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Mirabilis Beyond

Items

Where gear lives

Type decides what the sheet tracks. Placement decides which bag it sits in.

Free Carry

  • One backpack, one worn clothing set, and loose Free Carry items.

Inventory

  • Pack slots and special pockets — quiver, coin purse, and similar — come from that backpack.

Elsewhere

  • Mount saddle bags and the party carriage hold extra gear.

Quiver

  • Ammo in a quiver pocket shows ready arrows and shots in the field.
  • Fire marks a shot — ready count drops and the arrow moves to the field.
  • Recover picks up field ammo; Broke removes arrows that are lost or broken.

Item types

Weapon

Attacks with ability, range, and damage.

Attacks

  • Each attack lists range, ability, damage, and type — shown on the sheet when you fight.

Attunement

  • Optional progress toward full use — often successful attacks.
  • Some add ability score to damage once attuned.

Powers

  • Optional powers share one item charge pool.
  • Passive powers can add bonuses to your attack line.

Armor

Protective gear with attunement and powers.

Attunement

  • Optional progress toward full use.

Powers

  • Optional powers share one item charge pool.
  • Passive powers can linger on the sheet without spending charges.

Clothing

What you are wearing — outfit without armor rules.

Swap

  • Swap worn clothing with a spare from inventory or a saddle bag in one step.
  • What you were wearing moves to where the spare came from.

Resource

Stackable supplies — ammo, rations, reagents.

Quiver ammo

  • Arrows and bolts in a quiver track each shot — ready, in the field, or broke.
  • Fire when you shoot; Recover when you collect; Broke when ammo is gone.

Consuming

  • Reduce quantity when you eat rations, spend reagents, or reload from a stack.
  • Separate from rest provisions on the health pool — those are sheet counters, not items.

Potion

Stackable drinks and consumables.

Using

  • Drink or apply — reduce quantity when used.
  • Character Description holds what it does for the player reading the card.

Tool

Equipment that unlocks specific attempts.

Enables

  • Mark gear that unlocks attempts — a spyglass to see into the distance, lock picks to try a lock.
  • Stack count for multiples; Character Description states what the tool allows.

Misc

Curios, relics, and odd magic.

Powers

  • Optional powers with a shared charge pool — including passive bonuses.
  • Optional stacking for counted curios — off by default.

Focus

Spellcasting implement — attacks and embued scrolls.

Attacks

  • Can define attacks like a weapon.

Embue

  • Link Spell Scrolls from Inventory or Free Carry to cast from the sheet.
  • Embued scrolls appear on your Spells row while linked.

Internal scrolls

  • Scrolls stored inside the focus count as embued — including saddle-bag focuses.

Spell Scroll

A spell carried on the sheet.

Spell

  • Buff, Utility, Attack, or Totem — each with its own charge rules.
  • Charged spells and totems are Invocations; others are Incantations.
  • Buffs can be Defensive or Empowerment — empowerment can enhance weapon attacks.

Charges

  • Fixed or dice max — dice pools roll at End the Day.
  • Spend charges when you cast; embue on a focus to cast from the sheet.

Inventory

Backpack or pouch — slot count and optional special pockets.

Special pockets

  • Quiver, coin purse, and similar — type or capacity limits per pocket.
  • Quiver pockets unlock Fire, Recover, and Broke for ammunition.

Free Carry

Loose gear — keys, tokens, and similar — outside the backpack.

On your person

  • Rings, keys, lucky charms — reach for them without digging in a pack.

Mirabilis Beyond

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