Now you need to decide what equipment and possessions you have ... and find outwhether they weigh you down enough to make a difference! This section will also giveyou enough information about weapons and armor to let you choose your combat gearintelligently.MONEYThe first question, of course, is how much money you have. Money and wealth aredifferent for each game world and adventure (see p. 189). Prices are always listed in $, forconvenience - but $ can stand for dollar, credit, silver piece, or whatever is appropriate.Remember that if you take relative wealth or poverty as an advantage or disadvantage(see p. 16), the amount of money you start with is different from the average for your gameworld.Money and economics are explained in more detail in Chapter 22.BUYING EQUIPMENTIn some adventures, some (or all) of your starting equipment is specified already.Other adventures will let you buy whatever you want, within your starting budget.Remember to leave a little for spending money.Each game world or adventure will have one or more equipment lists, giving cost,weight and other information about important items. You can buy items not on the list ifthe GM decrees them "reasonable." Price, cost and weight are set by the GM. GameMasters: Just be logical here, and use your own judgment. Especially in a modern scenario,there are hundreds of items not likely to be listed - but you could go into thedepartment store and pick them up. If somebody really wants a vegetable dicer or a talkingbaby doll, let them buy one.The Charts and Tables section includes lists of weapons, armor and general equipmentfor medieval/fantasy, modern and futuristic campaigns. You are welcome to make copiesfor your own use.All equipment you buy should be listed on the Character Sheet. If you accumulate a lotof gear, you may want to keep it on a separate sheet. To keep proper track of encumbrance(see p. 76), the items you are actually carrying should be listed separately frompossessions you leave at home.Clothing and ArmorThese will be dealt with as one subject, because armor is only specialized clothing.And, in an emergency, your clothing is better than no armor at all. Armor is vital incombat situations. If your foes can hit you, and you do not have some sort of armor protection,you will soon be dead.Heavy armor gives the best protection. But it adds encumbrance! Another limitationis your wealth; the best armor is very expensive, and few starting characters will be able toafford it. Armor is more important in some periods than in others. In low-tech combat,it's a lifesaver, especially for fighters with a low HT and no Toughness. Armor can bemore important than weapon skill in determining who wins a fight with low-tech weapons!When guns come into play, armor becomes less important because heavy guns candefeat it (though cops will still want their woven body armor). In some science-fictionbackgrounds, armor may be worthwhile; in others, lasers can cut through anything, andducking is the best defense.Armor protects you in two ways. Its passive defense, or PD. (1 to 6) adds to yourdefense roll when you wear it. Its damage resistance, or DR, protects you when you do gethit.Do You Need Armor?The short answer is yes! Unless you arein a high-tech campaign where handweapons defeat any armor, or a moderndaycampaign where wits are more importantthan weapons, armor is literally a lifesaver.Armor protects you in two ways. First,good armor makes you harder to hit, bycausing blows to glance off. This is its passivedefense.Second, when you are hit, your armorwill stop some of the blow. This damageresistance varies with the type of armor.Cloth armor has a damage resistance, orDR, of 1. It stops 1 hit of damage fromeach attack. Plate armor made of steel hasa DR of 7. Some exotic materials have avery high DR indeed.The types of clothing and armor availablewill differ in each game world; therefore eachgame world book will have a Clothing andArmor section. Gear from one country, timeor game world will work in others. Exception:A GM may declare that highly magical itemswill not work in a technological (low-mana)world, or vice versa. And availability ofotherworldly items will always be limited. A20th-century flak jacket will not be foundin a medieval world, and a bronze breastplatewill be very hard to find in modern-dayAmerica.Contrary to popular belief, good armordoes not make you clumsier (i.e.,decrease your DX) when you are used to it.It's quite possible to do acrobatics in platearmor! The real disadvantage of armor isthat it's heavy. It slows your movement,and is terribly uncomfortable in hot weather.Furthermore, a full-head helmet limits yourvision somewhat, and makes hearing almostimpossible. When you wear such a helm,reduce all Vision or Hearing rolls by 3, andreduce all effective weapon skills by 1. In the<strong>Basic</strong> Combat System, when you buy acomplete suit of armor, full-head helmetsare considered part of "half-plate" and platearmor. Above TL7, helmets are designed toavoid this problem.Note also that gloves or gauntletsreduce your effective DX by 8 (!!) if youare trying to do delicate work like lockpicking.This is true even at high techlevels.
Listing Armor onYour Character SheetYour armor, along with its cost andweight, should be listed in your "Possessions"box (center column).The passive defense of your armor goeson the "Armor" line of the "PassiveDefense" box (left column, center).The damage resistance of your armorgoes on the "Armor" line of the "DamageResistance" box (left column, low down).Layering ArmorNormally, you can only wear one suit ofarmor at a time! But there are exceptions.If you wear chainmail, you should wearcloth armor underneath. The cost of thispadding is included in the price of a full"suit" of chain, if you wear chainmailwithout the cloth padding, it has PD3 andDR3 (but PD0 and DR1 against an impalingweapon).If you wear plate, half-plate, heavyleather, a flak jacket, etc., you can wearcloth armor or a leather jacket underneath. Thisadds weight, and does not add passive defense- but it does give you one more point ofdamage resistance. Chainmail under platewill give 2 more points of DR, but the addedweight will be prohibitive to all but thestrongest!In a high-tech campaign, you may wear"reflec" armor to protect against laserattacks. Reflec is worn over all other clothingand armor. Any attack must pierce the reflecbefore affecting the armor beneath.In general, the inner layer of any layeredarmor adds damage resistance, but not passivedefense. The GM's common sense is the finalguide to armor layering.Armor TypesFor each type of clothing and armor, the following information is listed:General Description. The item's name and how it is used.Passive Defense (PD). Armor that is smooth and hard (metal, plastic or hardenedleather) is likely to "turn" a blow. It may even reflect an arrow, lightning bolt or laserbeam! This adds to your passive defense: your defense roll is better, because some blowswill bounce off. PD of armor normally ranges from 1 to 6.Damage Resistance (DR). This is the amount of protection the item gives, in terms ofhits subtracted from a blow which strikes the wearer. For instance, if you are hit in thechest while wearing a DR6 breastplate, and the attacker rolls 8 points of damage, only 2will affect you. Some types of armor have two different DRs. depending on the type ofweapon that hits them. Some typical damage resistances are shown below.Weight. This is given in pounds: it adds to your total encumbrance.Cost. Translate "S" to your world's currency. Like other costs, this assumes a typicalsale, made by an ordinary merchant in an area where the item is usually found, when it isneither more scarce nor more common than usual.Suits of ArmorIn the <strong>Basic</strong> Combat System, you just buy a full "suit" of one type of armor. (TheAdvanced Combat System gives you the option to put your armor together from its componentparts, using the Armor Table in the Charts and Tables section.)Type TL PD DR Cost WeightSummer clothing any 0 0 $20 2Winter clothing any 0 1 $60 5Padded cloth armorLight leather armor1-41-41111$180$2101410Heavy leather armor 1-4 2 2 $350 20Chainmail 3-4 3 1 4 2 $550 45Scale armor 2-4 3 4 $750 50Half plate 3 2-4 4 5 $2,000 70Light plate 3 3-4 4 6 $4,000 90Heavy plate 3 3-4 4 1 $6,000 110Flak jacket 4 6 2 3 $220 17Kevlar (light) 4 7 2 1 4 2 $220 5Kevlar (heavy) 4 7 2 1 12 2 $420 9Light body armor 7+ 4 15 $270 22Reflec 5 8-9 6 2 $320 4Medium body armor 8+ 6 25 $1,520 32Heavy combat armor 9+ 6 50 $2,520 521 PD 1 vs. impaling.2 DR 2 vs. impaling.3 all combat skills at -1 due to helm: Vision and Hearing at -3.4 protects torso only.5 against lasers only: PD3, DR0 against sonics; no protection vs. other weapons.
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17. FLIGHT.........................
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Materials Needed for PlayThe GURPS
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WHAT IS ROLEPLAYING?A roleplaying g
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Character TypesThere are no "charac
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Four numbers called "attributes" ar
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You are free to set the physical ap
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REPUTATIONSome characters are so we
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These are character traits that are
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- Page 32 and 33: Dyslexia-5 or -15 pointsYou have a
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- Page 36 and 37: Shyness-5,-10,-15 pointsYou are unc
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- Page 40 and 41: A "quirk" is a minor personality tr
- Page 42 and 43: SpecializingRequired Specialization
- Page 44 and 45: MEANING OF SKILL LEVELSSo you have
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- Page 54 and 55: Levels of Language SkillThis table
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- Page 58 and 59: PSIONIC SKILLSThese are special men
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Removing or folding the stock of a
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After the initial "freeze" ends, ea
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ATTACKING INANIMATE OBJECTSThere ar
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This subtraction will mostoften aff
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Psionic healing (p. 175) and magica
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DrowningSee the rules for Swimming,
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protects completely. Toughness prot
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Resolving mounted or vehicular comb
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Using Ranged Weapons From Horseback
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This section covers special rules f
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HT: Health and Hit PointsFor a roug
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Swarm AttacksA group of small creat
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Encumbrance and MovementEncumbrance
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A critical miss means the energy co
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oll will not end the spell, but the
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If the subject makes the resistance
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won't work. If anyone but the caste
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ANIMAL SPELLSThese are the spells r
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If the summoning spell is repeated,
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Cost: 1 for an object up to the siz
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Armor EnchantmentsThese spells work
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AuraInformationShows the caster a g
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Psionics, or "psi" abilities, are p
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GlossaryESP - Extra-Sensory Percept
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Psionics and MagicMagic and psionic
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PSYCHOKINESISThis power covers movi
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Pside EffectsPsi skills can have "s
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Limitations(Continued)Fickle: varia
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Player-Made MapsWhenever the player
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Predetermined ReactionsCertain NPCs
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Dealing with the PlayersArgumentsAs
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Time Use SheetsThe Time Use Sheet (
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Weapons and Armor0. Fists and stone
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Weather(Continued)WindWinds from ga
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Gold and SilverA traditional assump
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JobsThe jobs available in each game
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Job (Prerequisites), Monthly Income
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Sooner or later, every GM wants to
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Features of a GoodAdventureA good a
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World-BuildingA game world is a com
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CRITICAL HIT TABLEAll doublings or
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When the players meet an NPC whose
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Weapons are listed in groups, accor
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MODERN AND ULTRA-TECH WEAPONSWeapon
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ANCIENT/MEDIEVAL ARMORUse this tabl
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FANTASY/MEDIEVAL EQUIPMENTThe follo
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After eight printings of the GURPS
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of Divination should match the "fla
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Minor disadvantage: -5 points. Agai
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Whether through an accident of birt
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Note that this disadvantage is inco
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SKILLSARTISTIC SKILLSVideo Producti
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traders, and chess-like games are c
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If, during an adventure, a philosop
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VITAL ORGANSThese are optional rule
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INSTANT CHARACTERSThis quick refere