The right gear at the right time can make all the difference between life and death. But how do you keep track of what you're carrying? This section introduces inventory slots, object bulk, and new systems to help you manage your inventory.
Inventory Slots
Size | Inventory Slots | Bulk of Creature |
Tiny | 6 + Strength | 5 |
Small | 14 + Strength | 10 |
Medium | 20 + Strength | 20 |
Large | 24 + (Strength x 2) | 40 |
Huge | 30 + (Strength x 4) | 80 |
Gargantuan | 46 + (Strength x 8) | 160 |
Free Inventory Items (No Bulk)
- Ration Box (Holds 5 Food Rations)
- Water Skins (Holds 5 Water Rations)
- Coin Purse (Holds 200 coins)
Quickdraw Slots
- # of Quickdraw Slots = 3 + Dex Modifier
- Retrieving other items from your inventory requires use of an Action.
- Equipment can increase # of Quickdraw Slots.
- Change items in Quickdraw Slots during Short Rest.
Bulk
Objects have Bulk values that determine the number of Inventory Slots filled — the bulkier the object, the more slots it occupies.
Bulk represents the effort needed by a medium-sized creature to carry an object based on its size, weight, and shape—the more awkward or uncomfortable it is to hold an object, the higher its bulk.
Bulk Table
Category | Bulk | Size | Weight |
Tiny | 0.2 | Many fit in one hand | Negligible |
Small | 1 | About one handspan long. Can be held easily in one hand | 2 pounds or less |
Medium | 2 | Up to an arms-length. Can be held in one hand but requires some manual dexterity | 2 - 5 pounds |
Large | 3 | Less than the length of a medium creature. Can be held in one hand but more comfortable using two | 5 - 10 pounds |
X-Large | 6 | Longer than the length of a medium creature. Requires two hands to hold. | 10 - 35 pounds |
XX-Large | 9 | Longer than two medium creatures. Requires some effort to hold in two hands | 35 - 70 pounds |
Equipment Wear and Tear
Equipment damage tracked by Notches.
- Armor – Armor gains Notch on Critical Hit. Each Notch reduces AC by 1.
- Weapons – Weapons gain Notch on Critical Failure. Each Notch reduces damage die by one die size, ie 1d8 -> 1d6 or 2d6 -> 1d6 + 1d4.
- Spellcasting Focus – Spellcasting Focus gains Notch on Critical Failure. Each Notch removes the ability to cast spells without Material Components and will either reduces Spell Attack Bonus or Spell Save DC by 1.
Notches can be removed by craftsmen for 10% item cost per Notch OR characters can repair equipment with with 1 hour of work using appropriate tools and an Ability Check.
- Critical Success = All Notches repaired.
- Success = Repair one Notch.
- Failure = No effect
- Critical Failure = Add one Notch.
Craftsmen can temper equipment against damage following the table below.
Tempering Table
Temper Quality | Rarity | Notch Resistance | Cost | Time | Value Added |
Lesser | Common | 1 | Value x 2 | 3 days | Value x 3 |
Greater | Uncommon | 2 | Value x 4 | 1 tenday | Value x 6 |
Superior | Rare | 4 | Value x 6 | 2 tendays | Value x 12 |
Supreme | Very Rare | 8 | Value x 8 | 4 tendays | Value x 24 |
Ammunition/Usage Dice
Ammunition and kit usage will be tracked by Usage Dice. Roll the Ammo/Usage die for your ammo/kit, if roll is 1 or 2, die drops following the table below.Die Size | Avg Uses |
d20 | 30 |
d12 | 20 |
d10 | 14 |
d8 | 9 |
d6 | 5 |
d4 | 2 |
d2 | 1 |
1 | - |