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What should a merchant carry?

Leitz

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Okay, I've been away from the game for a while and never really was a gear head. I'm playing a merchant doing some idea-hopping and expect to get into a few interesting space places.

What sort of equipment should he carry? My belief is that he has access to anything of standard tech levels, and doesn't normally travel with a large bag.

Thanks!

L
 
Okay, I've been away from the game for a while and never really was a gear head. I'm playing a merchant doing some idea-hopping and expect to get into a few interesting space places.

What sort of equipment should he carry? My belief is that he has access to anything of standard tech levels, and doesn't normally travel with a large bag.

How is he travelling? High passage, middle passage, low passage, part of a crew, on his own ship? Is he travelling alone or as part of a group?
 
One of these in a pocket is all you need...

1_Imperial_Warrant.JPG


;) ...don't leave homeworld without it!

Or if you aren't that connected then this...

TravellersAidSocietyCardsmallfix2.gif


...is the next best thing.

More seriously, it'd depend on your background and skills...

Pilot doesn't really need much of anything.

Navigator might have a handcomp.

Steward probably a favorite set of knives (for preparing meals, not stabbing people, usually... :smirk: ).

Medic would have his kit and some medical drugs.

Engineer would have a trusted multi-spanner*.

Gunner doesn't really need much either, except when doubling (typical imtu) as security, then add a choiced weapon and some body armor.

Everyone in general, if skilled, a weapon would be a good idea in most games.

* Don't know what they do in other games but imtu it's a complete mechanical/engineering/electronics tool set in one (deep, reinforced) pocket sized unit, complete with a scanner and diagnostic comp. Not as fully versatile as the complete set of tools in the ship's locker, but it'll do most jobs and it's always handy. Doubles as an excellent club in a fight.
 
Okay, I've been away from the game for a while and never really was a gear head. I'm playing a merchant doing some idea-hopping and expect to get into a few interesting space places.

What sort of equipment should he carry? My belief is that he has access to anything of standard tech levels, and doesn't normally travel with a large bag.

Thanks!

L

The bag would lead me to believe character.

Belt with pistol (I'd recommend versatile Snub) knife or blade, med pouch, flask. Cloth or flak jacket, good boots (Spacers never know when they'll be tossed dirtside), change of clothes, undies, several socks, personal hygiene kit, chrono, mini-comp for books, games and planner functions. Some odd bric or bracks picked up as a spacer. Some Emergency rations and cash. Far-Traders Skill-gear as listed above.
 
Leitz,

Dan, Easterner, and Samuel have covered it all or nearly, so my 0.02 CrImps won't add too much.

- It doesn't matter whether you've the skill for a weapon or not. Remember, skill-0 or J-o-T will let you use a weapon without penalties. Pack both a small blade of some sort and a pistol as carrying them won't cause too much trouble anywhere but places with the highest law levels or security concerns. A concealable knife (wrist, belt, or boot) and the lovely snub pistol are your best bets.

- Your original post did say the PC in question is a merchant, so I'm assuming there won't be too much gunslinging going on. However, if they did pick up a long arm weapon skill in chargen, you might as well have them pack that in their ruck too. (I always loved CT's SMG or shotties for non-military PCs who received a long arm skill in chargen. Lots of close range boom-boom for PCs with non-gropo backgrounds.)

- Aside from the usual work clothes, I'd pack away some formal combinations too. They're a merchant so they'll be closing deals with a variety of people in a variety of situations. They might not have time to rent formal duds before that meeting with that broker on Arglebargle-IX, but they should be able to throw something somewhat formal together out of their ruck. Planet-bound people who routinely deal with travellers, like traders, brokers, and the like, won't expect said travellers to show up in the local equivalent of the grey flannel suit. They will expect travellers to make the effort however as it's a simple sign of respect. You aren't going to sign that million CrImp shipment over to a fellow who shows up in grimy coveralls.

- Cash is always a good idea but it has it's problems too. It's (usually) harder to trace and (usually) easier to use, but large amounts can be bulky and conspicuous. Each piece of US paper currency, which 3I CrImps are seemingly modeled on, weighs about 1 gram and is about 65.cm by 15.5cm, so weight and volume can quickly add up. Some worlds may also require the use of local currency beyond the extrality while also having officially fixed exchange rates that have no basis in relation to reality. (I'm looking at you Zimbabwe.) Arglebargle-IX spondulick may be nothing more than wildly colored bum wipe and it's 5-to-1 exchange rate with 3I CrImps may be laughable, but that can seriously effect your money belt if you either can't or don't have the time to find black market money changers.

- There is another way to carry around large, readily usable sums without either using "e-fund" cards the authorities can easily watch or toting a five kilo brick of CrImp notes that attract the interest of every Whipsnade from here to Antares. Let me introduce the concept of "portable wealth". Your merchant should have several thousand CrImps invested in small, easily concealed, easily exchanged items like gemstones, objets d'art, postage stamps, jewelry, and other similar things. Those items would be carried when needed in a small "grouch bag" around the merchant's neck, otherwise they'd remain secreted aboard ship or in the merchant's quarters.

- As a player, I always carried a roll of 0.25 CrImps coins, aka "quarters", and a spool of "fishing" line. Both can be used in many interesting ways. For instance. the roll of coins makes for a lovely "equalizer" when enclosed in one's fist as I learned during my days with the Fish Patrol.

- Finally, while as a GM I never counted small personal first aid kits towards a PC's personal load, I also never assumed a PC was carrying one unless they told me. In the 57th Century, I assumed a kit the size of paperback book could give you quite a lot of first aid bang for your buck.

Hope all this nonsense helps.


Regards,
Bill
 
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Pilot doesn't really need much of anything.

Navigator might have a handcomp.
I am a firm believer in using the lowest tech possible. A circular slide rule like the flight computers used in WW2, and still taught in flight schools today.
Steward probably a favorite set of knives (for preparing meals, not stabbing people, usually... :smirk: ).
A rolodex of contacts at every port who do anything. The people to see in case a passenger needs something.
 
One of these in a pocket is all you need...

1_Imperial_Warrant.JPG


;) ...don't leave homeworld without it!

Or if you aren't that connected then this...

TravellersAidSocietyCardsmallfix2.gif


...is the next best thing.

In Robert Asprin's Phule's Series the hero's cred card is Dilithium level, so no cheap 4th rate basic or 2nd rate Gold/Platinum please.
 
One of these in a pocket is all you need...

1_Imperial_Warrant.JPG

...Until someone steals your pants... ;)

Many paranoid players (and who makes them paranoid, I ask you?) insist on wearing a 'skinny' vacc suit 24-7. A pouch holds a head bag and a canister of air to last several turns. (A 'beercan' will last about 10 mins at TL7). At the TL of the suit, 'Thunderball' cigar canisters or fully integral rebreather apparatus may be the norm.
 
Well, I distinctly favour the "tailored vacc suit" issued to IISS scouts. Looks more or less insuspicious like a work overall, offers protection to the elements and light ballistic weapons, is comfy and climatized - and if You remember to have brought along Your gloves, fold-out helmet and pressurized air package You should be fine for a few hours in these nasty vacuum environments Your parents always were warning You about. But as it was a DGP supplement (World Builders Handbook if memory serves - or was it the MT-GM screen? Would have to look at home) You may not find it anymore.
For a techie I always have a small set of tools on character - minitoolset of the according TL. Of course, one usually will have negative modifiers with it but one can at least try.

And depending on Your GMs perspective to the possibilities of Traveller Tech You may also have a translator with several language chips on You. The high tech versions may even offer non-accoustic means of basic communication. And trying to act out a more or less mechanical voice that uses artificial emotions to emphasize can be fun ;)
 
One of these in a pocket is all you need...

1_Imperial_Warrant.JPG
Until you run into someone who wants to know how you got your hands on it :D. Then you won't need anything for the next 30 years, since you will be getting your room and board at the expense of a generous Imperium.


Hans
 
Wow, lots of great answers! Thanks!

"Merchant", in this case, is a character who tends to do some speculation and enough varied skills to work passage aboard the ship carrying his cargo. For example, he may buy 3 tons of stuff and serve as pretty much whatever crew slots aren't filled. Of course, the Art(Chef)-2 really comes in useful. :)

The DM for the game shared an idea about a ring that trades business information, the "modern" equivalent of a business card exchange. Obviously portable computer, a few writing instruments, a log book.

Awesome!

L
 
Well, I distinctly favour the "tailored vacc suit" issued to IISS scouts. Looks more or less insuspicious like a work overall, offers protection to the elements and light ballistic weapons, is comfy and climatized - and if You remember to have brought along Your gloves, fold-out helmet and pressurized air package You should be fine for a few hours in these nasty vacuum environments Your parents always were warning You about. But as it was a DGP supplement (World Builders Handbook if memory serves - or was it the MT-GM screen? Would have to look at home) /QUOTE]

Grand Survey, page 22, 1986, Digest Group Publications
Grand Census. Inside Back Cover, 1987, DGP
Also in World Builders Handbook by DGP but I lost mine some years ago :{
 
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Skinsuits, tailored suits etc.

Now that Merchant is happy, let the threadjack begin.

Yes paranoid players want to be in protective garments 24/7, because it's a game not real life.

However as far back as WW2 the army (USA & Fallschirmjager) found coverall type garments did not get it done, and a Vacc St is the mother of all coveralls.

Note pilots, flight suit in combat, shirt pants back at base.

Now what the US found is crews hated coveralls when such had to be worn all the time i.e. tank crew. It was difficult to use the freshers wearing one. That and that alone did away with them in ground combat.

The FSJ wore coveralls to cover their belts and suspenders, FSJ parachutes were unique and carried you down located on your mid-spine rather than from the shoulders as did all other parachutes. You literally hit the ground running, not rolling around. However they had to take coveralls off, remove belts put coveralls on re-add belts. cute in training, death in battle. So they added snaps, Tuck coveralls behind belts, re-snap later.

In Trav in addition to fresher unfriendly you'll find females get constant yeast infections, toes get fungus, those who don't have bodies by Hollywood will look like crap, psychologically if not actual, in form fitted suits. What happens when some admiral or Duke visiting the fleet is wearing one? Can't get it off fast enough and has an accident? Movers and shakers don't like embarrassments and they'd get banned so quick your head would spin. They reappear in a century, do over. Oh and some skinsuits have a collar on them to attach a helmet, thunderthighs and beer bellies won't be able to get through the ring.

So tailored suits aside (I vaguely recall that term) Scouts wear whatever they please, that's one of the draws of Scout service.
 
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Depends.

A Pilot or Nav will have whatever the working uniform is. I prefer that to be some sort of emergency suit that they put on the gloves and a pull over hood and they have a half hour or so to get to a real suit or recharge station. Some sort of belt tool, good for opening packages and trimming nails and such.

Eng will have a lot tougher working suit, much much more and better tools, welders, scanners, some sort of combo eye and ear protection and PRIS type headgear.

For all, a combo device that is cell type phone for linking into down port systems, music and video player, and reader.

The purser will have much fancier type gear of the above.

Any PC will have knives and pistols stashed away.

I had a ships boat pilot with the tougher emergency suit, and a bunch of tools and survival stuff in a vest like a modern aircrew, and an ACR stashed in a rack near his seat.

I can't see guys walking the ship with rifles and combat armor, I can see them in ship's suits and body or snub pistols.
 
Skinsuits, tailored suits etc.

In Trav in addition to fresher unfriendly you'll find females get constant yeast infections, toes get fungus, those who don't have bodies by Hollywood will look like crap, psychologically if not actual, in form fitted suits. What happens when some admiral or Duke visiting the fleet is wearing one? Can't get it off fast enough and has an accident? Movers and shakers don't like embarrassments and they'd get banned so quick your head would spin. They reappear in a century, do over.

So tailored suits aside (I vaguely recall that term) Scouts wear whatever they please, that's one of the draws of Scout service.

I think that has been solved, at high TL7, in real life with the new fabrics. Rashes and infections are pretty much a thing of the past in the military. Cops can wear armor now on the hottest days with the new super underwear.
 
One of these in a pocket is all you need...



;) ...don't leave homeworld without it!

Or if you aren't that connected then this...

TravellersAidSocietyCardsmallfix2.gif


...is the next best thing.

:rofl:

Gotta make up that HIVERCARD I keep putting off..."Don't pull strings without it!"

>
 
I always thought a merchant mostly needed a thick wallet with plenty of creds to spread about so he could make more creds to spread about.

Do TAS cards accumulate jump miles when you make purchases?
 
a solution to the problem with overalls...Have a trap door in the butt like kids pajamas. Not a solution I think is that great. Good for a laugh or two.

Maybe some smoke or a holoprojector for those fast emergency get aways. A hand computer and sidearm and a leatherman or Swiss army knife. Some valuable treats be they cigars chocolate or alcohol; something to offer when making a deal and getting the trust of locals.
 
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