
Resolution & Continuity
Inventory
Inventory
Section titled “Inventory”Inventory is kept light. Only what is declared and tracked exists.
Possession is explicit. If it has not been stated that a character is carrying an item, the character does not have it. No retroactive additions once a scene has begun.
At character creation, only named items that already make sense for the concept are listed. No free supply packs. Everything else is filled in play.
Tracked elements
Section titled “Tracked elements”| Element | Details |
|---|---|
| Armour | None / Light / Heavy. Only counts when donned. Feeds Harm protection ratios. |
| Food | Days remaining. Interacts with Exertion rest awards and Harm recovery. |
| Water | Days remaining. Same interactions as food. |
| Named items | Distinctive or important objects only. |
Ordinary incidental gear is not listed.
Management
Section titled “Management”All changes (add, remove, alter armour, food, water, or named items) go through automation:
- Player requests the change
- Storyteller approves
- Automation executes
Same approval process as Hierarchy Diagram moves.
Restock
Section titled “Restock”Dedicated automation commands exist only for:
- Food (days)
- Water (days)
All other resupply (arrows, herbs, bandages, materials, etc.) is pure roleplay. The Storyteller decides what the situation allows. Bandages and herbs matter narratively for Harm recovery even when not line-items.
Load and transport
Section titled “Load and transport”Encumbrance is not tracked.
Whether something can reasonably be carried, hauled, or stored is decided by context and roleplay. Animals, carts, caches, and storage locations remain pure fiction.
Related: Exertion, Harm, Automation.
