PCs have item slots equal to **Strength (min 10).**
- An item slot fits anything about the **size of a sword** or **small sack** (holds up to **200 coins**).
- **Two-handed** items take two slots.
- The **first half** of an adventurer’s item slots are **Battle Gear**; easily accessible and ready for use during combat (weapons in sheaths, vials on belt, dagger in boot, etc).
- The **second half** (round up) of a PC’s item slots are **Pack Gear**, securely stowed in their backpack. These items cannot be accessed in combat unless the GM decides otherwise. It is assumed PCs have a pack, pouches, bags, and so on to enable their full slot capacity (empty bags do not require any slots).
- **Worn** clothing and armour are exempt.
- **Bundles of Five**: For simplicity, the gear lists bundle some items into fives. Eg Rations (5 days), Torches (5), Iron Spikes (5), etc., all take up one slot. The GM may rule otherwise.
- **Misc Bundle**: At the GM’s option, various very small items may be bundled into a single miscellaneous slot. Eg two chalk sticks, 20 sp, handful of gems, a candle, a folded map, and some wax might qualify.
- **Horses**, mules, etc., have 20 item slots.
Whilst the exact location of an adventurer’s gear is **abstracted**, when using equipment players should indicate which items are in which hand. The order of items by slot may also be relevant to some **adverse situations.** Eg a fiery blast might damage a random piece of Battle Gear, and so on.
## Encumbered
An adventurer carrying more than their Strength score is ***[[Encumbered]]***, suffering **disadvantage** on checks relating to Athletics, Acrobatics, Chases, and Party Retreats. An *[[Encumbered]]* PC **cannot** charge or attempt Rescues, and company Hexploration speed may be affected (p.134). The max number of “slot items” a character can carry is twice their Strength.