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rpg:gurps:core:equipment

GURPS Core Resources: Money and Equipment

While those that are Dead Broke, have a benefactor supplying their equipment, or just don't care about material things may not be interested in money or equipment, equipment helps you perform the tasks your skills are useful for, and money helps you buy the equipment. Serious combatants need to know how powerful their weapons are and how well armor will protect them. Wandering travellers need to know what their gear weighs and how they're carrying it. People travelling miles - or parsecs - from the nearest store will need to make sure they bring what they need with them. And so on.

Money

  • Basics of Money - Starting wealth, prices, and money.
  • The Economics of Equipment - The day-to-day economics of purchasing goods and services throughout the ages, including availability, black market smuggling, barter economies, etc.
  • Cost of Living - The cost of maintaining the lifestyle to which you are accustomed (or wish to appear to have), including lodgings, replacement clothing, possible bribe costs, etc.
  • Standard Issue - For 'on duty' campaigns, situations where organizations issue gear and cover expenses, etc.

Technology

  • Ages of Technology: The definition of 'Tech Levels' as they apply to technologies, as well as an overview of what real-world technological dates correspond roughly with what tech levels (and some possible predictions for how technology may be shaped in the future).
  • Variant Paths: Notes about how historical tech levels have varied in individual areas due to discoveries by different cultures, as well as possible divergences in timelines past and future.
  • Alternative Technologies: How technologies may develop differently than expected when 'what ifs' are discussed; what if magic, psionics, or some other supernatural force was real are among the biggest reasons for technological change, as if 'what if steam technology really took off early'?
  • Future Technological Progression: A guide to how technology might improve over time, including progression patterns and possible choices for limiting technology in some areas based on societal pressures.
  • Gadget Control: Techniques to control what a GM may want to have and not have in their campaign, both before and after play starts.
  • Buying Equipment: How equipment is generally bought and sold.
  • Wear and Care: Repairing and caring for your equipment.

Equipment Notes

  • Equipment Statistics - The items in this section are formatted in a particular way by type of item; this explains the listing method.
  • Custom Equipment - Whether a masterfully crafted broadsword or a cyberdeck that will crack mainframes, this section handles additional features (or drawbacks) of better-or-worse-than-average equipment, including modifications to cost, weight, and effectiveness.
  • Plug-In Gadgets - High-tech gadgets can connect to each other to combine functionalities.
  • Equipment Maintenance - Most equipment throughout history suffers from wear and tear.
  • Stowing Your Gear - Whether you're a sword-swinging barbarian, a detective with a holdout pistol, a soldier carrying a full military kit, or an ordinary guy on your way to work, you need to stow your gear.

Equipment Lists

End

This is the end of the file.

rpg/gurps/core/equipment.txt · Last modified: 2024/10/28 14:18 by wizardofaus_doku

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