Lunar Mecha Gear Document (v1.2)



Before accounting for unique traits, every weapon provides the same bonus: +30% Attack. Virtually all weapons provide further benefits (and, sometimes, drawbacks) based on additional Traits, however.

An archetypal weapon of a given variety (the "ordinary Sword," as opposed to unusual specialty swords) has a particular weapon descriptor -- a keyword that describes the weapon -- and either a single positive Trait, or two positive Traits and a negative Trait. Traits affect the weapon's functionality, but the weapon descriptor is only relevant in that it determines what sort of weapon skills the weapon works naturally with.

Positive Weapon Traits

Strong0X+20% Attack
Precise0X+30% Hit
Magical0X+25% Wisdom, +10% Accuracy (doesn't apply to mecha unless they have the Magical Weapon Use Feature)
Ranged0Attacks made with this weapon are inherently Ranged. If the weapon is for a mech, it may also have an [Element]-Based trait for free.
[Element]-Based1Attacks made with this weapon are of [Element] type by default, where [Element] is one of the eight conventional elements.
Critical1On a critical, the weapon inflicts *3 damage rather than *2. Doesn't stack with any other effect that increases critical damage.
Add [Status]1XOn a critical, the weapon adds [Status], which is one of the eight conventional status effects. Calculate Duration using the attacker's Hit. This always succeeds unless the target is immune. Only different effects stack.
Crippling2Called shots with this weapon treat the target's Armor as half its true value.
Reduce MP2For every 10 damage inflicted (after all damage reduction is applied) the target loses 1 MP. Round down.
Pure-Based3Attacks made by this weapon deal Pure damage by default.
Drain HP3When this weapon damages an opponent, you regain HP equal to your Wisdom or the damage done, whichever is less. Can heal both mecha and living things.

Negative Weapon Traits

It's very unusual for a weapon to have more than one Negative trait, but I've listed stackability anyway, just in case it comes up.

Weak0X-20% Attack
Unwieldy0X-30% Hit
Single Use0After each attack made with this weapon, you must use an action to reload or recharge it. It is always battle-ready at the beginning of a fight.

Weapon Types

Here's a list of various "standard" weapon types and the Traits I'd be inclined to give them, personally. If something on this list chafes you, or if what you want isn't here, it's easy enough to come up with alternatives.

Weapon types separated by a slash are functionally equivalent but still count as separate types.

Longsword/Saber/KatanaRoundedStrongAttack +50%
RapierElegantStrongAttack +50%
Short Sword/Wakizashi/Paired BladesFastStrongAttack +50%
Dagger/ClawsFastPreciseAttack +30%, Hit +30%
NeedleFastWeak, Precise*2Attack +10%, Hit +60%
Mace/Mallet/ClubBrutalStrongAttack +50%
Axe/Greatsword/Warhammer/ScytheBrutalUnwieldy, Strong*2Attack +70%, Hit -30%
Whip/Yo-yoElegantWeak, Precise*2Attack +10%, Hit +60%
BatonElegantWeak, Magical, PreciseAttack +10%, Hit +30%, Wis +25%, Acc+10%
WandMysticWeak, Magical*2Attack +10%, Wis +50%, Acc+20%
CaneMysticMagicalAttack +30%, Wis +25%, Acc+10%
StaffDefensiveMagicalAttack +30%, Wis +25%, Acc+10%
Spear/PoleDefensiveStrongAttack +50%
HalberdDefensiveUnwieldy, Strong*2Attack +70%, Hit-30%
Throwing KnifeFastRangedAttack +30%, Ranged
BoomerangRoundedWeak, Precise, RangedAttack +10%, Hit +30%, Ranged
BowShotRangedAttack +30%, Ranged
Gun/CrossbowShotSingle Use, Strong, RangedAttack +50%, Ranged, Single Shot
Magic RifleShotSingle Use, Precise, RangedAttack +30%, Hit +30%, Ranged, Single Shot

Special Considerations

Unfamiliar Weapons

Each character is trained in the use of three weapon types while on foot (you can use all weapons in a mech). In a pinch, though, you can use any kind of weapon, you'll just be kind of crappy at it. When wielding a weapon you're not trained with, the weapon's negative traits apply, but it's positive traits don't. Ranged weapons still fire out to a certain range, but you can't shoot them effectively from that far away, so they're considered close-range. Recall that a traitless weapon gives Attack +30% and no bonus to any other stats.

Conjured Weapons

There's a class of skills, collectively listed as "Summon [Element] [Weapon Type]," that allows you to summon a temporary magical weapon. You pick the element and weapon type when you purchase the skill, so you'd actually be learning a skill like "Summon Fire Longsword" or "Summon Thunder Claws." The weapon this effect summons is an actual honest-to-goodness piece of gear, even if it can't be removed and winks out the moment the fight ends.

A summoned elemental weapon has all the baseline properties of a normal weapon of its type, plus the appropriate [Element]-Based or Pure-Based trait. If it's a normal element rather than Pure, it also gets the Add [Status] trait for that element's associated status effect (Fire/Taint, Water/Bind, Earth/Stone, Air/Addle, Nature/Poison, Thunder/Stun, Light/Blind, Dark/Sleep). If you're using the formed-up version of the summon skill, the weapon also has an additional Strong trait.

Using Weapons in Mecha

Mecha weapons are obviously on an entirely different scale from human weapons, and I'm assuming that a human can't use a mecha weapon and vice versa, but for convenience they work the same way. It's just that a 50% Attack bonus means a lot more for a mech than for a person, since mecha have large Attack values.

There is one special rule that differentiates mecha weapons from normal weapons! Ranged mecha weapons can pick an [Element]-Based trait of their choice (except Pure), reflecting the fact that mecha have a lot of ranged energy weapons. This doesn't count against the weapon's cost or difficulty to make/buy. Of course, you can also have a plain Physical ranged weapon, if that's your thing.

A person can only have a single weapon equipped at a time, but mecha can have as many weapons as they have slots capable of holding them. The Attack and Hit bonuses are tracked separately for each weapon they have, and they pick which one to launch a given attack with. Of course, you can use only a single weapon in your mech, and more than two is probably unnecessary, but the option might come in handy.

Bonuses to stats other than Atk and Hit generally don't apply towards mecha. There is a Feature they can have installed that allows them to benefit from Wis and Acc bonuses, but in this case things work a little differently from Atk/Hit: a mech with that Feature uses the best Wis/Acc bonuses on anyof its equipped weapons, and those bonuses apply at all times.

Armor and Accessories

There are four main categories of armor that people can wear. The most basic kind is light armor, which is little better than clothes but is also cheap and practical. Characters who want better protection generally wear light mail, while those with a mystical bent may instead embellish their clothing with wards and enchantments. A very few invest in heavy plate armor, but since so much fighting is done in mecha, this option is not as common as you might think.

Armor TypeRarityPhys.DefElem.DefNotes
LightUniversal10Universal light padding; cheap but weak
MailCommon31The standard military armor
MysticUncommon12Comes with a free Rarity 0 Accessory Trait
PlateRare53The most expensive armor available

Plate is clearly the strongest armor, but even the most basic Mystic armor comes with a Rarity 0 Accessory Trait free, so the breadth of Accessory Traits translates to a breadth of low-level Mystic armors.

Accessory Traits

These are the properties that define accessories. Some kinds of armor may also have Accessory Traits.

Defense Traits
(All of these traits are stackable.)
Fire Soul0--+2-2+1-1-1+1+1-1
Water Soul0---2+2-1+1+1-1-1+1
Earth Soul0--+1-1+2-2+1-1-1+1
Air Soul0---1+1-2+2-1+1+1-1
Nature Soul0---1+1+1-1+2-2+1-1
Thunder Soul0--+1-1-1+1-2+2-1+1
Light Soul0--+1-1-1+1+1-1+2-2
Darkness Soul0---1+1+1-1-1+1-2+2
Physical Focus1+2-1-1-1-1-1-1-1-1
Magical Focus1-1+1+1+1+1+1+1+1+1
Geo Focus1----+1+1--+1----+1
Heaven Focus1--+1----+1--+1+1--
Hearth Focus1--+1--+1--+1--+1--
Storm Focus1----+1--+1--+1--+1
Fury Focus1--+1--+1----+1--+1
Grace Focus1----+1--+1+1--+1--
Resist Fire1--+2--+1----+1+1--
Resist Water1---1+2--+1+1----+1
Resist Earth1--+1--+2-1+1----+1
Resist Air1----+1-1+2--+1+1--
Resist Nature1----+1+1--+2-1+1--
Resist Thunder1--+1----+1-1+2--+1
Resist Light1--+1----+1+1--+2-1
Resist Darkness1----+1+1----+1-1+2
Fire Avatar
(similar effects exist
for each element)

General Traits
Alertness0X+25% Reaction
Balance0X+25% Fortitude, +25% Spirit
Slip0X+25% Evade
Vitality0X+10% HP
Essence0X+10% MP
[Status] Resistance0XYou are resistant to the specified status effect. Only different effects stack.
[Status] Immunity1XYou are immune to the specified status effect. Only different effects stack.
Weak Barrier1You have a Barrier equal to 1/8 your max HP.
Mind's Eye1X+25% Accuracy
Improved Aim1X+25% Hit
Strong Body1X+75% Fortitude
Strong Mind1X+75% Spirit
Warning1X+50% Reaction; you are immune to ambush
Mid Barrier2You have a Barrier equal to 1/5 your max HP.
Hero's Might2X+25% Attack
Sage's Wisdom2X+25% Wisdom
Great Vitality2X+25% HP
Great Essence2X+25% MP
Shadow2X+100% Evade
Refresher2At the end of every meaningful battle, if your HP are less than 50% (including when KOd), they're set to 50%.
Economizer2XAll your skills have their cost reduced by 1 MP, to a minimum of 0.
Universal Resistance2You are resistant to all eight status effects.
Strong Barrier3You have a Barrier equal to 1/3 your max HP.
Universal Immunity3You are immune to all eight status effects.
Synchronizer3You are constantly under the effect of Unity (doesn't stack with actual Unity).
Excellence3X+15% to each of Attack, Wisdom, Hit, Accuracy, Evade, Fortitude, Spirit, and Reaction.
Potency3XThe maximum number of mods you can use for any given action (which defaults to one) increases by 1.

Mech Parts

Rather than being divided by what type of gear they are, mech parts are divided primarily by what part of the mech they are equipped to (Head, Body, Arms, or Legs). If a part is listed as being obtainable for any slot, you still need to buy separate versions if you want to put them in different places. They are then further divided into two general categories: things that are weapons and things that are not weapons. The main difference between the two is that you can hit people with the former. If you want the full details, here's the skinny:

Weapon Parts . . .

Other Parts . . .

Every part has an install difficulty. Weapons that a mech simply grips can be swapped effortlessly while piloting, while other parts might be so thoroughly integrated that they take hours of labour to remove.

Install Difficulty
Plug-InYou can add, remove, or swap any number of Plug-In parts as a single action when piloting. When working outside the mech, it takes about half a minute or several combat actions.
IntegratedThe part can only be added or removed by humans working outside the mech. Either adding or removing a single Integrated Part takes at least half an hour, and possibly an entire hour if working alone with poor tools. If working with no tools you're out of luck.
PermanentPermanent parts become fundamental parts of any mecha to which they are added. They aren't really designed to be removed at all: adding or removing a Permanent part requires at least six hours of work by a trained engineer (or a pilot with the Engineer Training Edge). Moreover, this work needs to be done in a properly-equipped facility. If the engineer making the change does not have a team or is using a minimal workshop, the work can take as much as 24 hours.

General Part Traits

Many of these traits are associated with more than one location on the mech. A part possessing such traits must go on a specific location, and this can't be changed. For example, if you want Plating for your Arms, you have to buy an Arms-only Part with that property. If you later decide you want Plating for your Body instead, you can't just move the Part -- you have to buy a new version that goes on the Body. Many parts have "secondary" locations. Traits cost double when they're on a part that goes in the trait's secondary location rather than its primary location.

Each trait lists an installation difficulty (Plug-In, Integrated, or Permanent). A part's installation difficulty is equal to the greatest such difficulty among all the traits it possesses.

Plating0Any--XIntegIncreases the Break Threshold of the part's location by 1.
Resistance0Any--IntegAdds resistance to whatever type of [Location] Break is appropriate to the slot.
Ward Enhancement0Head/Body--XPermIncreases Ward Break Threshold by 1.
Integrity0Body--XPermIncreases Wreck Threshold by 1.
Reflex0Head/LegsAnyXPlugReaction +25%
Quick Step0LegsHeadXIntegEvade +25%
Gazelle Step0Legs--XIntegYou cannot have your Stance removed. Effects that would remove your Stance instead cause you to switch to the Dodge stance.
Damascened Silver0Body/ArmsHeadXPermWisdom +10%
Heavy Plating1Any--XPermIncreases the Break Threshold of the part's location by 1 and adds resistance to the appropriate kind of [Location] Break. Only the Threshold bonus stacks.
Mandala Overlay1Head/Body--XPermIncreases Ward Break Threshold by 1 and adds resistance to Ward Break. Only the Threshold bonus stacks.
Dynamic Zoom1HeadArmsXInteg+25% Accuracy
Target Lock1HeadArmsXInteg+25% Hit
Tuned Gyros1LegsBody/HeadXInteg+50% Fortitude and Spirit
Charge Core1Body/HeadAnyXPlugWill +1 at start of fight.
Shielding1Body/Head--XPlugNatural Barrier +25%
Damage Capacity1Body--XIntegArmor +25%
Instant Response1LegsHeadXPlugReaction +50%; you are immune to ambush
Shield1Arms--XPlugEvade +25%, Armor +25%, Reaction -50%, adds resistance to Arm Break.
Titan Pistons2ArmsBodyXIntegAttack +25%
Resonance Crystal2HeadBodyXIntegWisdom +25%
Flash Step2Legs--XIntegEvade +75%; adds resistance to Leg Break. Only the Evade bonus stacks.
Mana Well2Head--XPermMP +20%
Thick Shell2Body--XPermIncreases Body Break Threshold by 2 and gives resistance to Body Break. Only the Threshold bonus stacks.
Great Integrity2Body--XPermIncreases Wreck Threshold by 2.
Advanced Armor2Body--XPermToughness +25%
Rapid Motion2LegsArmsXIntegThe maximum number of mods you can use for miscellaneous actions (those that aren't attacks or Spell-type skills), which defaults to one, increases by 2.
Dash Tackle2LegsBodyPermWhen using Melee stance the bonus increases to +2. This doesn't stack with itself, but it does stack with the Crushing Force Feature.
Crown Chakra2Head--XPlugAll your skills have their cost reduced by 1 MP, to a minimum of 0.
Universal Resistance3Any--PermProvides resistance to all five Break Effects and (if relevant) all eight Status Effects.
Sentinel Step3LegsArmsIntegWhen intercepting (whether as an action or otherwise), you gain the benefits of defending.
Magic Barrier3HeadBodyXPlugNatural Barrier +100%
Huge Shield3Arms--XPlugEvade +50%, Armor +50%, Reaction -100%, adds resistance to Arm Break.
Comm Net3Head--PermYou are constantly under the effect of Unity (doesn't stack with actual Unity).
Second Skin3Body--Perm+1 to all five Break Thresholds and to Wreck Threshold.

Defense Part Traits

Parts have the same choices in Defense Part Traits (those that alter defense values) as humans do for their accessories. See the Defense Traits list above. All these traits are limited to the Body and are Integrated for the purposes of installation.

Weapon Part Traits

Mecha weapons work more or less like normal weapons, except that they cost twice as much and can possess the Enabler trait (described later on). Obviously, only mecha can use mecha-scale weapons and only humans can use human-scale weapons, even if a mech sword and a normal sword are functionally identical in terms of Traits. Note that mech weapons that possess the Ranged trait can also take an [Element]-Based trait for free, if you want. This doesn't count against the total number of traits the weapon has and can be taken even if Rarity 1 Weapon Traits are not otherwise available.

With a handful of exceptions, all weapon traits are of Plug-In install difficulty and can only be put on Weapon Parts that go in the Arms slot. The exceptions warrant further discussion.

Natural Weapons

Natural is a special type of weapon that only mecha can use. This represents weapons that are enhancements to the mech's natural abilities -- a spiked harness that lets it gouge enemies, or huge, studded fists that can pummel walls down. Using these doesn't count as fighting unarmed, however.

Natural weapons have the Brutal descriptor and they default to having the Strong trait and no others, meaning that they provide a 50% Attack bonus in their most basic form. Unlike most weapons, they can be designed for any slot type -- you can make a big crest that lets you headbutt people, for example. The drawback is that natural-type weapons are all of the Permanent install type, making them a real hassle to add or remove.

Frame-Mounted Guns

Weapons with the "Shot" descriptor can be built into a mech's frame (held in chest gun ports or mounted on the shoulders, for example) rather than held in the hands. Weapons designed to be used in this way are mostly the same as the hand-held equivalents, but have a few differences.

Frame-mounted guns (which, despite the name, can be bows or flamethrowers or any other kind of Shot weapon) always go in a Body slot and are of Integrated install difficulty. They get a free Strong trait but their base cost is twice that of equivalent handheld mech guns. Fancier versions (versions with extra traits) go up in price at the same rate as normal guns, however -- the doubling only applies to the base cost.


Enabler is a special Trait. It has the following properties:

Enabler0Any--Plug-In*May be required for certain skill groups and supermoves. Variable cost based on installation difficulty.

Any kind of Part can have this Trait, even Weapon Parts, which can otherwise possess only Weapon Traits. Enablers are strictly optional -- generally, mecha don't require them to use their skills or moves. However, you can design your mech so that some (or all) of its skills do require Enablers, and this pays off in the form of reduced skill cost and increased supermove power.

This trait is listed as Rarity 0, but it doesn't cost the same amount as a normal Rarity 0 Trait. How much the Enabler trait costs depends on how difficult it is to install. You have the option to make the Enabler a Plug-In part, but this can be very expensive, so you're better off picking a more restrictive form unless you really want to swap it out often.


Because Enablers are expensive and use up a slot, it's advantageous to link multiple things to one Enabler. Although there's nothing preventing you from doing this, you should be careful: if the location to which the Enabler is equipped suffers a Break Effect, all abilities that require that Enabler stop working.

The Cost of Gear

The cost of a piece of equipment depends on what kind of equipment it is how many fancy traits you've got piled on there. Weapons get either one positive trait or one negative and two positive traits free; these are accounted for in the base cost. Armor (except mystic armor) has no traits by default; accessories and parts also have no traits by default, but a no-trait accessory or part is free because it doesn't do anything.

Base Cost
Gear TypeTraits IncludedCost
Human Weapon1 Lv0 positve or
1 Lv0 negative and
2 Lv0 positive.
Mech Weapon (Normal/Natural)1 Lv0 positive or
1 Lv0 negative and
2 Lv0 positive.
Mech Weapon (Frame-Mounted Gun)1 Lv0 positive + Strong or
1 Lv0 negative and
2 Lv0 positive.+ Strong
Light Armornone25
Mystic Armor1 Lv050
Non-Weapon Mech Partnone0

Gear With Extra Traits

The base costs given above are all you need if you want basic gear. However, if you want gear with additional traits (which is a necessity for accessories and parts), the costs increase rapidly. In this case you add up the base cost plus the cost for all the extra traits and apply a multiplier based on how many extra traits there are.

Extra Trait Costs
Gear TypeRarity 0Rarity 1Rarity 2Rarity 3Rarity 4
Human Weapon30456090120
Mech Weapon6090120180240
Non-Weapon Part6090120180240

The above table lists the costs for each extra trait you want to add, beyond those accounted for in an item's base cost. As long as something has only one extra trait, that's all you need to worry about. However, if your gear has several traits there's an additional multiplier applied to the entire cost.

Extra Traits123456789101112131415

...and the table stops there but I'm sure you can see how it continues. Some examples are in order!

Example: Let's say you want a laser sword: call it an ordinary Saber-type weapon, but with Light-elemental. I'll leave it to you to decide what such a weapon should be called. It gets the usual Saber trait, Strong, for free, because that's part of the base cost, and the Light-Based trait is Rarity 1 so it costs 45 S. There's only the one extra trait being added, so no multiplier is applied. That means the final cost is 50 + 45 = 95. What if you wanted the weapon to have an extra Strong trait as well? Strong costs 30 S, and that makes two traits, which raises the multiplier to *1.5, so the total cost is (50 + 45 + 30) * 1.5 = 125 * 1.5 = 187.5, rounding up to 188.

Example: You're flush and you want to buy an accessory that doubles your HP. We'll look at two different ways of doing this, one with 10 stacked level 0 HP+10% traits (Vitality), and one with 4 stacked level 2 HP+25% traits (Great Vitality). In either case the base cost for "blank" accessory is 0.
The 10-Vitality version has 10 level 0 traits, each at 30 S. The multiplier is 5.5, so the final cost is 1650, which is completely ludicrous, because you aren't supposed to be able to double your HP with level 0 traits alone.
The 4-Great-Vitality version is still expensive, but it's at least distantly feasible. The level 2 traits cost 60 S each, and the multiplier is 2.5, for 600 S. This is much better, so obviously this is the version you want, but finding a store that sells items with level 2 traits or a craftsman that can make them is a difficult task.

Consumable Items

Consumable items tend to have specific, predetermined effects, as opposed to gear, which is like a skeleton to which you add traits. Consumable items are also consumable, which makes using them recklessly a costly endeavour. Unlike gear, items have unique costs rather than fixed costs based on rarity. Recall that the party can only have 6 of any one item immediately available at a time, though they may keep a reserve at a home base or something.

In normal combat, it's easy to use consumables. However, items that work on mecha generally require that a character be outside the mech to apply them, which makes them risky to use while fighting giant monsters.


These terms appear in some item descriptions.

Treatment: The item takes a long time to apply, so it can't normally be used in combat. Assume that a Treatment item takes 15 minutes or so of care to use.
Repair: The item can restore HP and/or MP to mecha and cure mecha's impairments. Unless otherwise stated, it can do the same for biological beings. Items without this keyword can't heal or cure mecha.


Medicinal Herbs02Treatment. Restores 25 HP.
Herbal Tincture05Restores 50 HP.
Angel's Tear010Restores 25 HP and revives KOd characters.
Starstone110Treatment. Restores 20 MP.
Holy Water15Repair. Cures the eight Status Effects.
Druid's Herbs220Treatment. Restores 100 HP.
Miracle Extract230Restores 200 HP.
Starlight250Restores 30 MP.
Orthoclase3100Treatment. Restores 80 MP.
Silverlight3250Restores 100 MP.
Amaranth3100Treatment. Restores 300 HP and revives KOd characters (normally you can't be KOd outside battle, though, so it doesn't matter).
Goddess Tear4450Restores 500 HP, cures the eight Status Effects as well as any other lasting negative effects, and revives KOd characters.
Life Gem4500Repair. Restores 150 HP and revives KOd characters. Targets an entire party at once.
Divine Essence4500Repair. Restores 500 MP.

Spare Parts

These items are the lowercase-p parts needed to repair mecha that have suffered Breakage. To find out how many parts are required to perform a repair and how long it will take, consult the breakage repair table in the mech chargen or main system doc.
Some of these parts perform better if applied in a properly-equipped facility. Any mech hangar with basic repair equipment will suffice -- it just means you're not out in the beastlands with a field kit.

Scrap02Spare parts for repairs. A single point of breakage repair can't incorporate more than one piece of Scrap, and using Scrap quadruples the repair time. Can be easily salvaged from junk, however.
Basic Parts05Spare parts for repairs.
Quality Parts18Spare parts for repairs. Counts as two parts if applied in a facility (can't be split across two repairs, but can be applied to two consecutive one-part repairs on the same mech).
Optimal Parts320Spare parts for repairs. Counts as two parts if used in the field or four parts if applied in a facility (can't be split across two repairs, but can be applied to two consecutive one-part repairs on the same mech).

Mech Repair Items

Note that you can't use items while piloting without special skills, and mecha are fully healed after every fight, so these items will be of limited use in battle.

Patching Kit010Treatment, Repair. The affected mech ignores all permanent break effects (those coming from Breakage Thresholds) that it's currently suffering from until either it sustains another point of breakage or a week passes, whichever comes first.
Lattice05Repair. Restores 100 HP to a mech and cures all of a mech's temporary break effects.
Hypercharge110Repair. Fully restores a mech's HP. If the mech's pilot has less than 2 Will, he gets +1 Will.
Tuning Kit230Repair, Treatment. Takes an hour to apply in a facility or two in the field. For the rest of the day or for the next fight (whichever comes later), the mech's pilot begins every fight with +1 Will. Doesn't stack.
Forge Cascade375Repair. Instantly heal one point of breakage for a mech with 1 or 2 points of breakage, or allows you to perform a single point of greater breakage repair instantly as part of the item use action, assuming you have the necessary parts and skill.
War Paint4400Repair, Treatment. Takes an hour to apply in a facility or two in the field. For the rest of the day or for the next fight (whichever comes later), the mech's pilot uses supermoves at a -1 Will cost reduction. Unlike Tuning Kit, this can be used on dragons as well, in which case it only applies to their dragon form. Multiple uses don't stack with each other.


Rations for one person for one day cost 1 S. This includes food and water, though neither is particularly pleasant. Of course, you can expect these to be provided on missions, and at least one person on your team probably knows the survival skills and magics necessary to harvest food and water from the poisoned lands. Rations aren't subject to the "6 items max" limit, but there is a commonsensical upper limit to the amount you can lug at once.

Formula Reagents, the components required to invoke skills with the Formula focus, can take any number of forms, but as a general rule I'm going to say that they cost about 1 S apiece. Since their true value is only apparent to people with the Formula skill focus, you might be able to get them for even less money than this; however, they're also not important enough that you might have to hunt a bit to find someone who sells them. Most people with the Formula focus have a Proficiency that allows them to find their own reagents (for example, Herbalism with plants).

Other stuff should be priced via common sense, using the existing prices as a guideline. For example, rations cost 1 S per person, but you could pay double or even triple that at a nice restaurant. A bicycle would probably cost about the same amount as a decent sword, give or take 25% -- let's say 50 S. Basic clothes would go for around 10-15, maybe more if you're counting shoes. Nice clothes, two or three times that. A night's board ranges from 1 or even less S to around 8 S depending on how nice the place is and whether meals are provided. A field kit for mech repair and maintenance will run you about 50 S. Don't be afraid to improvise, it's not the end of the world. Also, keep in mind that a lot of purchases of this sort can probably be handwaved as not counting against your money -- just ask the GM. These guidelines are here to give you an idea of the real value of everyday things, not to penalize you because you want to buy butter.

Working on Your Mech

Most modifications to mecha take some time, and many require parts or money as well. The following section gives time frames and parts required to make various repairs and modifications to mecha. The requirements vary depending on the skill of the people doing the work and on the tools and facilities available.

The time and effort required to work on mecha depends on the working conditions: what tools are available, how many people are helping, and how skilled the workers are. Conditions are divided into three general levels of quality:

The costs of work are listed in terms of both material and time. In most cases adding more people does not substantially reduce the time required, but you can assume it's possible to rush modifications and repairs in desperate times.

Repairs require spare parts, but other kinds of modifications have their costs listed in terms of money, representing a more amorphous quantity of "stuff required." You may be able to bypass this cost if you have a lot of junk around or if you can barter with or cajole locals. When out in the wilderness without access to people or supplies, assume that you can trade parts for their purchase price when performing these upgrades -- for example, if some upgrade cost 10 S to do, you could spend two 5 S Basic Parts or five 2 S Scrap.


Repairing Breakage is the one kind of mecha work that actually requires spare parts. The number of parts and the repair time depend not only on the working conditions but also on how much breakage the mech has suffered. A slightly-damaged mech can be repaired quickly and cheaply, whereas a nearly-wrecked mech requires a complete overhaul. The following table lists the materials and repair time required per point of breakage fixed. Each time you repair a point, the requirements for repairing the remaining points are reduced, so it's hard to get a start but gets easier as you go.

Current BreakageBasicGoodIdeal
1-2none/1 hournone/30 minutesnone/15 minutes
3-61 part/6 hours1 part/2 hoursnone/1 hour
7-103 parts/2 days2 parts/4 hours2 parts/2 hours
11-15impossible4 parts/1 day3 parts/6 hours
16+impossibleimpossible4 parts/12 hours

Raising Level

Character level increases naturally, but for mecha, only their hypothetical maximum level increases. To increase the current level to this maximum you must spend time polishing things up, tuning the controls, reinforcing the wards, tightening bolts, and so forth. This kind of upgrading is similar to day-to-day maintenance, so it's easiest if performed by the mech's regular pilot (if any). The regular pilot is used to tuning his mech and can do it in one-quarter of the listed time.

Under Basic conditions: 10 S and 12 hours per level (3 hours for the regular pilot).
Under Good conditions: 10 S and 8 hours per level (2 hours for the regular pilot).
Under Ideal conditions: 10 S and 4 hours per level (1 hour for the regular pilot).

Adding Features

Usually a mech will have as many features as it can possibly hold, but every few levels the maximum number of features increases, and you have the opportunity to bolt a new one on. The maximum number of features at any given mecha level is:

Mech Level


Max Features


Features for which you lack the appropriate stats or Mecha Traits count as two against this limit. They also cost twice as much and take twice as long to add.


Installing a feature requires at least Good conditions. Beyond that there's no limitation on where it can be done. Features inappropriate to your mech take twice the money and time. Also, a few Features aren't designed to be added later, because the mech has to be designed around them. Adding these after mech creation costs twice as much and takes ten times as long.

Under Good conditions: 20 S and 12 hours per feature.
Under Ideal conditions: 15 S and 6 hours per feature.

Removing Features

Unlike Edges, Features can be stripped out to free up space for new ones. This takes just as long, but costs half as much. The features that are particularly hard to add are also hard to remove.

Doing A Bit at A Time

Just because you can work for 12 straight hours doesn't necessarily mean you want to. If you're overworking yourself, or if you really rush to get something done in less time, the GM has every right to penalize you for it. But don't worry too much, because you can break large projects up. You can split the total work time required over as long a period as you please. The cost or parts are only expended at the end. However, if your mech suffers a point of Breakage, all the work in progress is undone and you have to start over.

Doing Business

As PCs, you mostly interact with the world of commerce as though you were in an RPG. You get money and use it to buy new gear and items when you're in town, so you can kill monsters better. However, there's a whole world of business out there, and it isn't designed for the benefit of the PCs, or even for the military in general. This section explores the realities behind the commercial world in a bit more detail and explains what happens when your character tries to interact with the commercial environment like he's in Harvest Moon rather than Final Fantasy.

Availability and Rarity

Even in Drakken, you can't find everything you want, and it could easily take a day of travelling around to find something specific. If you're looking for mech parts in Calista you're going to have to make do with whatever the military contingent there can spare, and if that's nothing, well, you're out of luck.

The traits listed in this file have a listed rarity, as do the various consumables. These are a very general measure of how hard it is to get the thing in question, but this ignores locational variance. If you're someplace where quality weapons are pretty easy to get, the rarity figures can be applied more or less directly, but common-sense availability dominates elsewhere. In places where a particular sort of thing is uncommon that thing may not be available at all, and if it is available it may be much more valuable than its listed Rarity suggests.

If an item is rare for a given place, above and beyond what's suggested by its Rarity rating, its cost could be much higher than listed -- twice as much, five times as much, twenty times as much, it depends on how much the seller thinks he can get. If there's a very limited supply, the thing is worth as much as people are willing to pay -- or as much as people might pay later, if the seller is willing to speculate. Some things might not be for sale at all, or you might have to win over the owner before he'll even think of selling to you. On the other hand, in some cases the right social pressures might get you something for free. That's between you and the GM.

Another factor is time. Gear with a lot of traits, or with specific trait combinations, likely needs to be custom-produced, and this'll take longer than making a basic version of the same thing. Rarity is an issue, too: you can commission a mecha part with Rarity 3 traits in Drakken as long as you know whom to ask, but if you just want to buy one, you're not going to have free pick, and you'll have to compete with top government officials and so forth, which means that there might be bidding wars and bickering and back-and-forth and so on. If you decide to commission, you're asking for work from the best of the best. Rarity 3 stuff takes a while to design to begin with, and the guy's not going to clear his schedule for you. Depending on what you want and how much influence you can bring to bear, you could be waiting years. These rules apply to lesser works coming from lesser craftsmen, too, of course, but they aren't likely to be as in-demand.

Rarity 0Readily available anywhere the item is in demand, and may be available in small supply even in unusual places. In a well-stocked area, only very unusual or complex orders need to be specially made.
Rarity 1To find goods of this rarity you'll need to either find a major market of the appropriate type, locate a regional expert, or make them yourself. They can be found in smaller areas, but are uncommon enough to spark bidding wars -- you might find a half-dozen pieces of Rarity 1 gear in Ina, but they probably won't be the Rarity 1 gear you want.
Rarity 2Only periodically available off-the-shelf, and then only in major metropolitan areas or the workshops of master craftsmen. Can't be mass-produced; barring a handful of high-demand specialty items like Tuning Kits, they must be specially made. Rarity 2 items do appear on the market for no particular reason sometimes, but if you're buying them this way you have no say in what you get and are likely to have to outbid rivals.
Rarity 3The prized possessions of the rich and powerful. Only available from the workshops of masters, and virtually always commissioned. On the off chance one is up for bidding, the price will be astronomical. Not even a grand master can make items of this caliber without painstaking effort and some amount of risk. Ancient relics of this level are highly prized.
Rarity 4Rumour has it that the military has a tiny and jealously guarded cache of these items, and it will certainly lay claim to any others that turn up. A handful of such things can be found in ancient ruins, and any expedition that yields such a treasure is considered a success.

Do It Yourself

Virtually everybody in the world knows some kind of practical trade. Even military students like the PCs need to earn spending money, so most of them develop some kind of marketable ability. For that reason, most PCs are going to have one or more Proficiencies that they can use to make or gather salable items. In some cases (basically whenever common sense dictates and the GM allows), these Proficiencies can be used to make items with a system effect. Often two or more characters will work together -- a woodworker might design the haft of a spear while a blacksmith designs the head, for example. Now, in keeping with the "proficiencies have no formal system" rule, there's not a precise crafting system. However, some general guidelines are presented here.

I'm reluctant to give a definite mapping between item Rarity and Proficiency required, but I imagine people will want it, so as a loose, non-binding guideline, assume that a character with no talent or a not-quite-appropriate Proficiency only has a decent chance of making Rarity 0 items and has trouble even with those, a character with basic Proficiency can easily knock out Rarity 0 items, can usually manage Rarity 1 items, and has a distant chance at Rarity 2 or 3 items. A master (double Proficiency) can easily make Rarity 1 items, has a pretty good shot at doing a Rarity 2 items (guaranteed if he takes his time), and can sometimes manage a truly impressive Rarity 3 item. A Rarity 4 item is a legendary masterwork that even an expert is unlikely to be capable of; no one can design them reliably, at least not in this day and age.

Items have a fixed form and rarity. For weapons, armor, accessories, and parts, the rarity is determined by the rarest Trait on the gear. Adding lots of traits doesn't make the item harder to make unless you're really piling on an insane number, but it increases the number of raw materials required and probably takes longer. Characters who craft things often may have certain traits that they're very familiar with and can add for "free," but a character who is experimenting with a totally unttried Trait may be penalized for his inexperience. As always, the player can argue his case but the final decision is the GM's.

Selling Used Goods

If you have an item that you want to unload without a hassle, you can probably trade it for half its sale value in any place where someone could conceivably want to buy it. Expensive or unusual items (mecha parts, weapons with odd selections of traits, stuff that costs hundreds of Silver) might be harder to get rid of this way -- it depends to some extent on your connections and acumen. Characters who are excellent businesspeople, have an arrangement with a middleman, or have some sort of an established outlet store may be able to get much better deals -- rare items can actually sell for more than their sale price under the right circumstances. Just remember, showing that you're in a hurry to get rid of something is a sign of desperation. If you want to get the best value out of something you need to be patient.