Chapter 4.
Items
Item Rules
Item Slots
An Inventory Slot is a space that lets you carry an item.
An Equipment Slot is a slot for equipping weapons and armor, and there are four types: Hand Slot, Armor Slot, Accessory Slot, and Bag Slot.
Items in the Inventory Slot are called inventory, and items equipped in the Equipment Slot are called equipment.
You may equip or carry one item per slot. It is not possible to carry more than the allotted items. See the following table for information:
Hand Slot | 2× | A type of Equipment Slot. You may equip items with the One-Handed or Two-Handed tags here. A Two-Handed item will use up both slots. |
Armor Slot | 1× | A type of Equipment Slot. You may equip items with the Heavy Armor, Medium Armor, or Light Armor tags here. |
Accessory Slot | 3× | A type of Equipment Slot. You may equip items with the Accessory tag here; however you are limited to one Head, Arm, Leg, or External item each. |
Bag Slot | 1× | A type of Equipment Slot. You may equip an item with the Bag tag here. |
Inventory Slot | 2× | Slots for carrying Inventory Items. Extra slots may be added here by equipping a Bag to the Bag Slot. |
Possessing Items
A character may fill all of the item slots, regardless of the size or the weight of the items. The character starts with two Inventory Slots, which may be expanded by equipping a Bag in the Bag Slot.
Using Items
Characters may use items in an Inventory Slot or Equipment Slot. However, items that must be equipped for use cannot be used while in an Inventory Slot, and using an item follows the Player Action rules (pp24).
If you use an item with the Consumable tag, the item is used up as the cost, and disappears.
Equipping Items
Items with the One-Handed, Two-Handed, Heavy Armor, Medium Armor, Light Armor, Accessory, and Bag tags are called "Equipment Items".
Equipment loaded into an Equipment Slot is ready for use. If it is a weapon, then you are ready to attack with it, without any need to put it away to do something else.
Any items may be kept in an Inventory Slot, but Equipment cannot be used until placed in an appropriate Equipment Slot. Additionally, some execution conditions may not be satisfied unless the item is an Equipment Slot.
Equipment Limits by Class
The items that characters can equip are limited by their Class: at least one tag on the item must match at least one tag permitted by the character's class. The permitted items for each Class are shown in the table below (pp208).
Class | Item Tags |
---|---|
Guardian | Blade, Spear, Hafted, Bow, Shield, Heavy Armor, Medium Armor, Light Armor, Accessory, Bag |
Samurai | Katana, Spear, Hafted, Bow, Heavy Armor, Medium Armor, Light Armor, Accessory, Bag |
Monk | Martial Arts, Throwing, Light Armor, Accessory, Bag |
Cleric | Blade, Hafted, Magic Stone, Shield, Heavy Armor, Medium Armor, Light Armor, Accessory, Bag |
Druid | Spear, Hafted, Whip, Magic Stone, Medium Armor, Light Armor, Accessory, Bag |
Kannagi | Katana, Bow, Magic Stone, Light Armor, Accessory, Bag |
Assassin | Blade, Katana, Whip, Bow, Lightweight, Medium Armor, Light Armor, Accessory, Bag |
Swashbuckler | Blade, Hafted, Whip, Throwing, Shield, Medium Armor, Light Armor, Accessory, Bag |
Bard | Blade, Spear, Hafted, Whip, Bow, Instrument, Medium Armor, Light Armor, Accessory, Bag |
Sorcerer | Staff, Lightweight, Magic Stone, Light Armor, Accessory, Bag |
Summoner | Staff, Whip, Lightweight, Magic Stone, Light Armor, Accessory, Bag |
Enchanter | Staff, Lightweight, Magic Stone, Light Armor, Accessory, Bag |
Limits for Weapons and Magical Items
Although you may equip two or more weapons at the same time (Blade, Katana, Spear, Hafted, Whip, Martial Arts, Staff, Bow, Throwing, Lightweight, Artillery), you may only use one to perform an attack. This is the weapon used to determine "Attack Power" and "Range".
This also applies to magic items (Staff, Magic Stone): Although it is possible to equip more than two at once, onle one of the items determines your character's "Magic Power".
If you have more than two such weapons, you must decide in advance which will be the "main" weapon. You may change it during play by using Change Equipment.
This applies to Attack Power, Range, and Magic Power. Other values and effects apply to all equipped items.
Unarmed Attacks
If neither Hand slot is equipped with an item, your character's "Bare Hands" may be considered a weapon described below. Although it is treated as a weapon for purposes of combat, it is not an item to be traded.
- Attack Power
- Refer
- Magic Power
- Refer
- Accuracy
- +0
- Initiative
- +0
- Range
- Close
Attack Power is equal to your STR. Magic Power is equal to your INT.
Buying and Selling Items
Items may be purchased and sold at any time: whether pre-play, main play, or after-play, if permitted by the GM.
When buying an item, the purchase price comes out of your Money. You cannot purchase items with a higher price than the money you have.
When selling an item, items with Cash, Magic Catalyst, or Core Material sells at the market price. Other items sell for 1/10th the market price, but at least 1G.
Items marked "Not-for-Sale" cannot be purchased by characters, but may be sold off. Items marked "Not-for-Trade" can be neither purchased nor sold.
Repairing Items
Items marked "Damaged" are broken, and have no effect if equipped.
Repairs may be performed at any time with GM permission (pre-play, main-play, or after-play). Repairs are carried out at specialty stores or with special skills or other items. If you perform repair at a store, half (1/2) the market price is charged as the repair fee. The Damaged tag is removed from items that have been repaired.
Occasionally, if you buy an item with the Damaged tag, it can be purchased at half-price. Damaged items also sell at this discount, at 1/20th the full market price (but at least 1G).
Keywords in Data Blocks
Data blocks are explained in "Data Block" (pp30) and "List of Tags" (pp504). Rules specific to item data blocks are explained here:
Rank
Rank described the minimum CR required to use the item. You cannot equip or use an item without a CR.
Price
Price describes the amount of money required to purchase the item. Although Not-for-Sale and Not-for-Trade items cannot be purchased, it is used to compute repair fees and similar things.
Attack Power & Magic Power
Characters gain the Attack Power and Magic Power of the item they equip. For detail, see "Limits for Weapons and Magical Items" above.
Physical Defense, Magical Defense
The Physical Defense and Magical Defense values of each equipped item are added to the character's values.
These may be abbreviated as Phy Def and Mag Def.
Accuracy Modifier, Initiative Modifier
When the item is equipped, the player's Accuracy or Initiative is adjusted as described. Apply modifications from all equipped items.
In the data table, these are abbreviated simply "Accuracy" and "Initiative".
Food
The food's flavor, taste, and how delicious it may or may not be is up to the GM and/or player. In any event, the effect of consuming the food does not vary.
Potions
Items with the "Potion" tag are typically used on yourself, however you can use them as Timing: Major, Target: Single, and use them on others.
Service
The Service tag refers to the use of facilities such as an inn or dining room. They are classified as items so that characters may benefit from their effects, but they are not personal belongings, and cannot be carried.
Normally, the effect will be applied immediately after purchase, but it may also be applied some time after purchase with GM permission.
Ammunition for Shot Weapons
Ammunition for shot weapons (Bow, Throwing) is not specified in the rules. Treat it as always having the required ammunition, and assume it will not run out.
Item Tables
Magical Items
Some items have special abilities that make them magic items. Magic items are classified into two types: "prefixed items" and "named items".
Prefixed items are the majority of items, made from a regular, "base" item, with an added magical effect. For example, the "Flame Longsword" is a longsword that's been given the [Flame] tag.
Named items are items with unique names and abilities. Many named items have capabilities that are unparalleled. The materials required to create a named item are defined by each item.
Magic Item Terms
Here, rules and terms specific to Magic Items are explained.
Magic Grade
The grade expresses the strength of a magic item. There are several grades, represented a tag: M1-M3 are used for magical items, M4-M6 are called Treasure Items or Artifacts, and M7 and above are called Fantasmal.
Items with Added Magical Ability
When creating a prefixed item, this refers to the item being given a magical effect. It is the general item used as the base.
Abilities of Items
When creating a prefixed item, the abilities given to the item have various strengths and effects. For details, refer to "Prefixed item effect table" (pp230).
As a general rule, an item can only have one ability. An item that has already been given some ability, that is, an item with a magic grade ([Mn] tag), cannot be given another ability or changed to another ability.
Prefixes
A prefixed item is named by adding a prefix to a general item. The prefix is determined by the ability.
Recipe
Magic items have costs, such as materials and production costs, required for their creation.
Magic Catalyst
A magic catalyst is an item with the magic power necessary to create a magic item, and has a tag of [Magic Catalyst n]. n represents the intensity of magical power.
When creating a Magic Item, a magic catalyst with a strength equal to or higher than the rank of the item being created is required. The number is equal to the magic grade of the item to be created if it is a prefixed item, and the number specified in the recipe of the item to be created if it is a named item. You need as many items as the magic grade of the item you are creating. The magic catalyst used to make it is consumed and lost.
Magic Catalyst is usually received as drops from enemies, but you can also purchase it, or obtain it as a scenario reward.
Core Materials
A core material is a special item required to create a named item, and has a [Core Material] tag. At the time of creation, the core material specified in the recipe is required. The core material used to make it is consumed and lost.
Core materials are usually received as drops from enemies, but can also be purchased or rewarded for scenarios.
Rank Restrictions for Prefixed Items
The effects of prefixed items are limited by the rank of both the item and the character. If the character rank is more than five levels above the item rank, the ability given to the prefixed item has no effect. (The item is effective until the item rank is [CR-5].)
Getting Magic Items
There are two ways characters typically obtain magic items. The first is when the GM prepares one as a reward for the scenario, and the second is when the PC purchases one.
The GM puts one in a Scenario
A great way for a GM to give a magic item, is as a reward for a scenario. Magic items that are related to scenario development are impressive, and above all, players will be pleased to receive special items.
To give a character a prefixed item as a reward for the scenario, create the data on the GM side beforehand. For named items, the GM should check the data in advance and decide what to award.
When giving out a magic item as a reward for a scenario, use 3/4 of the item's market price as the reward amount. For example, a magic item of 1000G would be placed in the scenario as a 750G reward.
PC Purchase
PCs can also purchase magic items. As with general items, this costs the item's full market price. Additionally, purchase of magic items requires the GM's permission.
Prefixed items must first create item data to determine the price. At this time, the GM may leave the data creation to the player. This is a good way to reduce the time and effort of GM and create items that players care about.
You can also request the creation of a magic item as a purchase variation. This is to bring the materials necessary for magic items such as general items that give abilities and magic catalysts to the shop or individual who manufactures them. In this case, deduct the price of the brought-in material from the amount paid at the time of purchase.
Creating a Named Item
Each named item has a recipe required for its creation. If you collect the ingredients described in the recipe and bring it to a facility that can craft magic items, you can have the named item made. This method is a powerful way to get items with the [Not for Sale] tag.
Creating a Prefixed Item
Prefixed items are created according to the following procedure.
1: Select the ability you want to give
From the "Prefixed Item Effect Table" (pp230), select an ability to grant the item. Each ability has a corresponding tag that indicates to which items toe ability can be given, and a magic grade. Abilities can only be granted to items with this corresponding tag.
2: Select general items to be prefixed items
Select an item with the tag listed by the ability you wish to grant. You cannot select a magical item with an [Mn] tag.
3: Add a prefix to the item name
Add the prefix in front of the name of the item. This becomes the name of the magic item.
4: Add [Mn] (Magic Grade) Tag
Add the [Mn] tag to the item. Use a value of n equal to the magic grade of the ability.
5: Price calculation
Finally, calculate the price of the magic item. This is the sum of the "General item price", "total amount of magic catalyst", and "production cost".
Magic item tables
Example: Creating a Prefixed Item
Prefixed items give you the ability to create your own magic items, but the procedure is somewhat complicated. To help illustrate how prefixed item creation works, follow this example.
1. Select the ability you want to grant. Here we select "" from the Magic Grade 3 table. "Attack Power" from the effect table