Yes, more Traveller. There isn't much going on lately other than that here, except snow.
And we're done with the world creation, and we move on to equipment. Well, that's a bit of a letdown. But I will keep adding to the Hub subsector as I go. I calculated which worlds are agricultural, industrial, rich and poor, and the results are...interesting.
First, the population numbers are pretty low, which limited the number of industrial worlds. In fact, there are no fewer than thirty non-industrial worlds in this subsector. Thirty! There are only three rich worlds, one of them being the X-port world at 0206. Say what?
There are also three poor worlds, including Etherion (the lonely, starting-out in space world), and only three industrial worlds, none of which are A-ports. It's a weird set of worlds, but I suppose that those factors really only matter for merchants and traders. Still.
Alright, back to the book, and the first Equipment section. We start off with a note that there's an infinite number of things that people can buy, and it's impossible to list them all. Well, I'm sure someone reading that thought, 'challenge accepted.' But I'm not that person. Not today, at least. Instead, though, we're going to get a list of basic things that can serve as templates or commonalities. Sounds good.
Listings will include the name, the tech index where this item becomes available (which is pretty darn useful to know), a price, and a description. Short and sweet. Sometimes we'll get weight and dimensions, if it's needed, as well as additional notes.
Beginning characters can equip themselves from these lists, although weapons aren't included here (since their stats and prices were in the first book). If you're looking for something on a world that doesn't have that tech level yet, you might find it anyway as an imported item, at a proportionately higher cost. However, I'm going to suggest that finding a laser rifle on a tech-2 world isn't going to happen no matter how many credits you're carrying.
So, we start with personal equipment. This is where all that fun breathing apparatus comes in, like filter masks (available as early as tech-3), artificial gills for water worlds and underwater exploration, vacc suits, and cold weather clothing (which is available anywhere with any tech whatsoever). Pretty basic stuff, really.
Next we start with personal devices, which are basically communications gear and a compass, so far. The short-range communicator is good for ten kilometers, while the long-range comm is good for up to 500 km and into orbit. And that's it for this page.
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