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Racial Holy War
by Rev. Kenneth Molyneaux
First Edition
Sometime in the near future, the world is torn by chaos, anarchy, and mayhem as the world has been devastated by the non-White population growth. All the lands of the world have been overrun by these despicable hordes while the noble White Man has been reduced to a tiny minority, barely surviving the terrors unleashed by the heinous forces of the malicious Jew. Many scholars predicted the ravaged Earth that oppresses the superior White Race but few yielded these concerns. As a direct result, all civilization has been destroyed in a fiery blaze of disaster. There is hope though. A small, yet growing, force is gaining power and is dedicated to cleansing the world of all the vermin. This band of White Warriors knows full well that defeat is not an option. Either they will carry the banner of the White Race to form a grandiose White Empire or all will be consumed in cold, dark blackness. You are one of those warriors. Shall you arm yourself for battle or will you watch the beautiful White Women die? The choice is simple. The Racial Holy War will ensure triumphant victory. That victory is inevitable. RAHOWA!
Warmaster and Adventures
The Warmaster controls the environment, enemies, and non-player characters in Racial Holy War. He also controls (and perhaps makes up) the story and how things go in an adventure. As such he is very important and has a lot of power. He must take into consideration the level, experience, and power of the White Warriors when deciding what enemies they fight or what dire predicament they are involved in. A good Warmaster is therefore usually intelligent with a good, creative imagination. The world of Racial Holy War is the domain of adventure for the White Warriors. As noted above, unless there is an adventure already made up, the Warmaster must make up an adventure to send the White Warriors on. At the minimum, 2 players can play (1 White Warrior and the Warmaster), but there is no limit to the amount of players who can play. Some possible adventures could be killing a perfidious jew who is ruining the world through the media; stopping a gang of niggers who are terrorizing Whites; destroying a drug cartel run by awful latrinos etc. There is no limit to the possibilities, so Racial Holy War can be played forever.
Creating a Character
In Racial Holy War, one battles through the enemy hordes on the path of victory and glory. Before this can begin, however, one must create a character. A blank piece of paper should be used to keep note of the character’s description, name, gun(s), item(s), level, gun level, skills (including level of skills), credits, experience, hit points (both maximum and current), attributes, class, enemies killed, and ammunition. It is advised to use a pencil as things will need to be erased from time to time. Below is listed the step-by-step method to creating a character.
- Step 1: The first step in creating a White Warrior is to decide on a name (could be one’s own), height, weight, and any other description to add flavor to a character. This could be saying he has blonde hair and blue eyes or has tattoos or whatever else is within reason. It is up to the player to decide how much detail he wants to put into the character. Generally speaking, it seems that the more thought goes into the description, the more fun a player will have acting as his own White Warrior. So, be creative.
- Step 2: Next comes allocating the 100 points for the 8 basic attributes (power, dexterity, health, heroism, charisma, intelligence, wisdom, and intimidation). No single basic attribute can exceed 20 at this time. All points must be allocated.
- Step 3: Then a character must select which class he would like to be. These classes are: Gladiator, Leader, Soldier, Scholar, Hero, Sniper, Athlete, and Medic. Each of these classes have different strengths so the character must choose which class suits him best.
- Step 4: After this comes the selection of skills. Each class chosen has 2 skills, and now 2 more skills are chosen from the list of skills.
- Step 5: The character now outfits himself and spends his credits. He may decide to use all of his credits, or he can save some. It is wise to buy a gun, ammunition, and food. It is up to the character as to what exactly he buys though. After this is complete, the White Warrior is now ready for battle and adventure!
Attributes
There are 8 basic attributes (power, dexterity, health, heroism, charisma, intelligence, wisdom, intimidation) that make up a character. These are briefly described below. In addition to these basic attributes, there is also an honor level, respect level, and hit points. These are also described in short below. At the start of the game, a player is allocated 100 points to spread as he so desires among the 8 basic attributes. Each attribute has a maximum of 30 points (range from 0-30) but a player may only assign a maximum of 20 to any particular basic attribute (this can be raised through other means like skills, honor, etc.). So a player has to use up all of the 100 points between the 8 basic attributes. Some of the aforementioned attributes have special abilities that will be described as well (charisma, intelligence, wisdom, intimidation etc.).
Power
Power represents the character’s strength. A high rating in this area allows the player to endure more weight.
Dexterity
Dexterity represents the character skill with his hands. A high rating here increases the character’s gun speed.
Health
Health represents the fitness of the character. A high score increases the player’s hit points when they level-up.
Heroism
Heroism is the courage of a player. A high rating here raises the chance of successfully using the Rouse skill.
Charisma
Charisma is the character’s ability to charm or lead people. A high score not only improves the chances of influencing non-player characters, but also affects the starting money the player starts with (this represents the savings the character had from working).
Intelligence
Intelligence is the ability to think and solve problems. This ability therefore helps in figuring things out and also a high score has the added bonus of increasing the experience (both for the character and gun) gained from battle (due to the character’s quick learning ability).
Wisdom
Wisdom represents the amount of knowledge a character holds. A high score here means a player is more likely to know just about anything. Also, a high score increases the gun accuracy due to the character knowing the vital spots of the enemy’s defenses.
Intimidation
Intimidation is the character’s ability to intimidate the enemy. A high score here allows the character to not only potentially make the enemy flee in terror, but also make one enemy of his choosing to have his hit percentage decreased (both firearm and hand-to-hand combat).
Respect
Whenever a character levels up, he gains a respect level. So whatever level the player is on, that is also his respect level (not counting any special effects). Respect is used to persuade non-player characters (see charisma effect for more).
Honor
Each player starts with 10 honor points. Whenever a player does an honorable deed, he gains honor points and when he does a dishonorable act, he loses honor points (at the sole discretion of the Warmaster and a player shouldn’t lose or gain more than 1-2 points per event). The range of honor points is 0-50 with 0 resulting in a shameful death and 50 a great noble (with increased attributes).
Hit Points
Hit points are the amount of life a character has. The higher the better with 0 being death. A player can gain hit points when he loses them but cannot exceed his maximum hit points. Every player starts with 25 hit points but this can go up as the game goes on or high scores etc. So if a character started with 25 and sustained 10 points of damage, he would be at 15. He could regain a total of 10 points, and couldn’t exceed his maximum of 25. However, if his maximum increased (say to 30) then he could gain more hit points.
Attribute Effects
Charisma Effect
Charisma Effect
When a player encounters a non-player character, he can attempt to persuade him to join the party, do a favor etc. The player attempting this must subtract the target’s charisma score from his own charisma score. If this score is 0 or negative, than it is an automatic fail. If it is 20 or higher, it is an automatic success. If in between these two extremes, then the player rolls a 20 sided die and must get a roll equal to or less than the subtracted figure to succeed (otherwise it is a failure). With respect, if the player’s respect level is equal to or greater than the target’s charisma, he automatically succeeds in charming him. Example: The player, Hitler, has a charisma score of 30 while his target, a White Racial Comrade, has a charisma of 15. The difference is 15 so Hitler must roll a 15 or lower in order to charm the White Racial Comrade. Hitler rolls a 10 and is therefore successful. Hitler therefore charms the man and decides to have him join the party. Using this ability must be used within reason. It is up to the Warmaster to decide what someone could legitimately get someone to do. It would be extremely difficult to get someone to commit suicide, for example. So, even if a player has a successful role, the Warmaster can decide that what the player wants to do is too much and thus deny the charming effect. This skill can only be used once per non-player character.
Intelligence Effect
Whenever there is some kind of problem that needs solved, a player can use his intelligence to solve the problem. The Warmaster will declare a point value for the particular problem (from 0-30) and then the player will see if he can get a successful role. He subtracts the point value designated from his intelligence score. If the result is 0 or below, it is an automatic failure while a result of 20 or more is an automatic success. If in between, the player rolls a 20 sided die and if he gets a roll equal to or less than the difference, he succeeds. This can only be used once per problem. Example: The player, Sherlock, has an intelligence of 30 and finds some footprints in the mud. He uses his intelligence to try and see whose prints they are where they lead. The Warmaster declares this problem to be worth 20 points. This 20 points from 30 is 10. Sherlock rolls a 20 sided die and gets a 12, thus failing. Even Sherlock is stumped by this mystery.
Wisdom Effect
Whenever there is some knowledge that needs knowing, a player can use his wisdom to ascertain the information. The Warmaster will declare a point value for the particular knowledge (from 0-30) and then the player will see if he can get a successful role. He subtracts the point value designated from his wisdom score. If the result is 0 or below, it is an automatic failure while a result of 20 or more is an automatic success. If in between, the player rolls a 20 sided die and if he gets a roll equal to or less than the difference, he succeeds. This can only be used once per piece of knowledge requested. Example: The player, Aristotle, sees foreign writing on the wall. The Warmaster declares the knowledge to have a value of 10. Since Aristotle’s wisdom is 30, the difference is 20--automatic success. Thus, Aristotle is able to decipher the writing.
Intimidation/Heroism Effect
Intimidation and heroism are interrelated. When a battle breaks out (either gun or hand-to-hand), both sides add together their combined intimidation score (all enemies add them together and all White warriors do). The side (enemy or ally) with the greater combined intimidation, intimidates the other side and if they do it well enough, causes the other side to lose accuracy or even flee (this is checked every round of battle). So the side with the higher combined intimidation score is divided by the combined heroism score of the other side. If the result is 2 or more, than the intimidated side (side with lower combined intimidation score) gets adversely affected. All fractions are rounded down.
- If 2, then the intimidated side’s accuracy (firearm or hand-to-hand) is decreased by 10%.
- If 3, then intimidated side’s accuracy is decreased by 25%.
- If 4, then intimidated side’s accuracy is decreased by 50%.
- If 5 or higher, the intimidated side flees in terror (other side gets free, automatic shot with the routed people having their defense at 0). Example: 5 enemies that each have an intimidation score of 10 (for a total of 50 combined) are faced off by 3 allies each with intimidation scores of 15 (for a combined total of 45). Thus the enemy’s score of 50 beats out the 45 by the allies.
Classes
There are 9 classes. Each one is unique and has differing skills and strengths. The class one is tends to reveal something about the character and how they plan on ridding the world of filth. For example, a gladiator is adept at hand-to-hand fighting and excels in that area while a scholar would use his brain to achieve success.
Gladiator
The gladiator has extreme fighting prowess with his body and can cause crushing blows with his fist, feet, knees, or even a club. Skills: Hand-to-hand fighting, Weightlifting Increased Attributes: Power+2, Dexterity+2, Intimidation+2 Special: Damage+2 and Hit Percentage+10% in Hand-to-Hand Fighting
Leader
The leader is a character with a natural ability to lead and get others to follow him. Skills: Leadership, Diplomacy Increased Attributes: Charisma+2, Intelligence+2, Wisdom+2 Special: Respect+5
Soldier
The soldier is a warrior that is trained for battle and is thus skilled with firearms. Skills: Weapon Specialty, Courage Increased Attributes: Dexterity+2, Heroism+2 Special: Firearm Accuracy+5% (per level-up), Firearm Damage+1 (per level-up), Firearm Speed+1 (per level-up)
Scholar
The scholar uses his great intellect to further the cause and his honorable, wise ways help bring victory. Skills: Reading, Puzzles Increased Attributes: Wisdom+4, Intelligence+2 Special: Honor+5
Hero
The hero is a fighter who uses his ability to rouse and inspire to improve moral and bravery in combat. Skills: Rouse, Courage Increased Attributes: Heroism+4, Charisma+2 Special: Rouse skill is achieved automatically
Sniper
The sniper is extremely proficient with an assault rifle and uses this gun with extreme accuracy. Skills: Weapon Specialty (Assault Rifle), Weapon Repair Increased Attributes: Dexterity+4, Power+2 Special: Firearm Damage+2 (per level-up, assault rifle only), Firearm Accuracy+10% (per level-up, assault rifle only)
Athlete
The athlete is a character who sculpts his body and keeps in shape in order to best fight the forces of evil. Skills: Athletics, Weightlifting Increased Attributes: Health+2, Power+2, Dexterity+2 Special: Hit Points+10 (per level-up)
Medic
The medic is skilled in the healing arts and so uses this to heal the wounded after a battle. Skills: Holy Books, Food Scavenging Increased Attributes: Health+4, Wisdom+2 Special: Healing (twice per day, heals 1d6 per level [so a third level medic would heal 3d6] )
Skills
Skills are various talents that are available in the game. They bestow added bonuses or abilities. The skills are leveled and thus start at 1 but can be raised to 5. With the increase in level, the more effective the skill is or the more bonus points the character gets. Each character gets four skills to start off the game with--2 as designated by the character’s class and 2 more that he chooses from the list below. Some skills have a percentage chance of achieving success. To see if successful, one rolls 2, 10-sided dice with the first die roll being the first number and the second roll being the second number. If the roll is equal to or lower than the percentage score, then the attempt is successful; otherwise it fails.
Clothesmaking
This skill allows a character to make clothes. This means he could design his own T-shirts, pants, hats etc. So a character could design a Creativity or Swastika shirt. The item clothes material is required for this skill.
- First Level: 50% of successfully making the desired clothes item
- Second Level: 60% of successfully making the desired clothes item
- Third Level: 70% of successfully making the desired clothes item
- Fourth Level: 80% of successfully making the desired clothes item
- Fifth Level: 90% of successfully making the desired clothes item
Computer Hacking
This skill allows the character to do hack computers. This means accessing restricting sites, creating viruses etc.
- First Level: 50% of successful hacking
- Second Level: 60% of successful hacking
- Third Level: 70% of successful hacking
- Fourth Level: 80% of successful hacking
- Fifth Level: 90% of successful hacking
Computer Operation
It is assumed that basic computer operation is know to all. If a character wishes to do something more than basic operation, then he has to use this skill in order to determine success (like if he wanted to make a computer program).
- First Level: 50% of successful advanced operation
- Second Level: 60% of successful advanced operation
- Third Level: 70% of successful advanced operation
- Fourth Level: 80% of successful advanced operation
- Fifth Level: 90% of successful advanced operation
Drive
It is assumed that the characters have basic driving skills in vehicles. However, in order to do anything fancy (like a high speed chase), this skill comes in handy.
- First Level: 50% chance of performing daredevil feat
- Second Level: 60% chance of performing daredevil feat
- Third Level: 70% chance of performing daredevil feat
- Fourth Level: 80% chance of performing daredevil feat
- Fifth Level: 90% chance of performing daredevil feat
Food Scavenging
This skill allows a character to search for and find food (which allows a character to recover hit points). The higher the level, the better chance of finding food and finding more of it. This can be used once a day.
- First Level: 50% of success; food equivalent to 1d4
- Second Level: 60% of success; food equivalent to 2d4
- Third Level: 70% of success; food equivalent to 3d4
- Fourth Level: 80% of success; food equivalent to 4d4
- Fifth Level: 90% of success; food equivalent to 5d4
General Repair
This skill allows a character to repair general things, other than weapons. A computer could be repaired or a vehicle etc. A toolkit is needed for every attempt.
- First Level: 50% chance at a successful repair
- Second Level: 60% chance at a successful repair
- Third Level: 70% chance at a successful repair
- Fourth Level: 80% chance at a successful repair
- Fifth Level: 90% chance at a successful repair
Hand-to-Hand Fighting
Hand-to-hand fighting is fighting with fists, feet, and even clubs. Increased level in this skill enables the character to attack more in hand-to-hand fighting.
- First Level: 2 attacks per hand-to-hand fighting combat round
- Second Level: 3 attacks per hand-to-hand fighting combat round
- Third Level: 4 attacks per hand-to-hand fighting combat round
- Fourth Level: 5 attacks per hand-to-hand fighting combat round
- Fifth Level: 6 attacks per hand-to-hand fighting combat round
Holy Books of Creativity
This skill involves study and enlightenment of the greatest books ever written--Nature’s Eternal Religion and The White Man’s Bible. By studying these wonderful books, a character is soothed and inspired. He thus restores lost hit points. The Holy Books of Creativity are required to utilize this skill. The amount of times this skill can be used varies on the level.
- First Level: 1d6 of lost hit points are restored, once per day
- Second Level: 2d6 of lost hit points are restored, twice per day
- Third Level: 3d6 of lost hit points are restored, three times per day
- Fourth Level: 4d6 of lost hit points are restored, four times per day
- Fifth Level: 5d6 of lost hit points are restored, five times a day
Open
This skill grants a character the ability to open locked doors, windows, etc. It can only be used once per specific thing (window, door) to open.
- First Level: 50% chance of opening
- Second Level: 60% chance of opening
- Third Level: 70% chance of opening
- Fourth Level: 80% chance of opening
- Fifth Level: 90% chance of opening
Rouse
This skill is one in which heroes and men of valor use to inspire their comrades to fight on, regardless of the odds. It can be used at the start of a battle (before the intimidation/heroism check) to temporarily increase all a character’s allies’ abilities in intimidation and heroism (the character performing the skill also has his abilities increased, if successful in performing the skill). These raised abilities last for the duration of the battle and the attributes are returned to normal after the battle is over.
- First Level: 50% chance of successful Rouse; intimidation+1, heroism+1
- Second Level: 60% chance of successful Rouse; intimidation+2, heroism+2
- Third Level: 70% chance of successful Rouse; intimidation+3, heroism+3
- Fourth Level: 80% chance of successful Rouse; intimidation+4, heroism+4
- Fifth Level: 90% chance of successful Rouse; intimidation+5, heroism+5
Weapon Repair
Weapon repair allows a character to repair a gun that has been broken. A character with this skill, can attempt to repair any weapon. One toolkit must be used per attempt.
- First Level: 50% chance at repairing weapon
- Second Level: 60% chance at repairing weapon
- Third Level: 70% chance at repairing weapon
- Fourth Level: 80% chance at repairing weapon
- Fifth Level: 90% chance at repairing weapon
Weapon Specialty
A weapon specialty grants added bonuses to a particular weapon. There are 3 weapon specialties--pistols, assault rifles, and shotguns.
- First Level: Pistol=Gun Damage+1, Gun Accuracy+5%; Assault Rifle=Gun Damage+2, Gun Accuracy+5%; Shotgun=Gun Damage+3, Gun Accuracy+5%
- Second Level: Pistol=Gun Damage+2, Gun Accuracy+10%; Assault Rifle=Gun Damage+4, Gun Accuracy+5%; Shotgun=Gun Damage+6, Gun Accuracy+10%
- Third Level: Pistol=Gun Damage+3, Gun Accuracy+15%; Assault Rifle=Gun Damage+6, Gun Accuracy+15%; Shotgun=Gun Damage+9, Gun Accuracy+5%
- Fourth Level: Pistol=Gun Damage+4, Gun Accuracy+20%; Assault Rifle=Gun Damage+8, Gun Accuracy+20%; Shotgun=Gun Damage+12, Gun Accuracy+20%
- Fifth Level: Pistol=Gun Damage+5, Gun Accuracy+25%; Assault Rifle=Gun Damage+10, Gun Accuracy+25%; Shotgun=Gun Damage+15, Gun Accuracy+25%
Weightlifting
This skill is one that increases power.
- First Level: Power+1
- Second Level: Power+2
- Third Level: Power+3
- Fourth Level: Power+4
- Fifth Level: Power+5
Video Games
This skill represents a proficiency in video games and with it an increase in dexterity.
- First Level: Dexterity+1
- Second Level: Dexterity+2
- Third Level: Dexterity+3
- Fourth Level: Dexterity+4
- Fifth Level: Dexterity+5
Athletics
Athletics is a skill that denotes good health and physical fitness. As such, it grants a bonus to a character’s health.
- First Level: Health+1
- Second Level: Health+2
- Third Level: Health+3
- Fourth Level: Health+4
- Fifth Level: Health+5
Courage
This skill adds a bonus to a character’s heroism score.
- First Level: Heroism+1
- Second Level: Heroism+2
- Third Level: Heroism+3
- Fourth Level: Heroism+4
- Fifth Level: Heroism+5
Diplomacy
The skill of Diplomacy is the art of talking well with others and handling tense situations through communication. It bestows a bonus to the character’s charisma.
- First Level: Charisma+1
- Second Level: Charisma+2
- Third Level: Charisma+3
- Fourth Level: Charisma+4
- Fifth Level: Charisma+5
Puzzles
A character with this skill is adept at problem solving and thus gets a bonus to his intelligence score.
- First Level: Intelligence+1
- Second Level: Intelligence+2
- Third Level: Intelligence+3
- Fourth Level: Intelligence+4
- Fifth Level: Intelligence+5
Reading
This skill improves a character’s ability in wisdom as he has read many books.
- First Level: Wisdom+1
- Second Level: Wisdom+2
- Third Level: Wisdom+3
- Fourth Level: Wisdom+4
- Fifth Level: Wisdom+5
Domination
Domination is a skill used to improve intimidation.
- First Level: Intimidation+1
- Second Level: Intimidation+2
- Third Level: Intimidation+3
- Fourth Level: Intimidation+4
- Fifth Level: Intimidation+5
Leadership
This skill grants an added bonus to a character’s respect.
- First Level: Respect+1
- Second Level: Respect+2
- Third Level: Respect+3
- Fourth Level: Respect+4
- Fifth Level: Respect+5
Guns
There are three basic types of guns--pistols, assault rifles, and shotguns. Each category has its own broad characteristics and each weapon has its own attributes.
Pistols
Pistols are lightweight and fast. However, they are not particularly powerful. A character is permitted to carry 2 pistols at a time. The pistol’s range should be good enough for any battle a White Warrior may engage in, but the Warmaster does have the power to nullify the attack if the enemy is too far away. If the Warmaster thinks the enemy is far away, he does have the option of decreasing the weapon damage accuracy as he sees fit.
Assault Rifles
Assault rifles are rather powerful and have excellent range. They hold large clips and fire rapidly. Only 1 assault rifle can be used at a time. They can fire very far away and do not receive any penalties if a foe is far away.
Shotguns
Shotguns are very powerful, but only has a short range. While the shotgun is potent at close range, it loses its powerful the further away an enemy is. Only one shotgun can be used at a time. As such, it is up to the Warmaster to impose penalties on the shotgun-wielder.
Miscellaneous Information
The following information explains the various information about the game of Racial Holy War. These are: damage, accuracy, gun speed, rate of fire, gun penalty, clip, weight, price, dice, defense, healing, credits, and bonuses.
Damage
Damage is the amount of hit points a character loses if he is hit by a gun (if 0 defense). This damage is represented by dice rolls. So if a gun successfully hits a target and has a damage rating of 4d6, the character rolls 4, 6 sided dice. The sum of the role is then taken and whoever was hit by the gun, receives that amount of damage (if 0 defense).
Accuracy
Accuracy is the percentage that a character will hit his target, either with guns or hand-to-hand fighting. 0% would obviously be an automatic miss, while 100% or more would be an automatic hit. In between these extremes, one rolls two 10 sided dice (one die is the first number and the second die is the second number) and looks to get a roll equal to or less than the accuracy figure. So an accuracy of 75% would require a roll of 75 or less. Thus if the first 10 sided die roll was a 6 and the second a 7, that would be 67 and a successful hit.
Gun Speed
The speed of a gun is measured with this characteristic. The higher the number the quicker the character is able to fire his particular gun.
Rate of Fire
Rate of fire (ROF) is the rate at which a gun a fires per round. Single shot is once shot per round; semiautomatic is 3 shots per round; and automatic is 5 shots per round.
Gun Penalty
Some guns receive penalties to their accuracy due to their powerful nature and are hard to handle. This penalty can be removed as the gun levels up.
Clip
The clip is the amount of ammunition that a gun holds at one time. The more ammunition a clip can hold, the longer a character can go without refilling the clip.
Weight
The weight factor is obviously the weight of an object in weight units. The greater the character’s power, the more he can carry.
Price
Various items have prices, depending on their value. This is measured in credits.
Dice
A variety of dice are used. They are: 4-sided (known as a d4), 6-sided (known as a d6), 8-sided (known as a d8), 10-sided (known as a d10), 12-sided (known as a d12), and 20-sided (known as a d20). The number in front of the "d" stands for the number of dice used and the number after the "d" represents how many sides the dice have. So a "3d6" would be a roll of 3 dice that have 6 sides (possibilities of roll total is 3-18). A "2d12" would be a roll of 2 dice with 12 sides (possibility of roll total is 2-24).
Defense
Defense helps prevent damage when a character is attacked. The higher the score, the better. Various items add to the defense of a character (vests, jackets, helmets etc.). These are cumulative although only one vest can be worn or one jacket etc. (but one can wear a jacket and a vest).
Healing
When a player sustains damage and thus loses hit points, he can gain them back through various ways of healing. Some examples are reading the Holy Books of Creativity, eating food, or using the medic skill which a medic has.
Credits
Each player starts the game with 1,000 credits to purchase things. He can choose to spend them all at the start of the game or save some. At the start, a player can buy items as he sees fit but one may never know when one can get to a shop for goods. Some items have purely aesthetic values while others serve a valuable purpose (such as ammunition). The items cost a certain amount, weigh a certain amount, and some have special abilities (like adding to the player’s defense or healing damage). As such, a player can’t exceed his weight limit (as determined by his power) and armor that he wears is cumulative (so one could wear a Heavy Vest and Heavy Jacket for a defense of 9).
Bonuses
There are various ways to get bonuses--through skills, through leveling up, having high attributes etc. These bonuses are added to your normal score (in whatever category the bonus states). Thus, a score gets heightened by a bonus. In battle there are bonuses to Gun Speed which help the character fire his gun quicker; or a bonus to damage where the bonus is added on to the die roll, etc. It is important to keep track of these bonuses so a White Warrior knows his full potential.