Capacity
Capacity refers to how much a creature can carry. Capacity in Home Defiant is divided into two categories: Physical Capacity and Mental Capacity.
Physical Capacity
Gear does not define an adventurer. But it sure does add to it. The problem comes when you add too much and now you are overburdened with the weight of options and the literal weight of your bag. But for the sake of gold and treasure, some push onwards even if it sometimes causes them to knock at death's door.
In Home Defiant, a creature has Physical Capacity equal to their
For example, if Rudy has Might 1 and Size 1, their Physical Capacity is 11. They will gain one Deep Physical Wound and lose 1 Vigor when their Physical Capacity usage reaches 12, another Wound and Vigor loss when usage reaches 23, and another at 34.
The Heavy Property
Some items will have the Heavy property. To carry these items around, it will take additional Capacity. When a creature tries to carry a Heavy item,
As a guide, if the item is Size 1: If it requires two hands just to lift off the ground, it's Heavy 1. If it requires two people to lift, it's Heavy 3. If it requires a horse to move, it's Heavy 5. The following are examples of common Heavy Tag usage.
| Property | Item Examples |
| Heavy 1 | Greatsword, Polearms, Filled Small Container, Heavy Crossbow |
| Heavy 2 | Full Plate Armor, Cast-iron Anvil, A standard human body |
| Heavy 3 | Oversized Buster Sword, Solid marble statue, Fully loaded merchant's handcart |
| Heavy 4 | Cannonball, Portable Regiment artillery, A dead warhorse |
| Heavy 5 | A bank vault door, A small sailing boat |
| Heavy 6 | A solid gold throne, A weaponized Magi-tech engine block |
Mental Capacity
Some skills come naturally to an adventurer. Others are difficult and complex that it requires mental capacity to retain. Some adhere to this limit, while others go beyond muttering mnemonics in the middle of a fight to keep track of the pool of knowledge they have in their mind.
In Home Defiant, a creature has Mental Capacity equal to their Intellect + highest Trained attribute (minimum of 0). However, this number can be modified using Items or Skills. Mental Capacity is primarily used to Prime Trained Skills. Whenever the creature's Mental Capacity usage goes over their limit, they will gain one Deep Mental Wound. This Wound will persist until their usage is reduced below their Mental Capacity again. They gain an additional Deep Wound for every full or partial multiple of their base Capacity they exceed.
For example, if Rudy has Intellect 1 and Martial 3, their Mental Capacity is 4. They will gain one Deep Mental Wound and lose 1 Focus when their Mental Capacity usage reaches 5, another Wound and Focus loss when usage reaches 9, and another at 13.
Priming
A creature can learn an infinite number of Trained Skills. However, a creature's mind can only keep a certain number of skills at the forefront. Even the mage requires refreshers on old spells, or a martial artist on the fundamentals. Whenever a creature takes the Prime action, they can unprime any number of Trained Skills and Prime one Trained Skill of their Choice. Their Mental Capacity usage is then updated to the
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