In every
Traveller starship is the famous Ship's Locker, a cornucopia of
emergency equipment regularly used and abused by players to make up
for lack of forethought when purchasing miscellaneous equipment.
It ought to be there, from a 'simulationist' POV a starship is going to have a room full of emergency gear and from a game POV given the incredible variety of possible challenges a GM can throw at the players at the drop of a hat it seems fair to have some kind of system to cope other than buy one of every single item in the game universe and write it on their character sheet.
Ship's Locker
Any vessel
is automatically assumed to have one, no tonnage need be assigned for
a crew and passenger total of up to 20, 0.5 ton for 21-40 people and
0.5 ton per 20 people thereafter.
Option 1
Players
always have the option of going through in detail and itemising every
widget and doodad
Option 2
Assign a
budget and take off the cost of each item when it gets rolled up.
This budget may be added to the cost of their starship and paid off
as part of their installment plan. As a rule of thumb, well equipped
starships will have 6000Cr per crewman and 2000Cr per passenger,
typical ones have 4000 and 1500, poorly equipped ones 2000 and 500Cr.
How often inspectors come round and give the captain a wigging for
not having enough tent peg mallets is up to the Evil GM.
Option 3
As above,
but 750Cr gets you one roll for one item on one of the tables below.
If the price of the gear is under 750Cr then tough, it will cancel
out the times you get a good deal, or blame the captain for being a
mug and buying a job lot of alleged 'survival gear' out the back of
Honest Ernies Tramp Trader without looking in the carrier bags.
Minimum spend is 3750 per 100 tons of ship.
Option 4
A
combination of the methods above, some detailed by players, a budget
to cover the rest and maybe a pot luck of random crap with the spare
change.
Numbers of each item
Ship's
Lockers are not legally required to cover all of the personnel on a
ship. Low passengers are often left out of any calculation as they
usually die if the ship gets into any serious power plant trouble and
unions might demand owners have enough gear for every crew member but
they don't always get. Assign a C and P number to your ships locker
depending on how much you are willing to spend.
If you
taking option 3 you get one of each item, but have the option
of spending other rolls on multiples up to the maximum given – eg
Bert has rioting passengers running wild all over B deck and dives
into the Ship's Locker looking for a weapon. His vessel has 10 rolls
left for the locker. He gets 9 – shock baton and riot shield, just
what he wanted... he spends another two rolls so as to have a set of
three (his ship has six crew so he could have had up to six) and
passes them out to Sid and Jeff. So the whiny bastards thought the
profiteroles weren't defrosted properly did they?
Each
locker must contain at least one item from each table. Roll 1d8
if the TL of your ship is 9 or below, 1d10 if it is 10-11, 1d12 if it
is 12-13. Add your own TL 15 gear, don't have any in my campaign. All
gear can be found in Supplement 4: Central Supply Catalogue
Weaponry
Roll
|
No#
|
Cr/item
|
|
1
|
Swiss army knives (20% have widget
for getting stones out of horses' hooves)
|
C
|
5
|
2
|
Hatchet
|
C/2
|
25
|
3
|
Survival Knife (With bayonet
fitting for survival rifles)
|
C
|
10
|
4
|
Machete
|
C/2
|
100
|
5
|
9mm Autopistol + 2 mags
|
C
|
220
|
6
|
Survival Rifle + 25 rounds each
for rifle and shotgun
|
C
|
100
|
7
|
Varmint Rifle + 60 rounds
|
C/2
|
300
|
8
|
Snub Derringer +10 rounds ball, 10
rounds HEAP
|
C/2
|
145
|
9
|
Shock Baton and riot shield set
|
C
|
400
|
10
|
Boarding Shields
|
C/2
|
150
|
11
|
Accelerator Carbine + 5 mags
|
C/2
|
800
|
12
|
Laser Carbine + power pack
|
C/2
|
3500
|
Clothing and Vacuum Gear
Roll
|
No#
|
Cr/item
|
|
1
|
Cold weather clothing
|
C+P
|
200
|
2
|
Filter Mask and Goggles
|
C+P
|
30
|
3
|
Environment Mask
|
C+P
|
50
|
4
|
Environment Suit
|
C+P
|
500
|
5
|
NBC Suit
|
C/2
|
250
|
6
|
Desert Suit
|
C+P
|
1000
|
7
|
Life-Support Mask
|
C
|
1000
|
8
|
Rescue Ball
|
C+P
|
150
|
9
|
Vacc Suit Emergency kits
|
C
|
500
|
10
|
Rescue Bubble
|
C+P
|
600
|
11
|
Thrust Pistol
|
C
|
1000
|
12
|
Emergency Softsuit
|
C+P
|
2000
|
Survival kit
Roll
|
No#
|
Cr/item
|
|
1
|
Ice Terrain Kit, Snowshoes,
Backpack
|
C
|
125
|
2
|
Desert Kit
|
C
|
75
|
3
|
Parachute
|
C+P
|
250
|
4
|
Flare launcher and 20 flares
|
C/2
|
125
|
5
|
Pressure Tent+2 Sleeping Bags
|
C/2 + P/2
|
2000
|
6
|
Microturbine, + 100 litres of
hyrdocarbon fuel (includes (C+P)/2 camp stoves, lamps etc)
|
(C+P)/20
|
1200
|
7
|
Reflector Tarps
|
C+P
|
400
|
8
|
Emergency Beacon (comes with (C+P)
number of TL 8 rescue transponders at 50Cr ea.)
|
(C+P)/50
|
750
|
9
|
Inertial Locator
|
C/2
|
1200
|
10
|
100m cargo cable, small hand
cranked winch
|
C+P/ 20
|
1200
|
11
|
Grav Parachute
|
C+P
|
2500
|
12
|
Protein Tap
|
C+P/5
|
1000
|
All
ship's lockers will have 1 week of emergency rations per crew and
extra at 25Cr per pack each passenger.
Medical and Rescue
1
|
Medikit (TL8)
|
C/5
|
1000
|
2
|
Antirad drugs
|
C/2
|
1000
|
3
|
2x Spray-on Bandage + clotting aid
drugs
|
C/2
|
300
|
4
|
Field surgery kit + instruction
book
|
C/50
|
1000
|
5
|
Imp. Purification tabs x 100
|
C+P
|
150
|
6
|
Water Distillation kit, 1 month
use
|
(C+P)/4
|
100
|
7
|
Rescue Toolkit
|
C/10
|
2000
|
8
|
Laser cutting gear and portable
airlock
|
C/20
|
5000
|
9
|
Medikit (TL 10) + Trauma Pack
|
C/5
|
3000
|
10
|
Emergency Radiation Applicator
|
C
|
250
|
11
|
Solar Vaporator
|
(C+P)/4
|
1250
|
12
|
Five dose pack of Fast Drug
|
C
|
1000
|
What Looked Like a Good Idea at the Time, Was Left Unattended at the Starport, or Was Left Behind By Previous Captain
1
|
Marine Cutlass
|
C
|
100
|
2
|
Electric Stun Pistol (Taser)
|
C/2
|
300
|
3
|
Handheld Geiger Counter
|
C/2
|
250
|
4
|
Oxy-Acetylene Cutting Torch
|
C/2
|
500
|
5
|
Big box of 50 rolls of duct tape
and/or wonderglue
|
C/5
|
250
|
6
|
Squirrel Suit
|
C/2
|
400
|
7
|
Spare manual Iris Valve opener
|
C/5
|
2000
|
8
|
Advanced Climbing Kit
|
C/2
|
500
|
9
|
Cold Light Lantern
|
C
|
20
|
10
|
Pressurised Survival Raft with
inflater and paddles
|
C/5
|
500
|
11
|
Motion sensor (in a box marked
'Ppen in case of Aliens)
|
C/2
|
1000
|
12
|
Biohazard Alarm
|
C/2
|
1000
|
Does it work?
I imagine
stocktaking the Ship's Locker to be one of those dull as ditchwater
jobs that gets continually put off, and is given to the most junior
and/or least liked crewman. We will assume it gets done with routine
maintenance. Roll 2d6 per item when used and on a 12+ it is broken,
out of date, batteries are flat etc, +1 per month maintenance has
been skimped or skipped.
Before you try to fix a problem that may not even exist. Consider the Cost scale for Spacecraft 1Mcr can pretty much buy one of every reasonable tool in existence. The ships locker is an abstract way to deal with ship repairs, Equipment etc. Do I think a Fusion Cannon is in the ships locker probably not.. Would it include emergency vac suits for the entire crew. absolutely. It should include every "reasonable" piece of equipment that the players will need on a day to day basis and other parts depending on the ships mission. Beyond that that probably should be considered something the players need to purchase.
ReplyDeleteso from your list of things that would be automatically included.
Weaponry probably the first 5 Beyond that is player equipment. Things that are improvised weapons that are also pretty standard tools would most likely be there.
Clothing and Vac Equipment Everything for everyone is there.
Medical probably most of it some of it should already be players equipment. ie a doctor will own his own surgery equipment, as do marines have their field dressing kits. Anything that has to deal with radiation should be there from the right protection to medication. Considering Your flying around with a big fusion reaction on your back.
Your misc gear.
3,4,5,7,9,10,12 Questionable 2,8
alot of what is missing is already players gear. ie if you have Vac-suit you have a vac-suit, if your an engineer you have most of the tools, cutters, ect
The ships itself would contain enough spare parts for almost anything but critical damage as long as it has been keeping up its maintenance account. if you have a gun skill generally you should also have that gun.
I personally have no intentions of abusing it just using it for generic
The point of this is to be workable and above all fun. Games go best in my experience with limited resources to enable player creativity to shine, and a modicum of randomness to keep everyone on their toes.
ReplyDeleteSpace wrecked on a distant world? Ships locker has some knives, insufficient tents for all the crew and passengers, too much cold weather clothing when you got stuck in a desert, and the only survival expert is in the process of karking it because the owners were too tight to pay for antirads, much more fun and challenging than just to say, 'Oh we carry what's 'reasonable'.
What is reasonable differs widely. Should it always include emergency vacc suits for the whole crew? Yup say the Unions, buy your own say the bosses, pot luck whether there is one there when you go to look. (Unless the players use option 1 and say 'we want emergency vacc suits dammit, here's the dosh!') Maybe your campaign has a big nanny state that says no one flys without them, mine has none.
Forethought in resourcing is a player skill, a bit of player agency you don't want to take away. Being the guy who plays the medic who does happen to have a field surgery kit when a comrade gets his leg mauled by a spacebear you are a minor star of the session, being the lacksadaisical so-called medic who is forced to rummage through the ships locker hoping to find some proper scalpels, finds penknives (with widget for taking stones out a horses hoof!) and a low tech cutting torch and improvises... bigger star of the session, but not in quite the same way.
GM saying oh, sure you have a surgery kit - no chance for the player to shine, potentially fun and dramatic situation becomes instantly mundane, players drop into comas, GM dislocates jaw through yawning, universe implodes under sheer weight of mundanity...