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10. Encumbrance

You may carry twelve things without issue. On your character sheet you will have twelve spaces to write in the things you’re lugging around with you.

Some items are of inconsequential individual weight, like arrows, and will only ever take up one slot unless you have an awful lot of them. What constitutes a lot is up to your group to decide.

Large items are anything you need both hands to hold. They take up two slots in your inventory (we recommend writing them at a jaunty angle to fill up the space). Armour has its own rules.

See Section 6.6. Note that having things near the top of your Inventory list is advantageous, so put things you’ll rarely need in a hurry, like Armour and money, near the bottom. Pack your bags well!

If you find yourself carrying more than 12 items you suffer -4 to all rolls due to the inconvenient weight. If you are carrying 18 items or more you suffer -4 to all rolls, you can hardly move, and you count as Unawares (7.3) for anyone wanting to stab you.

If you want to unburden yourself quickly roll . The result is how many slots of things you may carefully put down this Turn. At the GM’s discretion you may roll if you don’t mind them getting broken or lost.