Superior Quality Items
The stats listed in the player's guide for items is for that of standard quality items. However, not every blacksmith, tailor, or gunsmith is equal in skill level, and many of them can produce items of exceptional quality. These items can deal extra damage, take extra hits, or complement one's appearance to give them in-game bonuses that mimic real-life items' ability to perform beyond their standard capacity. Superior Quality items such as these give bonuses to more mundane character abilities and add to the cost of the weapon or clothing. For each category of item, specifically melee weapons, ranged weapons, shields, armor, and clothing, there are a number of different superior quality upgrades available. Take note that armor, which is considered a seperate category from clothing, is also clothing, but not all clothing is armor. Armor is any clothing that covers the Torso section of the body and therefore provides an armor rating expressed in dice. You can use standard clothing alterations on armor, though most players may find this a waste of opportunity to increase their defense or armor bonuses. In addition, the bonuses are applied per item of clothing, meaning the bonuses applied to a piece of clothing that covers multiple part of the body are all considered to be on the same item, and therefore a player can apply a number of smaller and cheaper bonuses to individual pieces of clothing that make up a piecemeal outfit. Here are the different superior quality effects that you can apply, and to which items they can be applied. In front of each type of enhancement is a number in parenthesis, (x). X is how many levels of enhancement a single +1 to the item's specific rolls counts as. Ranged weapons do not need to have their ammo individually enhanced, though you can have ammo crafted with the same enhancements that affect ranged weapons or the type of ammunition specifically, and those stack with the weapon's enhancements. In these cases, the ammunition is crafted in batches of 100 for the added cost of a single enhancement.
(1)Beacon: Arrows and Thrown Weapons
Beacon arrows are magically attuned to the weapon that fired them, and can quickly be gathered. Any beacon arrows fired can be found by someone holding the weapon that fired them when they do their arrow search and do not count against the total recovered arrows found. If all of the arrows fired have this enhancement and there are fewer than 10 such arrows, the time needed to recover them all is 1 minute per arrow. Beacon arrows never break. If a beacon arrow deals traumatic damage to a target, the arrow lodges into them and until removed will let someone who is holding the bow that fired it know the exact location of the target. An arrow thus removed from the battlefield must be tracked down and collected manually(so no ability to track them down in one minute if they teleported away, for example.)
(2)Nanite Injection: Legion Melee Weapons
Legion weapons designed to expedite the conversion process. A character whose weapon has this enhancement may choose for an attack which hits the target to not deal damage, instead counting as a hand action toward a use of their True Legion conversion. A character affected by this type of Legion Conversion keeps a running tally of how many times they have been affected by this version of the conversion by any individual Legion, and is converted once they total 8(or fewer, if the Legion in question has Faster Conversions) successful uses of this ability by any one Legion. At the end of every round where the character has not gained any charges of this ability, they lose a charge.
(1)Photo-Charged: Legion Ranged Weapons
Legion Weapons that are designed to harness light to deal additional damage. When this weapon is fired, all of its damage die types are altered depending on the level of sunlight. Indoors or during an overcast day, the damage stays the same. In sunlight, bright artificial light or in an area where a light spell has produced light this round or the previous round, the die types are raised by a type(from d4s to d6es, d6es to d8s, d8s to d10s, d10s to d12s, and anything past d12 gaining a +1 to the roll), and in darkened areas the die types are reduced by a step(d6es to d4s, etc.). Dice reduced below d4s deal no damage.
(1)Mana-Fueled: Legion Weapons
Legion Weapons that can convert mana into damage. When the weapon deals damage, you may spend up to the enhancement level in mana to raise the damage by +2 for every point of mana spent this way.
(1)Port-bearing: Legion Armor.
Legion armor designed with ports that house various Legion crystals. A Legion character wearing this armor may install an additional number of Legion crystals into their armor equal to the level of this enhancement, giving them access to the abilities those crystals provide. Ports require three hand actions by anyone holding the crystal to install, but one to remove it (this counts as a clothing removal grapple if an opponent tries to do it, and has a -8 penalty to the grapple) normally. If the armor is retracted while any crystals are installed, they fall to the ground.
(R)(1)Charging: Melee Weapons, Ranged Weapons.
A weapon that can store up energy in one form or another to increase the damage it deals. Rather than attacking with the weapon, the wielder may instead use the normally required actions to charge the weapon, raising non-stat dice of damage it deals during the next round by a die type. If this ability is bought multiple times, the character wielding the item may choose to charge the weapon for multiple rounds, each time raising the non-stat dice of damage by another die type, to a maximum of d12. In any case, if a charged weapon goes a round without charging or using up its charge, the charge dissipates. If the weapon is two-handed, a single hand action may be spent to give the weapon a half charge. A half charge has no effect on the weapon's damage and will be lost if the weapon is not used or charged the next round.
(R)(1)Strong Hit up: Melee Weapons, Ranged Weapons.
A weapon made with heavier materials or balanced to take advantage of its user's strength. Increases the total of any rolls made to hit with that weapon using the strength stat by the level of this enhancement. The weapon must be able to be used for strong hits to take this enhancement.
(R)(1)Fast Hit up: Melee Weapons, Ranged Weapons.
A weapon crafted with lighter materials, a quicker-loading mechanism or balanced to take advantage of its user's speed. Increases the total of any rolls made to hit with that weapon using the agility stat by the level of this enhancement. The weapon must be able to be used for fast hits to take this enhancement.
(R)(1)Precise Hit up: Melee Weapons, Ranged Weapons.
A weapon crafted with more accurately calibrated sights or balanced to allow for precision of motion. Increases the total of any rolls made to hit with that weapon using the accuracy stat by the level of this enhancement. The weapon must be able to be used for precise hits to take this enhancement.
(R)(2)Hit Up: Melee Weapons, Ranged Weapons.
A weapon crafted with fine care and/or superior materials that make it all-around easier to use regardless of stance. Increases the total of any rolls made to hit with that weapon by the level of this enhancement.
(R)(1)Damage Up: Melee Weapons, Ranged Weapons.
A weapon made sharper or weighted to deal more damage. Increases the damage dealt per attack with that weapon by the level of this enhancement.
(R)(1)Critical Up: Melee Weapons, Ranged Weapons.
A weapon designed to exploit weak spots in the enemy's defenses, making critical hits more likely. Increases the attack roll by the level of this enhancement, but only for the purposes of determining whether a critical hit took place.
(1)Piercing: Slashy or Pokey Melee Weapons
A melee weapon, restricted to Slashy and Pokey types, that is designed to cut through enemy armor. When a target is successfully hit with a weapon with this enhancement, before any other damage is applied, 2 points of the target's soak for the round are drained away. This cannot reduce soak below 0 and does not deal actual damage, even to a target with no soak remaining.
(2)Wounding: Slashy of Pokey Melee Weapons
A melee weapon, restricted to Slashy and Pokey types, that leaves big gashes or holes in your opponent that deal continual damage primarily through bleeding. Whenever someone takes damage from a weapon with this enhancement, that damage is considered to be +5 for the purposes of determining traumatic damage to its target.
(2)Sweeping: 2-handed Melee Weapons
A weapon able to attack multiple foes with a single attack. Each time this is bought, an additional target may be acquired after the first when an attack is made with that weapon, though these new targets must either be in range of the character or within 5 feet of another target being attacked already in range. The same attack roll applies against all the enemies being targeted with the attack, and individual enemies can be subjected to crits in this manner. When a weapon with this quality attacks a swarm, it is considered to have a +3 to hit and damage for every level of this enhancement the weapon possesses.
(3)Supplemented: Melee Weapons, Ranged Weapons
A weapon with a secondary form of attack that hits along with the primary attack and deals a small amount of additional damage, such as tiny additional blades or spikes on a weapon. The weapon deals an additional 1d4 damage, and this damage is considered to be the same type of damage as the primary damage the weapon deals.
(1)Dazing: Smashy, Smacky, or Punchy Melee Weapons
A melee weapon, restricted to Smashy, Smacky, or Punchy types, that is made to strike the enemy with a concussive force that leaves them stunned for a short period. When an attack made with this weapon hits, regardless of whether it does damage, the level of this enhancement is subtracted from the target's current initiative. These effects last the round and are cumulative. A character's initiative cannot drop below 1, but it can drop below any other initiative threshhold, costing them extra turns.
(2)Concussive: Smashy, Smacky, or Punchy Melee Weapons
A melee weapon, restricted to Smashy, Smacky, or Punchy types, that knocks enemies away when it hits them. When an enemy is struck by and takes damage from this weapon, they move 10 feet away from the wielder for each level in this enhancement. The wielder may choose any direction within the 180 degree arc in between them and the enemy in which to knock the enemy.
(1)Gripping: Tangly Melee Weapons
A melee weapon, restricted to the Tangly type, that is made with cords or other movement-hampering parts that bind a struck character, making it harder to move. Until the beginning of your next full turn, a target who is hit and damaged by a gripping weapon recieves a -1 penalty to all physical action rolls for each level in this enhancement.
(3)Grabbing: Tangly Melee Weapons
A melee weapon, restricted to the Tangly type, that is able to wrap around and bind opponents. Grapple attempts may be made using this weapon's attack stats and skills, rather than the default. Use of this weapon to initiate a grapple attempt count as both hand actions to do so. When a target grappled by this weapon attempts to escape and fails, you score a free hit against them(no attack or defense rolls, but no possibility of a crit) and deal the weapon's normal damage against them. You may only purchase this enhancement once per weapon.
(R)(1)*Passive Parry Up: Melee Weapons, Shields
A melee weapon or shield that is built to catch and deflect enemy attacks, making them less likely to hit the wielder. Increases the passive parry score of the character using the enhanced item by the level of this enhancement.
(R)(1)*Passive Dodge Up: Armor
Armor made with nimbleness and mobility in mind, allowing the wearer to more easily dodge incoming attacks. Increases the passive dodge score of the character wearing this armor by the level of this enhancement.
(R)(1)*Passive Block Up: Armor, Shields
An armor or shield designed to deflect blows away from its user, making attacks less effective against them. Increases the passive block score of the character using this item by the level of this enhancement.
(R)(1)*Active Defend Up: Melee Weapons, Shields, Armor
An armor, melee weapon, or shield crafted with all-around defensive abilities in mind, making the user less susceptible to being hurt. Increases all active and spot defense rolls made wielding or while wielding this item by the level of the enhancement.
(R)(1)*Active Dodge Up: Armor
An armor crafted with flexible or lightened fabrics that allow for the wearer to dodge more easily. Increases all active and spot dodge rolls made while wearing this armor by double the level of the enhancement.
(R)(1)*Critical Down: Armor
Armor created with fewer weak points than the average armor, making it more difficult for an attacker to score a critical hit. Increases the defense rolls of the wearer by the level of this enhancement, but only for the purposes of determining if the attacker successfully landed a critical hit.
(1)*Soak Up: Armor, Shield
Armor built to cushion and absorb blows, lessening the damage to the wearer. Increases the wearer's soak rolls by 1 per level in this enhancement.
(1)*Agility Oppose Up: Armor, Legs Clothing
Armor or clothing made to help you dodge and deflect magical blasts. Increases the wearer's agility oppose rolls by 2 per level in this enhancement. If you are using multiple items with this enhancement, you only gain the benefit of the best one.
(1)*Defense Oppose Up: Armor, Arms Clothing
Armor or clothing made to absorb magical damage to prevent it from damaging the wearer. Increases the wearer's defense oppose rolls by 2 per level in this enhancement.
(1)*Personality Oppose Up: Armor, Head Clothing
Armor or clothing made to help you resist mind-affecting spells. Increases the wearer's personality oppose rolls by 2 per level in this enhancement.
(R)(2)*Intimidating: Clothing, Armor, Weapon, Shield
Items designed with dark color schemes, scary spikes, and eldritch designs made to frighten away potential enemies without actually increasing their combat effectiveness. Increases intimidation rolls made by the user by the level of this enhancement.
(R)(2)*Infuriating: Clothing, Armor, Weapon, Shield
Items made with garish colors, taunting designs, and otherwise silly patterns that are chosen to enrage enemies into attacking the user rather than any of their allies. Increases infuriation rolls made by the user by the level of this enhancement.
(R)(2)*Infatuating: Clothing, Armor, Weapon, Shield
Items designed with sensual curves, specially chosen exposed spots, and other designs made to entice potential enemies into siding with the person using them. Increases infatuation rolls made by the user by the level of this enhancement.
(R)(2)*Lightened: Armor, Weapon, Shield
Items made with lighter materials, making movement easier. Increases the initiative bonus of the item by +1 per level of this enhancement.
(R)(1)Secure: Armor, Clothing, Weapon, Shield
Items made with fasteners, belts, grips, and other things that make them harder to remove. Increases the difficulty of removing the enhanced items by +2 per level of this enhancement.
(R)(1)*Slick: Tailored Clothing, Tailored Armor
Clothing made with few places to grab on and material that is difficult to keep a grip on. Increases rolls made by the character wearing this garment to resist or break free from a holding grapple by +1 per level of this enhancement.
(R)(1)*Subtle: Tailored Clothing, Tailored Armor
Clothing crafted to blend in well with various environments and make little noise. Increases the wearer's hide or sneak rolls by +1 per level of this enhancement.
(1)*Solar Charging: Crafted Clothing, Crafted Armor
Clothing made with solar panels, motion-capturing generators, and magical capacitors that store up energy slowly through the day. When the clothing goes unworn for 8 hours or more, it drains completely, but for every hour it is worn, it gains 1 MP, storing up to 5 times the level of this enhancement in MP that can be spent to power scientist devices held by the character wearing the clothing.
(1)*Aerodynamic: Crafted Clothing, Crafted Armor
Clothing made with shapes designed to contour air or water around the character. A character wearing this clothing moves 5 feet times the level of this enhancement farther per turn when they use their entire movement action only for movement.
* If you are using multiple items with this enhancement, you only gain the benefit of the best one.
The cost of enhancing an item depends on the level of enhancements taken and the total level of enhancements the item already has. Certain enhancements count as more than one cost level per level of enhancement taken. The number of cost levels each level of an enhancement counts as is identified as (X) within the title of that enhancement. The standard total cost of any number of cost levels of superior quality enhancement is equal to that number of cost levels squared times 100 dollars. In other words, a level one enhancement with a cost of (1) should cost (1x1x100) 100 dollars, and a second level of that same enhancement should cost a total of (2x2x100) 400 dollars, which minus the first level's price would be 300 dollars to buy it up from level 1 to level 2. The cost of these enhancements are cumulative, so 1 level of an enhancement with a cost of (2), and one level each of two other enhancements with a cost of (1) would have a total cost level of (2+1+1) 4, and therefore have a total cost of (4x4x100) 1600 dollars. The only limit to how many levels of enhancement an item can have is the owner's budget and the skill of the worker who enhances that item. Check out the artificier facet to get an idea of how skilled an artificier must be to create enhancements of a specific level.
Many of these enhancements can also be reversed, meaning their bonuses become penalities or vice-versa. You may want to use reversed enhancments to supplement a cursed item, or have an NPC artificier(or a player's artificier character) sabotage someone's items or attempt to sell them garbage items. Reverse-enhanced items, generally referred to as Inferior quality, have absolutely no inherent value and players will have a hard time trying to get any money from them. Superior Quality enhancements which are reversible are tagged with an (R).
As the GM, you should also be able to come up with other superior quality enhancements that suit the items in question. Remember that a superior quality enhancment represents a mundane result of excellent workmanship on an item, not a magical or technological benefit. For example, a well-crafted pair of glasses could grant their wearer a +1 to visual-based accuracy rolls, but not provide them with any knowledge about a target that they wouldn't be able to glean from their own knowledge.
Enchanting items
Enchanted items are items which have been charged with a spell or with multiple spells, with one or more charges of each that can be triggered easily by the item's user. Casting an item's enchantment takes a speak action, though enchanters can change this to a single hand action if they prefer. These spells work otherwise like any other spell, except that they generally don't require casting rolls, as that was handled by the enchanter. Their range, however, is changed to the user's choice of themselves or anyone in contact with the user, whether by touching them or by being hit by them with a melee weapon. Enchanted ranged weapons bestow their enchantment charges
to their ammunition and are still used even if the shot misses when an enchantment is used on an enemy target in such a way. Area of effect can be changed to the single target chosen as the range, though this isn't necessary.
Costs of enchantments depend on the strength of the spell being stored and how many charges it can have. Most enchanting shops charge one tenth the cost of the spell, rounded up and squared times one hundred dollars for the first charge of a specific spell and 10% that cost additionally for every charge of that spell held past the first. Most enchanters are wary of selling more expensive spells to less experienced students, though they can always prove their worth to the enchanter. When that enchantment is cast, that number of charges is set for that enchantment, and while it can't be raised without re-casting the enchantment fully, it can be refilled as long as there is at least one charge of the spell remaining. The cost to re-fill enchantments that aren't fully drained is generally equal to 1 tenth the spell's listed cost per charge refilled. In addition to the limits based on the enchanter enchanting the weapon, each item is created with a certain limit of charges for any enchantments total it can hold. To determine this limit, roll 1d10, and add 1d4 for each cost level of superior quality the item has. If the item is enhanced with more levels of superior quality, it gains a d4 charges for each cost level it gains. These charges can be split across multiple enchantments. An enchanter can only learn the charge limit when they first attempt to enchant an item. You cannot put enchantments on an item if they have an element that is opposed to any of the elements its current enchantments have.
Slotted Items:
Weapons, Shields, Armor, and other pieces of clothing can be fitted with magical gem slots which allow the player to mount onto them magical gems. Magical gems have the ability to bestow upon their user incredible effects, described in the section below. Removing or mounting a gem from its slot takes a hand action. It takes a special craftsperson known as an Artificer to add slots to items, and there are limits to how many slots can be on any particular item. Weapons and shields which can be wielded with a single hand, including melee and ranged weapons, have a limit of 2 slots. Weapons and shields which require two hands to use, both melee and ranged, have a limit of 5 slots. Armor, meaning clothing that covers the torso and grants dice of armor bonus, have a limit of 3 slots. Other pieces of clothing have a limit of 1 slot each.
Slot Elements
When found in random treasure, purchased at a thrift shop or otherwise obtained by means other than having an artificer craft them, slots on items have a random assortment of elements that they are attuned to. A slot can have anywhere from one to ten elemental attunements, and these elements determine what gems can be fitted to them. Roll on the Slot Elements Chart to determine how many elements a slot has, then roll those elements randomly on the Random Element Chart, re-rolling any result you've gotten before. You'll notice that the random element chart has letters in parenthesis next to each element. These letters are used as shorthand to abbreviate the elements that a slot has. For example, if a slot is attuned to Fire, Light, and Entropy, you would note it as an FLN slot. Artificers use hundreds of different crafting methods to construct slots, and because of this there's no easy way to determine what elemental attunements a slot may have. A character is not likely to be able to identify what elements a slot has, so when they examine it, allow them to make an Intelligence/Magic roll, with a difficulty equal to 7 plus the number of elements the slot is attuned to. Failure means they're unsure what elements the slot can use.
Gems:
Gems can be fitted into slots to produce incredible magical effects that affect the user of the items with the filled slots. A gem must be of an element the slot can accept to function, unless the character wearing the slotted item has the Elemental Specialization advantage. In this case, they may always use gems of their attuned elements, but never gems of an element opposed to any of their elemental specializations. If a character wears a gem when they lack the proper attunement or specialization, it does not function. While Slots do not have levels, as any slot which is properly elementally attuned to the gem may use it, gems do have levels, and these levels denote the relative power of the gem. Gem levels range from 1 to 5, and the range of levels a gem may be is noted in parenthesis in front of the name of the gem in question. Levels noted from (X-Y) allow for any range of levels between those numbers, while levels noted as (X) or (X,Y) may only be found or crafted at those specific levels. A character may utilize multiple gems, including multiple gems of the same color group, but only one of any specific gem. If a character is wearing multiples of the same gem, the higher-level one is the only one that functions(Or a random one if there is a tie for the highest level). A character may choose to "turn off" a gem, though this takes a hand action.
Red Gems
Red-colored gems are armament enhancement gems. They increase the damage, ability to hit, speed, or other variables of a weapon, or the defensive capabilities of a shield. In some cases, armament gems can have even more exotic effects on their items, including changing the way they attack or defend. Red gems are in very high demand for obvious reasons, though it's rare that anyone can use more than a couple. Red gems can be placed only into slots on weapons or shields.
(1-5)Increase Damage
Adds extra damage to the item it's equipped on. When equipped on a weapon or shield, adds its level to the damage dealt when it hits. While most shields don't have damage stats, there are shield-bashing techniques and the extra damage would apply to those as well.
(1-5)Increase Speed
Allows a person using the item the gem is slotted to more quickly than they normally could. The speed rating of the item the gem is equipped to is lowered by the level of the gem, effectively adding that number to the character's initiative rolls.
(1-5)Increase Attack
Assists its item's wielder in a way that lets them more accurately strike their targets. When equipped to an item that is used for attacks, raises the attack rolls for attacks made with that item by the level of the gem.
(1-5)Increase Block
Allows an item to more easily intercept potentially dangerous attacks. When equipped, raises the defense roll for block defenses made with the equipped item by the gem's level.
(1-5)Increase Parry
Helps its user deflect incoming attacks. When equipped, raises the defense rolls for parry defenses made with the equipped item by the gem's level.
(1-5)Easier Crit
Directs attacks in such a way that while not able to help attacks connect more often, makes attacks that do connect more likely to have a critical effect. When equipped to an item, attack rolls made by that item are considered to be 2 higher per level of the gem for the purposes of determining if an attack was a critical hit.
(3)Add Skill Use
Magically allows a weapon or shield to be used as though it were crafted for a different purpose. When this gem is crafted, choose a skill at random. When this gem is equipped on a weapon or shield, that item has that skill as a useable skill to wield the weapon or shield.
(3)Add Elemental Damage/Defense
Charges a weapon or shield with additional damage or defenses attuned to a specific weapon. When this gem is crafted, roll an element at random. When equipped to a weapon, that weapon deals 1d6 additional damage whenever it hits a target, and that damage is considered the chosen element. When equipped to a shield, whenever that shield is used to block an attack that is considered an element that is not opposed to the gem's element, add 1d6 to the block roll. If the element of the attack being blocked is the same element as the gem, add 1d12 instead of 1d6.
(5)Change Damage Stat
Changes the source of the equipped item's damage to a different aspect of the wielder. When this gem is crafted, choose a stat at random. When the equipped item deals damage to a target, change any instance of any stat used for damage to the chosen stat. (Example: If a weapon deals 2dAcc damage and the gem has the Personality stat, it now instead deals 2dPer damage.)
(4)Make Summonable
Allows its item's owner to summon it with a simple command. When this gem is equipped on a weapon or shield and anyone who has held that item for at least six hours and has held it in the last week uses a speech action to ask the weapon to return to them, it immediately teleports into one of the speaker's hands which is free, an empty appropriate sheath, or hovers in front of that speaker for one round, allowing them to grab it before it falls to the ground.
Orange Gems
Orange-colored gems are armor enhancement gems. They increase an armor's defensive capabilities, make it more distracting, or otherwise increase its abilities. Like armament gems, armor gems are generally considered to be coveted items. Orange gems can only be placed into gem slots installed into armor.
(1-5)Armor Bonus
Magically strengthens any armor it is equipped on, making it more resistant to blows both physical and magical. When equipped on an armor, any armor rolls made by the wearer are increased by the level of the gem.
(1-5)Decrease Crits
Draws enemy attacks away from the armor's weak points, making critical hits against the wearer much more difficult. When equipped on an armor, it does not affect actual defense rolls, but raises those rolls by two times the level of the gem only for the purpose of determining if a landed hit was a critical hit.
(1-5)Decrease Weight
Magically lightens armor, making the wearer speedier in combat situations. When equipped on an armor, lowers that armor's speed penalty by the gem's level, in effect adding the level of the gem to the wearer's initiative rolls.
(1-5)Scarier
Enhances the armor with an aura of scariness, frightening foes whom the wearer is threatening. When equipped on an armor, raises the wearer's Intimidation attempt rolls by the level of the gem.
(1-5)Sexier
Enhances the armor with an aura of sexiness, enticing foes whom the wearer is flirting with. When equipped on an armor, raises the wearer's Infatuation attempt rolls by the level of the gem.
(1-5)Sillier
Enhances the armor with an aura of silliness, enraging foes whom the wearer is taunting. When equipped on an armor, raises the wearer's Infuriation attempt rolls by the level of the gem.
(1-5)Increase Dodge
Allows the user to dodge more nimbly despite the armor's normal restriction to movement. When equipped on an armor, dodge rolls made by the wearer are given a bonus equal to the gem's level.
(3)Add Elemental resistance.
Imbues the armor with elemental power, allowing it to function better against spells of that element. When equipped on an armor, attacks taken while wearing that armor are taken at half-damage if the damage is the same element as that armor. The damage is cut in half before armor and defense are rolled.
(3)Dice Upgrade
Toughens a set of armor to help it better resist damage. Treat the wearer of this armor as having a defense stat 4 points higher for the purposes of soak.
(4)Make Summonable
Allows its item's owner to summon it with a simple command. When this gem is equipped on an armor anyone who has worn that armor for at least six hours and has worn it in the last week uses a speech action to ask the armor to return to them, it immediately teleports into one of the speaker. Any clothing they were wearing at the time disappears, appearing in that character's dresser back in their room.
Yellow Gems
Yellow-colored gems are personal enhancement gems. They increase the character's natural abilities, or in rare cases, grant them new ones. They are the most common gems usually found, and the type most often crafted by MSF High's artificiers. Yellow gems can be placed into slots on any item type.
(1-5) Strength Up
Magially boost's a character's physical strength, giving their Strength stat a bonus of +1 per level while the gem is being worn properly.
(1-5) Defense Up
Toughens a character's body against all kinds of damage, raising their Defense stat by +1 per level while the gem is being worn properly.
(1-5)Agility Up
Boosts a character's reflexes and movement speed, raising their Agility stat by +1 per level while the gem is being worn properly.
(1-5) Accuracy Up
Increases a character's recollection and perceptive abilities, raising their Accuracy stat by +1 per level while the gem is being worn properly.
(1-5) Intelligence Up
Unlocks more of a character's potential mental abilities, raising their Intelligence stat by +1 per level while the gem is being worn properly.
(1-5) Personality Up
Refines a character's charisma and force of will, raising their Personality stat by +1 per level while the gem is being worn properly.
(3,5) Decrease Turn Speed
Allows a character using the gem to act more often in the midst of battle. At level 3, it decreases the amount of initiative drop for the character wearing it by 1. At level 5, that decrease is raised to 2.
(3) Add Flight
Gives a flightless character wearing this gem the Flight(hover) ability, or grants a character with the flight advantage the next more expensive stage of flight. If worn by a character with full flight, their agility is now considered 4 points higher for the purposes of determining their flight speed.
(3) Add Racial Level
Grants the user of the gem an additional level of their current race. This level is not permanent, and the character loses the race's HP and MP from their current totals if they remove this gem. If the character is currently a subrace, they gain a level of that rather than their base race.
(5) Add Extra Hand Action
Grants the user an extra hand action on their first turn of the round. This hand action should be treated as though it were an extra hand action picked up through an extra initiative turn.
Green Gems
Green-colored gems are facet gems, which can allow a character to unlock greater potential with their facet levels. Green gems can be placed into an item slot on any piece of clothing, including armors, but not weapons or shields.
(1-5) Bonus Facet HP
Makes its user more able to absorb damage without being overwhelmed. When equipped, the character's maximum HP is raised by the gem's level times that character's highest facet level.
(1-5) Bonus Facet MP
Grants additional mental energy to its user to allow them to use their abilities more frequently. When equipped, the character's maximum MP is raised by the gem's level times that character's highest facet level.
(1-5) Bonus Chi Pool
Grants its user additional chi energy to use in their martial arts attacks. When equipped, the character's maximum chi pool is raised by the gem's level times that character's total level in any facets that grant chi pool.
(2,4) Bonus Dailies
Allows its user to use some special facet abilities more often than they would normally be able to. When worn, it grants an extra time per day for each facet-granted ability the wearer has that is limited in its uses by "times/day" for every two levels the gem has.
(1-5) Instant Facet Swap
Allows a character at MSF High to trade out their facets without spending the normal amount of time to do so. Equipping this gem reduces the time it takes to swap racially-accessed facet levels to a single speak action.
(2,4) Increase Ability
Increases the wearer's special facet abilities, amplifying them beyond their usual power. For each facet ability the user has that has a "+X" rating, that rating is increased by 1 for every two levels this gem has.
(1-5) Increase Facet Access
Unlocks a portion of the character's true potential, allowing them to use more facet levels than their current level of experience would typically allow. While the gem is properly equipped, it increases its wearer's racial facet level rating by a number equal to the gem's level.
(4) Add Facet Level
Greatly increases a character's facet power. When worn, raises the current level of that character's highest-leveled facet by an additional level. If the top facet level is a tie between two or more, which is chosen is random each time the gem is equipped. Also note that the character may not be able to access that level if they lack the proper facet access or magical clothing.
(3) Add Skill to Facet
Enhances a character's repertoire for their primary facet, allowing them to use more of their skills to greater effect. Adds a skill, chosen at random when the gem is created, to all of the character's facets "subjects" listing. Allows characters to use weapons that utilize that skill without penalty.
(5) Access Master Facet
An excessively rare gem that allows its user to unlock abilities completely unknown to them. When worn, it grants the character wearing it unlimited access(As though it were a piece of magic clothing with that facet UL levels) to a master facet of the GM's choosing. Inspired is one such facet, though others will be made known in other books. The character must still purchase levels in that facet as normal. If that facet has any prerequesites such as a specific race, the wearer is transformed in a way that allows that facet use.
Blue Gems
Blue-colored gems are magic enhancement gems, and increase a character's spellcasting abilities. The effects they produce work on all of a character's spellcasting abilities, even if they have multiple facets which grant a form of spellcasting. Blue gems can be placed into slots on a weapon, shield, or armor.
(1-5) Lower MP Cost
Removes some of the mental strain for a caster with this gem, lowering the MP cost of any spell they cast by 1 per level of this gem. This does not allow them to cast spells that would normally cost more than their current spellcasting ability allows, and a spell's MP cost can not be reduced any lower than 1.
(1-5) Lower Material Cost
Decreases the need to use material components in the casting of spells for a caster wearing this gem. For spells which have a casting cost, that cost is decreased by 10% times the gem's level.
(1-5) Lower Difficulty
Assits a caster in recalling the various rituals, movements, or calculations in casting a spell, making it easier to cast when this gem is equipped. Lowers the difficulty roll of any magic spells the wearer makes by the level of the gem. A spell's difficulty cannot be lowered past 1.
(1-5) Raise Oppose Roll
Increases the accuracy of a spell cast by the gem's user, making it more likely to affect the target. Raises the oppose rolls of spells cast by the wearer by the level of the gem.
(1-5) Raise Damage
Adds a little magical punch to spells which deal damage. When potentially damaging spells cast by the gem's wearer hit a target, they deal additional damage based on the level of the gem. At level 1, add 1d4 damage. At level 2, add 1d6 damage. At level 3, Add 1d8 damage. At level 4, add 1d10 damage. At level 5, add 1d12 damage. This damage only applies to a single target, though the caster may choose which target takes the additional damage.
(1-5) Increase Duration
Lengthens the duration of spells which have temporary effects. If a spell cast by the gem's wearer has a duration, that duration is increased by 10% times the gem's level.
(1-5) Increase Area of Effect
Widens the strike radius of a spell designed to hit multiple targets. If a spell cast by the gem's wearer has an area of effect larger than 5'x5', the spell's area of effect is increased by 5' in all dimensions per level of the gem.
(2) Add Element
Imbues spells cast with the gem's own element. When the wearer of the gem casts spells, they are considered the gem's element in addition to any other elements they may have had. This gem does not effect spells which have an element opposite the gem's element.
(4) Change Element
Completely changes the composition of spells cast, making them entirely one element. When the wearer of this gem casts a spell, its elements become purely the element of the gem. If other spell effects change the element, they happen after this change, such as an idol's spell modification making all spells sound-element as well.
(5) Decrease Casting Actions
Removes outright some of the requirements for casting a spell. If a spell cast by the wearer requires more than a single action to cast, you may eliminate one of those needed actions. The spellcaster chooses which action is removed. This is per spell cast rather than per turn, so an idol or an artist casting spells need spend one less speak or hand action to cast their spells.
Purple Gems
Purple-colored gems are referred to as meta-enhancement gems. While Inspired are able to understand exactly how the effects benefit a student, the explanation for how they work generally goes over their heads. Gems like these, however, are still known to have incredible effects that are usually written off as "lucky", and when you factor in their rarity compared to other gems they are some of the most sought-after gems available. Purple gems can be fitted into any item with a slot.
(1-5) Increase Gained XP
Increases a wearer's learning rate, helping their user learn and grasp new concepts at a faster pace. The character who wears or holds an item equipped with this gem the most during a session gains additional XP equal to 1 percent per level of the gem times the XP gained at the end of that session.
(1-5) Re-Roll
Alters probability, allowing their user to have outcomes that are less likely and more beneficial. A number of times per session equal to the level of the gem, a character holding or wearing an item equipped with this gem may re-roll any roll that they have made. This new roll "overwrites" the old one, meaning if it ends up worse than the original roll, you must still accept it, though you can use another charge of the gem if you have another left.
(1-5) Add Dice
Magically supplement a wearer's existing skills, making them more competent. A number of times per session equal to the level of the gem, a character holding or wearing an item equipped with the gem may add an additional die to a skill roll, as though their skill was one point higher. When used with an unskilled skill, roll as though the character had 1 point in that skill. You may use multiple charges of this on a single roll.
(1-5) Roll Bonus
Improves the general luck of a character equipped with the gem in a less drastic but more certain way. A number of times per session equal to the level of the gem, a character holding or wearing an item equipped with the gem may add one to any roll. You may use multiple charges of this on a single roll.
(1-5) Fewer Encounters
Creates a field of positive luck that lessens the possibility of dangerous encounters. When a character holding or wearing an item equipped with this gem is in an area where random encounters are rolled, lower those rolls by an amount equal to the level of the gem.
(1-5) Spend XP on HP
Allows a character to avoid physical damage, but at the cost of future power. While a character is holding or wearing an item equipped with this gem, they may spend 10 XP to restore 10 HP a number of times per session equal to the level of the gem.
(1-5) Spend XP on MP
Allows a character to avoid mental fatigue, but at the cost of future power. While a character is holding or wearing an item equipped with this gem, they may spend 10 XP to restore 10 MP a number of times per session equal to the level of the gem.
(1-5) Skill Shuffle
Actually alters a character's destiny temporarily, swapping a pair of their skills. When this gem is created, roll two skills at random, re-rolling any duplicates. While a character is holding or wearing an item equipped with this gem, those two skills' ratings are switched, as though the player had bought the skills up through leveling in the manner opposite the way they truly did.
(1-5) Lucky Finder
Creates a luck field around a character that increases the likelyhood of finding more valuable treasure. When a character holding or wearing an item equipped with this gem is part of a group that discovers randomly-generated treasure, increase the rolls made to determine that treasure by the level of the gem.
(1-5) GM Favor
Allows the character to receive direct assistances from the powers that be, turning the tides in their favor and giving them a glimmer of hope where none existed before. A player whose character is holding or wearing an item with this gem equipped may ask a number of favors to the GM equal to the level of the gem per session. The character is not aware that these favors are being asked, and while the GM should feel the need to help the player at least to some degree when a favor is used, the player shouldn't expect the GM to do exactly as they say. A player may spend more than one charge at once on a favor to make it more potent, but again, the GM decides exactly how well a favor works.