Equipment

(words on equipment here)

Light: If your character uses a light weapon, you can use your Dexterity modifier for attack rolls made with it instead of Strength. Scoundrels, scouts, and soldiers can dual-wield weapons if one of them is light.

One-Handed: Your character needs one free hand to use these weapons.

Two-Handed: Your character needs both hands to use these weapons. Melee weapons used with two hands add double your Strength modifier to damage instead of just the Strength modifier.

Double: You can use both ends of this weapon in combat, treating one end as a one-handed weapon and the other as a light weapon. If you use only one end, the end you're fighting with counts as a two-handed weapon.

Melee Weapons
Special Notes on Weapons

Unarmed Attack: If you reduce your opponent to 0 Health with an unarmed attack, he is knocked unconscious instead of killed.

Axe: Typically used as a tool, axes see some use as ceremonial weapons among the tribes of Afroka.

Bastard Sword: If you have 15 or greater Strength, you can use a bastard sword one-handed.

Club: This includes using a rifle butt as a weapon.

Dagger: This weapon can be thrown 20' (4 squares) if you'd like, or attached to a rifle or shotgun as a bayonet.

Dwarven War Axe: Dwarves can use this weapon one-handed instead of two-handed.

Dwarven Urgrosh: One end of this dwarven weapon is a battleaxe that deals 1d8 slashing damage. The other end is a spear that deals 1d6 piercing damage.

Elven Curveblade: Elves can use their Dexterity modifier instead of their Strength modifier when making attack rolls with this weapon.

Rapier: Though this is a light weapon, you cannot dual-wield two rapiers.

Shortspear: This weapon can be thrown 20' (4 squares) as a ranged weapon.

Spear: This weapon can be thrown 20' (4 squares) as a ranged weapon.

Sword Cane: This weapon can be drawn without spending an Action Point. It takes a DC 20 Mental + Subterfuge check to identify a sword cane for what it is.

Whip: This weapon does no damage against opponents wearing armor. It can be used to attack opponents within 10' (2 squares) of you, but you do not threaten any squares while using it.

Ranged Weapons
Special Notes on Weapons:

Bow: Your Strength modifier (up to +5) applies on damage rolls made with a bow.

Drakkhen Gun: You can use either shot or slugs in a drakkhen gun. When using slugs, you have a 20' range increment. When using shot, you target everything in a 30' cone. You make a separate attack roll against each target in the cone at a -2 penalty. You have the choice of firing either one or both barrels when using a drakkhen gun. If you fire both barrels at once, the drakkhen gun's damage increases to 2d8 per barrel, but all attack rolls are made at a -4 penalty. This penalty stacks with the penalty for using shot if you use shot.

Shotgun: You can use either shot or slugs in a shotgun. When using slugs, you have a 20' range increment. When using shot, you target everything in a 30' cone. You make a separate attack roll against each target in the cone at a -2 penalty.

Grenade: Grenades have a 10' blast radius. You make one attack roll when using a grenade, and compare the result of the attack roll to each target's Defense. If your roll meets or exceeds a target's Defense, it takes full damage from the grenade. Otherwise, it takes half damage.

Armor
Breastplate: This steel breastplate is worn either above or beneath your clothing.

Chain Mail: This flexible armor made from interlocked steel rings is worn beneath other armor or on its own. When worn, it increases the protection given by armor, but at the cost of additional bulk.

Leather Jacket: This is the prototypical leather adventurer's jacket.

Pith Helmet: A wide-brimmed helmet made of canvas and cork, this protects its wearer's head in combat.

Splint Mail: This armor is made of small strips of metal fastened together.

Armor Bulk and Effects
Light Armor (Chain Mail, Leather Jacket): You do not suffer any movement penalties from wearing light armor.

Medium Armor (Breastplate, Leather Jacket + Chain Mail): Your speed is reduced by 10' (2 squares) unless you are a dwarf. You cannot sprint in combat.

Heavy Armor (Breastplate + Chain Mail, Splint Mail, Splint Mail + Chain Mail) Your speed is reduced by 10' (2 squares) unless you are a dwarf. You cannot sprint or run in combat.

Armor, Magery, and Psionics
If you are a mage, wearing armor while casting spells can be problematic. You must spend additional mana equal to the total Armor Rating of the armor you are wearing if you cast a spell while armored.

If you are a psionicist, armor is a problem for you as well. The total Armor Rating of the armor you are wearing is applied as a penalty to any manifest rolls you make.

Supplies
Arrows: Sold in quivers of 20.

Backpack: A heavy canvas and leather pack useful in carrying equipment.

Bandolier: Worn across the shoulder and torso, this canvas bandolier can hold ten rifle clips as well as either a rifle, shotgun, or drakkhen gun.

Bedroll: A bedroll consists of a thin foam pad and two quilted blankets; just enough to make sleeping in a tent comfortable.

Belt Pouch:

Binoculars: A set of 30x magnification binoculars, useful for scouting and surveillance. They come in a sturdy leather case.

Camera: This is a small camera. The price includes twelve shots worth of cellulose-backed film.

Canteen: Made of hardened steel and covered in canvas, this canteen can hold up to one quart of liquid.

Climibing Kit:

Clothing:

Drakkhen Gun Ammo: .451 cal, sold in boxes of 24.

First Aid Kit: Containing cloth bandages, iodine, and a block of potassium alum, any Hero can use this basic first aid kit to restore 1d4 HP to one target. The kit is exhausted after one use.

Grooming Kit: A parcel containing a shaving razor and honing strop, a shaving mug and brush, two soap bricks, one shampoo brick, one block of alum, and three bars of shaving soap. The soaps, shampoo, and alum are individually wrapped in wax paper.

Iron Spikes:

Lantern:

Lighter:

Lockpicks: A pair of tension wrenches, a hook pick, a steep-angled half-diamond, a snake rake, a shallow-angled half-diamond, an S-rake, a double round pick, a ball pick, and a long double-ended pick comprise this quality set of break-in equipment. While they have a legitimiate use among locksmiths, most Heroes will be using them for illegal purposes.

Medical Kit: A more complete version of the medical kit, this leather bag contains cloth bandages, potassium alum, surgical tools, a silver needle, silk thread, mint poultices, splints, ointments, iodine, and morphine. A Hero can use this medical kit to restore (1d4 + the Hero's level + the Hero's Mental modifier) HP if he succeeds on a DC 15 Mental + Knowledge check. This kit is not exhausted when used.

Mess Kit: Contains a bowl, plate, cutlery, and cup, all made of galvanized steel.

Mirror:

Notebook:

Oil:

Pocketwatch:

Rations: A parcel containing 8 oz. biscuits, 8 oz. salt beef, 4 oz. hard cheese, 4 oz. tea, 4 oz. fruit preserves, and 4 oz. chocolate, all of which are wrapped in wax paper. Variant rations are available, adapted for the culture where the Heroes are based out of. (For example, cows are considered sacred in Maranha, so Maranhan rations contain salt pork instead of salt beef.) No matter what its contents are, a ration provides enough nutrition to sustain a Hero for one day.

Revolver Ammo: .45 cal, sold in boxes of 30.

Rope: A fifty-foot length of hempen rope.

Rifle Ammo: .303 cal, sold in boxes of 30.

Sextant:

Shotgun Ammo: 12 gauge, sold in boxes of 24.

Tent: