Armor works as normally, but there are availability issues to be accounted for. Full plate is very rare in the Tyran jungle, for example.
Due to the rarity of permanent magic items, characters will gain a bonus to attack and defense based on their level divided by 4, rounded down, minimum 0. Magical items will be extremely rare.
Firearms are available, but are changed from the core rulebook. They are typically higher damage than other ranged weapons, but have less range than bows and require reloading periodically.
Rather than roll for hp, use the following formula after 1st level: half possible hp, plus 1. For example, a wizard uses 1d6 per level. 3 plus 1 is 4. The wizard gains 4hp per level. Constitution modifier applies, as normal.
Czappa, the primary currency, is magically enhanced to combine without taking up increased space. The holder of a Czappa coin automatically knows how many coins it really contains (like a debit card only magic).
A separate section should be maintained for your languages known. You automatically know the Trade Language (common) your regional language, as determined by the major culture you come from (South, East, West), and your nation or tribe’s language. A character with a score of 16 or higher in intellect knows an additional language. The exception to this is the Therin, who may opt to know the Therin language in addition to the Tyran language they are forced to speak. The languages are:
Trade- A basic common language used for commerce
Hurero- A common language among the Tribesmen, primary language of the Hurero
Therin- speaking this language in Tyran lands is punished by death
Karrin- Spoken by both Karrinole and Karrinog
Ronge- a common language among the Western Outlanders
Wuzhugo- A common language among the Eastern Outlanders.