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Basic adventurer equipment?

My characters loadout. All is carryable at once. Bigger items likely kept on ship/air raft as needed. Some locations require less overt gear. i.e. Startown drinking, Startown looking for 'trouble', Baron's formal party. Weapons are characters choice too.

EQUIPMENT
Body Pistol Cr. 500 4 clips 20Cr
Pocket holster
Auto Snub Cr. 200 5 clips 4 HEAP, 1 Tranq 20Cr
Shoulder Holster
Flechette pistol Cr. 250 5 clips 10Cr
Crossdraw Holster
Gauss rifle Cr. 1,500 7 clips 40Cr
Ammo Cr. 510
2 Marbles (Knife) Cr. 350
TL 10 Comms Cr. 250
Hand Comp Cr. 50
Security Kit& Cr. 1,700
C. E. Kit TL8# Cr. 500
Survival Kit* Cr. 50
Backpack! Cr. 25
Watch Cr. 10
1st Aid kit Cr 125
Pressure Tent Cr. 2,000
Imp Flak Jack Cr. 300 Armor 6
Reflec Cr. 1,500 Armor 10 vs. Laser
Clothes Cr. 50
Mine Boots Cr. 50
Swim trunks Cr. 10
Cr.12,275

In kit*
Small knife
Fire-starting equipment
Blanket/poncho
4 days’ preserved rations
Water bottle
Compass
Light cord or string
Mirror
Water purification tablets
Survival manual

In Kit&
2 batons,
2 autopistols, 6 magazines
200 rounds of ammunition
2 combination masks
2 short-range communicators
1 metal detector
4 sets of handcuff
1 IR binoculars and
2 electric torches plus belts and webbing to hold all the gear.

In C.E. Kit#
Spades, entrenching tools
Wire cutters
Probes
Marking tape
Metal detector
Explosive strips

In Backpack!
Geiger Counter Cr. 250
Elec Binoculars Cr. 750
Motion detector Cr. 1,000
Inertial Locator Cr. 1,200
Atmo Sniffer Cr. 150

Working Gear
Web belt with crossdraw Flechette Pistol
Canteen
Hand Cuff
Torch
Comm
1st Aid Kit
Shoulder holster Snub
Marbles in pocket
Compass in pocket
13 mags on belt pouches
3 BP mags in pockets
1 Mag loaded per weapon (4)

You sure all that will fit in an 82dton cargo hold?:rofl:

No filter masks/respirators/vacc suits?

And tootsie rolls, got to have tootsie rolls.
 
My list, amended after reading more posts!

This is stuff I assume every character will have, when given minimal prep time, even if the player doesn't mention it.

* ID
* comm (worry-free, with hands free data, location, and time services).
* adequate basic environmental protections, day and night, where needed.

I also assume the following, though not typically carried by everyone else:

* armband sensor (rad, atmo, etc).
* binox (or trinox if you have 3 eyes...)
* belt with multitool & canteen.
* backpack with (light, cord, first aid kit, rations, any environmental equipment not in use).
 
Some device (maybe a button on the comm, maybe something more unobtrusive in case comm has been taken) that silently alerts the ship and all cohorts "I am in trouble at location xxxx," possibly with refinements to allow specification of how bad the trouble is.

Great list.

I like the idea of a panic button, and I think at TL10 travellers could easily get wristwatches that look like a cheap TL 7 wristwatch, but contain a panic button, library data, GPS synched to the ship, bluetooth, etc.; without it being expensive spy gear. Like carrying this on a planet stuck in a Victorian England TL - http://www.gadgetking.com/2008/05/29/hi-tech-digital-pocket-watch/
 
For traveling by air, I have a backpack with medications, netbook, and kindle, a light and also rain resistant jacket, and snack bars, as well as chargers and travel documents (printed passes, car and hotel reservations...).

On my most recent trip I checked a bag with my pocket 38, Nemisis pocket holster, a 50 round box of ammo (US air regs require the ammo in a box, not a strip or speed loader), an LED two AAA flashlight, and a Leatherman juice (it has all the blades and bits and such for 90% of urgent jobs, plus the wine opener). I have a swisskey cutter/very small bits on my keychain, along with a keyring/beer bottle opener I got from Sierra Nevada. Smartphone in pocket with buds in the backpack.

My checked bag also had the changes of clothes, flip flops, shaving/tooth stuff...

I went to Denver in the winter two years ago and had a coat, hat, and gloves I jammed on the front of the backpack with the straps it had for that purpose.

I would have to believe most 3I travellers would do much the same. Checked firearm, meds and simple tools, the equivalent of the smartphone/tablet, the things needed to do their job (tools/netbook/laptop/brain link box...), and enough clothes/mask/coat for a few more days--maybe a week-- between cleanings and appropriate for the air/weather at the destination.

As for firearms, I didn't take one a few months ago when going to a weekend drinking event, because I would be drunk, and because I wasn't checking a bag otherwise. I also have instead packed my M92FS with holster and mags when going somewhere I feel is more risky, even though it would make me sad to have that gun stolen by the workers, as opposed to the cheaper and less fun pocket 38.
 
My characters loadout. All is carryable at once. Bigger items likely kept on ship/air raft as needed. Some locations require less overt gear. i.e. Startown drinking, Startown looking for 'trouble', Baron's formal party. Weapons are characters choice too.

EQUIPMENT
Body Pistol Cr. 500 4 clips 20Cr
Pocket holster
Auto Snub Cr. 200 5 clips 4 HEAP, 1 Tranq 20Cr
Shoulder Holster
Flechette pistol Cr. 250 5 clips 10Cr
Crossdraw Holster
Gauss rifle Cr. 1,500 7 clips 40Cr
Ammo Cr. 510
2 Marbles (Knife) Cr. 350
TL 10 Comms Cr. 250
Hand Comp Cr. 50
Security Kit& Cr. 1,700
C. E. Kit TL8# Cr. 500
Survival Kit* Cr. 50
Backpack! Cr. 25
Watch Cr. 10
1st Aid kit Cr 125
Pressure Tent Cr. 2,000
Imp Flak Jack Cr. 300 Armor 6
Reflec Cr. 1,500 Armor 10 vs. Laser
Clothes Cr. 50
Mine Boots Cr. 50
Swim trunks Cr. 10
Cr.12,275

In kit*
Small knife
Fire-starting equipment
Blanket/poncho
4 days’ preserved rations
Water bottle
Compass
Light cord or string
Mirror
Water purification tablets
Survival manual

In Kit&
2 batons,
2 autopistols, 6 magazines
200 rounds of ammunition
2 combination masks
2 short-range communicators
1 metal detector
4 sets of handcuff
1 IR binoculars and
2 electric torches plus belts and webbing to hold all the gear.

In C.E. Kit#
Spades, entrenching tools
Wire cutters
Probes
Marking tape
Metal detector
Explosive strips

In Backpack!
Geiger Counter Cr. 250
Elec Binoculars Cr. 750
Motion detector Cr. 1,000
Inertial Locator Cr. 1,200
Atmo Sniffer Cr. 150

Working Gear
Web belt with crossdraw Flechette Pistol
Canteen
Hand Cuff
Torch
Comm
1st Aid Kit
Shoulder holster Snub
Marbles in pocket
Compass in pocket
13 mags on belt pouches
3 BP mags in pockets
1 Mag loaded per weapon (4)

Hmmm, looking at this load-out, if I were Game Mastering it, my first priority would be to separate you from as much of it as possible, as quickly as possible. Either that, or toss you into an adventure where it does you absolutely no good whatsoever.
 
Hmmm, looking at this load-out, if I were Game Mastering it, my first priority would be to separate you from as much of it as possible, as quickly as possible. Either that, or toss you into an adventure where it does you absolutely no good whatsoever.
I don't like to target a character specifically, but at the very least I'd feel justified in having every police department and security force who spots him take an active interest in his activities.

A high law level will eliminate the ironmongery anyway.

How much does the whole kit and kaboodle weigh?


Hans
 
Hmmm, looking at this load-out, if I were Game Mastering it, my first priority would be to separate you from as much of it as possible, as quickly as possible. Either that, or toss you into an adventure where it does you absolutely no good whatsoever.

Time to have an adventure focusing on the Church of the Papal Mainframe...

D.
 
OK doubting Thomases.

I do have combo masks. They're in the security kit.

1) I always try to have Scout career and usually end up with a ship.

2) Unmentioned is my characters usually are involved in salvage hence the digging set, no salvage, no need to carry about.

3) Weight. As the last section shows I rarely carry all, just the most likely needed. The survival kit is belt mounted. also not mentioned often enough in the rules is all this endless TL-5-7 gear that was a staple of GDW's days that still exist in the far future, but it sure weighs less and where feasible is smaller. However the security and digging sets go in one hand each and the rest on body or pack.

CE kit= 15Kg Never needs to be carried unless at salvage site.
Sec kit= not listed but about 10Kg. It's designed for two persons and belt fitted gear inside. Rarely needs to be carried about.
Surv kit= 0Kg belt mounted
Gauss Rf= 4Kg

4) Other gear negligible when carried about the body. I carry a Walther P99 or PPK everyday, forget I have them as the don't weigh me down, unlike M1911 or Glock 20 which did.

4) This is all the gear I start with. I clearly stated it's adjusted by circumstance.

5) L.E. will have no interest in me at all, law level covers that. I've walked down the street with two belted pistols, a rifle in hand and watched the cop car zip past me utterly uninterested in me. Even fact I was dressed 100+ years out of date didn't faze them. But Az. isn't Copenhagen where such a display might garner some hassle. The Imperial Weapons Permit from MgT is helpful too.

6) In one game I was indeed separated from it, GM hit us up front and earlier than i anticipated. Couldn't get the CE back but I got my rifle, survival gear and security kit back.
 
5) L.E. will have no interest in me at all, law level covers that. I've walked down the street with two belted pistols, a rifle in hand and watched the cop car zip past me utterly uninterested in me. Even fact I was dressed 100+ years out of date didn't faze them. But Az. isn't Copenhagen where such a display might garner some hassle. The Imperial Weapons Permit from MgT is helpful too.

You need to think what happens if I leave my native turf, for example, if you are suspected of driving with a gun in your car in London you will be shot, your friends start a riot, Spurs season is ruined due to fixture pile up and your family sues for compensation.

Regards

David
 
* armband sensor (rad, atmo, etc).
* binox (or trinox if you have 3 eyes...)
* belt with multitool & canteen.
* backpack with (light, cord, first aid kit, rations, any environmental equipment not in use).

One of player's 'minimum' equipment would be subdermal armour, aslan cyber-claw and neural comm.

Regards

David
 
3) Weight. As the last section shows I rarely carry all, just the most likely needed.
You're right. I'm sorry I carped. In theory I should applaud such attention to detail, but for some reason it put me off.

5) L.E. will have no interest in me at all, law level covers that.
I can't agree with that. Law level covers random interference from the local law. If you paint a big 'Person of Interest' sign on yourself, something more than just the standard LL throws are indicated.

The Imperial Weapons Permit from MgT is helpful too.
What's an Imperial Weapons Permit?


Hans
 
One of player's 'minimum' equipment would be subdermal armour, aslan cyber-claw and neural comm.
I actually rolled up subdermal armor for one of my six pre-gens. After just one term of service in the army to boot. I decided to let him keep it and made it a bureaucratic SNAFU. This sort of augmentation is only intended for career soldiers. And the Army hasn't mentioned anything about paying for the procedure.... Yet.


Hans
 
OK doubting Thomases...

Ah... I'm sorry, I am really the last person to give anyone crap about a characters equipment list given the list of crap that I *actually carry* around on a daily basis or have the potential for... (*cough* XDs or XDM(c) either with a Crossbreed *cough* or pickthebiggerknifeoutofthecaseinthemorning). Heck, that's before you count the two different medical kits in my car, the extra tactical flashlight in my car, or my range bag (with it's own medical kit), or my guncleaning case.

Two of those medical kits carry everything short of the needles to save from tension pneumothorax in the case of gunshot wound to the chest. All neatly packaged up in very small units. But there is a difference between what I carry on my person vs. what I have relatively quickly available.

I think that part of the interesting question becomes are the characters "professional adventurers" or are they something else. Are they "tacti-cool aficionados" or are they actual professionals who have come up with an EDC that meets their needs. Heck the sheer amount of stuff out there for folks who want to become an urban survivalist is pretty amazing. What would be a great Traveller supplement is the high tech equivalent to one of those glossy catalogs with high-priced survival and combat gear for the people with more money than sense.

Perhaps what needs to be added to the concept for the "everyday character" beyond EDC, is the what do they have in their BOB (Bug-out Bag). That might be worth some additional discussion as well. It's also worth doing a Google search on that as well.

D.
 
Rules

You're right. I'm sorry I carped. In theory I should applaud such attention to detail, but for some reason it put me off.

I have never made a post that didn't rankle you. We've been enemies for years. Fortunately we're friendly enemies.



Obscure rule in Cent supply catalog
Category 4: Military Equipment
Category 4 weapons are treated much as Category 3 but restrictions
are tighter. Service as an accredited mercenary or similar employment
is usually required. Imperial personnel leaving the service with a
“Weapon” benefit are assigned a permit for its use and ownership
and retain this unless it is revoked. Some localities permit such
persons to retain their weapon even if normally prohibited by local
law but most do not consider even a weapon of honour to be above
local law.
 
I have never made a post that didn't rankle you. We've been enemies for years.
I'm afraid that had completely escaped my notice.

Fortunately we're friendly enemies.
I'm glad to hear it.

Obscure rule in Cent supply catalog
Category 4: Military Equipment
Category 4 weapons are treated much as Category 3 but restrictions are tighter. Service as an accredited mercenary or similar employment is usually required. Imperial personnel leaving the service with a “Weapon” benefit are assigned a permit for its use and ownership and retain this unless it is revoked. Some localities permit such persons to retain their weapon even if normally prohibited by local law but most do not consider even a weapon of honour to be above local law.
What a relief. I feared that it would be some sort of license that overrode local laws.


Hans
 
What's an Imperial Weapons Permit?
Hans

I think it comes from T20, it's the right to own a weapon & cites why the award was made.

On a Law level 6+ world I rule, it doesn't include ammo & the weapon must be
kept in an steel lock up box, I even made one PC wear an electronic tag on a TL8 law level 9 world,

Regards

David
 
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