Items and Equipment Slots

Basic item rules:

Every BladeBlade白刃The Skill for fighting with swords and other melee weapons. weapon has its own weapon category; see the basic melee weapon templates. Some categories, such as whips and nunchaku, aren't in the melee weapon templates, but still exist.

Every FirearmsFirearms枪械Using, maintaining, and repairing guns, from pistols to heavy machine guns. weapon also has a weapon category; its templates are pistols, rifles, machine guns, shotguns, and artillery.

Special weapons are categorized as special weapons, but still have more detailed categories.

If a weapon has the "Longswords" category, it gains everything the "Longswords" entry in the basic melee weapon templates has, including its category, SpecialtySpecialty专业A focus within a Skill that gives a specialty bonus on related rolls., traits, and SizeSize体积How big a creature or object is. It affects reach and some rolls.; traits it already has aren't gained twice.

If a resourceresource资源Anything that can be exchanged for: bloodlines, augmentations, titles, items, and more. chooses a basic melee weapon as its template, it gains everything that basic melee weapon has, and only the conflicting parts are replaced by the new ones.

In the example above, this weapon gains an extra 1 DP bonusbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest. on an all-out attackall-out attack全力攻击Attacking with everything, giving up defense.. But if another of the weapon's traits gives a 2 DP bonus on all-out attacks, the final bonus on an all-out attack is 2 DP, not 3 DP.

Also, if the chosen basic melee weapon is a [Fist WeaponFist Weapon肉搏武器Worn over the hands or natural weapons; attacks use Brawl.], then unless stated otherwise, its weapon damage becomes "raises the damage of both hands' natural weaponsnatural weapon天生武器A weapon that is part of the body: claws, fangs, horns. by X (usually L)". (X follows the pattern UnrankedUnranked无支线The lowest power grade, below D-Rank. Talents, flaws, and basic combat effects count as Unranked. 1, D1, C2, B4, A8, S16.)

TechniqueTechnique招式A specific move within an Art. compatibility:

Every Blade weapon has the passive trait of Technique compatibility. A Blade weapon is compatible with Techniques up to its own level + 1. For example, a D-Rank weapon can only be used for C-Rank Techniques. Anything above S-Rank counts as S-Rank. If you use a Technique of a higher level than the weapon's Technique compatibility, the weapon shatters after one use and is lost forever.

Every manufactured BrawlBrawl肉搏The Skill for fighting unarmed or with fist weapons. weapon (gauntlets and the like) also has Technique compatibility, as above. If you have no manufactured Brawl weapon, there is no such limit.

Natural weapons have no Technique compatibility. When working out a natural weapon's RankRank支线The power grade of abilities and rewards: Unranked, D, C, B, A, S. Prices combine Ranks and Reward Points, e.g. DD+1200 = two D-Ranks and 1,200 points., use the higher of its natural weapon level or that of a manufactured Brawl weapon (gauntlet).

Weapon damage capsdamage cap伤害上限The most damage one attack can deal.:
Every weapon that isn't a natural weapon has a damage cap. A weapon's damage cap is its original weapon damage x 2, meaning Techniques, abilities, or traits can at most double a weapon's damage. If the weapon has the [Divine Weapon] trait, its damage cap becomes its original weapon damage x 3.
Unless stated otherwise, weapon damage gained from enchantment or modification counts as part of the weapon's original weapon damage.

For any weapon that can be upgraded, released, awakened, and so on, the pointsReward Points奖励点数The most common currency of the setting, spent to exchange resources and upgrades from the Overseer. it costs are the price given in its payment notes.

When working out the Rank of a projectile ranged weapon during an attack, use the higher of the weapon's and the ammo's Ranks.

When a projectile ranged weapon uses special ammo, the ammo's effects stack with the weapon's; if they conflict, the ammo wins.

Weapon size and concealment: Size 1 = can be hidden in clothes; Size 2 = can be hidden in a coat; Size 3 or larger = can't be hidden on your person. For every 2 points by which the character's size is above 5, these values each rise by 1.

Unless stated otherwise, enchantments or enhancements on an item don't change the item's original Rank.

Unless stated otherwise, an attack made with a weapon inherits all the weapon's trait effects, including dealing area damage and the like.

Main weapon categories:

Melee weapons: every weapon that isn't a ranged weapon is a melee weapon, including Blade weapons and natural weapons.

Ranged weapons: every weapon with a rangerange射程How far a ranged attack reaches: base range and maximum range. is a ranged weapon: bows, crossbows, firearms, and artillery that don't have the [Throwing Weapon] trait in their "special weapon traits" and do have a base range in their "basic weapon properties".

Ballistic weapons: every ranged weapon that doesn't have the [Energy WeaponEnergy Weapon能量武器Ranged energy weapons have [High Speed 8].] trait in its "special weapon traits", or whose ammo isn't made of energy (unlike, say, a rune-engraved bow).

Firearms: everything categorized as pistols, rifles, machine guns, shotguns, or artillery is a firearm.

Manufactured weapons: every weapon other than natural weapons counts as a manufactured weapon. Only manufactured weapons can be enchanted.

Blade weapons: in EssenceEssence本质The fundamental nature of a resource or effect: Natural, Technological, Magical, or Anomalous., every weapon can make a Blade attack; weapons used by attacking with the weapon itself are called Blade weapons.

Brawl weapons: every weapon that has the [Fist Weapon] trait in its "special weapon traits".

Most weapons have prerequisites for use, usually AttributesAttribute属性A character's nine basic traits, in three groups: Physical, Mental, and Social. In checks they are written as three-letter abbreviations (STR, DEX, STA, INT, PER, RES, PRE, MAN, COM), as in INT + Computer., SkillsSkill技能A learned ability. Attribute + Skill makes most dice pools., and Specialties.

Category:

The category decides which moves a weapon can be paired with. A weapon with two or more categories can be paired with more kinds of weapon Skills.

Prerequisites:

Every item has its own Strength requirement; unless stated otherwise, it equals the item's Size.

For Attributes and Skills, each point below the prerequisite gives a 2 DP equipment penaltyequipment bonus器械加值A bonus (or penalty) from tools, weapons, armor, and other gear. when using the item. If you are 3 or more below, you can't use it at all; for example, someone with Strength 3 can't use a weapon that needs Strength 7, and takes a 6 DP equipment penalty when using one that needs Strength 6.

No-Specialty penalty: if the item calls for a Specialty and you don't have it, you take a 3 DP equipment penalty when using it. If a weapon calls for more than 1 Specialty, the penaltypenalty减值A modifier that subtracts from a pool or value. drops by 3 DP for each one you have; if you have none of them, you can't use it.

Amulets, necklaces, cloaks, and other magic items and equipment must have been with their wearer for more than 1 scenescene场景A continuous stretch of story, such as one fight or one negotiation. before their effects can be used.

If Armor DefenseArmor Defense盔甲防御Defense provided by armor., Shield DefenseShield Defense盾牌防御Defense provided by a shield., or Natural ArmorNatural Armor天生防御A defense bonus from tough hide or other natural traits. is in effect, it still applies against area damage attack rollsroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'., unless stated otherwise. This means that if the area damage can be savedsave豁免A roll to resist a harmful effect: Will, Reflex, or Fortitude. against with a Reflex roll, the wearer gains the same amount as an equipment bonus on the Reflex roll.

If the area damage has [Armor PiercingArmor Piercing破甲[Armor Piercing X]: the attack strips X points of the target's armor, shield, and Natural Armor defense.], the Armor Piercing works as normal, lowering the equipment bonus that the target's Armor Defense, Shield Defense, and Natural Armor give to its Reflex saveReflex save反射豁免The save to avoid area attacks and similar effects..

Consumables: in any case (unless stated otherwise), items in the consumable category can't be projected, copied, or the like.

In any case, when time is turned back, consumables that have already been used up don't come back.

Unless stated otherwise, a consumable is lost after one use. In general, once a consumable is used, it can't be used a second time.

Unless stated otherwise, drinking anything in the potion or elixir categories of consumables takes a move actionmove action移动动作Moving, or anything that takes as long..

In any case (unless stated otherwise), consumables can't gain the [SoulboundSoulbound认主Bonds to the first person who can wield it fully; no one else can use it after that.] trait.

Items made by copying, projection, and similar abilities can't use abilities with a limited number of uses.

The Armor Piercing and [Spell PiercingSpell Piercing破魔[Spell Piercing X]: ignores X points of defense from supernatural effects.] in a weapon's basic properties are always "gained".

Unless stated otherwise, items of the Anomalous EssenceAnomalous Essence特异本质Supernatural Essence that is neither magical nor technological, such as psychic powers. can't be projected or manufactured.

For projected items or items with a duration, unless stated otherwise, putting them in a "spatial storage device" or a similar storage device that stops time inside doesn't extend their duration; instead, the duration counts as ending the moment they are put in.

Item HardnessHardness硬度How much damage an object ignores. and HealthHealth生命值How much damage a character can take, tracked by grade: H (healthy), B, L, A. Written HP. rules: please note, this is an optional rule too. If your players insist on using it, remind them that your story characters can also break the equipment they worked so hard to buy.

An object's Hardness shows how... "tough" it is. Each time an item is attacked, it negates damage equal to its Hardness (whether the damage is physical damagephysical damage物理伤害Damage from physical force. Damage reduction applies to it. or energy damageenergy damage能量伤害Damage from non-physical energy. Damage reduction doesn't apply, but energy resistance does.). For example, an object with Hardness 2 hit by an attack dealing 3 damage takes 1 damage. An item's Health is also called its Structure, and bashing, lethal, and aggravated damageaggravated damage恶性伤害The worst damage grade, written A. Very hard to heal. alike reduce an item's Structure directly. Item Hardness follows this table:

HardnessMaterial
1Softwood, hard rubber, thin glass
3Wood
5Stone, aluminum
7Steel, iron
13Adamantine
+1For each level of enchantment on the item, or each layer of reinforcement (such as composite armor)

If an item doesn't state its Structure and Hardness (and you want to break it), its Structure usually equals its Size + Hardness. If an item is judged to be intricate and fragile (such as a technological creation), its Structure drops by 1 to 5 points, as the STStoryteller主持人The person who runs the game and speaks for the world; ST for short. decides. Also, each D in an item's price gives it 5 Health and 2 Hardness; for example, a C-Rank item has 15 more Health and 6 more Hardness.

Note that an item's Hardness doesn't affect a character's defense.

For example, if a character wears armor, the armor's own Hardness doesn't give the character any advantage on defense. The armor's Hardness only matters when another character tries to break the armor.

The same goes for vehicles. But for fully enclosed vehicles, an enemy without special abilities can't attack the driverDrive驾驶Driving vehicles of all kinds, including ramming and chases..

General rules for Artifacts:

Some items have left an undying name in their own times and spaces. Each is a symbol of miracles and the height of glory. Whether famed or infamous, every one of them carries countless hopes or curses, and it is this power that makes them fundamentally different from mass-produced equipment.

There are two kinds: Divine Weapons and Artifacts.

Every Artifact is a Divine Weapon, but not the other way around.

Many weapons and armor are glorious purely for their power and legend, and some are even far stronger than Artifacts, but these can only be [Divine Weapons]. Only equipment with an artifact soul can be called an Artifact.

[Artifact]

  1. An Artifact can't be destroyed.

  2. Every Artifact has two parts: its body and its artifact soul.

  3. A manifested artifact soul is a projection of the soul that dwells in the Artifact's body, so unless the Artifact's body is damaged, the manifested form of the artifact soul can't be destroyed for good by any means. But it can be dispelled or driven off.

[Divine Weapon]

  1. A Divine Weapon affects spiritsspirit灵体A soul-like being with no physical body. and incorporealincorporeal虚体Able to pass through matter and hard to harm with physical attacks. creatures as if it existed in every realm. So a Divine Weapon can harm spirits normally, and the defense bonus from Divine Weapon armor and shields can stop spirits' attacks.

  2. A Divine Weapon can parryparry格挡Blocking an attack with a weapon or shield. A weapon tagged [Parry X] adds X shield bonus when parrying. lightsabers or similar items.

  3. A Divine Weapon breaks through damage reductiondamage reduction物理伤害减免Ignore X points of each physical hit. Written DR X/weakness, e.g. DR 5/magic. of "/divine", "/magic", or any specific material other than "/adamantine" and "/silver".

  4. When a Divine Weapon attacks an object that isn't a Divine Weapon, that object's Hardness is halved.

Body

An Artifact's body is usually an item, with a normal item category.

Artifact soul

Every Artifact has its artifact soul. The soul has three properties that directly affect the weapon's performance:

  1. Consciousness

The artifact soul's consciousness decides how well it can affect the real world.

  1. Mind

The artifact soul's mind decides how well it can think and understand.

  1. Affinity

The artifact soul's affinity decides how close it is to its wielder and to the natural world.

Artifact soul growth: some Divine Weapons gain XPXP经验值Points earned in Films and spent to raise Skills and buy Feats. equal to the player's while being wielded; these count as evolving Divine Weapons. In the story, this means fighting alongside the Divine Weapon, growing more in tune with it, or growing together with it.

Artifact soul manifestation: some artifact souls can manifest as incorporeal beings. They have no Health, can't be harmed, and can't affect the world in any way. They can't leave the Divine Weapon's surroundings (a radius of 10 meters per point of Affinity), and can talk with the wielder by telepathy or directly.

Artifact soul alignment: in the hands of someone of an incompatible alignment, the artifact soul's Affinity counts as 0 and does nothing at all; only the body's effects can be used.

Equipment and equipment slots

The Overseer's Spacethe Overseer's Space主神空间Where Reincarnators rest between Films: a white platform in endless darkness, ringed by 20 doors to personal rooms. Called 'the Space' for short. offers convenient and powerful gear that can make you invulnerable, carry you a thousand miles a day, or let you ride the clouds. But nobody can use every good thing on themselves. There is a limit to the items one person can use, sometimes for common-sense reasons, sometimes because of the items' own traits.

Magic items and technological items

Among items with special functions, some are based on high-tech principles, using machinery and power units, while others are based on some mysterious power: magic, divine power, the spiritual energy of heaven and earth, and so on. Technological items run on general scientific principles and don't interfere with each other, but supernatural power is mysterious: it has to attune its energy field to the user's life and soul to work.

As a special case, some magic items are made to be worn at the body location linked to an equipment slot, but don't themselves take up that slot. For example, a gem with "Gem Bomb" cast on it might be set in a ring and worn on a finger (which is linked to the ring slot), but the gem itself isn't a magic ring, so it doesn't take up the ring slot.

Equipment slots and body locations

Some items work as long as you carry them; others only work when placed on certain parts of the body in a certain way. Equipment slots only exist for the latter kind.

Equipment slots:

An equipment slot expresses the fact that certain kinds of items exclude each other and can't work at the same time.

An equipment slot is linked to a location on the human body, but it doesn't mean that location as such; it means that location's limit on items that must be worn there. Of the items limited by a given slot, only one in particular works (the ring slot may allow two or more). Sometimes this is because the item's supernatural energy field must interact with the body's energy field at that specific location; sometimes it is because that location has special meaning in magical or religious symbolism. In any case, if an item must be worn at the body location linked to a slot but doesn't itself take up the slot, the slot counts as unused. (Even so, an item worn there may keep items that do take up that slot from being worn properly.)

Several items in the same slot: sometimes several items are worn in one slot, such as several rings on one hand, or a magic headband, a hat, and a helmet all at once. In that case, only one item (or as many as the slot allows) works. Unless stated otherwise, the item with the highest Rank works.

Continuous, triggered, and activated items

Continuous items are items that keep working as long as they are properly worn and correctly switched on. A continuous magic item that must be worn at the body location linked to a slot counts as taking up that slot.

Triggered items are items that, once properly worn and correctly switched on, produce an effect automatically whenever certain conditions are met, such as a life-saving jade pendant. Triggered items count as a special kind of continuous item, so a triggered magic item that must be worn at the body location linked to a slot counts as taking up that slot.

Activated items are items that, once properly worn, produce an instant effect, or a short-lived effect, each time they are used. Even if such a magic item must be worn at the body location linked to a slot, it doesn't take up the slot while not activated, or if its activation produces an instant effect. If its activation produces a short-lived effect, it takes up the slot while the effect lasts, and is handled under "several items in the same slot".

Putting on and taking off equipment

Putting on or taking off equipment usually takes a standard actionstandard action标准动作Your main action, such as an attack or using an ability., usually 6 seconds out of combat. Armor is the exception: putting on or taking off light armor takes a whole turnturn回合One character's moment to act within a round., usually 1 minute out of combat. Putting on or taking off heavy armor takes 1 minute, usually 5 minutes out of combat.

Body locations and equipment slots

Please note that these equipment slots are described for humans. If you change into another kind of creature, such as an animal or an insect, you lose the matching slots unless stated otherwise.

For example: a horse can't hold weapons or wear rings.

Also, when you gain several limbs, only one of the matching slot works, except for "held".

For example: an octopus can't wear 8 rings, but it can hold 8 weapons.

Head slot:

Helmet slot

The helmet slot covers the whole head, or the upper half of the head including the back. It is where magic hats, magic helmets, magic headbands, ornaments, and masks are worn. Only one item in this slot can work.

Body slots:

Amulet slot

The amulet slot is linked to the neck, including the major arteries and the cervical spine, places closely tied to life and bodily function. Items that take up the amulet slot include amulets, necklaces, collars, and so on. Only one item in this slot can work.

Cloak slot

The cloak slot is unusual: it is linked to the whole outside of the body, so items that take it up include cloaks, capes, and the like worn over all clothing and armor. If several items are worn in this slot, regardless of their power level, only the outermost one works.

Belt slot

The belt slot is for gear worn at the waist. Such gear usually ties the outfit together, and some special belts have special effects. Each character can wear only one belt.

Armor slot:

In general, a character can only wear one suit of armor. Armor protects the character's body from harm.

Layered armor rules:

Usually, the layered armor rules let you wear one suit of light armor inside a suit of heavy armor.

Since classical armor is often made of nested layers already, you can't wear a suit of chain mail inside knight's plate (because knight's plate already includes chain mail as its lining). But you might wear a [BulletproofBulletproof防弹Firearm damage drops one grade (to bashing at least).] vest under knight's plate, or a chain shirt inside powered armor.

When you wear several suits of armor, you only benefit from the Armor Defense of the suit with the highest defense, and only the innermost suit's special armor traits and armor traits work, even if they work on different principles (for example, if the outer armor has [Bulletproof] and gives you Strength +1, and the inner armor has [EnergyproofEnergyproof防能量武器Energy weapons can't convert their damage to aggravated.] and gives you DexterityDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks. +1, you only get [Energyproof] and Dexterity +1).

An enemy weapon's Armor Piercing has to work through all your armor one layer at a time: only when the Armor Piercing completely exceeds the first layer does what's left work against the second layer. The weapon's Armor Piercing against the second layer = the weapon's Armor Piercing - the first layer's Armor Defense.

When Armor Piercing breaks completely through the first layer, and the first layer is the one whose higher Armor Defense applies, you lose your Armor Defense; but if it doesn't break through the second layer, the second layer's special armor traits remain.

When Armor Piercing breaks completely through the first layer, and the second layer is the one whose higher Armor Defense applies, you still have the second layer's Armor Defense, worked out as normal after the Armor Piercing.

Wearing several suits of armor hinders movement. When wearing several suits, all their Armor PenaltiesArmor Penalty盔甲减值[Armor Penalty X]: how much the armor hampers Base Defense and speed. stack, plus an extra (number of suits worn) x 2.

As a special case, liquid metal armor you wear doesn't count as armor for layering, although it still takes up the light armor slot.

Limb slots:

Glove slot

The glove slot is linked to both hands. Items that take it up include gloves, gauntlets, bracers, and similar items. Only one pair of gloves, arm guards, or bracers works in this slot, and most such items must be worn on both hands.

Ring slot

Rings are linked to the fingers. The fingers' blood vessels connect to the heart, which gives them meaning tied to the essence of life, and rings themselves symbolize a person's status and fate. Normally only one ring on each hand works.

Footwear slot

The footwear slot is linked to the feet. Items that take it up include magic shoes, leg wraps, and so on. Most such items must be worn as a pair to work.

Other:

Held:

Held isn't an equipment slot, but the special properties of most items that must be held only work if you use them in the right way.

Note that only humans, humanoids, primates, and other creatures with the concept of "hands" can hold things.

Creatures with "hooves" (such as cattle and horses), "claws" (such as lions and leopards), fins (such as fish and lizards), or webbed feet (frogs, ducks) can't hold anything in any case, unless stated otherwise.

Conceptual armaments:

A conceptual armament has no fixed form and usually carries some concept attached to it. Its item category must contain text defining it as a [Conceptual Armament].

Some conceptual armaments are attachments: they must be attached to an object, and only work when that object is used.

Some conceptual armaments have their own equipment slot as well as being conceptual armaments; in that case, they take up the matching slot as well.

Some conceptual armaments don't normally work, and can be activated as their description says, but can't activate if the matching slot already holds an item. Unless stated otherwise, ending a conceptual armament's effect is a free actionfree action自由动作An action that takes almost no time, like speaking a few words..

Some conceptual armaments switch on when gained and work all the time.

You can only have one conceptual armament equipped at a time. You can carry several, but all except one don't work.

No equipment slot:

Some items don't need to be worn in a special place and work as long as you wear or carry them. You can carry any reasonable number of these, but same-named effects don't stack; only the best one works. Also, even items that work just by being carried must be carried directly on your person; they don't work inside extradimensional storage such as a hyperspace bracelet, a storage ring, or a transformation capsule.

Losing equipment slots:

Some shape-changing or similar effects make a character lose certain equipment slots. These include, but aren't limited to, transformation and crippled limbs.

For example, losing both hands means you can't hold weapons, and losing both legs means you can't wear shoes.

Carrying items:

There is a limit to how many small items a character can carry. Each point of your Size (or Strength, if it is lower than your Size) lets you carry 100 bullets or things of similar size, or 20 arrows / 10 gold bars / 10 grenades or things of similar size (containers included, usually ammo belts, quivers, ammo boxes, and so on). For each point of Legendary Strength, your Size counts as 1 higher. You can also carry beyond the limit; for each unit over, your Strength and Dexterity count as 1 lower than they really are, until either one reaches 0.

You can carry items freely in reasonable ways. An ordinary person of Size 5 can hide Size 0 items anywhere on their body, hide a Size 1 item in a sleeve or pocket, or hide a Size 2 item inside a coat; items of Size 3 or more can't be hidden on your person in the usual ways. The total Size of the items you carry can't exceed your Size + Strength.

This rule applies to carrying small items in general, and has nothing to do with the player's carrying capacity. A player may be able to hold very heavy things, yet not carry them around day to day.

The items a player carries day to day can't exceed their light load. At a medium load, the player's Strength and Dexterity are halved; at a heavy load, they drop to 1/3. They can't carry more than a heavy load.

Exclusive items

Some resources have exclusive items that can be bought. Unlocking the right to buy these exclusive items counts as a prerequisite, like unlocking a Skill tree, and only characters who have unlocked the exclusive item exchangeexchange兑换Buying resources from the Overseer with Reward Points and Ranks. can buy and use the matching exclusive items. Unless stated otherwise, exclusive items can't be used by anyone else, and nobody else can activate any of their traits.

Carrying capacity

Tracking item weight in play is tedious, but it does matter for deciding whether a character is strong enough to carry something. Strength and Size modifiers decide a character's carrying capacity.
Usually, carrying capacity is only for the ST to judge whether a character can carry an object; the actual number of items is limited by the carrying rules above.

StrengthLight loadMedium loadHeavy load
1Up to 13 kg14-26 kg27-40 kg
2Up to 16 kg17-33 kg34-50 kg
3Up to 21 kg22-43 kg44-65 kg
4Up to 29 kg30-58 kg59-88 kg
5Up to 37 kg38-76 kg77-115 kg
6Up to 50 kg50-100 kg101-150 kg
7Up to 66 kg67-133 kg134-200 kg
8Up to 86 kg87-173 kg174-260 kg
9Up to 126 kg127-233 kg234-350 kg
10Up to 153 kg154-306 kg307-460 kg

For creatures with Strength beyond this table, find the carrying values for the ones digit of their Strength, then multiply by 12 for each extra 10 in the tens digit. 21 to 30 multiplies by 144, 31 to 40 by 1,728, and so on.

For example, a creature with Strength 26 has a ones digit of 6 and a tens digit of 2, so its base capacity is 50 × 12 × 12 = 7,200 kg. This creature also has 5 points of Legendary Strength, which under the Legendary Strength rules adds 8,000 kg of capacity, for a total of 15,200 kg.

For example, a creature with Strength 30 has a ones digit of 0 (use 10 here) and a tens digit of 3 (actually take 2, since 30 is 20 more than 10), so its base capacity is 153 × 144 = 22,032 kg. This creature also has 5 points of Legendary Strength, which under the Legendary Strength rules adds 8,000 kg of capacity, for a total of 30,032 kg.

A character can lift their maximum load over their head. They can lift twice their maximum load off the ground for a moment, and move slowly at 2 meters per round by spending a full-round actionfull-round action整轮动作A move action and a standard action combined.. The most a character can push or drag is five times their maximum load.

Use this rule whenever a player's carrying capacity matters, such as when moving an object or pushing or pulling something heavy.