Because I don't like making rolls with very little chance of success:
Damage and Wounds
Instead of a step penalty, a character can choose to take a number of strain points equal to the wound penalty on a given. Note this can cause additional wounds.
Because I just don't _get_ the stun rules:
Stun: Only blunt melee weapons can be used to stun targets. Make a called shot against the target. If successful, make a damage test, modified by physical armor. If it beats the target’s wound threshold, the target is knocked out for a number of rounds equal to the amount by which the damage test beat the wound threshold. Otherwise, stun is just like regular damage, except that will never exceed a character’s death rating.
Imagine a bodyguard holding back, waiting for you to make a move against his ward. He reserves his action until you make your move. Then he unleashes a deadly series of strikes, driving you away. Or you are fighting on a cliff and your opponent finds himself between you and the edge. Taking advantage of his limited mobility, you swing with all your might, knowing that he can't escape. Then to your surprise, he turns and leaps into the boiling sea below.
Force Back: The attacker makes a close combat attack. Reduce the number of successes by one. If the attack would still connect, double the number of successes. However, if the target would like to avoid the attack entirely, all he has to do is step back into an adjacent hex or square of the attacker’s choosing. This cannot be used on an ally.
To keep from having to sum weight:
Equipment and Encumbrance
Almost any item or kit counts as one thing, whether it is a waterskin, sewing kit or lantern. The only exceptions are weapons, which count as a number of items equal to their size rating. 100 coins equals one thing.
The easiest way to carry a bunch of stuff around is with a backpack. A character can carry a number of things in his or her backpack, up to his or her strength value. The only downside is that a backpack has an initiative penalty of -1.
A character can carry a bag with one arm instead of a backpack with no initiative penalty. A bag can hold a number of items equal to a character’s strength step, but occupies one of the character's arms. If the character has both a bag and a backpack, the combined initiative penalty is -2.
A character can carry a reasonable number of things in his or her hands and in pouches and sheaths, up to his or her strength step. These things are considered to be ready to use, but count against the number of things the character can carry in his bag and pack.
Every extra thing a character carries causes an additional -1 to the character’s initiative.
I know traditionally rpg characters can carry a 140 lb pack and swordfight like a prancing ballerina in plate armor, but I think we all know that's insane. I also count initiative penalties against swimming and climbing. Bring a mule or a porter!