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Equipment for Play

Just as technology varies across Duurn, the equipment that is available or that would make sense for a character to have will depend on variables like the region they come from, their culture, and their socioeconomic class. However, this article will attempt to go over common equipment, as well as the relevant rules in GURPS. Generally, Duurn is TL 6, so most equipment available in TL 6 is probably available in some capacity. However, TL 5 technology is still fairly common, meaning I will often not give penalties for using TL 5 equipment for characters that are from a TL 6 society. The reverse is not true, though.

General Rules

In general, we are using the rules from the Basic Set. However, for equipment, we will be incorporating most of the equipment and options from the High-Tech book. Mostly, this is to flesh out the equipment and character options available to the players, as well as to add a level of realism and immersion to the setting. However, we will not be using most of the rules for gear degradation, maintenance, and power except when it would be interesting and fun to do so. Generally, if the player characters are in a location where they could reasonably expect access to modern amenities, I will assume that they are maintaining and fixing their gear regularly. However, if the player characters do not have access to those amenities (e.g. if they decide to go on a jungle expedition), then we will start paying more attention to whether or not their equipment remains functional. Even then, if it is boring or unfun, then we will stop doing it!   Im also using the Steampunk Conveyances book for aerostats, with some alterations where needed to represent the fact that Duurn is more dieselpunk than steampunk.

Currency

Currency is as varied in Duurn as it is on our world. To make things simple, though, the currency of Khahlanong can be used as a trade currency in most places, with the Geche roughly equivalent to a dollar in GURPS terms. An item that would cost $400 will cost 400 G, and generally you won't have to worry about smaller or larger units of currency.

Weaponry

Weaponry from late TL5 and early-mid TL6 is generally available. Bolt action rifles are common. Semiautomatic pistols are widespread in military use, though most civilians still have revolvers. However, with the Last War ending, some soldiers are taking their military-issued weapons home, and surplus equipment is spreading.   See the Weaponry article for tables and more detailed info.

Armor

Similarly to weapons, armor from late TL5 and early-mid TL6 is generally available, though TL6 armor is more common with military units than civilians. However, body armor is often heavy and hot or ineffective against anything but small-caliber weapons. Actually effective armor is mainly issued to soldiers that are not expected to be mobile, such as machine-gunners and sentries. A select few specialized units were equipped with mechanurgically-designed armor, such as the Imperial Jiderani Union's Walking-Fortress Armor, but those are rare and have significant drawbacks.   See the Clothing and Armor article for tables and more detailed info.

Transportation

Generally, transportation from late TL5 and early TL6 is available. Horse-drawn carriages are still common, while motorcars are becoming more widely available for individual purchase. Most individuals, except the obscenely wealthy, do not own a personal aerostat, but they are available on civilian markets. Bicycles are common as personal transports.   See the Transportation article for tables and more detailed info.

Miscellaneous Equipment

As with everything else, generally assume that items from late TL5 and early-mid TL6 are available. Ask me if you have any questions, and I will also go over sheets to make sure nothing is out of place.

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Articles under Equipment for Play


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