What You Carry
In Knave, your inventory is your character sheet. You have item slots equal to your Constitution defense — twelve or thirteen for most starting knaves — and everything you carry must fit.
- Most items fill one slot: a spellbook, a potion, a day's rations, a light weapon, a tool.
- Heavy or bulky things fill more — a sword fills two slots, full plate fills five.
- Small identical items bundle together: five torches to a slot, and each gear record notes its own bundle rule. Ask the referee when unsure.
- 100 coins fill one slot. A slot holds roughly five pounds. Treasure competes with rations; this is intentional.
Armor
Armor gives you an armor defense; your armor bonus is always 10 less. Wearing nothing at all gives defense 11, bonus +1. Body armor runs from the humble gambeson (defense 12, one slot, 60 copper) to full plate (defense 16, five slots, 8,000 copper) — and a helmet and a shield add +1 defense each. The heavier the armor, the more of your pack it eats.
Quality
Gear wears out. Critical hits knock quality off armor and weapons; at 0 quality the item is destroyed. Repairs cost 10% of the item's price per point. Between torches, rations, spellbook uses, and quality, everything you own is a clock — the Combat chapter has the exact critical rules.
The copper standard
Every price in the game is in copper pennies at roughly real medieval rates; the complete price lists — gear, animals, lodging, ships, buildings, hirelings — are in @Missing file. Everything you can carry also exists as a record under Equipment/, ready to drop straight onto your sheet, from a @Missing file to a @Missing file.
Packing is character building
There is no class chapter in this book because this is the class chapter. A knave with a bow, caltrops, and a bear trap plays nothing like a knave hauling four spellbooks and a candle. When you level up and raise Constitution, you aren't just getting tougher — you're buying shelf space for who you want to become.