rpg:gurps:core:equipment
Table of Contents
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
- Core Technologies: The basic building blocks of every civilization; from materials to power to information technology.
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- General Equipment - Shelter, personal equipment, consumer goods, and domestic conveniences to make life easier.
- Personal Devices and Consumer Goods - Including clothing, accessories, entertainment, domestic products, housing and construction, camping and survival supplies, foodstuffs, and luxuries.
- Tools and Basic Equipment: Tools and equipment for crafting, repairing, and modifying things.
- Manufacturing - Industrial manufacturing equipment.
- Communications - Various forms of communication technology throughout the ages.
- Sensors and Scientific Gear - Analytical and sensory-enhancing equipment.
- Expedition Gear - Supplies for travellers, adventurers, outdoorsfolk, and explorers.
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- Passive Visual Sensors
- Indirect Passive Sensors
- Active Sensors
- Combination Sensors
- Scientific Equipment
- Psi Amplifiers - Devices to enhance psionic abilities.
- Mana Amplifiers - Devices to enhance magicic abilities.
- Weapons - Weapons, from slings and stones to railguns and blaster cannons, to defeat your enemy.
- Defenses - Defenses to keep your enemies from finding and harming you.
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- Powered Suits
- Exoskeletons
- Battlesuits
- Defense Systems
- Other Defenses
- Force Fields
- Force Screens
- Force Shields
- Nuclear Dampers
- Stasis Webs
- Other Force Fields
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- Covert Ops and Security - Security and surveillance for keeping people out, and the countermeasures for bypassing them.
- Mobility and Transportation - Transport throughout the ages, from ancient canoes to flying hovercraft.
- Land
- Water
- Underwater
- Air
- Space
- Medical and Health - Medicine throughout the ages, from ancient herbology to modern pharmacology to futuristic cybernetics and biotechnology.
- Diagnostic Methods
- First Aid
- Surgery and Surgical Equipment
- Drugs and Poisons
- Nondrug Therapies
- Emergency Equipment
- Medical Equipment
- Prosthetics
- Cybernetics
- Biotech
- Unsorted - Items that probably belong in one of the categories above, but that haven't been sorted through yet.
End
This is the end of the file.
rpg/gurps/core/equipment.txt · Last modified: 2024/10/28 14:18 by wizardofaus_doku