Encumbrance
E
DGE OF THE EMPIRE emphasizes sweeping stories, epic
tales, and fast action. Keeping track of the weight of
every stimpack isn't fun, but knowing that a hero is load-
ed down with the weapons he just stole for the Rebellion
is an important story element; so is having some idea of
how many days worth of rations a rogue can carry as he
marches across the Jundland Wastes.
In general, players and the Game Master won't need
to track a character's encumbrance (how much he's
carrying on his person). Occasionally, however, it may
play an important part in the story, and a player needs
to know if the weight, mass, and collective bulk of the
items his hero is wearing inhibits his actions.
ENCUMBRANCE VALUES
All of the gear listed in this chapter has an encumbrance
value. Most items that can be commonly carried have a
value of 0 through 5—from relatively light objects (such
as credit chips or light clothing) to heavier items (like
blaster rifles or gaffi sticks). The encumbrance value of
armor is discussed in more detail later, and is different
when it's worn, where the weight is distributed appropri-
ately, and when it's carried, when it's just another item.
Encumbrance doesn't strictly represent weight; it
also represents mass, bulk, and how easy items are to
carry. A well-fitting suit of armor adds very little en-
cumbrance, while an armful of gimer sticks have a high
encumbrance because they're tricky to carry.
Small items such as dataslates, most pistols, or
knives have an encumbrance value of 1 or 2. Medium
items, such as blaster rifles, a satchel of thermite gre-
nades, or a grappling hook and cord, have an encum-
brance value of 3 to 4. Large or heavy items such as
cargo crates, repeating blaster rifles, or a heavy tool-
box, are valued at 5 to 6.
If it becomes critical to the story to have more de-
tail. 10 loosely carried incidental items have an en-
cumbrance value of 1. If they are stored in an effec-
tive manner (such as bowcaster quarrels in a quiver
or crystals in a pouch), then 20 incidental items have
an encumbrance value of 1. If for some reason the
character is unable to manage his gear in such a way,
the GM may increase his overall encumbrance value
by several points to reflect the difficulty in managing
and carrying items by less efficient means.
Living beings generally have encumbrance values of 5
plus their Brawn if carried. A typical human, like a soldier
for the Rebel Alliance, has a Brawn of 2, and therefore a
total encumbrance value of 7. A scholar from Garos IV,
with a Brawn of 1, has an encumbrance value of 6. This
may be modified by specific species' features, such as
the fatty bulk of a Hutt or the hollow bones of an avian.
ENCUMBRANCE THRESHOLD
Characters have an "encumbrance threshold" of 5 plus
their Brawn rating, which limits how much they can carry
under normal conditions and without penalty. A total
encumbrance value over the threshold means the hero
is "encumbered," and suffers one • to all Agility and
Brawn rolls for every point of encumbrance over his lim-
it. This is cumulative with any • dice suffered for strain
or other conditions, should any be in play.
Also, if a character is encumbered by an amount
equal to or greater than his Brawn rating, he no longer
earns a free maneuver each turn. The character can
still perform up to two maneuvers, but each maneuver
costs two strain. With a Brawn of 2, for example, Luke
does not get a free maneuver each turn if he's carry-
ing 9 or more points of encumbrance.
LIFTING AND CARRYING
EXCESSIVE ENCUMBRANCE
Characters shouldn't typically carry more than their
encumbrance threshold. When necessity demands,
however, they can do so for a short time (suffering the
effects described above).
If a character needs to lift an object greater than his
encumbrance threshold, such as an ally who has fallen
off a gantry or ledge, he must make an Athletics check.
The difficulty is Simple if the object's Encumbrance val-
ue is less than or equal to the character's encumbrance
threshold. Add 1 to the difficulty for every point over,
up to a maximum additional encumbrance of 4 and
difficulty of Daunting (••••) A freelancer with a
Brawn of 2 and a threshold of 7, for example, tries to
lift a rock with an encumbrance value of 10. That's 3
over, so the difficulty is Hard (•••)
Additional characters may help, adding their raw
Brawn to the total value of the object being lifted. In the
example above, a Wookiee with a Brawn of 4 adds +4
to the encumbrance threshold for that specific task.
EXAMPLE OF ENCUMBRANCE
Pash and Lowhhrick have been hired to kidnap a
crime lord's assistant—a Rodian named Kappo. Low-
hhrick is trying to run with Kappo over his shoulder
and has an encumbrance threshold of 9 (5 plus his
Brawn of 4). Kappo's encumbrance value is 7. Be-
tween the criminal and Lowhhrick's bowcaster (en-
cumbrance value 5), the Wookiee is carrying 3 over
his threshold, and thus makes a Hard (•••) Ath-
letics check and suffers • • • to all Agility and
Brawn-based checks until he drops the thug.
GEAR AND EQUIPMENT
EDCE OF THE EMPIRE