So I'm planning on playing a character who I would describe a Shaolin monk meets Jedi (consular: niman disciple/martial artist) that combines lightsaber, telekinesis, and martial arts in to a fighting style. FFG developer max brooke has said that to use unarmed parry you just need to have 1 hand free so a lightsaber works.
By the way the character lost his arm in a lightsaber training accident (his backstory for an RCR campaign I'm converting him from) and has a repulsor fist (which makes niman disciples 2 ranks of defensive training always apply), and in the exchange he picked up "steely nerves" as a crippled => "impressive scar" scar talent. If he commits one of his force die to sense then melee attackers would face a difficulty of 2 red and 2 black. He could use a winded or bowled over critical hit to pick up a rank of dodge (doesn't require a maneuver to use), which would make the incoming melee difficulty 2 red, 1 purple, 2 black... which make triggering the martial artists overbalance talent reasonably likely.
And I was thinking about a third spec, and ascetic fits the theme, but for iron soul (heal all strain at the end of the encounter, useful for dodge and parry and free maneuvers, 5 ranks of grit really helps with that) and empty soul (one free LS and DS pip to force power checks, especially useful since one force die is committed to ) to work you have to be carrying 2 enc or less.
So that got me thinking, how much gear can you actually carry with only 2 enc
so my character would have a wing commander flight suit (1 soak, 1 defense, and -3 enc for wearing it means it contributes 0 enc to the total)
a basic lightsaber is required so that's 1 enc
a jedi utility belt gets you, a jedi multi tool, comlink, glow rod, aquata breather, and emergency medpack for ZERO enc and increases your enc capacity by 1
but the character still has 1 enc left so pick up a dragoon cavalry blaster (or military holdout blaster and model 58 concealment holster), but you can't carry an extra reload (the only piece of gear I'd have to drop)... so.... use a winded or bowled over critical injury to pick up "spare clip" as the third scar talent.
field rations and stimpacks are zero enc so other than the extra reload and grapnel harpoon launcher, I can keep all the gear I had chosen before DoH came out.
But how much gear can you hold with 2 enc or less?