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.