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'''Dwarven gear''': Human bronze-smiths can fashion heavy but effective medium (+2) scale armour. Except for helmets, their (+3) heavy armour is too cumbersome for adventuring (generally unavailable in the setting). Dwarven armour costs twice as much , but +3 iron armour is usable as in the RAW. Dwarven scale armour, their speciality, offers +2 protection but hardly encumbers the wearer. | '''Dwarven gear''': Human bronze-smiths can fashion heavy but effective medium (+2) scale armour. Except for helmets, their (+3) heavy armour is too cumbersome for adventuring (generally unavailable in the setting). Dwarven armour costs twice as much , but +3 iron armour is usable as in the RAW. Dwarven scale armour, their speciality, offers +2 protection but hardly encumbers the wearer. | ||
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− | '''HUMANS''': see above for state play re. human civilisation. Basically bronze age warrior people, analogous to celts/ mongols. All humans get a free starting Edge as usual. Humans | + | '''HUMANS''': see above for state play re. human civilisation. Basically bronze age warrior people, analogous to celts/ mongols. All humans get a free starting Edge as usual. Humans can choose theri caste, or elect to be casteless (no hindrances or edges). Crude human heavy armour is too heavy for adventuring. <br/> |
''CHIEFTAN CASTE'': <br/> | ''CHIEFTAN CASTE'': <br/> | ||
'''Martial upbringing''': start with d6 in fight, intimidate, taunt and ride/drive. <br/> | '''Martial upbringing''': start with d6 in fight, intimidate, taunt and ride/drive. <br/> |