Inventory Slots

A PC has inventory slots equal to their Might score. Inventory slots hold physical objects, as well as Fatigue. A PC needs a pack or other container to take advantage of their full capacity, otherwise they can carry only what they can wear and what can be held in two hands. Most items take up 1 slot, including a sword, shield, bow, torch, rope, scrollcase, or 100 coins.

 

Particularly bulky items or items that must be held with two hands take up 2 slots. Particularly small items fit 3 to a slot, including knives, iron rations, candles, and potion vials.

 

Light personal items, like clothing, worn jewelry, a canteen, or a pocket tinderbox do not need a slot.

 

For the purposes of carrying the dead or wounded, a Medium humanoid takes up 10 slots and a Small humanoid takes up 5 slots, in addition to however many slots worth of equipment they are wearing.

Handy Slots

A PC has handy slots equal to their Agility score, divided by 3. Handy slots are a subset of their physical inventory that can be accessed immediately, without spending a Round to retrieve them. A character who uses a Round to lighten their load drops everything they are carrying except those being worn and those in handy slots.

Mental Slots

A PC has mental slots equal to their Discipline score. Mental slots store Skills, Tongues, Rituals, Stress and spiritual afflictions. Skills, Tongues, and Rituals take up a number of slots equal to their Rank.

Social Slots

A PC has social slots equal to their Savvy score, divided by 3. Social slots store personal relationships with NPCs, as well as Stigma. Followers, trained pets, familiars and benefactors fill 1 social slot each, but mounts, acquaintances, other PCs, and salaried hirelings usually don’t.