The mechanics of Off-Hand Crossbow & Off-Hand Thrown are the same as their Main-Hand variants. Same requirements, same reload times, same weapon ranges, etc. A character taking this skill may use a different weapon in their main hand & must still use standard action/round rules. Each weapon functions otherwise independently of each other. The standard actions per round is based on players, not weapons — meaning they still may not do 2 Contested actions in each of their rounds just because they have a 2nd weapon at their disposal. (always 1 contested & 1 non-contested –OR– 2 non-contested actions are allowed to be chosen each round).
Having the Off-Hand variant of the crossbow (or thrown) weapons will allow you to make an additional shot before reloading — however, reload times remain the same for each weapon independently (for 1-handed crossbow, an action is required to reload 1 crossbow. For two 1-handed crossbows, 2 actions are required to reload both of them. Thrown weapons have no reload time, but have limited ammunition).
The guaranteed hit range for the Off-Hand Crossbow is based off of the Off-Hand Crossbow skill level (independent of the Main-Hand variant). Shots beyond that range follow the same rules as Main-Hand Crossbow.
[Weapon] Off-Hand Melee
Off-Hand Melee weapons can sometimes work exactly the same as the Main-Hand variants. This is the case when using a non-Melee weapon(crossbow) or no weapon(empty hand or shield) in the Main-Hand. It still follows the same action/round rules, etc.
However! When used in conjunction with another Melee weapon (Main-Hand Melee & Off-Hand Melee at the same time), the character may throw 2d20 & select either one of the 2 rolls for the Hit roll vs their opponent in a Contested action. If they do this, they will receive the lower of the 2 applicable skills(Main-Hand/Off-Hand Melee/Unarmed) as their skill bonus for this roll. Damage for using On & Off-Hand Melee skill(dual wielding) weapons is based on the lower Tier of the 2 weapons used (unarmed is equal to T0).
To hit = Rflx + [Main-Hand Melee/Off-Hand Melee skill](whichever is lower) + 1d20 thrown twice (generally selecting highest roll among them) vs opponent’s Rflx+ [weapon skill]+ 1d20.
Damage = [Roll Difference] (highest die, lowest skill) + Body Stat + Tier value (of the lowest weapon equipped) vs opponent’s armor & shield.
May be used with the Stealth skill (see: Skill – “Stealth”).
*[Item specific] means that it can hold only 1 type of small or extra small object (like arrows, coins, units of food, ores, ingots, cloth fragments, full cloth, etc.)
Clothing & Accessories
Clothing
Bedrolls & Tents
Random Junk
(10)T1 Clothing Set (+1 cold armor): 10
(20)T1 Bedroll (+2 cold armor): 15
(10)Bushcrafter’s Cloak (+1 cold armor): 1
(10)T2 Clothing Set (+5 cold armor): 20
(20)T2 Bedroll (+4 cold armor): 30
(210)T2 Wooden Chest (200 slots): 20
(10)T3 Clothing Set (+3 cold armor): 40
(20)T3 Bedroll (+6 cold armor): 55
(310)T2 Wooden Food Chest (300 units): 20
(10)T4 Clothing Set (+4 cold armor): 60
(20)T4 Bedroll (+8 cold armor): 80
(1)Self-Grooming kit: 30
(10)T5 Clothing Set (+5 cold armor): 90
(20)T5 Bedroll (+10 cold armor): 115
(1)T1 Lock (target#21): 15
(10)T6 Clothing Set (+6 cold armor): 120
(20)T6 Bedroll (+12 cold armor): 150
(1)T5 Lock (target#25): 140
(10)T7 Clothing Set (+7 cold armor): 160
(20)T7 Bedroll (+14 cold armor): 195
(1)T10 Lock (target#30): 510
Clothing
Bedrolls & Tents
Random Junk
(10)T8 Clothing Set (+8 cold armor): 200
(10)T2 1-Person tent: 30
(5)5-Hour Torch*: 1
(10)T9 Clothing Set (+9 cold armor): 250
(20)T2 2-Person Tent: 50
(10)Hurricane Candle Lamp: 100
(10)T10 Clothing Set (+10 cold armor): 300
(30)T2 3-Person tent: 70
(0.1)1-Hour Candle: 1
(2)T10 Fancy Hat**: 300
(40)T2 4-Person tent: 90
(0.1)10HP Healing Bauble***: 100
(1)T10 Sunglasses**: 1800
(50)T2 5-Person tent: 110
(XL)Basic Cart****: 100
(0.1)T6 Gold Ring: 200
(60)T2 6-Person tent: 130
(5)T5 Book (fiction): 50
*A lit torch or candle will project a 5-tile radius of bright light and a secondary 10-tile radius of Low Light 1.
**Fancy Hat & Sunglasses have no bonuses associated with them. It’s just a display of excess money.
***Healing Baubles instantly heals a character when they invoke the item. One time use only. A glass marble remains after use. May only be used for self healing. It cannot be invoked by a character to target characters other than themselves.
****”Basic Cart” can carry 2 total, in any combination, of: Food Chest, Misc Chest, Resting PC/NPC – Or it may be used to hold up to 200 item slots worth of loose objects. 2×2 tile size – Not usable off of “trails” or “roads”. Requires Body: 4+ to move. A character pulling a basic cart cannot take double-movement actions or enter a run state. It is designed to be pulled by a medium sized race. Can be crafted for other size races – use general creature size rules for Cart’s associated item slots & tile size. GM call for carried people with sm, lg, & xl creature sized carts when carrying people with size categories not matching the cart. Body requirement is unchanged.
$Toolkits & Workshops$
Crude Tools (Stick/Stone Tools)
Basic Tools (Wood/Metal Tools)
Workshop* (Full Work Station)
(25)Architect: 1
(50)Architect: 60
Breakroom: 2100
(25)Armorsmith: 1
(50)Armorsmith: 60
Armorsmithy: 2100
(20)Art: 1
(40)Art: 60
n/a
(25)Bowyer: 1
(50)Bowyer: 60
BowShopy: 2100
(5)Tinderbox**: 1
(0.1) Flint-Wheel Lighter**: 60
n/a
(20)Cook: 1
(40)Cook: 60
Kitchen: 2100
(25)C’bowSmith: 1
(50)C’bowSmith: 60
C’bowSmithy: 2100
(20)Farming: 1
(40)Farming: 60
n/a
(20)Fishing: 1
(40)Fishing: 60
Fish Farm: 2100
n/a
(1)Lockpick: 60
n/a
n/a
(50)LockSmith: 60
LockSmithy: 2100
Crude Tools (Stick/Stone Tools)
Basic Tools (Wood/Metal Tools)
Workshop* (Full Work Station)
(20)Logging: 1
(40)Logging: 60
Lodge: 2100
(25)Map Making: 1
(50)Map Making: 60
n/a
(20)Medicine: 1
(40)Surgery Set: 60
Hospital: 2100
(20)Metalworks: 1
(40)Metalworks: 60
Smithy: 2100
(20)Mining: 1
(40)Mining: 60
Mine: 2100
(20)Navigation: 1
(10)Navigation: 60
n/a
(20)Scholar: 1
(10)Scholar: 60
Library: 2100
(20)Tailor: 1
(40)Tailor: 60
Loomery: 2100
(20)Traps: 1
(40)Traps: 60
n/a
(25)Weaponsmith: 1
(50)Weaponsmith: 60
Weaponsmithy: 2100
(20)Woodworks: 1
(40)Woodworks: 60
Woodshop: 2100
*Workshops do not include the cost of the building to house them in.
**Tinderboxes & Lighters allow a character to create a fire without the Bushcraft skill.
-}- Down Range Weapons -{-
T1 Bow: 5
T1 1H Crossbow: 20
T1 2H Crossbow: 20
T2 Bow: 15
T2 1H Crossbow: 35
T2 2H Crossbow: 35
T3 Bow: 25
T3 1H Crossbow: 60
T3 2H Crossbow: 60
T4 Bow: 45
T4 1H Crossbow: 95
T4 2H Crossbow: 95
T5 Bow: 70
T5 1H Crossbow: 145
T5 2H Crossbow: 145
T6 Bow: 95
T6 1H Crossbow: 195
T6 2H Crossbow: 195
T7 Bow: 130
T7 1H Crossbow: 265
T7 2H Crossbow: 265
T8 Bow: 165
T8 1H Crossbow: 335
T8 2H Crossbow: 335
T9 Bow: 210
T9 1H Crossbow: 425
T9 2H Crossbow: 425
T10 Bow: 255
T10 1H Crossbow: 515
T10 2H Crossbow: 515
(1)Arrows: 1
(1)Bolts (1H): 2
(1)Bolts (2H): 4
“Real Weapons”
T1 One-Hander: 15
T1 Two-Hander: 15
T1 Wood Spear: 1
T2 One-Hander: 30
T2 Two-Hander: 30
T2 Wood Spear: 10
T3 One-Hander: 55
T3 Two-Hander: 55
T3 Wood Spear: 20
T4 One-Hander: 90
T4 Two-Hander: 90
T4 Wood Spear: 40
T5 One-Hander: 140
T5 Two-Hander: 140
T5 Wood Spear: 60
T6 One-Hander: 190
T6 Two-Hander: 190
T7 One-Hander: 260
T7 Two-Hander: 260
T8 One-Hander: 330
T8 Two-Hander: 330
T9 One-Hander: 420
T9 Two-Hander: 420
T10 One-Hander: 510
T10 Two-Hander: 510
*Wood Spears cannot be repaired if damaged.
Armour
T1 Armour Set: 25
T1 Shield: 20
T1 Wood Shield: 5
T2 Armour Set: 50
T2 Shield: 40
T2 Wood Shield: 10
T3 Armour Set: 90
T3 Shield: 70
T3 Wood Shield: 20
T4 Armour Set: 150
T4 Shield: 110
T4 Wood Shield: 40
T5 Armour Set: 230
T5 Shield: 165
T5 Wood Shield: 60
T6 Armour Set: 310
T6 Shield: 220
T7 Armour Set: 420
T7 Shield: 295
T8 Armour Set: 530
T8 Shield: 370
T9 Armour Set: 670
T9 Shield: 465
T10 Armour Set: 810
T10 Shield: 560
*Wood Shield cannot be repaired
Mounts & Beasts
All quadruped creatures can carry/pull their [Body stat + (size in tiles x3)] (rounded up). A small creature’s cart is physically smaller than a large creature’s cart (half capacity). A large cart is physically larger (quadruple capacity). So, while a pull of 7 may look the same on 2 creatures – a large creature’s cart is 8 times larger than a small creature’s cart. A small creature cannot pull a large creature’s cart & vice versa (unless your GM overrules for storytelling reasons).
Other than diet, the quadruped bonus, character creation/leveling method, & bonding — all animals generally follow the same rules as other characters.
All animals must be bonded before a player can command them. Once bonded, they will match the character’s combat level — gaining bonus stat points & HP. The diet of the animal is unaffected by the additional stats.
The flavor of animal purchased here is to be determined by the player & GM. The stat layout & size of the creature will help guide where to define the creature. A 0.5 tile omnivore can safely be considered a dog. A 1×2 Herbivore can pretty safely be considered a horse or mule.
To bond with a beast, a character must have a Presence stat equal to, or less than, the Tier value of the beast. If the creature’s Tier is higher than the character’s Presence value, reduce the creature’s Tier to match the character’s Presence. Strangely, a character with 0 (zero) in Presence results in a pet plant or a fish in a bowl… or a horse that drowns itself during the bonding process.
Small Pets
Small creatures deal -5 damage in combat.
Small creatures may share a tile with another creature.
Small creature items are all half size.
Small creatures eat 0.5 units of food each day.
The material costs are halved to produce items for small creatures.
Small Carts, Wagons, Skids, & Backpacks (all containers) each have half the normal capacity (rounded up).