Damage or Damage Dice. Static damage works as follows. For a d6 damage die weapon (such as a Shortsword), ou!d deal " static damage. #he Static num$er is one half the damage die plus one. Damage Die rolls add a randomness to the attack $ut have the potential of dealing less damage. %ou make the decision to take either form of damage once ou!ve rolled a successful &ttack action. CRITICAL HITS Whenever our &ttack test rolls an e'ploding die, ou!ve rolled a (ritical Hit. %ou roll the damage die three times (three dice) and multipl it $ two. )f ou choose static damage ou multipl it $ three. ARMOR &ttacking an opponent works in much the same wa as a normal #est. #he *eferee sets a #+, and ou roll a test, adding an relevant modi,ers or die rolls. &rmor adds a modi,er to the #+ called a Defense Score. )f a creature has no Defense Score, the #+ is reduced $ - (to a minimum DS of ./). &rmor also grants a Soak value. #his value reduces the amount of damage a weapon deals $ the listed value. For e'ample, Full 0late armor has a Soak 1alue of ", & damage roll that deals 2 damage would $e reduced to . damage. BUYING EQUIPMENT #he availa$ilit of gear is a 3uctuating ordeal. Some towns won!t have gear that is readil availa$le in larger settlements. 4ach piece of gear has a &1 entr. #his entr descri$es the availa$ilit of the item. (ommon )tems are availa$le in most settlements, 5ncommon items are harder to ,nd in isolated communities, though the are still readil availa$le in well connected towns. *are items are onl availa$le in the most a6uent of settlements. 7imited items are even more rare in even the most a6uent settlements. & masterwork longsword is a rare item, whereas a 4lvish War$lade is a limited item. #he availa$ilit of these items is in the domain of the *eferee to decide. &1 *atings use a$$reviations. ( 8 (ommon, 5( 8 5ncommon, * 8 *are, 7 8 7imited. COINAGE 9ear in #rinit (ore is valued $ (oin. )t is left to the *eferee to determine what :(oin: actuall means. )n one setting, (oin might $e gold, while in another it might $e magicall shaped gems, or a rare wood. Some items are valued at .;" or .;- coins. LIFESTYLE &dventurers have a :7ifestle: called Wanderer. )t is assumed that a Wanderer earns an amount of coin per month that is su<cient to provide for their nomadic lifestle. 4ach &rchetpe has a Starting (oin value and a =onthl 4arning value. & (haracter can upgrade their lifestle $ . step $ spending a one time amount of (oin e>ual to four times their Starting coin value.