100867_RAA_Quill & Codex_R1_PROOF
The Cullen Bunn Role-Playing Game
WEAlTh, WEApONS, EQUIpMENT, AND CArrYING CApACITY
plying an Adventurer’s Muscle Rat ing by their— Zzzzzzzzzzzzz Oh, sorry. I fell asleep there for a second. If you got into Role-Playing games to carefully calculate carry ing capacities… well… whatever floats your boat. But that’s not fun for me. For this system, we recommend handling Encumbrance in this way.
STArTING EQUIpMENT AND WEAlTh A ll Adventurers start with a weapon (and possibly a piece of armor) as described in the Adventuring Class Descriptions. They also start with basic cloth ing (tunics, breeches, boots, cloaks, etc). And they start with a Bag of Coins. Wealth Every Adventurer has a Bag of Coins. At Adventurer Creation, this bag contains a D20+5 coins. Or dol lars. Or magic beans. Whatever the currency is of your world. For our purposes here, we’ll call them farthings . Adventurers can use farthings to pay for the things they want or need.
An Adventurer can carry: • The clothes on their back • A bag of money • One weapon
• And up to SIX additional items. Additional items include armor, shields, extra weapons, magic items, quivers of arrows, potions, treasure, the rotting heads of your enemies, and anything else you might want to pick up along the way. Carrying more than the allotted items Bumps all Challenge Dice down by one for the Adventurer until they lighten the load.
CULLEN SAYS – You may also ignore Encumbrance rules in the same way that al most every gamer since the dawn of Role-Playing games has ignored them. Just use a common sense approach to how much an Adventurer can car ry.You just don’t want a char- acter carrying around 10 suits of plate mail stolen from their enemies without some sort of repercussion.
Encumbrance Encumbrance represents how much weight an Adventur er can carry without impacting movement speed and other abil- ities. It can be calculated by multi
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