Backpack - Abstract Gear

By Ebak, in Star Wars: Edge of the Empire RPG

Hey guys, so I had a fellow player come up to me today and ask me about storage on his person.

He's a new player to the system and plays a Slicer who currently owns a cloaking coat for stealth related operations. However he wants to increase his encumbrance, I suggested the ever versatile 'Backpack', and his response surprised me. "I just can't take my character seriously with the idea he's hauling around this big backpack like in the movies."

My reply was to remind him that it is abstract, the backpack could thematically be any type of storage that can be carried on him, I even went as far to suggest that it could be extra pockets on his outfit, or on his belt.

Did I go too far?

I guess what I am getting down to is how abstract are the gear items to you, can their physical appearance be adjusted and molded to fit the user.

Common sense. If it's a reasonable amount of gear that a person could haul with a utility belt/gear vest/cargo pockets/tool-gun belt/satchel/bandoleer , then just don't bother with the math. If it's getting unreasonable tell the player "tough" we are doing the math because you're being unreasonable.

When faced with similar questions, perhaps ask: Did I tell my player YES? Is what they want and likely now have going to unset game balance unfairly in their favor over other players?

Having bulging pockets may restrict that player's movement in tight spaces. An errant blaster shot may not inflict wounds, but may destroy whatever was held in Pocket 2B. Then again, if they just want to jam some deathsticks on their character to accentuate role playing said additction, really reconsider using the extra storage rules in favor of good theatrics.

I believe there is Load Bearing Equipment and a Utility Belt which equal the backpack's encumbrance value, so I don't have a problem reskinning the backpack as pockets or something else. With the assumption that your players don't abuse it by reskinning the backpack as pockets, then taking a backpack reskinned as cargo pants, adding another backpack, plus LBE and a utility belt. Then I would smack them around.

But as far as reskinning goes, my group currently has a comm jammer built into a backpack. Backpack carries 4 encumbrance, jammer is 4. No net encumbrance change to the user, but the comm jammer has built in straps, rather than pulling it out of a bag.

I'm not the GM in this game, I just gave him what my opinion was as a GM of another game, time will tell what our GM will say.

I wouldn't describe the basic Backpack as a "big backpack like in the movies". We have new instances of backpacks or other such containers (modular backpack) in supplements that can hold more. The basic backpack could just be a large book backpack like is seen on college campus or a "day pack" used by militaries. Something that you can easily haul around all day. I think those large Stormtrooper backpacks are something else in FFG.

MOLLE-Outdoor-Sports-3P-Bag-Tactical-fon

The book “Forged in Battle” has a new modular backpack system that you might be interested in looking at.

But beyond that, LBE gives you a +3 Encumbrance Threshold, while a Military Backpack gives you +6. A Utility Belt gives you +1. There’s also an A/KT Tracker Utility vest, and cargo clothing (allows you to carry up to three Enc 1 items without increasing your Encumbrance value).

LBE could be used in place of the utility vest, and for a PC of mine I’ve recently used Utility Belts as gun belts with holsters (I did pay the extra cost for a holster, not just the base cost for the Utility Belt).

So, while I’d be happy to let players describe how they make their particular backpack unique for them, I think I’d still be inclined to keep a backpack what it is — a backpack. There’s plenty of other cargo/storage items in the system that you could use for other things.

Also there is the Archeologists satchel, which is about the size of a lap top bag

Common sense. If it's a reasonable amount of gear that a person could haul with a utility belt/gear vest/cargo pockets/tool-gun belt/satchel/bandoleer , then just don't bother with the math. If it's getting unreasonable tell the player "tough" we are doing the math because you're being unreasonable.

Exactly - "Backpack" could also mean lots and lots and lots of pockets. I try not to get too hung up on names if there's something that fits the theme better. Use the mechanics, abandon the fluff text.

Also there is the Archeologists satchel, which is about the size of a lap top bag

It should be big enough to carry a bullwhip and a small golden idol.

Bullwhip goes on the belt...

Bullwhip goes on the belt...

Or bedpost.

Bullwhip goes on the belt...

Or bedpost.

I like the cut of your jib sir...

Personally, I wouldn't let him do that because it would eliminate the purpose of other equipment. For example, a spacer's duffel has no mechanical advantage over the backpack, but it is cool and thematic. The smuggler's trenchcoat does something similar to what you suggested, with all the extra pockets and so on. If you just let the backpack be anything you want, any other load-bearing gear that is only good because of its thematic nature becomes pointless.

Bullwhip goes on the belt...

Or bedpost.

I like the cut of your jib sir...

Personally, I wouldn't let him do that because it would eliminate the purpose of other equipment. For example, a spacer's duffel has no mechanical advantage over the backpack, but it is cool and thematic. The smuggler's trenchcoat does something similar to what you suggested, with all the extra pockets and so on. If you just let the backpack be anything you want, any other load-bearing gear that is only good because of its thematic nature becomes pointless.

The problem with the smugglers trenchcoat (which is what the player was eyeing up) is that RAW you cannot wear it with armor or other outfit types.

Personally, I wouldn't let him do that because it would eliminate the purpose of other equipment. For example, a spacer's duffel has no mechanical advantage over the backpack, but it is cool and thematic. The smuggler's trenchcoat does something similar to what you suggested, with all the extra pockets and so on. If you just let the backpack be anything you want, any other load-bearing gear that is only good because of its thematic nature becomes pointless.

The problem with the smugglers trenchcoat (which is what the player was eyeing up) is that RAW you cannot wear it with armor or other outfit types.

RAW says Soak doesn't stack from multiple applications of a single source. They don't say you can't wear mutiple garments and allow non Soak applications, again, common sense.

So...I'm trying to decide where I come down on this. What gear looks like, and how it interacts with the game, is important - I wouldn't let someone take the stats for a vibro-axe and give it to a knife because "axes don't fit my character", so why should I let it happen with a backpack? Plus, as I've mentioned elsewhere recently, I enjoy the low encumbrance threshold in this game, so any chance to make players really think about what gear they want is good in my book.

Having said all that, it's not exactly game-breaking, and if a player was really vocal about it, or presented an excellent in-world rationale for having a non-backpack backpack, I would probably allow it in the interest of moving things forward.

Don't give the stats for an axe to a knife, but let him decide what the axe looks like.

I'd take the same angle with encumbrance relieving items. Don't let a backpack be a jacket, but let the player decide how the backpack looks as long as it's still a backpack.

So, while I’d be happy to let players describe how they make their particular backpack unique for them, I think I’d still be inclined to keep a backpack what it is — a backpack. There’s plenty of other cargo/storage items in the system that you could use for other things.

This is where I tend to fall on this too. Although we don't tend to keep a keen focus on it in my games (so long as they're within their encumbrance threshold), there are certain things a backpack makes more difficult for you and then you should have a choice to make (e.g. do I need the extra gear or would a jetpack be more useful for the next job?).

The book “Forged in Battle” has a new modular backpack system that you might be interested in looking at.

Is that a reprint? I thought we already had a modular backpack somewhere...

The book “Forged in Battle” has a new modular backpack system that you might be interested in looking at.

Is that a reprint? I thought we already had a modular backpack somewhere...

Forged in Battle has a modular backpack with modules that perform specific functions (communications, scanning, etc.).

Edited by Nytwyng

Bullwhip goes on the belt...

Or bedpost.

Nope, that's where one puts their chewing gum overnight. I'm not sure if it looses its flavor while it's there though.

Edited by T70 Driver

Hey guys, so I had a fellow player come up to me today and ask me about storage on his person.

He's a new player to the system and plays a Slicer who currently owns a cloaking coat for stealth related operations. However he wants to increase his encumbrance, I suggested the ever versatile 'Backpack', and his response surprised me. "I just can't take my character seriously with the idea he's hauling around this big backpack like in the movies."

My reply was to remind him that it is abstract, the backpack could thematically be any type of storage that can be carried on him, I even went as far to suggest that it could be extra pockets on his outfit, or on his belt.

Did I go too far?

I guess what I am getting down to is how abstract are the gear items to you, can their physical appearance be adjusted and molded to fit the user.

Yes and no. Technical we have extra storage in form of utility belts and the like, and it offers similar extra encumbrance like the standard backpack, but is not even close to the large options which are those military backpacks from the movies. The regular ones are smaller anyway. There are as well some 'armor' options which come directly with storage options. Which might be super interesting for your character as they combine a lot of useful stuff.