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How much Cr... I mean Stuff do your characters acquire

Sir Brad

SOC-13
Most of the time it doesn't matter because they normally have access to a ship and can just throw their junk in the hold, but if you've bean travelling without a starship it becomes an issue as I've just rediscovered with a character I'm GM'ing who has struck off on her own again.

now she has a small armoury that she has just kind of acquired including a pair of Accelerator Rifles (one Zho one Imp pattern), a pair of Combat Snub Pistols (again one Zho, one Imp pattern) an Imp pattern ARL, a Zho Laser Rifle, an Imp pattern ACR (with under barrel RAM), near on a dozen short blades of various types. Body Armour includes a custom fitted concealable BW vest, Imp & Zho pattern Combat Environment Suits and a suit of Zho Guards Combat Armour with quite a few accessories, all up including Ammo and Hard Cases 80KG worth (thank the higher powers she hasn't held on to some of the other weapons & combat gear that have cycled through her hands over the years)

she has around an other 20+ KG worth of Adverse Environment & Weather gear and Vacc-suits

and that's before you get to her wardrobe and personal electronics, call that another 100 or so KG worth.

with her other gear I'd say she has close to 300kg in stuff, some of it quite bulky.

IRL the character has bean bouncing around for about three or four years and about six game years, she's quite wealthy (5-7 Mcr in various currencies) just not 100% down on a Starship wealthy and doesn't have the skill set to run anything bigger than a Type S let alone start a venture that could cover the repayments.

so how much Cr... Stuff do your ship-less Travellers lug about?
 
I've only had one traveller group in the last 20 years without a ship. And they were the active duty campaign.
 
My guideline is the baggage allowance for passage: 100 kg of stuff.
Is that 100kg weight or 0.1 dT?

Somewhere in my notes I have the dimensions for a 0.1 dT footlocker. I'm planning to write this up as the standard shipboard footlocker. Cabins have dedicated space and fastenings to accomodate such lockers.


Hans
 
0.1 Td, more properly 1.4 cubic meters, is a HUGE locker. That's a wall locker, not a foot-locker.

A typical army large C footlocker is about 0.1 cubic meters. 33.5x16x12 inches. And is 1/4" thick plywood.
 
0.1 Td, more properly 1.4 cubic meters, is a HUGE locker. That's a wall locker, not a foot-locker.

A typical army large C footlocker is about 0.1 cubic meters. 33.5x16x12 inches. And is 1/4" thick plywood.

Hum. I must have gotten my figures wrong. Perhaps it's the size of a standard cabin wardrobe, designed to contain all of a passenger's luggage?


Hans
 
In my opinion any ex-military adventurer would follow a similar pattern to a civilian one with a weapons license.

Survival gear, such as extreme weather clothing, respirator and so forth;
hand computer,
communications device,
vac-suit,
maybe low-light/IR goggles, combo if available,
one pistol-sized weapon, one rifle/SMG-sized weapon, one dagger or blade or baton/stun club.

Of course, my ex-scout had a Serpent-class scout and he had the above plus an electronics kit, mechanics kit, cloth armor and a couple other things, but usually most of it was left aboard ship (I only took the cloth when I expect combat).
 
PC's collect stuff, it's a fact of life, Planet X women folk ain't allowed to where pants, Planet Y the characters favoured colour is restricted or illegal, Planet Z you need that formal-where to infiltrate the State Dinner. all these call for the players to expand there wardrobes.

constantly useful gear regardless of Mass or Bulk gets retained, doubly so if it's expensive or difficult to obtain.

then Weapons, PC's love to collect them, never know when you'll need gun X and it's beyond local Law Level, then their is trophying from "Worthy Opponents" or just because the GM made the gun/knife sound cool.

even careful characters will accumulate, the non-ship traveller I GM is not very materialistic, but in six game years she's accumulated around 300KG of stuff, an other character I GM in four game years has converted two of the staterooms on her Type S to Storage to keep her tiny hold free. a Merchant character I play is bumping up against 1/2 mass ton of gear, admittedly he's got a lot of tools. then I've got an Ex-Army Merc who has a 2 D-Ton shipping container full of Guns and a 1 D-Ton container for his armourers workshop.
 
One Ton Container. Well, if a character has more equipment than he/she can carry, then of course they can find a tramp trader willing to take on an odd-lot of freight for Cr1,000 per ton. KCr1 is usually affordable to players who have a lot of stuff already.

Four Ton "Cargo Stateroom". If he can find a 4 ton cargo container, complete with (basic) power, then the character practically has his own little storeroom in the cargo bay - if he's allowed in the cargo bay, that is - shipped for KCr 4. They probably cost around KCr 200, have no appreciable armor, are sealed but lack life support, and only need maintenance once a year at 1% total cost.

Ten Ton Pod Hull. For the truly discriminating traveller, though, we have the Pod -- a ten-ton pod hull, built with starship-hull metals, powered, and even boasting lifters for emergency reentry. Basic life support guarantees up to 40 person-days' survival in case of disaster. All this plus ten tons of freely configurable space. Add an airlock (0.5 tons, MCr 0.1) and you can store anything you like. An unstreamlined 10t pod hull costs KCr 500. Yearly maintenance applies. Transporting one of these in a free trader would cost the owner KCr 10 per jump.
 
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I have this amusing little image of Shipless Travellers scooting down the Star Port concourse, baggage carts piled high with hard cases festooned with security bond stickers from a dozen worlds. Suit bag hung from the front, Gym bag over one shoulder, Laptop bag over the other and trailing a trolley bag perpetually late for their connecting ship because they have spent the past week in customs filling out endless forms and explaining why they need things like custom Haz-Mat Suits and Derelict Fire Anti Armour High Energy Weapon, Field Trauma Surgery kits, a dozen different high range tranquillisers, ECM enhanced Therm-optical Camouflage Body-armour, Augmented Individual Restraints, Professional Quality Security Bypass kits, Inflatable Humanoid decoys and several million in Folding Money and Negotiable Bonds (not all of it from friendly nations) just to attend a poetry reading. and why would an Adventure Sports Trauma Surgeon with a background in Special Forces & Intelligence Operations and who's interest in the "Arts" seams to extend only as far as Varg playing Cards, Darts & Pool and a very eclectic ⌧ collection if the storage medium of their computer is anything to go by be interested in it in the first place especial when there is no indication he even speaks what it's to be read in?
 
I know, this one's been around for a while, but I thought I'd put my two Cr worth in:

I see two situations going on here. First, the character is on her own and without her own ship. Hence, she's either booking or working passage from world to world. Her baggage allowance is going to be according to High/Medium/Low Passage restraints, plus extra tonnage if it's available and she's willing to pay for it.

I imagine most ship captains are going to insist that weapons be locked away in the cargo hold rather than sitting in her stateroom, BTW.

Second situation is when she makes planetfall. She'll need some assistance getting the stuff from the ship to... wherever. And is she staying at a TAS hotel? Renting an apartment? Buying or renting a cargo van and putting everything in there? Renting a storage unit? Hiring porters to follow her around? The one thing she can't do is carry it all herself.

Make her describe what she's carrying--maybe even write down several different "loadouts" for different scenarios. She needs to take into account local law levels and societal customs (wearing battle dress to the shopping mall might not be illegal, but is it a good idea?), and also access, for when she wants to trade out that shotgun for a gauss rifle.

All just common sense stuff, really.
 
I try to keep them limited as to hardware and not very wealthy. Otherwise, coming up with challenging adventures starts getting a bit ridiculous.
 
Poverty is owning a starship.

you can also keep characters adventuring and living the hand to mouth lifestyle by putting in to there heads the idea of going 100% Cash Money Down on a ship.
 
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