Starting Gear - Advice Needed

Discuss the Traveller RPG and its many settings
Imeanunoharm
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Postby Imeanunoharm » Tue Jul 19, 2011 8:23 am

Don't forget your towel.
Liam Devlin
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Postby Liam Devlin » Tue Jul 19, 2011 8:32 am

alex_greene wrote:I imagine that every character starting play will have something like the following:-

- One standard work uniform relevant to their service (Agent, Army, Navy, Marine, Scout)
- One standard dress uniform relevant to that service (imagine someone living long enough to serve a decent amount of time in all five services)
- Medals, decorations, combat ribbons pertaining to actions conducted while serving (times spent on the battlefield, under combat conditions)
- Discharge papers
- whatever their mustering out benefits give them, plus repair kits for things such as weapons
- One vacc suit
- Vacc suit repair kit
- A data crystal containing all the character's personal communications (family, loved ones etc)
- One suitcase full of civilian clothes
- Cash benefits in the bank, some loose change in his pockets
- The clothes on his back.

That is what I thought the thread was going to be about. :)
Concur!
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barnest2
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Postby barnest2 » Tue Jul 19, 2011 2:21 pm

GypsyComet wrote:
Solomani666 wrote:
How about twin snub pistol implants.

.
WHile I realize that a lot of folks pan it, Alien Resurrection has a really good example of why this is a bad idea...
huh? Explain? Have I forgotten something from that movie?
locarno24
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Postby locarno24 » Tue Jul 19, 2011 2:41 pm

I'm a turrent gunner and face man with some decent close combat skills (12 Dex with Melee blades 1 and gun combat 1). I also have a weapon/armor benefit from mustering out of the navy if anyone has advice on that as well. I appreciate any advice or help. Thanks!
A naval cutlass is surely a must, then!
The accessories maketh the man, after all...
Besides which, a clean, well maintained and openly worn cutlass over what is clearly an ex navy uniform adds an air of rakish respectability to the face man. Plus you can sneer derisively at any cad who suggests you divest yourself of your service arms (i.e. you'll have a much better chance of being able to carry it openly on a planet than a big combat knife or something)

CommDots! Everyone should have an encrypted CommDot for private communications with other members of the group.
Radio comms is good. I'd recommend at least one person in the party have a transceiver with the range to reach out and yell "ohgodohgodohgodwe'reallgonnadie" without being dependent on a local comm network that might not be there the one time you really need it.
Don't forget your towel.
Indeed. Make sure that the galaxy knows it's dealing with one seriously hoopy frood who knows where his towel is.

Some body armour is good, but discrete tailored stuff is generally best; as noted - poly carapace plate is excellent protection from muggers but less so from the SWAT teams whos interest it invariably attracts!
Understand that I'm not advocating violence.
I'm just saying that it's highly effective and I strongly recommend using it.
klinktastic
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Postby klinktastic » Tue Jul 19, 2011 5:41 pm

Thanks for the useful insight guys. Appreciate the help creating my first character for actual play.
GypsyComet
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Postby GypsyComet » Tue Jul 19, 2011 10:47 pm

barnest2 wrote:
GypsyComet wrote:
Solomani666 wrote:
How about twin snub pistol implants.

.
WHile I realize that a lot of folks pan it, Alien Resurrection has a really good example of why this is a bad idea...
huh? Explain? Have I forgotten something from that movie?
The guy with the quickdraws, surrounded and badly outgunned by soldiers, could not drop his weapons to diffuse the standoff.
Hopeless
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Re: Starting Gear - Advice Needed

Postby Hopeless » Wed Jul 20, 2011 11:11 am

klinktastic wrote:I'm about to start a Traveller game and I haven't been able to find any threads related to starting gear. Is there some typical must haves for every starting PC in traveller? I'm assuming your skills somewhat dicate what you need. I'm a turrent gunner and face man with some decent close combat skills (12 Dex with Melee blades 1 and gun combat 1). I also have a weapon/armor benefit from mustering out of the navy if anyone has advice on that as well. I appreciate any advice or help. Thanks!
Currently I'm still in the planning stages so far I've only gone so far as to grant them the use of a vacc suit if they have the skill (and given its a given they're going to be travelling offworld thats a skill they'll need!), if they have a gun or melee weapon skill they should have a relevant weapon.

Please note this is before they use up any monies their character's have since these should be equipment picked up during their career and not reliant on an equipment list that may not be available once they start play after all the gm sets the game up in a bar onworld only the law level means you can't use anything heavier than say a revolver or a knife that can be easily hidden, obvious body armour incurs suspicion and then you find out the gm planned on a shoot out involving the empire who wrongly blame you for the resulting firefight even though they shot first...

By the way that was the first Star Wars game I played in started!

A tongue-tied engineer, a smuggler pilot, a Alderaan con artist and a Rebel pilot ended up founding the legendary Magenta Squad the only group to successfully steal Darth Vader's personal shuttle and thats without a Jedi Master nor the Rebel pilot just a Near Human Apprentice and former enginner pulling a Villa (Blake 7) alongside the smuggler pilot evading Imperial pursuit in the orbit of a Mark 2 Death Star superstructure that now has the wreck of a freighter parked inside it!

Any further equipment I'll worry about once we get to the stage where I can actually run the game but just to be clear so far the characters in question have;

The former scientist and field researcher turned Scout owns his own TL11 Vacc Suit & Laser Pistol, he also owns his own Lab Ship and a Mining Vessel thanks to his benefits though I note this character is the only finished one so far.

The two Sword World characters both have a TL8 Vacc Suit and in the case of the Marine has a TL9 Laser Pistol whilst the other has yet to reach even the first tour of character generation.

The last one a Psion Adept from Beck's World will probably have her own first aid kit and weapon if she ever decides to go for those combat skills since she's more focused in getting access to every psionic skill present in the pocket handbook although being able to teleport 1.5m without any clothes or equipment has been noted as not that good an idea...

Sorry if I went off on a tangent but I'd suggest access to at least two melee weapons say a knife or two as backup to a handgun and perhaps a rifle (energy or otherwise) if the character can afford it.

What kind of body armour has your character gained?
locarno24
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Postby locarno24 » Wed Jul 20, 2011 1:10 pm

The former scientist and field researcher turned Scout owns his own TL11 Vacc Suit & Laser Pistol, he also owns his own Lab Ship and a Mining Vessel thanks to his benefits though I note this character is the only finished one so far.
Note that the Lab Ship benefit only gives you ship shares towards said ship....
Understand that I'm not advocating violence.
I'm just saying that it's highly effective and I strongly recommend using it.
Hopeless
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Postby Hopeless » Fri Jul 22, 2011 8:33 pm

locarno24 wrote:
The former scientist and field researcher turned Scout owns his own TL11 Vacc Suit & Laser Pistol, he also owns his own Lab Ship and a Mining Vessel thanks to his benefits though I note this character is the only finished one so far.
Note that the Lab Ship benefit only gives you ship shares towards said ship....
Yep but i'm looking at given them a base to operate from and given his characters' background makes more sense to have it operate in one system and have him use the other ship for short trips until they're ready to focus a bit more on whats actually going on.

As I see it the game starts with the players' being introduced as part of the crew of the mining vessel, the currently untrained character being the ship's navigator and pilot, with another serving as a bodyguard, the third as a "communications" expert and the last the ship's owner who would notably be looking to make a profit since he now has 2 ships to worry about as the lab ship was modified to make use of its fuel processing which is why he can for now afford the repayments.

I am wondering how long before they start asking about the ship armoury but fortunately I don't have a player who promptly claims he's packing heavy weaponry and armour and then ignores the fact I've deliberately glossed over the law and govt levels so I can shift them according to what I have planned whilst they're there.
But thats going a little off tangent!
Fovean
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Postby Fovean » Fri Jul 22, 2011 9:25 pm

Protec Suit
CommDot
Hand Computer
Auto Pistol w/ Integral Gyrostabilizer
Stealth Dagger
~
If possible/indicated:
*Vacc Suit with Magnetic Grapples, Radio Transceiver and Vacc Suit Emergency Kit
*Personal HUD keyed to Vacc Suit (and to cool-looking shades 8) )
zero
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Postby zero » Sat Jul 23, 2011 1:07 am

Going from the viewpoint of only spending 2000 credits to represent the gear they have before the game starts. The following is rather skinflinty :)

For a spacer, basics are a ranged weapon with ammo and mods (for melee, cutlasses are generally kept free in ship's lockers, alongside Vacc-Suits :wink: - of course if you got a gun for a mustering out benefit, just buy ammo and mods for that :wink: ), some light armour (Vacc-Suits tend to fatigue unless at higher TLs. If you get armour as a mustering out benefit, dont worry to much about it), a comm or hand computer (both can be used to communicate between the other PCs) and possibly some survival gear (depends how habitable colonies are).

The CSC is a good book for gear, with lots in it, though its more helpful the higher TL the game is. :)

I run a TL 8 game with the occasional TL 9+ bit of gear for flavour (Chthonian Stars), a Comm with a computer built-in or Hand Computer makes networking PCs a breeze. Very recommended to have some kind of communication item that reaches all PCs. :wink:
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Re: Starting Gear - Advice Needed

Postby Vargrz » Mon Nov 14, 2011 2:15 am

I'll admit that when I start a new game, players either have everything they need or darn near nothing.

They get pretty much everything if they are starting as part of an organized group or under a powerful patron.

They start with the clothes on their back the rest of the time.

Funny, most of the games go better if they start with nothing! I think the players in the group love to scrounge and struggle to overcome their dire circumstances!
alex_greene
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Re: Starting Gear - Advice Needed

Postby alex_greene » Mon Nov 14, 2011 1:32 pm

You're probably going to have a few changes of civilian street clothing, your spare uniforms, your equipment and sundry bits of equipment - your comms gear, handheld or laptop computer, personal data and correspondence, items of personal and/or religious significance.

If you are offered a mission that requires a specific kind of clothing, such as cold weather gear, thermal heated long johns, climbing equipment, grav chutes for a HALO drop, SCUBA equipment and diving gear, clothing designed for exploring the tropics, specialised vacc suits (plus their maintenance kits) or whatever, most characters will likely buy what they need in advance or stipulate that they obtain the kit or clothing somehow in advance of the adventure, and then retain them afterwards for future adventures set in similar environments.

If they are forming a crew, they will typically need identical jumpsuits with pockets for tools, caps, possibly work gloves, certainly ship's boots or ship shoes with suregrip soles, and a logo for the ship and place for a name badge. These would come as part of the standard equipment for the crew, the costs would be factored into the pay, and they come with street-ready versions - street shoes, pants, sleeveless jacket with webbing, metal rings to hang equipment on and pockets, alternative version without the webbing.

Since they'd likely be worn while out looking for Patron work (aka "an adventure,") identifying themselves as a crew looking for paid employment, this ensemble is likely to be known as a "Patron catcher":-

"Dock reports we are secured and moored, Captain. Umbilicals and gangways in place." "Very well. Engineering to standby mode. Open the passenger doors, let our customers out to stretch their legs. Ladies, gentlemen, I could do with a drink. Let's get ourselves freshened and put on our best Patron catchers. See you at the airlock in thirty."
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