflict the same type, remove the Momentum already on the combatant, replace it with the one your Weapon inflicts, and then gain a bonus depending on your Weapon's Momentum type. If your weapon's momentum matches the momentum already on the target of your Strike, you gain no extra benefit.
Rush: Gain the ability to perform +1 extra Quick Skill this turn. You cannot perform the same Quick Skill twice, however.
Slam: Deal bonus damage with your attack. Roll 1d12 and add the result to your total damage. If you used a weapon that takes up 2 Gear Slots instead of 1, however, deal 2d12 extra damage rather than only 1d12.
Pin: Generate a small amount of Evasion. Gain [STR] EP.
When you have one or more Weapons equipped as Gear, you have access to the following skill:
Primary
Strike. [Tech]. [Single]. Deal damage to a single enemy, based on the Weapon's potency and AIM table results. Apply momentum based on the Weapon and well, and gain a bonus (based on the weapon) if a different momentum is consumed during this.
Special: Must be used while you are in one of the two front rows, and against an enemy in one of their two front rows. If no enemies are in the front two rows, then you may target enemies in the back two rows with a Strike. It must still be performed from one of your own two front rows, however.
Simple Weapons
KNIFE
Gear Slots: 1
Type: Multi-Hit
Momentum: Pin
AIM results
1-5: Hits! Deal [STR] damage to the target.
6-10: Hits twice! Deal [STR] damage to the target, twice.
11-12: Hits thrice! Deal [STR] damage to the target, three times.
TONFA
Gear Slots: 1
Type: Standard
Momentum: Slam
AIM results
1-3: Miss! Deal no damage.
4-9: Hit! Deal [STRx2] damage to the target.
10-12: Crit! Deal [STRx3] damage to the target.
HATCHET
Gear Slots: 1
Type: Standard
Momentum: Rush
AIM results
1-5: Miss! Deal no damage.
6-7: Hit! Deal [STRx2] damage to the target.
8-12: Crit! Deal [STRx4] damage to the target.
Advanced Weapons
FLAIL
Gear Slots: 1
Type: Multi-Hit
Momentum: Rush
AIM results
1-3: Hit! Deal [STR] damage to the target.
4-6: Hit twice! Deal [STR] damage to the target, twice.
7-9: Hit thrice! Deal [STR] damage to the target, three times.
10-12: Quad Hits! Deal [STR] damage to the target, four times.
MACE
Gear Slots: 1
Type: Standard
Momentum: Slam
AIM results
1-4: Miss! Deal no damage.
5-8: Hit! Deal [STRx3] damage to the target.
9-12: Crit! Deal [STRx4] damage to the target,
SWORD
Gear Slots: 1
Type: Standard
Momentum: Pin
AIM results
1-3: Miss! Deal no damage.
4-9: Hit! Deal [STRx3] damage to the target.
10-12: Crit! Deal [STRx4] damage to the target.
AXE
Gear Slots: 2
Type: Forceful
Momentum: Rush
AIM results
1-4: Miss! Deal no damage.
5-8: Hit! Deal [STRx4] damage to the target.
9-12: Crit! Deal [STRx6] damage to the target.
COM-BAT
Gear Slots: 2
Type: Forceful
Momentum: Slam
AIM results
1-3: Miss! Deal no damage.
4-9: Hit! Deal [STRx4] damage to the target.
10-12: Crit! Deal [STRx6] damage to the target.
SPEAR
Gear Slots: 2
Type: Forceful
Momentum: Pin
AIM results
1-2: Miss! Deal no damage.
4-9: Hit! Deal [STRx4] damage to the target.
11-12: Crit! Deal [STRx6] damage to the target.
Firearms
When you have a Firearm in one of your Gear Slots, you become capable of using the Shoot action. Each Firearm has a limited amount of Ammo, and each uses of the Shoot action consumes one Ammo from it. When you run out of Ammo, the Firearm must be reloaded before it can be used again. While Ammo count is important in battle, it's not something you need to spend money on. Always assume if you have a firearm equipped that you have a few spare ammo clips as well.
At the beginning of each encounter, you may load all Firearms you have equipped as Gear, and may additionally choose to replace any normal ammo in them with Special Ammo you have access too (keep in mind that each Special Ammo can only be used once per battle, however!). You don't need to track the order bullets are loaded in, just which gun that were loaded onto.
Additionally, each time you Shoot a combatant that has more than 0 AP, you also apply [DEX] Stress to them, regardless of AIM Result.
When you have one or more Firearms equipped as Gear, you have access to the following skills:
Primary
Shoot. [Firearm]. [Single]. Consume 1 Ammo, then seal damage to a single enemy, based on the Firearm's potency and AIM table results.
Special: If the target has AP greater than 0 when you use this skill on them, inflict [DEX] Stress, as well. Firearms without at least 1 Ammo are incapable of Shooting.
Reload. [Skill]. Reload a single Firearm you have equipped - Return its current ammo count back up to it's maximum, and place any unspent Special Ammo you wish within it in place of normal ammo if you want to.
Simple Firearms
PEA SHOOTER
Gear Slots: 1
Type: Standard
Ammo: 4
AIM Results
1-3: Miss! Deal no damage.
4-12: Hit! Deal [DEXx2] damage to the target.
HALF-HEX GUN
Gear Slots: 1
Type: Standard
Ammo: 3
AIM Results
1-3: Miss! Deal no damage.
4-9: Hit! Deal [DEXx2] damage to the target.
10-12: Crit! Deal [DEXx3] damage to the target.
SHOTGUN.
Gear Slots: 1
Type: Multi-Hit
Ammo: 2
AIM Results
1-4: Hits! Deal [DEX] damage to the target.
5-8: Hits twice! Deal [DEX] damage to the target, twice.
9-12: Hits thrice! Deal [DEX] damage to the target, three times.
BOLT LOADER
Gear Slots: 1
Type: Forceful
Ammo: 1
AIM Results
1-3: Jam! Deal no damage as if you Missed, but don't expend the Ammo either.
4-9: Hit! Deal [DEXx4] damage to the target.
9-12: Crit! Deal [DEXx6] damage to the target.
Advanced Firearms
PISTOL
Gear Slots: 1
Type: Standard
Ammo: 4
AIM Results
1-3: Miss! Deal no damage.
4-9: Hit! Deal [DEXx3] damage to the target.
10-12: Crit! Deal [DEXx4] damage to the target.
ASSAULT GUN
Gear Slots: 1
Type: Standard
Ammo: 3
AIM Results
1-4: Miss! Deal no damage.
5-8: Hit! Deal [DEXx4] damage to the target.
9-12: Crit! Deal [DEXx5] damage to the target.
CHAIN-GUN
Gear Slots: 1
Type: Multi-Hit
Ammo: 3
AIM results
1-2: Hit! Deal [DEX] damage to the target.
3-4: Hit twice! Deal [DEX] damage to the target, twice.
5-8: Hit thrice! Deal [DEX] damage to the target, three times.
9-10: Quad Hits! Deal [DEX] damage to the target, four times.
11-12: Quint Hits! Deals [DEX] damage to the target, five times.
SNIPER RIFLE
Gear Slots: 2
Type: Forceful
Ammo: 2
AIM results
1-2: Graze! Apply [DEXx2] Pressure.
3-10: Hit! Deal [DEXx5] damage to the target.
11-12: Crit! Deal [DEXx7] damage to the target.
CANISTER LAUNCHER
Gear Slots: 2
Type: Forceful
Ammo: 3
AIM Results
1-4: Miss! Deals no damage.
4-8: Hits! Deals [DEXx4] damage and applies [DEX] Stress.
9-12: Crit! Deals [DEXx5] damage and applies [DEXx2] Stress.
Implements
Each Implement grants access to its own unique Inherent Spell. While these inherent spells have no MP to cost, they do require the Implement its gained from to be in equipped into your gear slots in order to use. Additionally, they are still Spells despite the lack of MP cost, and thus require you be Chanting in order to perform them. While it's not strictly necessary to have an Implement to cast a Spell, several skills with either reference your equipped implement either for it's element, and if you do not have one the attack will not deal elemental damage. Some might even use the Inherent Spell as a base, which would require having an Implement slotted in order to perform.
Most Spells also cover a wide range of tiles in a predetermined patterned, as well. Three three basic kinds are:
Row: Attack all 4 tiles in any one of the rows on the enemy grid.
Line: Attack all 4 tiles in any one of the columns on the enemy grid.
Square: Attack any four spaces, as long as they form a connected 2x2 (two connected tiles in the same row, and two connected tiles in the same column).
Each Spell also has an associated Element. If you hit a combatant with an element they're weak too, you regain up to 25% of the Spell for each weakness hit. You'll regain a minimum of 5MP for each weakness hit, when using cheaper or free spells (such as your Inherent Spell).
When you have one or more Implements equipped as Gear, you have access to the following skills:
Primary Skill
Inherent Spell. [Spell]. [AoE]. [Multi-Hit]. Deal damage to a predetermined area based on the Implement's potency and AIM table.
Quick Skill
Chant. [Skill]. [Self]. Begin Chanting. This enables you to perform Spell actions (which consumes the Chanting state).
Basic Implements
SCROLL
Gear Slots: 1
Type: Multi-Hit
Range: Row
Element: Fire
AIM result
1-3: Miss! Deal no damage.
4-9: Hit! Deal [SPR] damage to all combatants within range.
10-12: Crit! Deal [SPRx2] damage to all combatants within range.
CRYSTAL SHARD
Gear Slots: 1
Type: Multi-Hit
Range: Column
Element: Thunder
AIM result
1-3: Miss! Deal no damage.
4-9: Hit! Deal [SPR] damage to all combatants within range.
10-12: Crit! Deal [SPRx2] damage to all combatants within range.
CASTING ROD
Gear Slots: 1
Type: Multi-Hit
Range: Square
Element: Ice
AIM result
1-3: Miss! Deal no damage.
4-9: Hit! Deal [SPR] damage to all combatants within range.
10-12: Crit! Deal [SPRx2] damage to all combatants within range.
Advanced Implements
BOOK
Gear Slots: 1
Type: Multi-Hit
Range: Row
Element: Thunder
AIM result
1-3: Graze! Deal [SPR] damage to all combatants within range.
4-9: Hit! Deal [SPRx2] damage to all combatants within range.
10-12: Crit! Deal [SPRx3] damage to all combatants within range.
WAND
Gear Slots: 1
Type: Multi-Hit
Range: Column
Element: Ice
AIM result
1-3: Graze! Deal [SPR] damage to all combatants within range.
4-9: Hit! Deal [SPRx2] damage to all combatants within range.
10-12: Crit! Deal [SPRx3] damage to all combatants within range.
CRYSTAL ORB
Gear Slots: 1
Type: Multi-Hit
Range: Square
Element: Fire
AIM result
1-3: Graze! Deal [SPR] damage to all combatants within range.
4-9: Hit! Deal [SPRx2] damage to all combatants within range.
10-12: Crit! Deal [SPRx3] damage to all combatants within range.
GRIMOIRE
Gear Slots: 2
Type: Multi-Hit
Range: Row
Element: Ice
Special: Your Spells have cost x1.2 more MP (or a minimum of 5MP, if they have no MP Cost), and act as if you had +1 higher SPR or WIL than you actually do when Cast.
AIM result
1-3: Graze! Deal [SPR] damage to all combatants within range.
4-9: Hit! Deal [SPRx2] damage to all combatants within range.
10-12: Crit! Deal [SPRx4] damage to all combatants within range.
SCEPTER
Gear Slots: 2
Type: Multi-Hit
Range: Column
Element: Fire
Special: When hitting an enemy's weakness, deal +1d12 additional damage.
AIM result
1-3: Graze! Deal [SPR] damage to all combatants within range.
4-9: Hit! Deal [SPRx2] damage to all combatants within range.
10-12: Crit! Deal [SPRx4] damage to all combatants within range.
CRYSTAL GEMSTONE
Gear Slots: 2
Type: Multi-Hit
Range: Square
Element: Thunder
Special: Regain +2 additional MP upon hitting a weakness. (Making it +7 minimum, rather than 5; or 10+2= 12 MP Rebate for a 40MP Spell forex)
AIM result
1-3: Graze! Deal [SPR] damage to all combatants within range.
4-9: Hit! Deal [SPRx2] damage to all combatants within range.
10-12: Crit! Deal [SPRx4] damage to all combatants within range.
Foci
Foci are used in order to ease the use of psychic Amplifiers in the midst of battle. It's not necessary to have one equipped in order to perform Amplifiers, but they make it significantly easier to make heavy use of them if you do. Each Advance Foci grants a different passive bonus when performing an Amplifier, and only one may be at a time if you have multiples slotted - choose which Foci to perform the Amplifier with when the initial Link is made. Basic Foci does not provide any bonuses when performing Amplifiers, it does allow use of the "Analyze" skill.
When you have one or more Foci equipped as Gear, you have access to the following skills:
Primary Skill
Analyze. [Skill]. [Single]. Apply [MNDx2] Stress to a single target.
Quick
Sustain. [Skill]. Sustain a single Amplifier by paying it's upkeep PP cost. Certain jobs may allow you to sustain up to three different Amplifiers at once with a single Sustain action.
Basic Foci
FOCAL LENSES
Gear Slots: 1
Enables use of the Analyze Skill.
Advanced Foci
CARD
Gear Slots: 1
Enables use of the Analyze Skill.
Special Effect: When performing an Amplifier Skill, reduce the initialization PP cost by half.
CHARM
Gear Slots: 1
Enables use of the Analyze Skill.
Special Effect: When performing an Amplifier Skill, reduce the upkeep PP cost of sustaining the Link by half.
COIN
Gear Slots: 1
Enables use of the Analyze Skill.
Special Effect: When performing an Amplifier Skill, increase the Stress applied or healed by the Skill by an additional +[MNDx2] (for [MNDx4] on most Amps).
Shields
Having a Shield in one of your Gear Slots allows you to perform the Guard action. Rather than dealing damage, Guarding generates a large amount of Evasion to block incoming damage during the next enemy turn. Guard can be either a Quick, Primary or Integral Skill depending on the type of Shield equipped, and is the main way they differentiate themselves. Each combatant can only Guard once each round, even if they have multiple different Shields that use different types of Skills (like a Buckler and a Kite shield).
If a Maneuver tells you to Guard as part of its action, you can use any type of Shield to perform it, even if you're using, say, a Riot Shield and attempting to perform a Primary Skill type of Maneuver.
Basic Shield
ROUND SHIELD
Gear Slots: 1
Skill Type: Primary
Type: Standard
Effect: Generates [WILx3] Evasion for the user.
Advanced Shield
BUCKLER
Gear Slots: 1
Skill Type: Quick
Type: Multi-Hit
Effect: Generates [WILx2] Evasion for the user.
KITE SHIELD
Gear Slots: 1
Skill Type: Primary
Type: Standard
Effect: Generates [WILx4] Evasion for the user.
RIOT SHIELD
Gear Slots: 2
Skill Type: Integral
Type: Forceful
Effect: Generates [WILx6] Evasion for the user.
Tools
Each tool allow access to a different "Improvised" Skill, as well as a single passive effect. While Tools are not necessary to use Traps, Bombs, Gadgets or Potions, they can make doing so easier or more efficient.
Integral Skills
Improvised Trap. [Trap]. [Single]. [Forceful]. Unlimited Charges. Select an empty space on the enemy grid and place an Improvised Trap. When detonated, it deals [INTx4] damage to the target.
Improvised Cover. [Gadget]. [Single]. [Standard]. Unlimited Charges. Create an Improvised Cover with [INTx2] AP in an empty space on the player grid. Anytime a player adjacent to the Improvised Cover is hit by an attack, they may shift as much damage as the Improvised Cover has AP onto it, before taking the remainder themself.
Primary Skills
Improvised Bomb. [Bomb]. [Single]. [Standard]. 1 Charge. Deals [INTx3] damage to a single target.
Improvised Potion. [Potion]. [Single]. [Standard]. 1 Charge. Grants [INTx3] EP to a single target.
Basic Tool
SCREWDRIVER
Gear Slots: 1
Enables use of the "Improvised Trap" Skill.
Advanced Tools.
DRILL
Gear Slots: 1
Enables use of the "Improvised Trap" Skill.
Special Effect: Anytime you perform an Integral Trap Skill, gain [INT] EP.
WRENCH
Gear Slots: 1
Enables use of the "Improvised Trap" Skill.
Special Effect: At the start of combat, select a single Trap skill and grant it +1 Charge.
LIGHTER
Gear Slots: 1
Enables use of the "Improvised Bomb" Skill.
Special Effect: At the start of combat, select a single Bomb skill other than Improvised Bomb, and grant it +1 Charge.
FILTER
Gear Slots: 1
Enables use of the "Improvised Potion" Skill.
Special Effect: At the start of combat, select a single Potion skill other than Improvised Potion, and grant it +1 Charge.
TORCH
Gear Slots: 1
Enables use of the "Improvised Cover" Skill.
Special Effect: Anytime you create a Gadget other than Improvised Gadget, increase its AP total by 20%.
TOOL KIT
Gear Slots: 3
Enables the use of all four Improvised Skills, as well as the Special Effects of all other Advanced Tools.
Armor
Armor is your primary method of increasing your survive-ability. Each combatant can only only a single piece of Armor equipped at any time, regardless of how many free gear slots they might otherwise have. All characters are capable of wearing a single piece of Armor. (You cannot equip two pieces of armor, regardless of how many free Gear Slots you might have.)
Armor has two main benefits. First, it adds an additional layer of durability on top of the character's HP bar, called the AP bar. Damage is dealt to the AP bar before it can be dealt to the HP bar generally speaking. Additionally, while the AP bar remains above zero, most types of armor provide an additional passive benefit to make defeating them all the more difficult. Be aware though, than once a character's AP have been destroyed, their built up Stress will immediately convert into damage, making it much easier for enemies to then line up a kill shots.
PROTECTIVE VEST
Gear Slots: 1
AP: 100.
Effect: While AP remains above 0, lower all incoming damage by 5 per hit.
Ideal for combatants that expect to take a lot of hits, while also being able to generate EP to make the damage reduction go further.
COATS & CLOAKS
Gear Slots: 1
AP: 50
Effect: While AP remains above 0, generate 30 Evasion at the start of each turn you take, including the Preparation turn.
Ideal for combatants that think they might get hit once a round, but not from any particularly strong attacks, such as getting clipped by spells frequently.
LEATHER SUITS
Gear Slots: 1
AP: 130
Effect: None, it simply provides a larger buffer.
Ideal for combatants that think they might only be hit once or twice during the encounter.
Accessories
Accessories provide various benefits to their wearer, usually in the form of passive skills. Each character may only equip a single Accessory of any kind, regardless of how many free Gear Slots they may otherwise have. All characters are capable of wearing an Accessory.
Strength Medallion
Gear Slots: 1
Gives +1 STR
Dexterity Medallion
Gear Slots: 1
Gives +1 DEX
Spirit Medallion
Gear Slots: 1
Gives +1 SPR
Mind Medallion
Gear Slots: 1
Gives +1 MND
Willpower Medallion
Gear Slots: 1
Gives +1 WIL
Intelligence Medallion
Gear Slots: 1
Gives +1 INT
Life Brooch
Gear Slots: 1
Increase your HP by 20%.
Armor Brooch
Gear Slots: 1
Increase your AP by 20%.
Mana Brooch
Gear Slots: 1
Increase your MP by 20%.
Psion Brooch
Gear Slots: 1
Increase your PP by 20%.
Enchanted Gear
Enchantments are bonus effects that can be granted to a piece of gear - usually but not always passive effects. Each piece of gear can be enchanted up to twice.
The options available as enchantments (as well as prices for adding them) are slightly different for Job Equipment, Armor and Accessories.
Broadly speaking there are three different categories: Potency bonuses, Attribute boosts, and Special Effects.
Job Equipment and Armor may only have a single option from each category.
Accessories may have both options from the same category if they wish, but cannot take the exact same option twice. (ie +1 STR and +1 DEX would be fine, but not +2 STR)
If an effect references [ATT], then chooses the highest Attribute value you have when using it.
Job Equipment Enchantments
Potency bonus
When attached to a Weapon: Deal +1d12 bonus damage when performing a Strike with that Weapon. If the Weapon is Forceful, reroll any 1, 2 or 3s.
When attached to a Firearm: Deal +1d12 bonus damage when performing a Shoot with that Firearm. If the Firearm is Forceful, reroll any 1, 2 or 3s.
When attached to an Implement: Deal +1d12 bonus damage when performing a Spell utilizing that Implement. If the Spell is Standard, reroll any 1s. If the Spell is Forceful, reroll any 1, 2 or 3s.
When attached to a Foci: Deal +1d12 bonus Stress when performing an Analyze or Amplification utilizing. If the Amplification relieves Stress rather than inflicting it, increased the Stress relieve by +1d12 instead.
When attached to a Shield: Gain +1d12 additional EP when performing a Guard with that Shield. If the Shield is Forceful, reroll any 1, 2 or 3s.
When attached to a Toolkit: Gain all of the below effects.
When attached to a Screwdriver, Drill or Wrench: Traps you generate deal +1d12 bonus damage. If the Trap is Standard, reroll any 1s. If the Trap is Forceful, reroll any 1, 2 or 3s.
When attached to a Lighter: Bomb Skills you perform deal +1d12 bonus damage. If the Bomb is Standard, reroll any 1s. If the Bomb is Forceful, reroll any 1, 2 or 3s.
When attached to a Filter: Potion Skills you perform which grant EP, restore HP, repair AP, or relieve Stress have their total value increased by +1d12. If the potion does multiple of these things at once, choose a single option to gain the bonus potency. If the potion does anything else, it generates 1d12 EP for the targets as an additional effect as well.
When attached to a Torch: Gadgets you generate lower all incoming damage by 1 per hit.
Attribute Bonus
Choose a single option:
+1 STR
+1 DEX
+1 SPR
+1 MND
+1 WIL
+1 INT
Special Effects
Full Power - Strength. 1 Charge. As a free action, when performing a Skill utilizing this piece of Job Equipment, gain +[STRx2] bonus potency against a single target with it.
Full Power - Dexterity. 1 Charge. As a free action, when performing a Skill utilizing this piece of Job Equipment, gain +[DEXx2] bonus potency against a single target with it.
Full Power - Spirit. 1 Charge. As a free action, when performing a Skill utilizing this piece of Job Equipment, gain +[SPRx2] bonus potency against a single target with it.
Full Power - Mind. 1 Charge. As a free action, when performing a Skill utilizing this piece of Job Equipment, gain +[MNDx2] bonus potency against a single target with it.
Full Power - Willpower. 1 Charge. As a free action, when performing a Skill utilizing this piece of Job Equipment, gain +[WILx2] bonus potency against a single target with it.
Full Power - Intelligence. 1 Charge. As a free action, when performing a Skill utilizing this piece of Job Equipment, gain +[INTx2] bonus potency against a single target with it.
Weighted. When this Enchantment is applied, either increased the Miss and Crit ranges on its AIM Results table by one point each, or lower them both by one point each.
Reliable. Anytime you Miss with a Skill performing utilizing this piece of Job Equipment, gain +1 Luck. (This luck can't be spent on the attack that triggered this effect)
Deadly. Anytime you score a Critical when performing a Skill utilizing this piece of Job Equipment, increase the attribute multiplier by +1. (ie, [STRx4] becomes [STRx5])
Magical. Anytime you perform a Skill utilizing this piece of Job Equipment, gain +1 MP. If you didn't perform a Spell this turn, increase this to +3 MP.
Mysterious. Anytime you Anytime you perform a Skill utilizing this piece of Job Equipment, gain +1 PP. If you didn't perform an Amplifier this turn, increase this to +3 PP.
Parry. 1 Charge. As a Quick Skill after performing an Integral or Primary Skill utilizing this piece of Job Equipment, you may gain [WIL + ATT] EP, where ATT is your highest Attribute. If this is attached to a Shield, it may be performed as a free action without restriction instead.
Armor Enchantments
Potency bonus
When attached to a Protective Vest, increase the AP to 120 and the damage reduction to 6.
When attached to Coats and Cloaks, increase the AP to 60, and the EP granted each round to 35.
When attached to Leather Suits, increased to AP to 160.
Attribute Bonus
Choose a single option:
+1 STR
+1 DEX
+1 SPR
+1 MND
+1 WIL
+1 INT
Special Effects
Chant Guard. Anytime you Chant and end your turn without expending it, gain [SPR] EP.
Graze Prevention. One per encounter when attacked by a Multi-Hit attack, lower the number of hits you receive from the attack by 1. (This can reduce the number of hits from 1 to 0.)
Saving Grace. The first turn you take after your Armor is Broken, gain [ATTx2] EP.
Durable. The first time your armor would suffer a Dent between Rests, ignore it.
Flowing. While your Armor remains un-Broken, lower incoming AIM Results against you by -1.
Spiked. When your Armor is Broken, deal [ATTx2] damage to the attacker.
Camo Coating. Gain [ATTx2] EP during the Preparation Round.
Accessory Enchantments
Attribute Bonus
Choose a single option:
+1 STR
+1 DEX
+1 SPR
+1 MND
+1 WIL
+1 INT
Special Effects
Safe Travel. When you Rest, remove one extra Wound. The first time you become Fatigued between Rests, immediately recover 1 stack. If this Accessory is not equipped when you perform a Rest, you may not benefit from it until after the next time you do Rest.
Lucky. Gain +1 Luck Max Luck.
Quickening. Once per encounter, you may perform a single Quick Skill as a free action.
Twin Pack. When you use a Combat Item, you may use it on both yourself and an additional target.
Memento Mori. When you're Dazed, your allies all gain +1d12 bonus potency with their actions.
Foil. Whenever an offensive Amplification is performed on you, apply [MND] Stress to the attacker in return.
Slippery. Anytime you're moved by an effect, you may move 1 addition space in a direction of your choosing after it finishes.
Recoup. Anytime you perform an attack and fail to Hit or Crit, gain [ATT] EP.
Dying Light. After your Armor is Broken in combat, you deal +1d12 bonus damage with attacks you perform, and attacks performed against you deal +1d12 bonus damage as well.
Reactive Guard. Once per encounter when you take HP damage, you may cut the HP loss in half immediately.
Cleave. 1 Charge. As a Quick Action, the next time you perform a Strike, it deals half damage to an adjacent combatant in the same row.
Double Tap. 1 Charge. As a Quick Action, if you perform a Shoot this turn, you may expend two loaded Special Ammo and gain both their effects. This does not increase the base damage of the Shoot.
Heighten Mana. 1 Charge. As a Quick Action, begin Chanting and Linger a Spell.
Strong Connection. 1 Charge. As a Quick Action, Sustain. Any party members you're Linked to relieve 1d12 Stress. Any enemies you're Link to are inflicted with 1d12 Stress.
Fast Guard. 1 Charge. As a free action, lower the amount of time it takes to perform a Maneuver. Integral -> Primary -> Quick -> Free Action. When lowering an Integral Skill to a Primary, gain +[WILx2] EP as well.
Torq. 1 Charge. As a free action, grant a single combatant +[INTx2] bonus potency with the next Skill they perform. If the next Skill is a Strike or Shoot, it gains +1 AIM as well.





