1.13.1 Encumbrance

All equipment worn or carried by a character counts towards encumbering him/her. Depending on the total amount of encumbrance, the character will gain a bonus or suffer a penalty on all dice rolls based on his/her CO (representing extent to which speed and balance are affected by encumbrance).

To calculate how heavily encumbered a character is:

Character's current weight carried

Bonus/Penalty on CO dice rolls Difficulty of dice rolls to avoid tiredness
Light exercise Medium exercise Strenuous exercise
Up to encumbrance limit x 0.25 kg +2 1 4 7
Up to encumbrance limit x 0.5 kg +1 1/2 1 4 8
Up to encumbrance limit x 0.75 kg +1 1 5 9
Up to encumbrance limit x 1 kg +1/2 2 6 10
Up to encumbrance limit x 1.25 kg +0 2 6 11
Up to encumbrance limit x 1.5 kg -1/2 2 7 12
Up to encumbrance limit x 1.75 kg -1 3 8 13
Up to encumbrance limit x 2.0 kg -1 1/2 3 8 14
Up to encumbrance limit x 2.25 kg -2 3 9 15
Up to encumbrance limit x 2.5 kg -2 1/2 4 10 16
Up to encumbrance limit x 2.75 kg -3 4 10 17
Up to encumbrance limit x 3 kg -3 1/2 4 11 18
Up to encumbrance limit x 3.25 kg -4 5 12 19
Up to encumbrance limit x 3.5 kg -4 1/2 5 12 20
Up to encumbrance limit x 3.75 kg -5 5 13 21
Up to encumbrance limit x 4 kg -5 1/2 6 14 22

The last three columns of this table are explained under tiredness (see 1.13.2).

A character can lift up to his/her encumbrance limit x 8 kg, but can only stagger around when doing so, and is likely to fall over or drop the weight at the slightest provocation.

Rules for encumbrance are modified if the character is swimming.

Effective use of the Martial Arts skill is heavily affected by the ability of the character to move unimpeded. Accordingly, for all dice rolls involving Martial Arts skill and the CO characteristic, the modifier to CO for encumbrance (see above) is doubled.