Crossroads MVP

Equipment

Encumbrance

Characters are only able to carry a certain amount before it inhibits their movement and other abilities and causes problems. This can be caused by either the weight or size of the objects carried.

In order to simplify everything, Characters are only allowed to carry a limited number of items before they become Encumbered. Characters who are Encumbered gain Disadvantage on all rolls.

Encumbrance Limit:

Main Hand
Off Hand
Body
Belt
Pack
Pack
Extra
Pack
Pack
Extra

Characters may store items on their person as shown above. Certain items may take more than on slot, such as particularly cumbersome items. Increasingly heavy armour will also reduce the number of available packs, detailed further in . Characters may only keep items in the Extra Slots without becoming Encumbered.

Notes:

Oils, Bombs, Potions, and Poisons are carried in Equipment Packs.
Certain items, such as a coin pouch, jewellery, or Weapons may be placed in the Extra slots.
A bundle of Thrown Weapons should only count as one Weapon for the purpose of Encumbrance.

— Example Items:

Click on the Off Hand and Body Slots in the table above to see how Armour Penalties affect inventory.

Two-Handed Weapon
Light Armour
Heavy Armour
Heavy Weapon
Light Weapon
Medium Shield
Heavy Shield
Potion Pack
o o o o
Bomb Pack
o o
Quiver
Dagger
Sling
  • Slots are coloured for available slots.
    • Black - Main Hand
    • Grey - Off-hand
    • Green - Body
    • Blue - Pack
    • Light Grey - Extra. Usually

Retrieving Items

Retrieving Items can be done as part of a Single Action if it's on your belt or body, but takes a Double Action if it's in a Pack.

Retrieving a Bomb and throwing it, or retrieving a Potion and drinking it can be done in combat as a Double Action if the Pack is on a Belt.

— "...But I want more!"

As per , Players may also agree upon different Encumbrance Limits if they wish. The limits above are intended to encourage players to make more conscious decisions about what they bring, rather than simply taking as much as they can. Adventurers should also be encouraged to retrieve only valuable items rather than taking everything they can.

Equipment Damage

Weapons and other Equipment may become damaged or broken during the course of a campaign. This may be due to general use, magic, enemy attacks, or various other reasons.

Equipment that is Damaged gains Disadvantage on Rolls, and Equipment that is Broken might not be usable at all until it is repaired.

If Damaged Equipment is damaged again, it might become Broken.

Repairing Equipment

Most equipment can be repaired at a . Certain things, like Armour, are expected to take damage and can be repaired after a fight using .

Equipment Summary

Below is just a summary. Additional information may be found in , , or .

Go to for the full rules for using Weapons.

Go to for the full rules for using Armour.

Go to for the full rules for using Other Equipment.

Equipment Example:

The GM tells Bob his Elf can start with 4 pieces of equipment.

Bob knows he wants to use a bow, so he picks a Shortbow.
His Elf's [B] is too low for the Longbow.
The Elf also gets a Quiver full of arrows, which Bob marks in the Pack slots.

Bob's Elf needs a melee weapon, so he chooses a Dagger
Daggers are small, so they can be put on the Extra space in the inventory, meaning the Elf has more space.

Bob decides to take Medium Armour to keep his Elf a little bit safer.
This takes up the Body slot of his inventory, but also takes up one Pack slot as the armour is a bit bulkier.

Last, Bob decides to take a Poison Pack. The GM says it has 3 charges.
This can be used to retrieve any normal Poison.
The Poison Pack[3] takes up one of the Pack slots in the inventory.

Short bow
Medium Armour
Belt
Pack
Quiver
Dagger
Poison
o o o
Pack
Extra

Next Step

After Equipment, you can move on to the section.

This is the end of .

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