Every legal ship must carry a basic kit. Ships without papers make do, but carry much the same.
Air masks. Masks with their own oxygen for a hull breach or pressure loss. The rule is one per crew member plus two spares. Rim masks are old and leak at the seams.
Water packs. Sealed water rations marked with the amount and date. Crews should carry at least 72 hours of water. Packs made from Vellari ice are the ones people trust.
Heat blankets. For cold in space, on stations with failing power, or during recovery. Talarq crews make them tougher for work near reactors.
Patch tools. Patch sheets, hull sealant, foam plugs and bolt drivers. Crews practice patching a hole in under two minutes. Caraphex crews carry heavier kits for big cracks.
Species spares. Mixed crews carry extras. Salt packs for Vellari, joint braces for Keth, heat lamps for Talarq, lift harnesses for Sereans and charge cells for Synthborn.
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Safety rules exist to stop accidents. How well they are kept depends on the port.
The Forge mark (Talarq). Found on reactor casings, pipes and smelter parts. It means the part was tested for heat and load. Fake marks are common on the Rim, and the fakes cause fires and explosions.
Keth load ratings. Keth engineers test bridges, lifts and cables and post the safe load. Ignore the rating and the cable snaps.
Vellari ice. Water from real Vellari ice is clean. Cheap recycled water and fake "ice water" can make a crew sick.
Cargo labels. Core ports want every container labeled with what is inside, how dangerous it is and where it is going. Rim ports ignore this, and accidents follow.
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Something goes wrong on every run. Crews that live know what to look for.
Lane shear. Sudden rough patches inside a Jump Lane. They can tear weak hull plates or knock out sensors. Current charts avoid them. Old charts fly right into them.
Pump damage. Worn water and fuel pumps shake themselves apart. This is common at Rim depots.
Chemicals. Cleaning agents and process chemicals burn skin and lungs. Caraphex handle more exposure. Humans and Vellari need masks.
Battery fires. Power cells overheat and catch fire, and fire spreads fast inside a ship. Every ship needs fire foam. Rim crews reuse old foam, and it fails when it counts.
Hairline cracks. Tiny cracks from stress or small meteor hits. They are hard to spot until they open under pressure. Keth crews often find them first.
Knockoff parts. Fake Forge parts and cheap copies hide dangerous flaws and cancel insurance.
Crooked inspectors. Some port inspectors take bribes to ignore missing safety gear. Honest ones rarely have the staff to do the job.
Unpaid guards. Escorts and dock guards who are not paid on time walk off mid-run. That leaves the ship open to pirates.
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Hull breach. Mask on, close the bulkhead, and patch with foam or plate. Speed is everything.
Fire. Cut the airflow, spray foam, and vent the room if you can. Never use water near a reactor.
Bad water. Test all water at every dock. If it is bad, dump it or get sick.
Hacked accounts. If someone breaks into the crew's accounts, payments can be reversed. Keep your own record of every payment.
Injuries. Basic trauma care must be on board. Some species need special care. Talarq need mineral slurry, Vellari need salt-water baths, and Synthborn need a charge reset.