So you're in space, and your power plant fails. Most likely you're about to be boarded, and that's it's own set of problems, but maybe it's something else. Main power is now gone. Any decent system will be able to send out rescue pretty quick, but you might be someplace where you can't expect a quick rescue.
First, you are not entirely without power. CT/MT canon says you have batteries normally used to start the fusion drive which can be tapped if you have no realistic expectation of getting the power plant started again. CT Book 2 p. 6 says, “Batteries will provide life support and basic lighting for 1D days.” One presumes they will also power vital emergency equipment like the radio. MT also talks about batteries: Starship Operator's Manual describes a warship working off batteries for two weeks. Other versions no doubt have their own emergency power arrangements. So, you have life support and lighting and maybe radio for a while. Life support is defined as oxygen and CO2 scrubbers and maintaining a livable temperature and water. You do not have artificial gravity; best start handing out the Dramamines. How that water is delivered might be limited to conserve power and prevent problems - water floating about is a pain and possibly hazardous. Don't expect the toilets or faucets to work, but the crew will have a way to fill bottles from which you can suck water, and there'll be some sort of emergency way to take care of the output issue. You'll most likely bring everyone together into one section so you can depower the other sections to conserve power for life support. That's not a problem for traversing through an unpowered section - no one's using the air in there - but it's likely to get hot in those unused sections
It's likely key emergency lighting systems have their own integral batteries, just in case something takes out the electric grid. The exit sign over the bulkhead door will stay lit, and there'll probably be something like little LEDs along the edge of walkways providing just enough light that people can find their way.
IMTU, there is a small emergency fusion generator located at the bridge: power output is meager compared to your main power plant but if your fuel tanks are intact you can keep life support going for months. Food is your only problem at that point; keep plenty of emergency rations in the Ship's Locker. if your fuel tanks are not intact, ships also carry solar cells integral to the hull. Most civilian ships are going to and from worlds in the Goldilocks zone. There's not a lot of power there, may vary quite a bit depending on your ship's position with respect to the local sun or if you're farther out, but it'll keep the lights on indefinitely and ease demand on the batteries. Other handy thing to carry in the Ship's Locker are chemical O2 generators and CO2 scrubbers and some bottled water in case the batteries give out or the ship's electrical grid is shot.
The low berths are a potential problem, 10 kilowatts each. That's about as much as each awake person is using for life support, assuming you've brought everyone together to the extent possible and aren't trying to keep the whole ship's life support running. Not much point waking them, it's not going to save you any power. A better idea is an alternate power source. I use radioisotope generators, drawn from existing real-world tech. They don't put out much power in the Traveller scheme of things, but there's enough there to power the low berths, and they can continue providing power for years, which means you've got a mechanism for players to survive something like a misjump to deep space: send a radio signal to the nearest inhabited star system, hope to heck they can pick up such an attenuated signal at that range - an adequately populated world with a decent starport should be able to if it's something they expect to happen - then take up residence in the low berth and wait a few years for the signal to get there and for a rescue to jump out.
First, you are not entirely without power. CT/MT canon says you have batteries normally used to start the fusion drive which can be tapped if you have no realistic expectation of getting the power plant started again. CT Book 2 p. 6 says, “Batteries will provide life support and basic lighting for 1D days.” One presumes they will also power vital emergency equipment like the radio. MT also talks about batteries: Starship Operator's Manual describes a warship working off batteries for two weeks. Other versions no doubt have their own emergency power arrangements. So, you have life support and lighting and maybe radio for a while. Life support is defined as oxygen and CO2 scrubbers and maintaining a livable temperature and water. You do not have artificial gravity; best start handing out the Dramamines. How that water is delivered might be limited to conserve power and prevent problems - water floating about is a pain and possibly hazardous. Don't expect the toilets or faucets to work, but the crew will have a way to fill bottles from which you can suck water, and there'll be some sort of emergency way to take care of the output issue. You'll most likely bring everyone together into one section so you can depower the other sections to conserve power for life support. That's not a problem for traversing through an unpowered section - no one's using the air in there - but it's likely to get hot in those unused sections
It's likely key emergency lighting systems have their own integral batteries, just in case something takes out the electric grid. The exit sign over the bulkhead door will stay lit, and there'll probably be something like little LEDs along the edge of walkways providing just enough light that people can find their way.
IMTU, there is a small emergency fusion generator located at the bridge: power output is meager compared to your main power plant but if your fuel tanks are intact you can keep life support going for months. Food is your only problem at that point; keep plenty of emergency rations in the Ship's Locker. if your fuel tanks are not intact, ships also carry solar cells integral to the hull. Most civilian ships are going to and from worlds in the Goldilocks zone. There's not a lot of power there, may vary quite a bit depending on your ship's position with respect to the local sun or if you're farther out, but it'll keep the lights on indefinitely and ease demand on the batteries. Other handy thing to carry in the Ship's Locker are chemical O2 generators and CO2 scrubbers and some bottled water in case the batteries give out or the ship's electrical grid is shot.
The low berths are a potential problem, 10 kilowatts each. That's about as much as each awake person is using for life support, assuming you've brought everyone together to the extent possible and aren't trying to keep the whole ship's life support running. Not much point waking them, it's not going to save you any power. A better idea is an alternate power source. I use radioisotope generators, drawn from existing real-world tech. They don't put out much power in the Traveller scheme of things, but there's enough there to power the low berths, and they can continue providing power for years, which means you've got a mechanism for players to survive something like a misjump to deep space: send a radio signal to the nearest inhabited star system, hope to heck they can pick up such an attenuated signal at that range - an adequately populated world with a decent starport should be able to if it's something they expect to happen - then take up residence in the low berth and wait a few years for the signal to get there and for a rescue to jump out.