Armory

-         Melee weapons add a character’s strength to the damage rolled as a flat bonus.

-         Cost represents the level of Resources a character needs to purchase a weapon

-         Size represents how big an Item is, Size 1 can be hidden in pockets, size 2 under trench coats, size 3 can be packed in some kind of casing and moved by hand while size 4 is impossible to hide, unless extensive care is taken.

-         Special: Grace means one can use his dexterity bonus instead of Strength in combination with weaponry.

-         AP: AP is short for Armor Piercing, AP 1 means it pierces 5 damage reduction, AP 2 pierces 10 and AP 3 pierces 15. This means that the weapon itself, bypasses the damage reduction, dealing damage straight to the wearer of the armor beneath. Every hit sustained by an AP weapons, is counted towards the total limit of an armor. Thus Armor level one, can only sustain 4 hits from an AP 1 weapon, before it breaks.

-         Requirement is a skill and attribute number a character must possess to wield the weapon with any kind of proficiency, for each requirement not met the target has a -2 on accuracy rolls.

-          * Shotguns shoot in cones rather than lines, and thus anyone within a 10 meters cone take 3d6 points of damage if hit, in following range increments the damage decrease by 1d6.

-         Range, the number shown dictates the first range increment, a weapon can still be somewhat accurate up to double, even triple its range. Each increment past the first, imposes a -2 accuracy penalty.

Armor has a simple function, it can reduce the amount of incoming damage one receives from slashing, piercing or bashing attacks by the given amount. However like anything, Armor expires, and the Limit represents the number of damage an armor can absorb before breaking. Penalty is the number an Armor penalizes the wearers evasion for using it, thus a guy wearing armor is a little easier to hit but a lot harder to damage. If one does not meet the strength requirement of an armor, the penalty to evasion is double and the base penalty applies to movement, so a level 2 armor worn by one with 2 strength would reduce his evasion by -6 and all his movements by -3.

Shields: If one does use a medieval shield or riot shield, they have the same effect. They function as 1 degree of cover, though they’re susceptible to breakage and thus has a limit of shielding 30 points of damage before breaking.