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General ideas for ship's locker items

Please just post serious ones that might be useful to crew of a far trader exploring unknown worlds....many uncharted...
:CoW:
 
Please just post serious ones that might be useful to crew of a far trader exploring unknown worlds....many uncharted...
:CoW:

some basic things (though some would not really be in the ship's locker):

  • Neeldess to say, vacc suits (preferently tailored)
  • first aid kits
  • Communicator equipment
  • portable sensors (IR/LI googles, NAS detectors if available)
  • some light weapons (if posible lasers, as they don't ned ammo if you have power)
  • camping equipment
  • depending on dirtside transport scaling materials (ropes, nails, etc)
  • rations
  • Hand computers (to take notes, making maps, etc.)
  • lighting equipment
  • inertial compass (magnetic ones might be unrealiable)
  • tool kits
  • som lab material
And many more things, the list can be endless...
 
Are you asking for a minimum standard load-out, or useful random items that might get picked up over time? If the former, vacc suits, commlinks, basic wilderness survival kit, tent/pressure ball with oxygen. Better lists already posted above.

For the latter: tunable electromagnet, bulky but powerful. High tech grapple gun with line and integral heavy duty motor. One small robot, random design, disassembled. Bag of large synthetic gems suitable for industrial applications - possibly valuable on truly uncontacted worlds, but anything reachable by standard Jump isn't going to fall for it. High tech, ship-strength cable, shape and movement controllable from a pad on one end, but frustratingly difficult to control without the Remote Ops skill. An entertainment unit pre-loaded with Beethoven's symphonies and hours of whale song, one or both of which are known to please 90% of all sapient races that can perceive the sound. Whisky, tobacco and DMT, which are surprisingly effective on many alien species as long you test for toxicity first. Cheap low tech knockoff grav belts, bulky and prone to burning out after repeated use.

For myself, I've gone full meta. Sum the party's Mechanic, Survival and Jack of all Trades skill ranks, and that's how many slots the ship's locker has for significant items chosen at need. If the group wants it, they write it down and get it, but that fills up a slot. Minor items, a shovel or rebreather or whatever, don't fill slots. No need to sit down beforehand and figure this out.
 
Repair, diagnostics, maintenance and survival.

And that's if it's fully stocked and cared for.

Chances are that if you're flying under a flag of convenience, the locker will have substandard items, if you're lucky, and non functioning or non existent equipment, if you're not.
 
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