Okay. I'll go over these in order.
Happerry said:
1: Extra Back up repair parts. Things always break.
Already included, unless you're thinking of something very specific. The ship even contains extra metals and plastics to perform structural repairs, if necessary.
2: Portable Water purification and collection gear, along with a portable cooking set. Unless we want to run an excavation from the ship instead of on sight, we'll probably need those to set up any base camps in places that might not have clean water or stoves
These are included in sufficient numbers to cover everyone. The ship also has extensive water tanks.
3: Water/Bug proof tents. Again, if we set up on site of whatever we find, we probably want roofs. And sleeping bags, probably.
You have these.
4: Portable personal distress beacons, for when things go wrong.
Devices can per default do this. You, specifically, may have an independent item that does this if you want.
5: Non magical flashlights, preferably chargeable from generators. Some traps get set off by magic, so non magic light sources can be good.
Chemical/electrical flashlights are unusual, but you and Claire may have some.
6: First Aid Kits. Having a medical bay is good. Surviving to be brought to one is better.
Gladyn has her own field kit, you may have a basic one as bonus.
7: Camera/Sensor+light source on a stick. Find a small hole that people can't fit through? No problem! Use a sensor on a stick!
A personal item of yours.
8: Air masks+tanks. Just in case we have to work on some airless rock some ancient relic either crashed on or was built out there for security.
These are included with space suits that come with the ship.
9: Some sort of portable generator. Again, if we set up a base camp on site of whatever we find, it'd probably be nice to power our stuff out there instead of having to shuttle everything back to the ship alot.
Currently, the portable generator you have is stuck at your observation post. You can take it away from there, but you only have the one.
10: Animal traps. Assuming we find an inhabitable world like which a lot of relics are on, dedicated animal traps will, assuming their is any sort of small food animal in the area, provide a nice change of diet and stretch out our supplies.
You have a small supply of these, and can probably create more.
11: Speaking of supplies, do we have enough money to hire an expert to tell us what kind of digging/sensory gear to bring along to ancient ruins that might have ancient death machines hidden inside?
You do not have any of this [specialization check: failed]
12: Teleport beacons. Of the slap on relic we want to take back to the ship variety.
Usually, this is just having a relay, usually a device, which is capable of spotting for the teleporters. Actual beacons are often fixed in place and used to speed calculations.
13: Native trade goods. Because if there is one thing Mattias knows about things of power and or value, it's that someone else already has them.
You have a lot of trinkets.
14: Some sort of "Do our repetitive and boring moving stuff around job for us" type item, wether it's a set of wheelbarrows or a hauling robot.
There's a lot of general tools for cargo purposes which can be used for this. None of them are specifically intended for use outside the ship, but they can.
15: Claim Markers, so we can keep other people from taking our loots.
You probably have some of these (describe in more detail?).
16: Metal Detectors/general survey gear, if cheap and small enough to fit a few choice chunks into our ship. That way if we don't find anything, we can still sell data on planets and such we find once we go home.
You do not have any of this [specialization check: failed]
17: Some kind of message repeater/booster we can set up if an area is jamming communications so we don't end up being unable to scream for help.
You have an old mil-spec booster/repeater, and the ship has a bunch of relays, though these are civilian spec.
18: Telescopes and video recorders.
There's a bunch of this by the observation post. Otherwise, Devices can record video, and you have binoculars and whatnot.
19: Books on the regulations for finding lost logia, so no one can use a technicality to keep us from getting payed.
You have what is allegedly a copy of the entirety of the TSAB code of law. None of you can read it.
20: Some sort of isolation tanks, in case we find something that would, say, set the air on fire, or catch fire on contact with oxygen, or something like that.
You have some of these, though they're pretty primitive.
Okay.
Shad, I hope you realize that with your current IC behaviour, you'll have trouble influencing the first part of the adventure? Of course, not being there might be for the best~
I'll try to think up RP-worthy stuff, but there really isn't all that much to do on the ship yet.
Now... RPOL.
[ ] Yes! All goes there!
[ ] Yes! But keep the OOC on SB.
[ ] No! I fear new things!
[ ] No! Better lag than slightly ugly forum!
alguLoD is down for one of the "Yes!" votes. You may interrupt the votes with discussion and arguments if you want. Just... please say something about it. I'm not personally very inconvenienced by the lag, so I don't mind SB at all, but RPOL has some
very neat features, thus I don't really mind either way.