Starting equipment for TL9-12

Cyber stuff doesn't bother me; it makes sense people would have it, but also that it would have downsides. Wafer jacks are great. I think they actually have a lot of use that most players don't leverage - expert programs, sure, but you could also have all kinds of databases and library data inside your head, and it is good if it isn't obvious. Like in bargaining, or in a diplomatic meeting.
Yep. I always have a Translate/0 program going for the local languages. It doesn't help lots but it does help. And the local Library Data from the starport as well.
 
Yep. I always have a Translate/0 program going for the local languages. It doesn't help lots but it does help. And the local Library Data from the starport as well.
That's perfect. That would have been useful when I had a player eavesdropping on a conversation in a foreign language, and she wanted to run the translator program on her communicator - the problem being, that it would start speaking the translated words out as she tried hide where she could hear through the dumbwaiter shaft. (In the end, she had to just record it and have it translated later.)
 
Mmm. The point is taken, but the idea of casually wiring up your brain just to avoid using your phone or smartwatch seems a bit extreme.

First thing I'd ask would be "could this be done with a hidden earpiece and mic"?

You can have clothing that's a discreet computer, eyewear that's a discreet display. Programmed keywords to discretely perform functions, or a smart interface that can interpret your needs. My last character mustered out with a double Armour benefit and got a very nice TL12 Vacc Suit with a built in computer (which I further improved with cash).

All of the above is detectable; I doubt any meeting where you would not be allowed to use a hand computer would overlook scanning you for bionics.

Having said that, obviously there will be some situations where it matters. And for some people it's what they want, so full strength to them.
 
Mmm. The point is taken, but the idea of casually wiring up your brain just to avoid using your phone or smartwatch seems a bit extreme.
Remember, that is more of a cultural thing or your personal opinion. Technophiles and Transhumanists would disagree with you. I know a bunch of people who wish they could use their phones or computers while only using their brains due to a perfectly safe and almost totally controllable implant.
 
Oh yeah, I am very much framing this as my viewpoint. A player wants to jack in, here's the rules, go for it.

The main drawbacks I see are when it comes to medical treatment (per the rules), or if someone objects to them in a situation and the character has to leave, or have part of their brain disabled.
 
Back to the OP:
'Standard gear' can be kind of limiting. In my experience, players like to shop for themselves or, if they don't want to have to deal with plowing through the Sears Roebuck Catalogue, they like a series of choices so they can get to playing quickly
So... limiting the gear to TL 12 my suggestion is this:

Everyone starts with:
- TL 12 Communicator /Hand Computer with an Agent and TL 12 Encryption
- Clothing appropriate to your Soc, including uniforms if you served in the military, scouts or for a merchant line
- A full month paid accommodations [incl. food] near the starport. This could range from a coffin shop to a nice room at the TAS
- A basic multitool
- Homeworld and Imperial ID with current credit balance
- Up to Cr 10,000 in cash [subtracted from your balance, of course]
If you have Gun 0 or better:
Choice of one:
- Autopistol
- Stunner
- Rifle
- Shotgun
- Weapon includes 100 rounds/charges preloaded in magazines
- These are the standard non-customized version of the weapon
- If weapons are illegal on-world, they are stored at a locker in the starport
If you have Vacc Suit 0 or better:
- TL 10 Vacc Suit with standard fittings
If you have a technical skill [Mechanic, Electronics, etc.] at level 1 or better:
- A tool kit appropriate to the skill
- This includes a TL 12 Medical Kit if appropriate

It seems to me that this covers about 90% starting gear needs. If the players want to customize, they have their muster out pay to do that with. If a veteran of the Imperial military or Scouts musters out with weapons or armor, the equipment comes with the appropriate licenses and validations. 'Licenses' does not imply a concealed carry permit for every world in the Imperium. A license make you the legal authorized owner of said firearm, but you remain subject to local laws.
IMTU, the best rifle a troop musters out with is an ACR or Laser Carbine, the best pistol is a Gauss Pistol or TL 12 Laser Pistol. If someone expresses a preference for a Snub Pistol or Accelerator Rifle, I'm alright with that.
 
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