Ghost Memory
Using a mind-bendingly sophisticated combination of the Traveler’s technology and common transmat protocols, your Ghost can download items and store them in its memory slots. Ghosts have a number of memory slots equal to 5 + (5 times their proficiency bonus). Every item the Ghost downloads requires at least 1 memory slot to store, though there are items large enough or complex enough that they require multiple memory slots.
Some items, such as spinmetal, weapon parts, and sheets of paper, do not need multiple memory slots to store extra quantities of them. These items can be compressed into a single memory slot, or into a single set of memory slots, which is called stacking the item. When reading an item’s memory score, the first number is the number of slots the item requires, and the second number is the maximum number you can stack in those slots.
For instance, a memory score of 4/1 means it costs 4 slots to store the item, and you can only store one such item in those slots. A memory score of 1/20 means it costs 1 slot, but you can store up to 20 of the same item in that slot.
Encumbrance
You have a maximum carrying capacity, known as your encumbrance, based on your size category. How you calculate your encumbrance is shown in the Encumbrance column of the Size Category table. Generally speaking, it’s high enough that most characters don’t usually have to worry about it.
If the total weight of everything you’re carrying exceeds your encumbrance, or if your total stowed items exceeds your stow capacity, your base walking speed is halved, and you have disadvantage on Dexterity ability checks and saving throws. At your Architect’s discretion, stowing too many additional items or exceeding your encumbrance by too much may result in you being Restrained. Holding items counts toward your encumbrance just as much as wearing or stowing them does.
| Size | Encumbrance | Board Space |
|---|---|---|
| Tiny | 3 × Str Score | 2½ ft. by 2½ ft. |
| Small | 6 × Str Score | 5 ft. by 5 ft. |
| Medium | 12 × Str Score | 5 ft. by 5 ft. |
| Large | 24 × Str Score | 10 ft. by 10 ft. |
| Huge | 48 × Str Score | 15 ft. by 15 ft. |
| Gargantuan | 96 × Str Score | 20 ft. by 20 ft. or greater, but less than 100 by 100 ft. |
| Massive | 192 × Str Score* | 100 ft. by 100 ft. or greater, but less than 1,000 by 1,000 ft. |
| Titanic | N/A** | 1,000 ft. by 1,000 ft. or greater, but less than 10,000 by 10,000 ft. |
| Colossal | N/A** | 10,000 ft. by 10,000 ft. or greater, but less than 100,000 by 100,000 ft. |
| Cosmic | N/A** | 100,000 ft. by 100,000 ft. or greater |
*For Massive creatures, every 100 feet of space you are above 100 ft. by 100 ft., (either in a single direction or in a combination of directions, such as by being 150 ft. by 150 ft. in size, or 200 ft. by 100 ft. in size), double your weight limit.
**Titanic, Colossal, and Cosmic creatures are so big it’s impossible to describe their weight limit.
Flying and Hovering
While flying or hovering, your effective encumbrance is halved. You suffer the consequences of overburdening yourself if you exceed your effective encumbrance. There is no change to your effective stow capacity while flying or hovering.
Item Bulk and Stow Capacity
Every item has a bulk score. This number is a metaphorical representation of both how big the item is and how difficult it is to properly stow and secure it. A rocket launcher is physically larger than an irate cat, but an irate cat is more difficult to properly stow, and thus the cat may end up with a higher bulk score than the rocket launcher.
The Weapon Bulk table shows the bulk score of weapons. You can’t stow an item if you don’t have the stow capacity to accommodate it.
| Grip Type | Bulk Score |
|---|---|
| Two-Handed | 2 |
| Main-Handed | 2 |
| Agile | 1 |
| Traits & Perks | Increase the bulk score by the amount shown. These are cumulative. |
| Cumbersome | +1 |
| Unwieldy | +1 |
Your armor also has a stow capacity, as seen in the Guardian Armor table. Items you’ve stowed on your person take up an amount of your armor’s stow capacity equal to its bulk score. For instance, stowing a weapon with a bulk score of 2 takes up 2 of your armor’s stow capacity.
If the total weight of everything you’re carrying exceeds your encumbrance, or if your total stowed items exceeds your stow capacity, your base walking speed is halved, and you have disadvantage on Dexterity ability checks and saving throws. At your Architect’s discretion, stowing too many additional items or exceeding your encumbrance by too much may result in you being Restrained. Holding items counts toward your encumbrance just as much as wearing or stowing them does.
Unarmored Capacity
While unarmored, you have a stow capacity of 0, though wearing items such as holsters may grant you additional stow capacity. These items can’t be added to Guardian armor—because the maximum comfortable amount is already a part of your armor set! That’s why Guardian armor has stow capacities to begin with.
Drawing, Stowing, and Wielding Items
To wield an item is to have it in your hands, ready to use. This mostly affects your ability to make weapon attacks (the Attack action must be taken with weapons you’re wielding) and the duration of weapon perks (perk effects end if you stop wielding the weapon).
You can only wield items in a maximum of two hands, regardless of the number of hands you actually have. If you have less than two hands, your capacity to wield items is reduced to the number of hands you have. You can still use your other hands to hold items, but you can’t wield items past two hands.
A stowed item is one you have worn on your person, but are not currently wielding. It could be holstered on your hip, slung across your back, or strapped to your boot. All such situations are universally referred to as the item being stowed.
To draw an item means to use one or more empty hands to begin wielding it. You might draw a rock by picking it up off the ground, or you might draw a rocket launcher by grabbing it after your Ghost transmats it out of the pocket backpack. You could also draw an item by pulling it out from a pouch on your hip.
The act of drawing, the act of stowing, and the act of setting down an item you’re wielding are all referred to as swap motions. If you’re wielding a rock and you set it on a table, you’ve performed one swap motion. If you’re holding a scout rifle, stow it, and then draw a hand cannon, you’ve performed two swap motions.
On your turn, you may use an item interaction to perform up to two swap motions back-to-back. You can’t interrupt these motions with another action or movement. If you’ve already spent your item interaction, you may use your action or bonus action to perform a single swap motion each.
Some weapon perks or properties might require you to use an action or bonus action to begin wielding that weapon. You can’t use a swap motion to draw such a weapon.
Do I Really Need to Track All This?
No. Bulk scores, stow capacity, encumbrance, Ghost memory—these systems are optional tools for Architects and players who like them. They can be great tools for building verisimilitude or for creating emergent gameplay experiences, particularly when the focus of a campaign is something such as survival in a hostile area, but they aren’t necessary for balanced gameplay.
The only related mechanics that always influence game balance are the swap motion (see Drawing, Stowing, and Wielding Items) and the space a creature takes up on a battlemap (see the Encumbrance table). Some systems in Dungeons & Destiny stop functioning properly when you ignore these mechanics.
Shot capacity tracking only matters when it costs something more than a free action to reload the weapon, because the power of the weapon is balanced around the knowledge you’ll eventually need to do so. Otherwise, you can ignore shot capacity tracking, too.
Finally, even if you have to track your shot capacity for reloading purposes, your Architect might not care to make you track how much ammo you’ve spent. That sort of highly intense resource tracking is usually saved for survival situations because that’s when it becomes a vital part of your gameplay experience.
Required:
- Drawing, Stowing and Wielding Items (see Combat).
- Creature size (see Encumbrance).
- Shot capacity, but only if it costs something more than a free action to reload.
Optional:
- Ghost Memory.
- Item Bulk and Stow Capacity.
- Ammo expenditure.
- Shot capacity, when it only costs a free action to reload.
- How much you can physically hold (see Encumbrance).
