This is just an idea to kick around based on something I tried and put aside in the past. I know some fan card makers have played with it before. The idea is for a character to be able to buy something
- cheaper than a mule
- to help carry around extra Objects
- without the need and limitations of pack animal or like follower
- that isn't magical in nature.
Backpacks are pretty much an ignored notion now that carrying Followers can go anywhere. That wasn't always the case in the past. I know of quite a few groups that have gone back to the "no equines" in the Dungeon rule. So again, the backpack notion is even more conditional that in previous Talisman editions. But so what.
Obviously there should be limitations for this shortcut of the standard Object Limit. The trick of course is to make it
- something that can be understood in short order, implicity and/or explicitly
- with some limitations or deficits for this breach of a character's personal Object Limit.
Here's the considerations that have occured to me so far.
Size Limit - Perhaps only objects smaller than a shield or equal to it (hence the proposed title with "lashing" implying your could strap something on to it). Then again maybe size has to be ignored. The problem is that Talisman ignores "size" concepts entirely. Even criteria discussed by players for what qualifies as a "Trinket" is stated terms of value or use instead of size. It is a "player" mechanics perspective rather than a "character" environment perspective, and this lean has exaggerated from one edition to the next over the years. Part of the Munchkins syndrome, a game that pushes this concept to its ultimate.
Capacity - Likely only 3 extra objects, perhaps, so it isn't equal to a Mule. If objects are limited by size, perhaps 4 is okay then. Don't really know which way would be the best compromise to appeal broadly for groups using additional usage limits for carrying followers.
Accessibility - The way the game works now, a Mule is a walking bag of holding. A character can whip out / swap out anything it wants in an instant, even when jumped / attacked suddenly. Something stored in a backpack by standard rules would be treated this way. Some groups put limits on this; they have rules for when stored equipment can be swapped out and "readied." Perhaps whether or not one could do so in an instant is something best left to house rules used by individual groups.
Deficits - The obvious ones might be penalties on combat, movement, or even Strength (and Craft) test rolls for the bulk on the character's back. Movement is questionalble; a pack probably shouldn't slow down foot travel noticeably. Penalties for combat might be conditional, if a group is working with an attacked vs attacking approach to Enemies and creatures, but there could be maybe simple -1 if the pack contains anything. Strength/Craft test might have a penalty for the burden, maybe. Obviously a messy consideration.
And of course the pack itself counts against the direct object limit of the character while what it carries does not. So for using up 1 in your Object limit, you carry 3 extra Objects, for a net total of 6 objects. I figure by Talisman's price standards a pack should cost maybe 1G if it has suitable limits and deficits. If it's handled the same as Mule and/or carries as much as Mule, then maybe 2G.
Feel free to jump in with ideas, points, and counterpoints. Raise previous attempts by other fan card makers if you like, though the ones I've seen never quite suited me. Have at it, as for now this is just playing around with a notion.
You're right - so long as the group in question does not distinguished between "attacking" and "attacked." But wait... Talisman already does! Well, at least where characters are concerned. If we ignore this, a pack then becomes another excuse for a Neutral character to, say, haul around the Holy Lance and Runesword and switch them out in an instant. Most strict by-the-rules players wouldn't care; a fair number of hardcore HR and fan card players might.
Do you think a pack adding +2 to Object Limit would be too much? I've inserted a new version of my card and instead of stating the amount of Objects it carries it shows a modifier to Object Limit for better simplicity. Do you think this works better or worse than other cards that have a "capacity"?
Come to think of it, raising the O.L. by 1 doesn't work. That just means the character is carrying the pack and its standard four objects. Hmmm... my math is really off today. 
I labeled my backpack as "Pack & Lashings" to justify carrying objects that wouldn't fit inside it but could be "lashed" to it. A word trick produced a zone of satisfaction between players who didn't care about verisimilitude and those who did. An extra carefully chosen word or more can make all the difference for smooth play, and the players don't even know it happened to them... unless they're players doing your play testing. (A writer's old trick at work here.)