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Player's Guide: Equipment List

robject

SOC-14 10K
Admin Award
Marquis
This is a call for equipment from the BBB for consideration to go into a Player's Guide. This work can be done in parallel to errata fixes to the BBB.

Here are the guidelines:


1. Widget (pXXX). Quote the page number after the entry name from the BBB.


2. Not In BBB (MT IE pXXX). Note if you couldn't find the item in the BBB and instead had to get the info from a different resource.


3. Wrong in BBB (pXXX). Is an entry in the BBB wrong? You've logged that as errata, right?


4. Ask yourself: is this piece of equipment germane to players in general?

Current "equipment shopping guide for players" attached.
 

Attachments

Last edited:
Here is how I would do it.

Use the MT Imperial Encyclopaedia as your basic equipment list and convert to T5 stats (pretty easy to do actually).
 
My first pass through the non-combat equipment list resulted in 65 entries:

Essentials (2):
- comm
- Imperial ID

Tools and Toolkits (8):
- cutting torch
- welding torch
: standard and portable toolkits
- craftsman
- susvival
- disguise
- electronics
- locksmith (intrusion)
- medical

Exploration Gear (11):
- pressure tent
- air tanks
- climbing gear
- grapnel gun (and grapnel)
- grav belt
- ice gear
- inertial nav
- machete
- rope
- snowshoes
- map box

Handheld and Backpack Detectors (23):
(I think some of these can be combined)
- NAS
- atmosphere tester
- binox
- bio-sniffer
- bug detector
- compass
- deep radar
- densitometer
- EMS
- field sensor
- gunsight (electronic and telescopic)
- holovisor MP
- metal detector
- sound/motion sensor (proximeter) + sentry kit
- neutrino detector MP
- position trackers (ballistic, satellite, beacon)
- radar
- radiation detector
- recorder (audio/visual/etc)
- spectrum goggles
- stealth mask MP
- telescope
- low light goggles

Signals (6):
- emergency beacon
- bug
- bullhorn
- flare gun
- psionic emitter
- light emitters (visible, ANIFX, IR, Lek, Mag, VHDUS)

Medical (15):
- anagathic
- combat
- fast
- limb reattacher
- med scanner
- nutrient
- painkiller
- panacaea
- psi drugs (boost, double, special)
- restore
- sensory drugs
- slow
- tranq
- truth
- vaccine
 
Fourth pass.

53 items.

Essentials (2):
- comm (includes recorder, compass, inertial navigator and Map Box)
- ident

Tools/kits (6):
+ standard toolkits
+ portable toolkits
+ skill-based toolkits
- survival tools
- disguise
- "locksmith" set
- medical kit
- cutting torch
- welding torch

Survival Gear (12):
- air tanks
- breather
- cold gear
- combination
- climbing gear
- hazardous environment suit
- grav belt
- hostile env suit
- pressure tent
- vacc suit, standard
- vacc suit, advanced
- water gear (incl. fins, snorkel, scuba, gills, etc, based on TL)

Detectors (13):
- NAS
- binox
- bug detector
- densitometer
- gunsight, electronic
- gunsight, telescopic
- multisensor/recorder (radiation, biosniffer, atmosphere, field sensor, metals & compass)
- neutrino detector MP
- proximeter
- spectrum goggles
- stealth mask MP
- telescope
- vision goggles

Emitters (6):
- beacon, emergency
- bug
- flare gun
- jammer MP
- light emitter (incl. spotlight)
- sound amplifier

Drugs (14):
- anagathic
- combat
- fast
- nutrient
- painkiller
- panacaea
- psi booster
- psi double
- psi special
- restorative
- sensory drug (var)
- slow
- tranq
- vaccine
 
Last edited:
no vacc suit?

may I suggest a differentiation between ordinary commercial-grade soft vacc suit and an engineering-grade hazard suit.
 
no vacc suit?

may I suggest a differentiation between ordinary commercial-grade soft vacc suit and an engineering-grade hazard suit.

They're in the T5 equipment list, but they might move to the armor list... tough call.

I could split the difference: basic vacc suit here, variations with armor.
 
(I could upgrade this to "snow gear")

"cold weather gear" would handle it all.


need scuba in there somewhere. gill works great assuming 1) a breathable atmosphere and 2) shallows work and 3) no temperature/environmental issues. not a very valid set of assumptions.
 
They're in the T5 equipment list, but they might move to the armor list... tough call.

I could split the difference: basic vacc suit here, variations with armor.

vacc suits aren't armor, they have more to do with environmental protection. that they're "cloth armor" is merely incidental.

hazard suits would be non-combat armor. walking into a chaotic exploding sparking leaking damaged engineering space, for example.

just suggestions.
 
Mechanical tool kit (lack thereof) jumped out at me.

Would that fall under craftsman?

Probably a separate item, although at some point tools could be assumed. A newly-generated character with Mechanic skill could be assumed to have the tools needed to do stuff...
 
Attached "equipment shopping guide for players" to the Original Post.

Seven pages, 53 items.

One gotcha might be prices: there may be inconsistencies here, since some of the equipment was re-grouped by me today on the spur of the moment.
 
I always liked the old DGP equipment cards.... And even these days, I tend to print out simple adaptations of equipment entries on index cards...

They're really handy and I can append an illustration to each one. I've noticed that equipment never really comes alive for players until they have an illustration of each...

Shalom,
Maksim-Smelchak.
 
Thread resurrection, but I have to say - this is crazy useful for me right now in starting a new game and helping new-to-RPG players understand some of the nuances with gathering starting gear. Thank you muchly for putting this together.
 
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