Player's Handbook · Chapter 13

Equipped, Inventory & the Weight You Carry

There are two ledgers on your sheet, and the world counts both. Equipped is what you wear and ready — helm, coat, blade in hand. Inventory is what rides loose on your back and in your pockets. One number decides whether all of it slows you down, and it is not up for debate: Weight against Carry.

The eleven places you wear things

Your body has eleven equipped slots, and most of them hold more than one thing. Where your harness decides what a blow lands on (see Armor), these decide what you are carrying and what you can reach in a scramble:

SlotHow much
Head · Neck · Body · Back · Right Hand · Left Hand · Gloves · Legs · Feetseveral each
Ringup to 4
Beltup to 4

Because most slots take more than one item, you can wear a helmet, a visor, and a headset on your head at once — a fighting helm under an HUD display, a scarf round your neck beneath your collar. Each slot's picker only offers gear that actually belongs there: something that fits a Ring only appears in a Ring slot, and the (empty) Hand slot will not offer anything the sheet knows is a neck-piece. When a fight starts, read the ledger aloud — what you reach for is what you hold.

What you carry loose

Inventory is everything else — salvage, rations, the strange thing you pocketed on the way out. It is rows of (item, quantity), and each item points at a real gear file, so the sheet always knows its true weight. If the party picks up something with real heft mid-session, it earns its own entry; it does not live as a sentence in your notes.

The number that decides: Weight vs Carry

Your Carry is written by strength — ST × 5 × ORIGIN kg. Your Weight is everything you wear plus everything you carry, summed from each item's true weight. They are always compared:

Weight (equipped + inventory)  vs  Carry (kg)
Weight ≤ Carry  →  you move free
Weight > Carry  →  [ПЕРЕГРУЗКА]

When you're overloaded

Cross past Carry and the world slows you down — this is a real state, not flavour. Every roll that asks your body to move, dodge, climb, run, or hold ground runs +4 pressure (the Hard rung of the difficulty ladder), your footing and reactions suffer, and the pack drags at you on descents and ledges. The only way out is a real choice: drop a sack, hand weight to a companion or a mule, sell the hoard, eat the rations. Setting something down always costs you something small — that is the point. No one is going to wave a hand and make the weight vanish.

Read the numbers before you commit. Know what you carry and what it costs you to carry it — because when the road turns long and the chase gets real, twenty kilograms of "might need it later" is the difference between running and being run down.

Manual updated Oct 7, 2026.