What is the setting? What is the technology?
The first comparison is a small business jet. It goes from one
established airport to another, with flights of a few hours in the air
and at most a few days on the ground. There is an established government
whereever it goes, or it doesn't go there.
Equipment: A decent first aid kit, life jackets and a basic survival
kit, office supplies, hospitality supplies (drinks, paper napkins,
etc.), perhaps minimal tools but no enough for serious repairs.
Translated into space, space suits for crew and passengers.
The second comparison is an early 20th century tramp freighter. She goes
directly from one seaport to another, without the need to transship in a
major hub. Voyages take a few days or weeks, with a few days in port.
Mostly there is an established government where she goes, but things
might get interesting in the Pacific islands or in Central America. A
bit like a Far Trader in Traveller.
Equipment: A decent workshop for maintenance, emergency/survival gear
(like flashlights, flares, raincoats, ropes, ...), a medical chest
including some drugs, food for more than just the planned trip,
lifeboats, an arms locker with a few pistols and perhaps a rifle or
shotgun.
Writing that up for a space setting is a big job. Consider to write up
big ticket items (space suits, guns, portable sensors and commo) and to
use a kind of gizmo rule for the rest. "Crowbar? Sure. 1d-3, minimum 1.
Canteens? One per crew or passenger, plus non-reusable water bags in the
survival kits. Automated gene sequencing unit? Nope. There is a kit for
testing blood types in the sickbay, however."
Jay asked:
You have a nice new starship.
Or perhaps gently used.
She's a courier, a fast messenger meant to get people and things to
places directly.
She's got all the standard equipment you'd need to run a ship of that
type in normal operation
-*-
What is that normal equipment?
-*-
What do you add to the equipment lockers of this ship?
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