# 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.