Bags and Boxes

With the wide variety of equipment available to modern adventurers, it’s often critical to have something to store the equipment in or carry it around in. This page includes boxes, bags, totes, carts, cases, and many other forms of containers. These are generic and may be modified in form without changing the Purchased DC so long as the capability does not change.

## Descriptions

A tough travel case is a reinforced metal or hard plastic box with foam inserts. Clamps keep it from opening accidentally. They come in a variety of sizes. Aluminum cases have a hardness of 2 while plastic cases have a DR 2/-. A lock may be added for a +1 to the cost; these locks are typically of poor quality and rarely high quality except when custom made for very expensive items. Cases may be upgraded to steel with a +4 to the purchase DC and gain a hardness of 5, double HP, and are 3 times heavier. Cases that are Large have built in wheels that travel well only on flat, hard surfaces. Cases may be made water tight with a +1 to their purchase DC.

A briefcase can carry up to 5 pounds worth of gear. A briefcase can be locked, but its cheap lock is not very secure (Disable Device DC 20; break DC 10).

Carts come in hundreds of sizes and forms. These rules outline some general guidelines for GM's. Carts provide the character the ability to carry a great deal of items without having to work so hard.

In "Table: Carts" the columns definitions are as follows:

**Max Item Size:** The largest object that can conceivably be placed on the cart without changing the effective size and maneuverability of the cart. Placing larger objects on it incurs a -4 penalty to Strength checks made to keep it upright on rough, unstable, or uneven surfaces or when intentionally pushed over.

**Weight Capacity:** The total weight the cart can hold before it suffers penalties. A cart can hold up to 3 times its listed capacity before it breaks. A Cart loaded to capacity or up to double its capacity incurs a -4 to Strength checks made to keep it upright on rough, unstable, or uneven surfaces or when intentionally pushed over. A Cart loaded between double and triple its capacity incurs a -12 to Strength checks.

**Cart Size:** The effective size of the cart. Carts can be moved with one hand (if same size as creature) when there are three or more wheels. A character can handle a cart of their own size without penalty. Every change in size incurs a -2 to Strength checks made to keep it upright on rough, unstable, or uneven surfaces or when intentionally pushed over.

**Cart Weight:** The weight of the cart when empty. A character can move a cart as though it were 1/4 the weight of all objects on it plus the weight of the cart along the ground (using the shove rules).

**Wheels:** The number of wheels the cart needs to function normally. If a cart losses a wheel, penalties are doubled. If half or more wheels are damaged, the cart cannot be moved without shoving it like any object of that size and weight.

**Purchase DC:** The cost of the cart without any special modifications. this column is to help GM's decide what cart may be available in the area when a player wants to use something available. Characters rarely need to buy a cart.

Shoulder bags come in a variety of sizes and shapes, are made of durable fabric, holds 10 pounds worth of equipment and comes with a shoulder strap. They are a soft materials that provide no protection to anything inside of them. There are two general forms for the sake of rules: **Organizer bags** and **Stuff bags**. If a character has any shoulder bag equipped (slung over their shoulder; only one at a time) and opened (a move action on its own), then they may place an item in it as a free action while while making other actions that do not require both hands. While a shoulder bag is open, there is a 50% chance a random item will fall out every time an action is taken that moves the bag and stealing from an open shoulder bag unnoticed lowers a Sleight of Hand DC by 5. All shoulder bags may be collapsed to be no more than Tiny in size when empty and weigh 3 to 6 lbs. Bags Larger than the creature holding them incur a -2 armor penalty per size difference.

**Stuff Bags:** Any shoulder bag without dividers in it is a stuff bag. This includes gym bags, large tool bags, and hand bags. Stuff bags may have any 4 items up to the the same size as the bag but not exceeding the bags weight limit.

**Organizer bags:** Camera bags, EMT First Aid Kits, or contractor field bags, have pockets for tools, pens, notepads, and cell phones. Characters using an organized shoulder bag may as a free action pull an item from it while also making any other action that does not require both of their hands such as moving, firing a one handed firearm, searching or listening, or using a skill that requires items from the bag (especially an EMT bag while using Treat Injury). The bag must be opened ahead of time. No single item can be larger than one size smaller than the bag and the bag may not hold more than half its weight limit (otherwise it is treated as a stuff bag).

High fashion bags may have their Purchase DC increased by up to 5. Bags with a lock increase their purchase DC by +1 and generally have a poor lock. To have a bag made of cut and tear proof material increases the purchase DC by +2 and the HP from 1 to 10 and a strength check to tear it from a DC 10 to a DC 30. Making the bag waterproof increases the cost by +2.

This is a small backpack, the sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. It holds 18 pounds of gear and fits comfortably over one or both shoulders.

File:D20backpack.jpgThis hiking pack, made of tough water-resistant material, has one or two central sections and a water balder pouch. It can carry up to 30 pounds of gear. A character using a hiking daypack may treat their strength as +1 (equipment bonus) for determining carrying capacity.

File:D20backpack.jpgThis hiking pack, made of tough water-resistant material, has one or two central sections and exterior pockets and straps for attaching tents, bedrolls, or other gear. It can carry up to 60 pounds of gear. A hiking backpack gives a character a +2 equipment bonus to Strength for the purpose of determining carrying capacity.

This lightweight black bag has a spacious inner compartment designed to stow fire arms and capable of holding roughly 8 pounds of gear and can hold an additional 4 pounds in six zippered external compartments (normally ammo). The larger version holds 12 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several pistols or a submachine gun, and the larger version can hold rifles. See "Table: Range Packs" for more information.

Originally developed for use by police officers, this portable file cabinet has found favor with traveling salespeople. This hard-sided briefcase takes up the passenger seat of an automobile and provides easy access to files, storage for a laptop computer, and a writing surface. It holds 5 pounds worth of equipment and has an average lock (Disable Device DC 25; break DC 15).