# Encumbrance
A character’s **Carry Capacity** is determined by their Power Score.
> **Carry Capacity = 20 lbs + (10 lbs × Power Score)**
| Power Score | Carry Capacity |
| ----------- | -------------- |
| 0 | 20 lbs |
| 1 | 30 lbs |
| 2 | 40 lbs |
| 3 | 50 lbs |
| 4 | 60 lbs |
| 5 | 70 lbs |
Carry Capacity represents the amount of weight a character may comfortably carry without penalty.
# Encumbrance Levels
A character carrying up to their Carry Capacity is unencumbered and suffers no penalties.
- Movement Speed: **3 mph**
- Hex Travel: **1 hex per 2 hours**
- Double-time and forced march allowed
## Encumbered
A character carrying more than and up to **double** their Carry Capacity is Encumbered.
### Penalties
- Movement Speed reduced to **2 mph**
- Crossing one hex takes approximately **3 hours**
- No double-time movement
- The GM may apply:
- **-1 Power** during prolonged exertion, climbing, dungeon exploration, etc.
- **-1 Reflex** while fighting with carried gear
## Heavily Encumbered
A character carrying more than double and up to **triple** their Carry Capacity is Heavily Encumbered.
### Penalties
- Movement Speed reduced to **1 mph**
- Crossing one hex takes approximately **6 hours**
- No double-time movement
- No forced march
- The GM may apply:
- **-2 Power** during prolonged exertion, climbing, dungeon exploration, etc.
- **-2 Reflex** while fighting with carried gear
## Maximum Carry Weight
A character may not carry more than triple their Carry Capacity except under extraordinary circumstances at the GM’s discretion.