• Amazon Armor0 Armor C Requirement: Can only be worn by a female.
    Armor Value: 0/0 (reduces physical damage by 0 and elemental or mystic damage by 0, modified by penetration).
    Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    As long as you wield a shield, you may attempt a special Armor Save of 6+ (roll 6 or more, ignoring penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause) against each attack. This is cumulative with the Armor is Useless ability.
    When you roll d3d3 on an attack (that costs at least 5 action points), Q Amazon Armor.
    T: Reroll an Agility, Quickness, Strength, Toughness or Weapon Skill test.
    • Simple (requires no proficiency).
    0/0 231/284
  • Amazon Armor (F)0 C
    232/284
  • Amazon Armor (Masterwork)1 Armor U Requirement: Can only be worn by a female.
    Armor Value: 0/0 (reduces physical damage by 0 and elemental or mystic damage by 0, modified by penetration).
    Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    As long as you wield a large weapon, you may attempt a special Armor Save of 6+ (roll 6 or more, ignoring penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause) against each attack. This is cumulative with the Armor is Useless ability.
    When you roll d3d3 on an attack (that costs at least 5 action points), Q Amazon Armor (Masterwork).
    • Simple (requires no proficiency).
    T: Reroll an Agility, Quickness, Strength, Toughness or Weapon Skill test.
    0/0 1/284
  • Amazon Armor (Masterwork) (F) 1 C
    2/284
  • Ancestral Armor1B C
    145/284
  • Ancestral Armor1B Armor U Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 5 (counts as Scale Armor).
    Encumbrance: 2 (reduces quickness by 2).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Bludgeon +1 (increased armor value and ignores penetration from bludgeoning attacks).
    • Mystic +4 (increased armor value and ignores penetration against mystic attacks) against spirits or di directed Corpus spells.
    Ancestral armor is generally constructed from many small iron and leather scales, connected to each other by rivets and macramé cords made from leather and braided silk. In Easterling culture, it is passed down from father to son as part of the family tradition. 4/0 144/284
  • Arrowshield Cloak2G Armor U Durability: 5.
    Type: Back.
    • Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
    • Mobility +2 (two extra mobility points) while fleeing.
    T: Reroll a Last Chance test.
    162/284
  • Azure Tiger Kasaya2U Armor U Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    While kasaya is clean and undamaged: Your armors (including this one) have Armor Rating +0/+2 against D attacks.
    • Simple (requires no proficiency).
    • Fashionable (may provide advantage in social situations).
    0/1 114/284
  • Back Scabbard0 Armor — Weapon C Durability: 4.
    Type: Back.
    T, [sword sheathed]: Reroll a Resistance test (you look pretty cool with a sword on your back).
    T: Your sword gains Quickdraw (drawing this is a free action) this round.
    A scabbard is a sheath for holding a sword, knife, or other large blade. You shouldn’t be able to draw a larger sword from your back, but in the movies it always works! 233/284
  • Bad Idea Jeans1G Armor U Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T: Reroll a Taunt test.
    T: Attempt an Armor Save of 2+ on your legs. If successful, negate all but 1 damage. Repair Bad Idea Jeans to Q it.
    • Simple (requires no proficiency).
    Woman, you left your panties in ma kitchan. 0/0 163/284
  • Bearskin ArmorU C
    116/284
  • Bearskin ArmorU Armor C Armor Value: 3/2 (reduces physical damage by 3 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4 (counts as Hide Armor).
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    T: Reroll a Grapple test.
    • Fashionable (may provide advantage in social situations).
    • Pierce -1 (decreased armor value against piercing attacks).
    This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in, but affords decent protection and an impressive animal pelt never fails to impress. 3/2 115/284
  • Bearskin Cloak2U Armor C Durability: 5.
    Type: Back.
    T: Reroll a Strength or Toughness test.
    T: All adjacent opponents must make an opposed Strength test against you. The losers are Knocked Down.
    117/284
  • Billowing Cloak1W Armor C Durability: 5.
    Type: Back.
    Cursed (you cannot remove this card once attuned).
    Dependable (advantage for durability and save tests).
    This cloak billows in the wind, even if there’s no wind. It has a tendency to snag itself on other items of clothing, causing wardrobe malfunctions. :-( 88/284
  • Black Serpris2DDBB C
    147/284
  • Black Serpris2DDBB Armor — Mythic M Armor Value: 3/3 (reduces physical damage by 3 and elemental or mystic damage by 3, modified by penetration).
    Durability: 5 (counts as Plate Armor).
    Encumbrance: 0 (reduces quickness by 0).
    Type: All locations.
    Requirements: Must be a Zodiac.
    Counts as Masterwork.
    Sanguine 3 (suffer 3 wounds that cannot be healed as long as you wear this item).
    Cursed (you cannot remove this card once attuned).
    Eery (may cause disadvantage in social situations).
    Advantage (free reroll) for Stealth tests.
    T: Attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    FF: Add BB to your Mana pool.
    • Exotic (disadvantage to procure this item, or repair it).
    • Doomed (forced redraw of Trump) for Death Threshold checks.
    A Black Serpris can only be restored to its previous splendor by bathing it in divine blood. 3/3 146/284
  • Black Wolfskin Cloak1U Armor C Durability: 5.
    Type: Back.
    Fleet (+1 mobility point, cumulative).
    T: A flanked opponent must make an opposed Strength test against you. The loser is Knocked Down.
    118/284
  • Blood ArmorB Armor C Armor Value: 3/3 (reduces physical damage by 3 and elemental or mystic damage by 3, modified by penetration).
    Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: All locations.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). You cannot repair this armor. Kill an opponent in an especially bloody fashion, or spend B, to Q it.
    • Sanguine 3 (suffer 3 wounds that cannot be healed as long as you wear this item).
    Blood mixed with curses, loam and dark voodoo herbs. It toughens the skin while dulling pain and spirit. 3/3 148/284
  • Blood Armor (F)B C
    149/284
  • Blood Armor (M)B C
    150/284
  • Boar Hide ArmorU C
    120/284
  • Boar Hide ArmorU Armor C Armor Value: 3/2 (reduces physical damage by 3 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4 (counts as Hide Armor).
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    T: Your next unarmed or melee attack gains the Rush (advantage if you moved 6 or more paces this turn) trait.
    • Fashionable (may provide advantage in social situations).
    • Pierce -1 (decreased armor value against piercing attacks).
    This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in, but affords decent protection and an impressive animal pelt never fails to impress. 3/2 119/284
  • Boisterous Tunic2 Armor U Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4 (counts as Leather Armor).
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    At the start of the session, you may T 3 Etiquette cards to repair Boisterous Tunic.
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    A tunic identifying you as a grand warrior. 2/2 3/284
  • Boots of Elvenkind1G/W Armor U Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 5.
    Type: Feet.
    Skilled (+1 die) for Stealth tests.
    While you wear these boots, your steps make no sound, regardless of the surface you are moving across. 2/2 204/284
  • Brigandine Armor0 Armor C Armor Value: 1/0 (reduces physical damage by 1 and elemental or mystic damage by 0, modified by penetration).
    Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 5+ (roll 5 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Pierce +1 (increased armor value and ignores penetration against piercing attacks).
    • Simple (requires no proficiency).
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    Brigandine consists of heavy cloth, canvas or leather, lined with small oblong steel plates riveted to the fabric. Brigandines are simple enough in design for a soldier to make and repair his own armour without needing the high skill of an armorer. 1/0 234/284
  • Brigandine Armor (F)0 C
    235/284
  • Brigandine Armor (M)0 C
    236/284
  • Brigandine Armor (Masterwork)1 Armor U Armor Value: 1/0 (reduces physical damage by 1 and elemental or mystic damage by 0, modified by penetration).
    Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 5+ (roll 5 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Pierce +1 (increased armor value and ignores penetration against piercing attacks).
    • Simple (requires no proficiency).
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    Brigandine consists of heavy cloth, canvas or leather, lined with small oblong steel plates riveted to the fabric. Brigandines are simple enough in design for a soldier to make and repair his own armour without needing the high skill of an armorer. 1/0 4/284
  • Brigandine Armor (Masterwork) (F) 1 C
    5/284
  • Brigandine Armor (Masterwork) (M) 1 C
    6/284
  • Bronze Cloth1U/BR/WG Armor — Mythic M Armor Value: 6/1 (reduces physical damage by 6 and elemental or mystic damage by 1, modified by penetration).
    Durability: 5 (counts as Plate Armor).
    Encumbrance: 2 (reduces quickness by 2).
    Type: All locations.
    Requirements: Must be a Zodiac.
    Counts as Masterwork.
    Sanguine 1 (suffer 1 wounds that cannot be healed as long as you wear this item).
    T: Attempt an Armor Save of 5+ (roll 5 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    W: Encumbrance is 0 this scene.
    FF: Add B to your Mana pool.
    • Donning (put the armor on, or take it off, with a stance action).
    • Exotic (disadvantage to procure this item, or repair it).
    6/1 205/284
  • Bronze Cloth1U/BR/WG C
    206/284
  • Bronze Helmet0 Armor C Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 5.
    Type: Head.
    • Disadvantage (forced reroll) for Perception tests.
    4/0 237/284
  • Canary Feather ArmorU Armor C Armor Value: 3/2 (reduces physical damage by 3 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    T: Reroll an Etiquette or Social test.
    • Fashionable (may provide advantage in social situations).
    • Pierce -1 (decreased armor value against piercing attacks).
    This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in, but affords decent protection and an impressive animal pelt never fails to impress. 3/2 121/284
  • Canary Feather ArmorU C
    122/284
  • Celestial Kimono4 Armor M Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    While the dress is clean and undamaged: Advantage (free reroll) for Astronomy and Planar tests.
    • Exotic (disadvantage to procure this item, or repair it).
    • Fashionable (may provide advantage in social situations).
    • Simple (requires no proficiency).
    • Elemental +2 (increased armor value and ignores penetration against elemental attacks).
    7/284
  • Celestial Vizard4 Armor — Mask C Armor Value: 0/2 (reduces physical damage by 0 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Head.
    T: Reroll a Stealth or Occult test.
    0/2 8/284
  • Cloak of Disguise1W Armor C Durability: 5.
    Type: Back.
    T: Take on the form of any humanoid creature (of about the same size) that you can see. The disguise lasts until twilight. Grants Advantage (free reroll) on tests to maintain the disguise.
    T: Prevent E caused by an Imaginem spell.
    89/284
  • Cloak of Shadows1W Armor U Durability: 5.
    Type: Back.
    Advantage (free reroll) for Stealth tests.
    At the start of a scene, you cannot be seen unless you draw attention to yourself.
    An unsettling sight once it is spotted. 90/284
  • Cloak of the Setting Sun1RWB Armor R Durability: 6.
    Type: Back.
    Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative).
    T: Increase your aura by 1d6 paces for the rest of the scene. If you roll d6, you may Q an aura card.
    175/284
  • Clockwork Visor4 Armor — Mask U Armor Value: 2/0 (reduces physical damage by 2 and elemental or mystic damage by 0, modified by penetration).
    Durability: 5.
    Type: Head.
    Keywords: Mechanical.
    Skilled (+1 die) for Engineering tests.
    2/0 9/284
  • Colorful Dress0 Armor C Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, dress is clean and undamaged: Reroll a Warding test.
    • Simple (requires no proficiency).
    • Fashionable (may provide advantage in social situations).
    0/0 238/284
  • Crested Helmet2 Armor U Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 5.
    Type: Head.
    • Disadvantage (forced reroll) for Perception tests.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    • Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative) for Humanoid servants.
    4/0 10/284
  • Crested Helmet (Masterwork)3 Armor U Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 6.
    Type: Head.
    • Disadvantage (forced reroll) for Perception tests.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    • Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative) for Humanoid servants.
    4/0 11/284
  • Crocodile ArmorU C
    123/284
  • Crocodile ArmorU Armor C Armor Value: 3/3 (reduces physical damage by 3 and elemental or mystic damage by 3, modified by penetration).
    Durability: 4 (counts as Hide Armor).
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Bludgeon -1 (decreased armor vs. bludgeoning attacks).
    • Pierce +1 (increased armor value and ignores penetration against piercing attacks).
    This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in, but affords decent protection and an impressive animal pelt never fails to impress. 3/3 124/284
  • Crown of Command2BR Armor U Armor Value: 0/2 (reduces physical damage by 0 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Head.
    Enhances Warding pool [+1/6].
    T: When you lose control of a servant or spell, you may make a Hard (16) Willpower test to immediately regain control.
    0/2 176/284
  • Crown of Sorcery3BR Armor R Armor Value: 0/2 (reduces physical damage by 0 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Head.
    Enhances Magic pool [+1/6].
    T: You are Indomitable (cannot be controlled and advantage for warding and willpower tests) for the rest of the scene.
    0/2 177/284
  • Crystal LamellarBG Armor U Armor Value: 2/5 (reduces physical damage by 2 and elemental or mystic damage by 5, modified by penetration).
    Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Elemental +1 (increased armor value and ignores penetration against elemental attacks).
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    2/5 178/284
  • Crystal LamellarBG C
    179/284
  • Crystal Plate1BG Armor R Armor Value: 5/3 (reduces physical damage by 5 and elemental or mystic damage by 3, modified by penetration).
    Durability: 5 (cannot apply durability bonuses).
    Encumbrance: 3 (reduces quickness by 3).
    Type: Abdomen, Arms, Legs, Torso.
    F: Reduce the Encumbrance of the Crystal Plate to 0 for the rest of the scene. Whenever you suffer at least E this scene, suffer an additional F.
    T: Attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Elemental +1 (increased armor value and ignores penetration against elemental attacks).
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    5/3 180/284
  • Crystal Plate (F)1BG C
    181/284
  • Crystal Plate (M)1BG C
    182/284
  • Crystal Scale1B/G Armor U Armor Value: 4/3 (reduces physical damage by 4 and elemental or mystic damage by 3, modified by penetration).
    Durability: 4 (cannot apply durability bonuses).
    Encumbrance: 2 (reduces quickness by 2).
    Type: Abdomen, Arms, Legs, Torso.
    F: Reduce the Encumbrance of the Crystal Scale to 0 for the rest of the scene. Whenever you suffer at least E this scene, suffer an additional F.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Elemental +1 (increased armor value and ignores penetration against elemental attacks).
    4/3 207/284
  • Crystal Scale (F)1B/G C
    208/284
  • Crystal Scale (M)1B/G C
    209/284
  • Crytpic Coat2UWB Armor — Cloak R Durability: 5.
    Type: Back.
    T: Shift (maneuver one pace; this replaces the random movement after an attack).
    EE: Q Crytpic Coat.
    U: Move Crytpic Coat to an ally in your aura (5 paces).
    At times it almost seems to have a will of its own. 183/284
  • Death Cloak2WW Armor R Durability: 5.
    Type: Back.
    Dependable (advantage for durability and save tests).
    T: Reroll a Stealth or Imaginem test.
    Sacrifice Death Cloak: Ignore the effects of a Corpus spell that targets you.
    Standard equipment for any Death Ranger, and a necessary tool for survival in their line of work.
    91/284
  • Deep Diving Suit1 Armor S Armor Value: 1/0 (reduces physical damage by 1 and elemental or mystic damage by 0, modified by penetration).
    Durability: 5.
    Type: Head.
    You can breathe comfortably underwater for an extended period of time.
    • Advantage (free reroll) for Swimming tests.
    • Disadvantage (forced reroll) for Perception tests while not underwater.
    1/0 280/284
  • Demon Horns1RR Armor U Durability: 4.
    Type: Head.
    Keywords: Infernal.
    • Cursed (you cannot remove this card once attuned).
    • Elemental +3 (increased armor value and ignores penetration against elemental attacks) against fire.
    • Spiritual +2 (increase fellowship by two for purposes of maximum servants, cumulative) for infernal Servants.
    T: Reroll a Resistance test against Imaginem or Ignem effects.
    3/0 159/284
  • Desert Sash2 Armor — Mask U Armor Value: 0/1 (reduces physical damage by 0 and elemental or mystic damage by 1, modified by penetration).
    Durability: 4.
    Type: Head.
    While in a desert, you have an additional Action Point each turn. This Action Point can only be used for a defensive action.
    0/1 12/284
  • Dragon Scale Armor2UR Armor R Armor Value: 5/3 (reduces physical damage by 5 and elemental or mystic damage by 3, modified by penetration).
    Durability: 5.
    Encumbrance: 3 (reduces quickness by 3).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Elemental +2 (increased armor value and ignores penetration against elemental attacks).
    • Exotic (disadvantage to procure this item, or repair it).
    My armor is like tenfold shields. 5/3 184/284
  • Dragon Scale Armor (F) 2UR C
    185/284
  • Dragon Scale Armor (M) 2UR C
    186/284
  • Dragon Skin Armor2U/R Armor U Armor Value: 3/2 (reduces physical damage by 3 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4 (counts as Scale Armor).
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Elemental +2 (increased armor value and ignores penetration against elemental attacks).
    • Exotic (disadvantage to procure this item, or repair it).
    • Impenetrable (item ignores penetration, unless it has used its armor save).
    The soft leather of a dragon’s belly or neck provides a fair amount of protection without loss of mobility, for those who can afford it. 3/2 210/284
  • Dragon Skin Armor (F)2U/R C
    211/284
  • Dragon Skin Armor (M)2U/R C
    212/284
  • Dragonscale Cloak2RR Armor R Durability: 5 (elemental is not cumulative). Type: Back.
    Elemental +2 (increased armor value and ignores penetration against elemental attacks).
    Exotic (disadvantage to procure this item, or repair it).
    T: Reroll a Defense test against fire.
    T: Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause) against an attack from behind.
    160/284
  • Drakescale CloakURW Armor U Durability: 4 (elemental is not cumulative). Type: Back.
    Elemental +1 (increased armor value and ignores penetration against elemental attacks).
    Fashionable (may provide advantage in social situations).
    T: Armor Save of 5+ (roll 5 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause) against an attack from behind.
    These cloaks are very fashionable, in part because drakes are dangerous wild beasts, but also because of the unique electric shimmer and gleam of the scales. 187/284
  • Dread HelmW Armor C Armor Value: 2/0 (reduces physical damage by 2 and elemental or mystic damage by 0, modified by penetration).
    Durability: 6.
    Type: Head.
    Cursed (you cannot remove this card once attuned).
    Dependable (advantage for durability and save tests).
    It looks impressive, but all it does is make your eyes glow red (and make every meal a battle). 2/0 92/284
  • Dry Boots1U Armor U Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 5.
    Type: Feet.
    T: Chance to Gather U from a large source of water (on U). This does not count against your Gathering Limit.
    These boots are enchanted with True Water to be completely waterproof. If water gets in them, it is very hard to get it out. 2/2 125/284
  • Duelist’s Cloak2 Armor C Durability: 4.
    Type: Back.
    Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    T: One use of Advantage (free reroll) in any duel.
    13/284
  • Dwarf Plate Armor5 Armor R Armor Value: 6/1 (reduces physical damage by 6 and elemental or mystic damage by 1, modified by penetration).
    Durability: 7.
    Encumbrance: 3 (reduces quickness by 3).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Dependable (advantage for durability and save tests).
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    The finest suits of plate armor can only be produced in ancient dwarfish forges. Durable and dependable, if somewhat on the heavy side. A master smith will often engrave the suit with warding runes. 6/1 14/284
  • Dwarf Plate Armor5 C
    15/284
  • Earth Skin0 Armor S Armor Value: 2/3 (reduces physical damage by 2 and elemental or mystic damage by 3, modified by penetration).
    Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: All locations.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). You cannot repair this armor, but may perform the ritual again, or pay G, to Q it.
    • Advantage (free reroll) for Armor Saves against elemental or mystical attacks.
    • Ritual (requires that you perform a short ritual at twilight).
    The Earth Skin talent makes a character much more resistant to magical damage. 2/3 282/284
  • Earth Skin (F)0 C
    239/284
  • Earth Skin (M)0 C
    240/284
  • Elfweave CloakBB Armor U Durability: 4 (mystic is not cumulative).
    Type: Back.
    Mystic +1 (increased armor value and ignores penetration against mystic attacks).
    Enchantments actively repel dirt and other stains, but they can be overcome. 151/284
  • Elfweave Robes1U Armor U Armor Value: 1/2 (reduces physical damage by 1 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 5+ (roll 5 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Fashionable (may provide advantage in social situations).
    • Mystic +1 (increased armor value and ignores penetration against mystic attacks).
    These extraordinarily fine and beautiful garments are only made by elves. Mostly worn by elves and magi. Despite denials of magical properties, it is often said that they never drape properly on dwarfs. 1/2 126/284
  • Elfweave Robes (F)1U C
    127/284
  • Elfweave Robes (M)1U C
    128/284
  • Elven CircletWGU Armor U Armor Value: 0/2 (reduces physical damage by 0 and elemental or mystic damage by 2, modified by penetration).
    Durability: 5.
    Type: Head.
    T: Reroll a Magic, Resistance, Social or Warding test. If you roll d6d6, produce W, G or U.
    0/2 188/284
  • Elven Mail Armor2W Armor R Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 6.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Concealable (disadvantage to find this item).
    • Bludgeon -1 (decreased armor vs. bludgeoning attacks).
    • Impenetrable (item ignores penetration, unless it has used its armor save).
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    A masterwork suit of silvery mail armor so fine you can conceal it under your clothes. 4/0 93/284
  • Elven Mail Armor (F)2W C
    94/284
  • Elven Mail Armor (M)2W C
    95/284
  • Elven Mail Armor (Masterwork) 3W Armor M Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 7.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Concealable (disadvantage to find this item).
    • Bludgeon -1 (decreased armor vs. bludgeoning attacks).
    • Impenetrable (item ignores penetration, unless it has used its armor save).
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    A masterwork suit of silvery mail armor so fine you can conceal it under your clothes. 4/0 96/284
  • Elven Mail Armor (Masterwork) (F) 3W C
    97/284
  • Elven Mail Armor (Masterwork) (M) 3W C
    98/284
  • Embroidered Dress1 Armor U Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, dress is clean and undamaged: Reroll a Magic test.
    • Simple (requires no proficiency).
    • Fashionable (may provide advantage in social situations).
    0/0 16/284
  • Embroidered Scarf2W Armor C Durability: 4.
    Type: Back.
    Fashionable (may provide advantage in social situations).
    T: Prevent E caused by any action.
    T: Reroll a Magic or Social test.
    99/284
  • Feather Cloak2WU Armor U Durability: 5.
    Type: Back.
    Fleet (+1 mobility point, cumulative).
    T: Prevent all falling damage (from any height).
    T: You gain 1d4 free Mobility Points each turn for the rest of the scene.
    189/284
  • Fernweave ArmorG Armor U Armor Value: 2/4 (reduces physical damage by 2 and elemental or mystic damage by 4, modified by penetration).
    Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: All locations.
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). You cannot repair this armor. You must regrow it (takes at least one whole day in fertile ground), or spend G, to Q it.
    • Sanguine 2 (suffer 2 wounds that cannot be healed as long as you wear this item).
    Armor made of living deep forest herbs, vines, and other plants. It must be watered every three days with a full day’s water ration, or else it goes dormant and loses its Mystic Armor Value. Even if neglected for a full season, it can be revived. 2/4 164/284
  • Fernweave Armor (F)G C
    165/284
  • Fernweave Armor (M)G C
    166/284
  • Fighter’s Cloak1 Armor C Durability: 5.
    Type: Back.
    Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    17/284
  • Fleetfeather Sandals1WU Armor U Armor Value: 1/1 (reduces physical damage by 1 and elemental or mystic damage by 1, modified by penetration).
    Durability: 5.
    Type: Feet.
    Mobility +1 (an extra mobility point).
    T: Prevent all falling damage (from any height).
    T: You gain 1d4 free Mobility Points each turn for the rest of the scene.
    1/1 190/284
  • Forest Leather1G Armor U Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    Advantage (free reroll) for Stealth tests in rural areas.
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    T: Reroll an Agriculture, Herbalism, Foraging or Herbam test.
    This fine leather armor changes color with the seasons, blending in perfectly with its natural surroundings. Highly valued by foresters and nature magi. 2/2 167/284
  • Forest Leather (F)1G C
    168/284
  • Forest Leather (M)1G C
    169/284
  • Frost Witch GarbW/U Armor U Armor Value: 1/1 (reduces physical damage by 1 and elemental or mystic damage by 1, modified by penetration).
    Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 5+ (roll 5 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor, or pay W/U, to Q it.
    EE, T: Limit Break (set a single combat pool to 7 until the end of your next turn) for Aquam and Auram spells only.
    • Elemental +3 (increased armor value and ignores penetration against elemental attacks).
    • Simple (requires no proficiency).
    The icy witches of the northern reach know secret glyphs and runes they work into their garments, shielding them from the elements and powering their magic. 1/1 213/284
  • Frost Witch Garb (F)W/U C
    214/284
  • Full Plate4 Armor R Armor Value: 6/0 (reduces physical damage by 6 and elemental or mystic damage by 0, modified by penetration).
    Durability: 6.
    Encumbrance: 2 (reduces quickness by 2).
    Type: All locations, except Head.
    T: Attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    A complete suit of plate armor made from well-tempered steel weighs around 15–25 kg. A trained wearer remains highly agile and can jump, run and otherwise move freely as the weight of the armor is spread evenly throughout the body. Full plate armor is expensive to produce and remains therefore restricted to the upper strata of society. 6/0 18/284
  • Full Plate (F)4 C
    19/284
  • Full Plate (M)4 C
    20/284
  • Full Plate (Masterwork)5 Armor M Armor Value: 6/0 (reduces physical damage by 6 and elemental or mystic damage by 0, modified by penetration).
    Durability: 7.
    Encumbrance: 2 (reduces quickness by 2).
    Type: All locations, except Head.
    T: Attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    A complete suit of plate armor made from well-tempered steel weighs around 15–25 kg. A trained wearer remains highly agile and can jump, run and otherwise move freely as the weight of the armor is spread evenly throughout the body. Full plate armor is expensive to produce and remains therefore restricted to the upper strata of society. 6/0 21/284
  • Full Plate (Masterwork) (F) 5 C
    22/284
  • Full Plate (Masterwork) (M) 5 C
    23/284
  • Fur-trimmed Boots0 Armor C Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Feet.
    Advantage (free reroll) for resisting weather related effects.
    2/2 241/284
  • Fur-Trimmed Cloak1 Armor C Durability: 5.
    Type: Back.
    Advantage (free reroll) for resisting weather related effects.
    T: Armor Save of 5+ (roll 5 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause) against an attack from behind.
    24/284
  • Fur-trimmed Gloves0 Armor C Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Hands.
    Advantage (free reroll) for resisting weather related effects.
    2/2 242/284
  • Fur-Trimmed Scale Armor1 C
    25/284
  • Fur-Trimmed Scale Armor1 Armor U Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 5.
    Encumbrance: 2 (reduces quickness by 2).
    Type: Abdomen, Arms, Legs, Torso.
    Advantage (free reroll) for resisting weather related effects.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Bludgeon +1 (increased armor value and ignores penetration from bludgeoning attacks).
    • Fashionable (may provide advantage in social situations)
    Ruthenians have lined the typical scale armor with fur to withstand the cold winters of their homeland. 4/0 26/284
  • Gargarean Armor0 Armor C Armor Value: 0/0 (reduces physical damage by 0 and elemental or mystic damage by 0, modified by penetration).
    Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    As long as you wield a shield, you may attempt a special Armor Save of 6+ (roll 6 or more, ignoring penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause) against each attack. This is cumulative with the Armor is Useless ability.
    When you roll d3d3 on an attack (that costs at least 5 action points), Q Gargarean Armor.
    T: Reroll an Agility, Quickness, Strength, Toughness or Weapon Skill test.
    • Simple (requires no proficiency).
    0/0 243/284
  • Gargarean Armor (M)0 C
    244/284
  • Gargarean Armor (Masterwork)1 Armor U Armor Value: 0/0 (reduces physical damage by 0 and elemental or mystic damage by 0, modified by penetration).
    Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    As long as you wield a large weapon, you may attempt a special Armor Save of 6+ (roll 6 or more, ignoring penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause) against each attack. This is cumulative with the Armor is Useless ability.
    When you roll d3d3 on an attack (that costs at least 5 action points), Q Gargarean Armor (Masterwork).
    T: Reroll an Agility, Quickness, Strength, Toughness or Weapon Skill test.
    • Simple (requires no proficiency)
    0/0 27/284
  • Gargarean Armor (Masterwork) (M) 1 C
    28/284
  • Garments of State1 Armor M Armor Value: 1/1 (reduces physical damage by 1 and elemental or mystic damage by 1, modified by penetration).
    Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    Enhances Etiquette page [+1/8].
    Illegal (when you use this card around others, risk dishonored, on B) when worn without proper title.
    T: Reroll a Diplomacy or Etiquette test.
    1/1 29/284
  • Gentleman's Suit2 Armor U Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, suit is clean and undamaged: Reroll a Resistance or Social test.
    • Simple (requires no proficiency).
    • Exotic (disadvantage to procure this item, or repair it).
    0/0 30/284
  • Goggles0 Armor C Armor Value: 0/0 (reduces physical damage by 0 and elemental or mystic damage by 0, modified by penetration).
    Durability: 3.
    Type: Head.
    0: Prevent the Blinded condition. Goggles must make a Normal (14) Durability test.
    T: Prevent the Blinded condition, or Advantage (free reroll) against an attack that targets your eyes.
    0/0 245/284
  • Gold Cloth2WUBRG C
    191/284
  • Gold Cloth2WUBRG Armor — Mythic M Armor Value: 6/3 (reduces physical damage by 6 and elemental or mystic damage by 3, modified by penetration).
    Durability: 7 (counts as Plate Armor).
    Encumbrance: 0 (reduces quickness by 0).
    Type: All locations.
    Requirements: Must be a Zodiac.
    Counts as Masterwork, but must be upgraded from a Silver Cloth.
    Sanguine 3 (suffer 3 wounds that cannot be healed as long as you wear this item).
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    FF: Add W/U/B/R/G to your Mana pool.
    • Donning (put the armor on, or take it off, with a stance action).
    • Exotic (disadvantage to procure this item, or repair it).
    • Purity +1 (Reduce the amount of D for any Corruption test by one).
    When you fail a Death Threshold check, you may sacrifice Gold Cloth instead of dying. You must add Black Serpris to your grimoire.
    6/3 192/284
  • Golden Feather Cloak2GW Armor U Durability: 5.
    Type: Back.
    Mobility +1 (an extra mobility point).
    T: Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause) against an attack from behind.
    T: Reroll a Wealth test.
    193/284
  • Golden Feather Dress2GW Armor U Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    After a successful Dodge you gain Shift (maneuver one pace; this replaces the random movement after an attack) until end of turn.
    T, dress is clean and undamaged: Magic Save of 3+ (before defense, roll 3 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you). Make a Durability test against the Complexity of the spell. If unsuccessful, Golden Feather Dress is Locked (does not untap as normal) until it is repaired.
    • Exotic (disadvantage to procure this item, or repair it).
    • Fashionable (may provide advantage in social situations).
    • Simple (requires no proficiency).
    0/0 195/284
  • Golden Feather Dress2GW C
    194/284
  • Goldoran Armor5G/WG/W C
    215/284
  • Goldoran Armor5G/WG/W Armor R Armor Value: 6/0 (reduces physical damage by 6 and elemental or mystic damage by 0, modified by penetration).
    Durability: 6 (counts as a Full Plate).
    Encumbrance: 2 (reduces quickness by 2).
    Type: All locations.
    T: Attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    • Donning (put the armor on, or take it off, with a stance action).
    • Exotic (disadvantage to procure this item, or repair it).
    • co Valuable (can be sold for a gold coin).
    6/0 216/284
  • Great Helmet1 Armor U Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 6.
    Type: Head.
    • Disadvantage (forced reroll) and Unskilled (-1 die) for Perception tests.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    4/0 31/284
  • Healer's Dress0 Armor C Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, dress is clean and undamaged: Reroll a Disease, Healing or Poison test.
    • Simple (requires no proficiency).
    0/0 246/284
  • Hide Armor0 Armor C Armor Value: 3/2 (reduces physical damage by 3 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Fashionable (may provide advantage in social situations).
    • Pierce -1 (decreased armor value against piercing attacks).
    This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in, but affords decent protection and an impressive animal pelt never fails to impress. 3/2 247/284
  • Hide Armor (F)0 C
    248/284
  • Hide Armor (M)0 C
    249/284
  • Hide Armor (Masterwork)1 Armor U Armor Value: 3/2 (reduces physical damage by 3 and elemental or mystic damage by 2, modified by penetration).
    Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Fashionable (may provide advantage in social situations).
    • Pierce -1 (decreased armor value against piercing attacks).
    This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in, but affords decent protection and an impressive animal pelt never fails to impress. 3/2 32/284
  • Hide Armor (Masterwork) (F) 1 C
    33/284
  • Hide Armor (Masterwork) (M) 1 C
    34/284
  • Illusionary ArmorW Armor C Armor Value: 0/0 (reduces physical damage by 0 and elemental or mystic damage by 0, modified by penetration).
    Durability: 0 (it’s not real for fuck’s sake).
    Encumbrance: 0 (reduces quickness by 0).
    Type: All locations (cannot be ‘worn’ in combination with other torso armor).
    Keywords: Illusion
    T: After an attack resolves, but before conditions and damage are assigned, make an opposed Willpower test against your opponent (you have penalty dice equal to the penetration of the attack). If you win, increase your Physical Armor to the X of the attack. If you roll d1d1, prevent all conditions caused by the attack. If you lose, Illusionary Armor is disbelieved and must be crafted anew (this requires a copper coin in materials and a crafting painting test).
    W: You Q Illusionary Armor.
    • Concealable (disadvantage to find this item).
    0/0 100/284
  • Illusionary Armor (F)W C
    101/284
  • Illusionary Armor (M)W C
    102/284
  • Infernal MaskRR Armor U Armor Value: 1/3 (reduces physical damage by 1 and elemental or mystic damage by 3, modified by penetration).
    Durability: 4.
    Type: Head.
    • Disadvantage (forced reroll) for Perception tests during the day.
    T: Reroll a Taunt or Intimidate test.
    1/3 161/284
  • Jade HelmetB/G Armor U Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Head.
    • Disadvantage (forced reroll) for Perception tests.
    • Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
    2/2 217/284
  • Kasa no Umi3 Armor — Mask U Armor Value: 0/2 (reduces physical damage by 0 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Head.
    T, U: Q an Aquatic land.
    0/2 35/284
  • Kettle Hat0 Armor C Armor Value: 3/0 (reduces physical damage by 3 and elemental or mystic damage by 0, modified by penetration).
    Durability: 4.
    Type: Head.
    • Disadvantage (forced reroll) for Perception tests.
    • Pierce +1 (increased armor value and ignores penetration against piercing attacks).
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    3/0 250/284
  • Killer Mask4 Armor — Mask C Armor Value: 1/0 (reduces physical damage by 1 and elemental or mystic damage by 0, modified by penetration).
    Durability: 4.
    Type: Head.
    Eery (may cause disadvantage in social situations).
    T: Reroll a Lethal (critical success on 5+) attack.
    1/0 36/284
  • Knife Boots2 Armor — Mechanical U Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Feet.
    Your unarmed kick attacks lose Nonlethal and inflict Pierce damage.
    2/2 37/284
  • Knight Radiant Armor5WGU C
    197/284
  • Knight Radiant Armor5WGU Armor M Armor Value: 4/2 (reduces physical damage by 4 and elemental or mystic damage by 2, modified by penetration).
    Durability: 5 (counts as Plate Armor).
    Encumbrance: 2 (reduces quickness by 2).
    Type: All locations, except abdomen, head and left leg.
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    T, WGU: Attempt to join a found piece to the armor (this increasing its armor save, armor value and durability).
    W: Encumbrance is 0 this scene.
    • Donning (put the armor on, or take it off, with a stance action).
    • Exotic (disadvantage to procure this item, or repair it).
    More pieces must have fallen from the sky. 4/2 196/284
  • Knight Radiant Full Plate5WGU Armor M Armor Value: 6/4 (reduces physical damage by 6 and elemental or mystic damage by 4, modified by penetration).
    Durability: 7.
    Encumbrance: 0 (reduces quickness by 0).
    Type: All locations, except head.
    T: Attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Donning (put the armor on, or take it off, with a stance action).
    • Exotic (disadvantage to procure this item, or repair it).
    • Impenetrable (item ignores penetration, unless it has used its armor save).
    6/4 198/284
  • Knight Radiant Full Plate (F) 5WGU C
    199/284
  • Knight Radiant Full Plate (M) 5WGU C
    200/284
  • Koi Blessed Kimono3 Armor U Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, the kimono is clean and undamaged: Prevent an Attack of Opportunity against you.
    • Exotic (disadvantage to procure this item, or repair it).
    • Fashionable (may provide advantage in social situations).
    • Simple (requires no proficiency).
    38/284
  • Lamellar Armor0 Armor C Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    Lamellar armor consists of small platelets known as lamellae, which are punched and laced together, typically in horizontal rows. Lamellae can be made of metal, leather, horn, stone, bone or more exotic substances. Unlike scale armor, which it resembles, lamellar armor is not attached to a cloth or leather backing. 2/2 251/284
  • Lamellar Armor (F)0 C
    252/284
  • Lamellar Armor (M)0 C
    253/284
  • Lamellar Armor (Masterwork)1 Armor U Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    Lamellar armor consists of small platelets known as lamellae, which are punched and laced together, typically in horizontal rows. Lamellae can be made of metal, leather, horn, stone, bone or more exotic substances. Unlike scale armor, which it resembles, lamellar armor is not attached to a cloth or leather backing. 2/2 39/284
  • Lamellar Armor (Masterwork) (F) 1 C
    40/284
  • Lamellar Armor (Masterwork) (M) 1 C
    41/284
  • Lamellar Helmet2 Armor U Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Head.
    T: Reroll a mounted attack with a Cavalry weapon.
    2/2 42/284
  • Leather Armor0 Armor C Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    Leather is a durable and flexible material created by tanning animal rawhides, mostly cattle hide. Armor fashioned primarily of leather, optionally with metal reinforcements, remains lightweight and flexible while affording fair protection. 2/2 254/284
  • Leather Armor (F)0 C
    255/284
  • Leather Armor (M)0 C
    256/284
  • Leather Armor (Masterwork)1 Armor U Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    Leather is a durable and flexible material created by tanning animal rawhides, mostly cattle hide. Armor fashioned primarily of leather, optionally with metal reinforcements, remains lightweight and flexible while affording fair protection. 2/2 43/284
  • Leather Armor (Masterwork) (F) 1 C
    44/284
  • Leather Armor (Masterwork) (M) 1 C
    45/284
  • Leather Boots0 Armor C Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Feet.
    Plain, sturdy leather boots. For walking. 2/2 257/284
  • Leather Gloves0 Armor C Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Hands.
    Plain, sturdy leather gloves. For grabbing things. 2/2 258/284
  • Leather Helmet0 Armor C Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Head.
    • Disadvantage (forced reroll) for Perception tests.
    2/2 259/284
  • Lion Hide ArmorU Armor — Feline C Armor Value: 3/2 (reduces physical damage by 3 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4 (counts as Hide Armor).
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    T: Reroll an Intimidate or Shout test.
    • Fashionable (may provide advantage in social situations).
    • Pierce -1 (decreased armor value against piercing attacks).
    This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in, but affords decent protection and an impressive animal pelt never fails to impress. 3/2 129/284
  • Lion Hide ArmorU C
    130/284
  • Magister's Suit2 Armor U Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, suit is clean and undamaged: Reroll a Magic or Warding test.
    • Exotic (disadvantage to procure this item, or repair it).
    0/0 46/284
  • Magus Robes0 Armor C Armor Value: 1/1 (reduces physical damage by 1 and elemental or mystic damage by 1, modified by penetration).
    Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 5+ (roll 5 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    T: Prevent up to 1d6 E caused by any spell.
    • Mystic +2 (increased armor value and ignores penetration against mystic attacks).
    Given to a magician by their master upon their graduation. Although the robes are relatively easy to replicate, doing so is an enormous social faux pas. 1/1 103/284
  • Magus Robes (F)0 C
    260/284
  • Magus Robes (M)0 C
    261/284
  • Mail Armor1 Armor U Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 5.
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Bludgeon -1 (decreased armor vs. bludgeoning attacks).
    • Dependable (advantage for durability and save tests).
    • Slash +1 (increased armor value and ignores penetration from slashing attacks)
    Mail armor consists of small metal rings linked together in a pattern to form a mesh, which is worn over a soft armor (cloth or leather). It is an extremely prized commodity as it is expensive and time consuming to produce and can mean the difference between life and death in a battle. 4/0 47/284
  • Mail Armor (F)0 C
    262/284
  • Mail Armor (M)0 C
    263/284
  • Mail Armor (Masterwork)2 Armor U Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 6.
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Bludgeon -1 (decreased armor vs. bludgeoning attacks).
    • Dependable (advantage for durability and save tests).
    • Slash +1 (increased armor value and ignores penetration from slashing attacks)
    Mail armor consists of small metal rings linked together in a pattern to form a mesh, which is worn over a soft armor (cloth or leather). It is an extremely prized commodity as it is expensive and time consuming to produce and can mean the difference between life and death in a battle. 4/0 48/284
  • Mail Armor (Masterwork) (F) 2 C
    49/284
  • Mail Armor (Masterwork) (M) 2 C
    50/284
  • Mail Coif0 Armor C Armor Value: 3/0 (reduces physical damage by 3 and elemental or mystic damage by 0, modified by penetration).
    Durability: 5.
    Type: Head.
    • Bludgeon -1 (decreased armor vs. bludgeoning attacks).
    • Slash +1 (increased armor value and ignores penetration from slashing attacks)
    3/0 264/284
  • Mail Coif (Masterwork)1 Armor U Armor Value: 3/0 (reduces physical damage by 3 and elemental or mystic damage by 0, modified by penetration).
    Durability: 6.
    Type: Head.
    • Bludgeon -1 (decreased armor vs. bludgeoning attacks).
    • Slash +1 (increased armor value and ignores penetration from slashing attacks)
    3/0 51/284
  • Mana Manipulators2BB Armor U Armor Value: 1/1 (reduces physical damage by 1 and elemental or mystic damage by 1, modified by penetration).
    Durability: 5.
    Type: Hands.
    T: Limit Break (set a single combat pool to 7 until the end of your next turn) for your Magic or Warding pool.
    T: Prevent EE caused by a spell.
    1/1 152/284
  • Mask of the Pact3B/R Armor — Mask U Armor Value: 1/1 (reduces physical damage by 1 and elemental or mystic damage by 1, modified by penetration).
    Durability: 4.
    Type: Head.
    Requirement: You can only slot this card if you have a Pact Legacy card slotted.
    T: Add B to your Mana pool.
    1/1 218/284
  • Mask of Whiskers2 Armor — Mask C Armor Value: 1/0 (reduces physical damage by 1 and elemental or mystic damage by 0, modified by penetration).
    Durability: 4.
    Type: Head.
    You are inoffensive to feline creatures. They are friendly towards you (and by extension your companions) unless provoked or attacked. You might offend dogs though.
    1/0 52/284
  • Massive Helmet2 Armor U Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 4.
    Type: Head.
    Requirements: Size should be 1 or more.
    • Disadvantage (forced reroll) for Perception tests.
    T: Your next physical melee attack has Rush (advantage if you moved 6 or more paces this turn).
    4/0 53/284
  • Military Uniform3 Armor U Armor Value: 1/0 (reduces physical damage by 1 and elemental or mystic damage by 0, modified by penetration).
    Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, suit is clean and undamaged: Reroll a Tactics test.
    T: An Army near you gains Battle Morale +1.
    • Simple (requires no proficiency).
    • Exotic (disadvantage to procure this item, or repair it).
    1/0 54/284
  • Necromancer Armor1BB C
    153/284
  • Necromancer Armor1BB Armor U Armor Value: 6/0 (reduces physical damage by 6 and elemental or mystic damage by 0, modified by penetration).
    Durability: 6 (counts as a Plate Armor).
    Encumbrance: 2 (reduces quickness by 2).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Sacrifice an innocent to Q it. This is an Illegal (when you use this card around others, risk dishonored, on B) activity.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    • Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative) for Undead servants.
    6/0 154/284
  • Nullrune Hood1BR Armor U Armor Value: 0/1 (reduces physical damage by 0 and elemental or mystic damage by 1, modified by penetration).
    Durability: 4.
    Type:
    Head.
    T: Magic Save of 5+ to prevent almost any Condition. If unsuccessful, Nullrune Hood becomes Locked (does not untap as normal) until it can be repaired.
    0/1 201/284
  • Obsidian Helmet1R/G Armor U Armor Value: 4/1 (reduces physical damage by 4 and elemental or mystic damage by 1, modified by penetration).
    Durability: 4.
    Type: Head.
    • Disadvantage (forced reroll) for Perception tests.
    • Technical (you can slot techniques adjacent to this item).
    R/G: Reroll a Durability test for this item.
    4/0 219/284
  • One-size Hat2 Armor U Armor Value: 0/2 (reduces physical damage by 0 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Head.
    Fashionable (may provide advantage in social situations).
    T: Prevent E caused by a Muto spell.
    This hat will shape itself to fit anyone’s head! 0/2 55/284
  • Ornate Saya1 Armor — Weapon U Durability: 4 (counts as a Back Scabbard).
    Type: Back.
    Fashionable (may provide advantage in social situations).
    T, [sword sheathed]: Reroll a Resistance test (you look pretty cool with a sword on your back).
    T: Your sword gains Quickdraw (drawing this is a free action) this round.
    56/284
  • Osprey Bandana3 Armor — Mask U Armor Value: 0/2 (reduces physical damage by 0 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Head.
    T: Reroll an Avian test.
    0/2 57/284
  • Penitent Robes0 Armor C Armor Value: 1/1 (reduces physical damage by 1 and elemental or mystic damage by 1, modified by penetration).
    Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    Enhances True Faith [+2].
    1/1 265/284
  • Plate Armor2 Armor U Armor Value: 6/0 (reduces physical damage by 6 and elemental or mystic damage by 0, modified by penetration).
    Durability: 6.
    Encumbrance: 3 (reduces quickness by 3).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    A complete suit of plate armor made from well-tempered steel weighs around 15–25 kg. A trained wearer remains highly agile and can jump, run and otherwise move freely as the weight of the armor is spread evenly throughout the body. Full plate armor is expensive to produce and remains therefore restricted to the upper strata of society. 6/0 58/284
  • Plate Armor (F)2 C
    59/284
  • Plate Armor (M)2 C
    60/284
  • Plate Armor (Masterwork)3 Armor R Armor Value: 6/0 (reduces physical damage by 6 and elemental or mystic damage by 0, modified by penetration).
    Durability: 7.
    Encumbrance: 3 (reduces quickness by 3).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    A complete suit of plate armor made from well-tempered steel weighs around 15–25 kg. A trained wearer remains highly agile and can jump, run and otherwise move freely as the weight of the armor is spread evenly throughout the body. Full plate armor is expensive to produce and remains therefore restricted to the upper strata of society. 6/0 61/284
  • Plate Armor (Masterwork) (F) 3 C
    62/284
  • Plate Armor (Masterwork) (M) 3 C
    63/284
  • Plate Boots1 Armor U Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 6.
    Type: Feet.
    • Disadvantage (forced reroll) for Quickness tests.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    4/0 64/284
  • Plate Gauntlets1 Armor U Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 6.
    Type: Hands.
    • Disadvantage (forced reroll) for Agility tests.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    4/0 65/284
  • Protection TattoosW Armor C Armor Value: 1/3 (reduces physical damage by 1 and elemental or mystic damage by 3, modified by penetration).
    Durability: Invulnerable (cannot be broken or destroyed).
    Encumbrance: 0 (reduces quickness by 0).
    Type: All locations.
    T: Armor Save of 5+ (roll 5 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause).
    T: Magic Save of 5+ (before defense, roll 5 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you).
    —with living ink slotted—
    0, tap the spell card slotted under this: You Q Protection Tattoos. If you pay an additional B, increase all saves by two until the end of the scene.
    Mystical tattoos that harden the skin and ward off harmful magic. 1/3 104/284
  • Protection Tattoos (F)W C
    105/284
  • Protection Tattoos (M)W C
    106/284
  • Quick BootsB Armor U Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 5.
    Type: Feet.
    You may reroll Quickness dice that come up d1.
    T: Reroll a Quickness or Trap test.
    2/2 155/284
  • Quickened Armor1G/UG/U C
    220/284
  • Quickened Armor1G/UG/U Armor R Adds a spell (Quicken Pace) to your grimoire.
    Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 5 (counts as Mail Armor).
    Encumbrance: 2 (reduces quickness by 2).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Bludgeon +1 (increased armor value and ignores penetration from bludgeoning attacks).
    If the wearer is the target of the Quicken Pace spell, its Duration is automatically extended to Sun, and the Encumbrance of Quickened Armor is reduced by one.
    4/0 221/284
  • Quiet Finger GlovesW Armor U Armor Value: 1/0 (reduces physical damage by 1 and elemental or mystic damage by 0, modified by penetration).
    Durability: 4.
    Type: Hands.
    Opponents have Disadvantage (forced reroll) to notice your Pick Lock or Pick Pocket attempts.
    T: Reroll a Pick Lock or Pick Pocket test.
    1/0 107/284
  • Quiver0 Armor — Weapon C Durability: 4.
    T: Reroll an Ammo test. You have a quiver full of arrows, man!
    T: Your ammo gains Quickdraw (drawing this is a free action) this round.
    A quiver is a container for holding arrows, bolts, or darts. It can be carried on an archer’s body, the bow, or the ground, depending on the type of shooting and the archer’s personal preference. 266/284
  • Ragamuffin Hat1 Armor C Armor Value: 1/0 (reduces physical damage by 1 and elemental or mystic damage by 0, modified by penetration).
    Durability: 4.
    Type: Head.
    You may use the Charm social action without slotting it (flip this card) and have Advantage (free reroll) to do so.
    1/0 66/284
  • Raven Feather ArmorU Armor C Armor Value: 3/2 (reduces physical damage by 3 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    T: Reroll an Athletics or Quickness test.
    • Fashionable (may provide advantage in social situations).
    • Pierce -1 (decreased armor value against piercing attacks).
    This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in, but affords decent protection and an impressive animal pelt never fails to impress. 3/2 131/284
  • Raven Feather ArmorU C
    132/284
  • Red CapeU Armor C Durability: 5.
    Type: Back.
    Illegal (when you use this card around others, risk dishonored, on B) if you are not a redcap!
    Mobility +1 (an extra mobility point).
    T, U: Take up to a dozen people with you on a hypothetical trip.
    133/284
  • Reinforced Boots0 Armor C Armor Value: 3/1 (reduces physical damage by 3 and elemental or mystic damage by 1, modified by penetration).
    Durability: 5.
    Type: Feet.
    Leather boots, reinforced with steel tips and metal strips sewn in. 3/1 267/284
  • Reinforced Gloves0 Armor C Armor Value: 3/1 (reduces physical damage by 3 and elemental or mystic damage by 1, modified by penetration).
    Durability: 5.
    Type: Hands.
    3/1 268/284
  • Reptile Hide ArmorU Armor C Armor Value: 3/2 (reduces physical damage by 3 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Fashionable (may provide advantage in social situations).
    • Pierce -1 (decreased armor value against piercing attacks).
    • Bludgeon +1 (increased armor value and ignores penetration from bludgeoning attacks).
    This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in, but affords decent protection and an impressive animal pelt never fails to impress. 3/2 134/284
  • Reptile Hide ArmorU C
    135/284
  • Royal Crown2WB Armor S Armor Value: 0/2 (reduces physical damage by 0 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Head.
    Mastery (automatic critical success) for Fellowship tests against anyone considered your subject.
    0/2 284/284
  • Rune-covered Gloves1B Armor U Armor Value: 1/1 (reduces physical damage by 1 and elemental or mystic damage by 1, modified by penetration).
    Durability: 4.
    Type: Hands.
    T: Prevent E caused by a spell.
    People often think a Magus needs these gloves to perform magic. Nothing is further from the truth, but they are damn useful. 1/1 156/284
  • Sallet0 Armor C Armor Value: 3/0 (reduces physical damage by 3 and elemental or mystic damage by 0, modified by penetration).
    Durability: 4.
    Type: Head.
    An open-faced helmet, intended to be worn without an aventail or visor. 3/0 269/284
  • Scale Armor0 Armor C Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 5.
    Encumbrance: 2 (reduces quickness by 2).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Bludgeon +1 (increased armor value and ignores penetration from bludgeoning attacks).
    Scale armor is an early form of armor consisting of many individual small armor scales (plates) of various shapes attached to each other and to a backing of cloth or leather in overlapping rows. The material used to make the scales includes bronze, iron, rawhide, leather, cuir bouilli, seeds, horn, animal scales and even paper. 4/0 270/284
  • Scale Armor (F)0 C
    271/284
  • Scale Armor (M)0 C
    272/284
  • Scale Armor (Masterwork)1 Armor U Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 6.
    Encumbrance: 2 (reduces quickness by 2).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Bludgeon +1 (increased armor value and ignores penetration from bludgeoning attacks).
    Scale armor is an early form of armor consisting of many individual small armor scales (plates) of various shapes attached to each other and to a backing of cloth or leather in overlapping rows. The material used to make the scales includes bronze, iron, rawhide, leather, cuir bouilli, seeds, horn, animal scales and even paper. 4/0 67/284
  • Scale Armor (Masterwork) (F) 1 C
    68/284
  • Scale Armor (Masterwork) (M) 1 C
    69/284
  • Segmentata Protectiva1R/G C
    223/284
  • Segmentata Protectiva1R/G Armor M Armor Value: 4/2 (reduces physical damage by 4 and elemental or mystic damage by 2, modified by penetration).
    Durability: 6 (counts as a Scale Armor).
    Encumbrance: 2 (reduces quickness by 2).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 5+ (roll 5 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Adamantine (when you critically defend, attacker must make a durability test).
    You feel that this armor has more to it than meets the eye. 4/2 222/284
  • Shadow Gloves2GW Armor U Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 5.
    Type: Hands.
    E: Summon paired rapiers with the Offhand (no penalties when attacking with two weapons) trait. If you let go of the weapons, they disappear.
    T: Prevent the Disarmed condition.
    T: Reroll an Ambush or Stealth test.
    2/2 202/284
  • Silk Dress (Black and Gold)3 Armor U Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, dress is clean and undamaged: Reroll a Willpower, Social or Resistance test.
    • Exotic (disadvantage to procure this item, or repair it).
    • Fashionable (may provide advantage in social situations).
    • Simple (requires no proficiency).
    0/0 70/284
  • Silk Dress (Black)2 Armor U Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, dress is clean and undamaged: Reroll a Fate, Social or Resistance test.
    • Exotic (disadvantage to procure this item, or repair it).
    • Fashionable (may provide advantage in social situations).
    • Simple (requires no proficiency).
    0/0 71/284
  • Silk Dress (Burgundy)3 Armor U Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, dress is clean and undamaged: Reroll a Quickness, Social or Resistance test.
    • Exotic (disadvantage to procure this item, or repair it).
    • Fashionable (may provide advantage in social situations).
    • Simple (requires no proficiency).
    0/0 72/284
  • Silk Dress (Green)2 Armor U Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, dress is clean and undamaged: Reroll a Herbam, Social or Resistance test.
    • Exotic (disadvantage to procure this item, or repair it).
    • Fashionable (may provide advantage in social situations).
    • Simple (requires no proficiency).
    0/0 73/284
  • Silk Dress (Pink)3 Armor U Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, dress is clean and undamaged: Reroll a Fellowship, Social or Resistance test.
    • Exotic (disadvantage to procure this item, or repair it).
    • Fashionable (may provide advantage in social situations).
    • Simple (requires no proficiency).
    0/0 74/284
  • Silk Dress (Purple)3 Armor U Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, dress is clean and undamaged: One use of Offensive Advantage (free reroll or replace) in a social duel.
    • Exotic (disadvantage to procure this item, or repair it).
    • Fashionable (may provide advantage in social situations).
    • Simple (requires no proficiency).
    0/0 75/284
  • Silk Dress (Red)3 Armor U Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, dress is clean and undamaged: Reroll a Fellowship, Social or Resistance test.
    • Exotic (disadvantage to procure this item, or repair it).
    • Fashionable (may provide advantage in social situations).
    • Simple (requires no proficiency).
    0/0 76/284
  • Silk Dress (White)2 Armor U Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, dress is clean and undamaged: Reroll a Faith, Resistance or Social test.
    • Exotic (disadvantage to procure this item, or repair it).
    • Fashionable (may provide advantage in social situations).
    • Simple (requires no proficiency).
    0/0 77/284
  • Silk Dress (Yellow)3 Armor U Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, dress is clean and undamaged: Reroll a Perception, Social or Resistance test.
    • Exotic (disadvantage to procure this item, or repair it).
    • Fashionable (may provide advantage in social situations).
    • Simple (requires no proficiency).
    0/0 78/284
  • Silver Cloth1U/BRWG Armor — Mythic M Armor Value: 6/2 (reduces physical damage by 6 and elemental or mystic damage by 2, modified by penetration).
    Durability: 6 (counts as Plate Armor).
    Encumbrance: 1 (reduces quickness by 1).
    Type: All locations.
    Requirements: Must be a Zodiac.
    Counts as Masterwork, but must be upgraded from a Bronze Cloth.
    Sanguine 2 (suffer 2 wounds that cannot be healed as long as you wear this item).
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    W: Encumbrance is 0 this scene.
    FF: Add U/B/R to your Mana pool.
    • Donning (put the armor on, or take it off, with a stance action).
    • Exotic (disadvantage to procure this item, or repair it).
    • Purity +1 (Reduce the amount of D for any Corruption test by one).
    6/2 225/284
  • Silver Cloth1U/BRWG C
    224/284
  • Simple Dress0 Armor C Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, dress is clean and undamaged: Reroll a Resistance test.
    • Simple (requires no proficiency).
    0/0 273/284
  • Skald's Brigandine1G Armor C Armor Value: 1/1 (reduces physical damage by 1 and elemental or mystic damage by 1, modified by penetration).
    Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 5+ (roll 5 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    T: Attempt a Magic Save of 5+ (before defense, roll 5 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you).
    • Pierce +1 (increased armor value and ignores penetration against piercing attacks).
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    1/1 170/284
  • Skald's Brigandine (F)1G C
    171/284
  • Skald's Brigandine (M)1G C
    172/284
  • Skin of Marble0 Armor S Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: All locations.
    T: Attempt an Armor Save of 1+ (roll 1 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). You cannot repair this armor.
    • Ritual (requires that you perform a short ritual at twilight). You cannot repair this armor, but may perform the ritual again, or pay G, to Q it.
    Skin of Marble makes characters almost immune to injuries, and lends an unnatural beauty to their appearance. 2/2 281/284
  • Skin of Marble (F)0 C
    274/284
  • Skin of Marble (M)0 C
    275/284
  • Skullcap0 Armor C Armor Value: 2/0 (reduces physical damage by 2 and elemental or mystic damage by 0, modified by penetration).
    Durability: 4.
    Type:
    Head.
    A skull cap or cervelliere is a hemispherical, close-fitting cap of leather, steel or iron. 2/0 276/284
  • Skunk Fur Hat1 Armor U Armor Value: 1/2 (reduces physical damage by 1 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Type: Head.
    Reduces Complexity of spells that hide magic (like Masking the Odor of Magic) by B.
    1/2 79/284
  • Snow Rabbit Coat1UU Armor — Cloak U Durability: 4.
    Type: Back.
    Exotic (disadvantage to procure this item, or repair it) and Fashionable (may provide advantage in social situations).
    T: Limit Break (set a single combat pool to 7 until the end of your next turn) for a Feline test.
    136/284
  • Socialite's Suit2 Armor U Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, suit is clean and undamaged: One use of Offensive Advantage (free reroll or replace) in a social duel.
    • Exotic (disadvantage to procure this item, or repair it).
    0/0 80/284
  • Sparrow Cloak1U/B Armor U Durability: 5.
    Type: Back.
    Advantage (free reroll) for Animal Handling tests.
    T: Make a Hard (16) Warding test when an opponent injures you. If you succeed, your form splits in to a flutter of sparrows and the Injury is prevented. This removes you from the current scene, as the sparrows flee (to the best of their ability) for 10 minutes and then you reform.
    226/284
  • Spectral GogglesB Armor U Armor Value: 0/1 (reduces physical damage by 0 and elemental or mystic damage by 1, modified by penetration).
    Durability: 3.
    Type: Head.
    0: Prevent the Blinded condition. Spectral Goggles must make a Normal (14) Durability test.
    While wearing Spectral Goggles, you are able to see ghosts and spectres. You have Advantage (free reroll) for Perception tests against ghosts and spectres.
    0/1 157/284
  • Spellspliced Armor1B/GB/G C
    228/284
  • Spellspliced Armor1B/GB/G Armor U Armor Value: 6/0 (reduces physical damage by 6 and elemental or mystic damage by 0, modified by penetration).
    Durability: 6 (counts as Plate Armor).
    Encumbrance: 3 (reduces quickness by 3).
    Type: Abdomen, Arms, Legs, Torso.
    While wearing this armor, it sustains the upkeep of a single Blessing cast on the wearer.
    T: Attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    6/0 227/284
  • Spidersilk ArmorU C
    137/284
  • Spidersilk ArmorU Armor C Armor Value: 3/2 (reduces physical damage by 3 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4 (counts as Hide Armor).
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause) against missile or projectile attacks. Repair the armor to Q it.
    T: Your next unarmed or melee attack gains the Poisonous ([Cups]: target is poisoned) trait.
    • Fashionable (may provide advantage in social situations).
    • Pierce -1 (decreased armor value against piercing attacks).
    Utilizing the incredible resilience of spider silk, an armor more like a cloth garment can be woven to provide impressive protection. 3/2 138/284
  • Starlight Mantle2B Armor — Cloak U Durability: 5.
    Type: Back.
    • Dependable (advantage for durability and save tests).
    • Elemental +2 (increased armor value and ignores penetration against elemental attacks) against Fire Damage.
    T: Reroll a Warding test.
    158/284
  • Summoner’s Cloak1 Armor C Durability: 5.
    Type: Back.
    Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative).
    81/284
  • Sunblessed Armor3W C
    108/284
  • Sunblessed Armor3W Armor R Armor Value: 6/0 (reduces physical damage by 6 and elemental or mystic damage by 0, modified by penetration).
    Durability: 6 (counts as Plate Armor)
    Encumbrance: 3 (reduces quickness by 3).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    • Unaffected by the Magnetic trait.
    • Defensive Advantage (free reroll or replace) for blocking while in direct sunlight.
    6/0 109/284
  • Thieves’ Leather2 C
    82/284
  • Thieves’ Leather2 Armor U Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    Enhances Storage page [+1]. The item in the first slot of your Storage page gains Concealable (disadvantage to find this item).
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    T: Reroll a Climbing or Pick Pocket test.
    2/2 83/284
  • Tiger Hide Sash1WU Armor — Cloak U Durability: 4.
    Type: Back.
    Exotic (disadvantage to procure this item, or repair it) and Fashionable (may provide advantage in social situations).
    U: Reroll a Feline test.
    T: One use of Offensive Advantage (free reroll or replace) in a social duel.
    203/284
  • True Steel Gauntlets3GG Armor R Armor Value: 3/2 (reduces physical damage by 3 and elemental or mystic damage by 2, modified by penetration).
    Durability: 7.
    Type: Hands.
    Agility -1 (cumulative).
    T, EEEE, Deliberate: S Limit Break (set a single combat pool to 8 until the end of your next turn) for unarmed combat only.
    3/2 173/284
  • Twelve Petal Kasaya2G Armor U Durability: 3.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T, kasaya is clean and undamaged: Reroll a Social or Fellowship test.
    • Simple (requires no proficiency).
    • Fashionable (may provide advantage in social situations).
    0/1 174/284
  • Water-Infused Leather1UU Armor U Armor Value: 2/2 (reduces physical damage by 2 and elemental or mystic damage by 2, modified by penetration).
    Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    Advantage (free reroll) for Stealth tests in rural areas.
    • Elemental +1 (increased armor value and ignores penetration against elemental attacks) against Fire Damage.
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    T: Reroll a Fishing, Sailing, Navigation or Aquam test.
    2/2 139/284
  • Water-Infused Leather 1UU C
    140/284
  • Wayfinder GlovesW Armor U Armor Value: 1/0 (reduces physical damage by 1 and elemental or mystic damage by 0, modified by penetration).
    Durability: 4.
    Type: Hands.
    T: Reroll an Agility test.
    T: When you try to open a door, that door is unlocked and unbarred (this works on windows and trapdoors, but not on chests, safes or wards).
    1/0 110/284
  • White Satin2W Armor U Armor Value: 3/2 (reduces physical damage by 3 and elemental or mystic damage by 2, modified by penetration).
    Durability: 5.
    Encumbrance: 0 (reduces quickness by 0).
    Type: Abdomen, Arms, Legs, Torso.
    T: Limit Break (set a single combat pool to 7 until the end of your next turn), but only if your actions are driven by justice.
    T: Reroll any test in combat. If you roll d1d1, you may pay E to Q this card.
    • Fashionable (may provide advantage in social situations), and White Satin never gets blood or dirt on it.
    Nights in white satin,
    Never reaching the end,
    Letters I’ve written,
    Never meaning to send.
    Beauty I’d always missed with these eyes before.
    Just what the truth is I can’t say anymore.
    3/2 111/284
  • White Satin (F)2W C
    112/284
  • White Satin (M)2W C
    113/284
  • Winternight Cloak1U Armor U Durability: 5.
    Type: Back.
    T: Reroll a Defense test against cold.
    T: Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause) against an attack from behind.
    Magically treated, waterproof and guaranteed to keep you warm in the coldest weather. 141/284
  • Witchhunter Felt Hat1 Armor C Armor Value: 0/1 (reduces physical damage by 0 and elemental or mystic damage by 1, modified by penetration).
    Durability: 4.
    Type: Head.
    T: Reroll a Warding test, or apply Spectacular (can use three of a kind for free) to an Attack test (after the roll).
    0/1 84/284
  • Witchhunter Leather Hat1 Armor C Armor Value: 1/0 (reduces physical damage by 1 and elemental or mystic damage by 0, modified by penetration).
    Durability: 4.
    Type: Head.
    You may use the Intimidate social action without slotting it (flip this card) and have Advantage (free reroll) to do so.
    1/0 85/284
  • Wolf Hide ArmorU Armor C Armor Value: 3/2 (reduces physical damage by 3 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Fashionable (may provide advantage in social situations).
    • Pierce -1 (decreased armor value against piercing attacks).
    • Slash +1 (increased armor value and ignores penetration from slashing attacks).
    This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in, but affords decent protection and an impressive animal pelt never fails to impress. 3/2 143/284
  • Wolf Hide ArmorU C
    142/284
  • Wolverine Hide ArmorU/R C
    229/284
  • Wolverine Hide ArmorU/R Armor C Armor Value: 3/2 (reduces physical damage by 3 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Encumbrance: 1 (reduces quickness by 1).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    The first round of combat you have Advantage (free reroll) for Taunt tests.
    • Fashionable (may provide advantage in social situations).
    • Pierce -1 (decreased armor value against piercing attacks).
    3/2 230/284
  • Wood Skin0 Armor S Armor Value: 3/2 (reduces physical damage by 3 and elemental or mystic damage by 2, modified by penetration).
    Durability: 4.
    Encumbrance: 0 (reduces quickness by 0).
    Type: All locations.
    T: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). You cannot repair this armor, but you can perform the ritual again, or pay G, to Q it.
    Also protects hands, head and feet.
    • Ritual (requires that you perform a short ritual at twilight).
    The Wood Skin talent allows a character to perform a short ritual that toughens the skin, making it look and feel like bark. 3/2 283/284
  • Wood Skin (F)0 C
    277/284
  • Wood Skin (M)0 C
    278/284
  • Wool Lined Scale Armor1 Armor U Armor Value: 4/0 (reduces physical damage by 4 and elemental or mystic damage by 0, modified by penetration).
    Durability: 5.
    Encumbrance: 2 (reduces quickness by 2).
    Type: Abdomen, Arms, Legs, Torso.
    T: Attempt an Armor Save of 3+ (roll 3 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair the armor to Q it.
    • Bludgeon +1 (increased armor value and ignores penetration from bludgeoning attacks).
    • Elemental +2 (increased armor value and ignores penetration against elemental attacks) against Cold Damage.
    Scale armor is an early form of armor consisting of many individual small armor scales (plates) of various shapes attached to each other and to a backing of cloth or leather in overlapping rows. The material used to make the scales includes bronze, iron, rawhide, leather, cuir bouilli, seeds, horn, animal scales and even paper. 4/0 87/284
  • Wool Lined Scale Armor1 C
    86/284
  • Woolen Cloak0 Armor C Durability: 5.
    Type: Back.
    Advantage (free reroll) for Fellowship tests with commoners.
    A simple wool cloak marks you as one of the common folk. And it’s warm and durable! 279/284