Shopping List

You start with 70 points for picking out gear. Anything not listed here is either small stuff you can assume you start with for free(like tools if you're a Student of Smithing, herbs if you're a Healer or Student of Herbalism) or something larger we'll work out.

Tools

Container(Width Shock): 1
Furniture(Width Shock): 1
Hammer: 5(Width Shock)
Pick: 10(Width Killing)

Weapons

Elven characters may only start with wooden versions of other weapons. Weapons that are not already completely made of wood and can be explained away as made of wood, do only Shock damage, no Killing, except in the hands of elves.

Battle Axe: 30(Width+1 Killing, Width Shock)
Blowgun: 10(Width Shock)
Crossbow: 25(Width Killing)
Heavy Crossbow: 40(Width+1 Killing)
Dagger: 10(Width Killing)
Flail: 20(Width+2 Shock)
Garotte Wire: 25(Special, only for use when Choking/Strangling.)
Great Axe: 30(Width+3 Killing, two-handed)
Halberd: 30(Width+1 Killing, Width Shock)
Long Sword: 20(Width+1 Killing)
Longbow: 25(Width Killing)
Longaxe: 20(Width+1 Killing)
Mace: 25(Width+1 Shock, +1 Killing)
Maul: 30(Width+3 Shock)
Morning Star: 20(Width+2 Shock)
Pike: 30(Width+1 Killing, Width Shock)
Scimitar: 20(Width+1 Killing)
Scourge: 10(Width+1 Shock)
Shortbow: 20(Width Shock, +1 killing)
Short Sword: 15(Width Killing, +1 Shock)
Small Axe: 10(Width Killing)
Spear: 20(Width Killing, +1 Shock)
Staff: 20(Width+2 Shock)
Two-Handed Sword: 30(Width+1 Killing, Width Shock)
Warhammer: 30(Width+2 Shock, +1 Killing)
Whip: 5(Width Shock)

Punching and kicking does Width Shock damage.

Armor(Cost, Covered Area, Damage Absorbed)

Leather Armour: 25(1 to 9, AR 1)(Light Weight)
Wooden Helmet: 5(10, AR 1)
Iron Helmet: 10(10, AR 2)
Full Helm: 15(10, AR 3)(Medium Weight)
Chain Shirt: 35(3 to 9, AR 2)(Heavy Weight)
Chain Mail: 50(1 to 10, AR 2)(Medium Weight)
Breast Plate: 45(7 to 9, AR 3)(Medium Weight)
Plate Mail: 75(1 to 10, AR 3)(Heavy Weight)
Armoured Boots: 10(1 to 2, AR 1)
Armoured Gauntlets: 25(4 and 6, AR 3)(Medium Weight)
Small Wooden Shield: 15(4 or 6 or choice, AR 1)
Large Wooden Shield: 30(4 or 6 AND choice, AR 1)
Small Metal Shield: 45(4 or 6 or choice, AR 3)
Large Metal Shield: 60(4 or 6 AND choice, AR 3)
Tower Shield: 90(Protects 1, 3 and 4 or 2, 5 and 6 COMPLETELY as long as you're standing still. Covers you entirely against ranged attacks from a single enemy as long as you're not moving or shooting back.)

Light Weight: 1 less die for Dodge rolls.
Medium Weight: Instead of 2 dice of the same number to succeed, you need 3 for anything involving Stealth, Climb, Run or Athletics. You also have two dice less for any sort of Swimming stuff. 1 less die for Dodge rolls.
Heavy Weight: Two less dice on Climb and Run. 4-width success required for Endurance and Athletics. You cannot Swim or Stealth. 2 less dice for Dodge rolls, 1 less die for any sort of attack roll.

Notes and Rules Errata

Adding combat rules here just so no one will forget them:

Number of dice with the same number = Width, affects damage.
The number those dice all share = Hit location.

1: Left leg
2: Right leg.
3-4: Left Arm.
5-6: Right Arm.
7-9: Torso.
10: Head.

Limbs can take 5 points of damage before going gone, the torso 10 and the head 4. Shock damage is the same as killing damage except that it just KO's or leaves easily healed damage, while a torso or head full of killing damage is death, and a limb full of killing damage is suffering SOME damage that won't heal. Any body part full of Shock damage that takes MORE shock damage takes that shock as killing instead. If you roll a hit on a limb that's gone from killing damage, that damage goes to the torso.

Called shots against a specific limb remove 1 die from your pool, and another is assumed to automatically have rolled the required number. You roll the rest as usual, for instance…

You have 5 dice to try to hit with, you want to go for a headshot. One die is gone, another is an instant 10, you roll the last three normally. If you get more 10's? HEADSHOT. If you don't get any more 10's but roll two or three 5's instead, you just whomp him on the arm instead of decapitating him.

Stabby weapons do an extra point of Killing when hitting torso, Crunchy weapons do an extra point of Shock when hitting the head, Choppy/Slashy weapons do an extra point of Killing when hitting limbs.

There are also rules for choking, pinning, knocking down, sneak attacks and disarming. Ask for these if you plan on using them.

Initiative-wise, the people with the lowest Sense declare their actions first, and the people with the "widest" rolls act first.

If you try to dodge and attack in the same round, take your Coordination+Dodge and your Coordination+Relevant Attack Skill, pick the smallest pool and roll it with one die less. If you get two successes(let's say you have four dice and get 2, 2, 4, 4.) you can do both. If you only get one success, you have to choose which of the two things you want to do. That same rule can be used to do two things at once in any situation.

3+ Body also begins to give you advantages, note that they are not cumulative.
3 Body: 1 extra wound box on Torso, +1 Width to melee attacks.
4 Body: 1 extra wound box on Torso and arms, +1 Width to melee attacks.
5 Body: 1 extra wound box on Torso, arms and legs, +1 Width to melee attacks.
6 Body: 1 extra wound box on Torso, arms and legs, +2 Width to melee attacks.
7 Body: 1 extra wound box on Torso, arms and legs, +2 Width to melee attacks. All melee damage is Killing.
8 Body: 1 extra wound box on Torso, arms and legs, +2 Width to melee attacks. All melee damage is Killing.
9 Body: 1 extra wound box on Torso, arms and legs, +3 Width to melee attacks. All melee damage is Killing.
10 Body: 1 extra wound box on Torso, arms and legs, +4 Width to melee attacks. All melee damage is Killing.

Unarmed combat uses Body, armed melee combat uses Coordination, thrown weapons use Body, ranged weapons use Sense.

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