05-31-2022, 04:55 PM | #1 | |
Join Date: Aug 2004
Location: traveller
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[GUL] Gear
GURPS Ultra-Lite handles character gear thus:
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I'm familiar with Jason Brick's "Abstract Wealth" from Pyramid 3/44, but it focuses on how to acquire gear that still needs to be tracked. |
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06-12-2022, 03:28 PM | #2 | ||||
Join Date: Aug 2004
Location: traveller
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Re: [GUL] Gear
After most of two weeks and 90 views, I infer the answer is, "no, this hasn't been attempted before." So, let's see what can be done. Based on "Trading Points for Money" (B26), the monetary part of Starting Wealth is worth 10 character points. We'll take this as our goal.
Gizmos (B57-58) is the closest Advantage to what we're trying to do here, but there are a number of differences that need to be addressed. Of the three potential criteria for using Gizmos, the middle one is most appropriate: Quote:
More specifically than "in keeping with your character concept," we want to explicitly tie the items to skills from GUL, with Aspected (Powers, p. 110) -20%. Quote:
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The result is this: Abstract Gear: Gizmos 1 (Accessibility, Reasonably foreseeable but not necessarily minor or ignorable items, +0%; Aspected, Relevant to wildcard skill, -20%; Cosmic, Limited by cost rather than uses, +100%; Gadget, Can be damaged, lost, stolen, or found in a search, -30%, Large Items, +50%) [10]. Character is assumed to have gear appropriate to a specific wildcard skill (or similar skill cluster), sufficient to avoid negative Equipment Modifiers (B345) and provide standard capabilities, up to ~20% of campaign Starting Wealth (GM's call). There is no element of Foresight involved, however, so the gear must have met needs that were reasonably foreseeable the last time the character had the opportunity to go shopping. Each wildcard requires its own copy of Abstract Gear. The initial copy includes ~80% of campaign Starting Wealth for non-adventuring gear (B26). Additional copies are 1/5 cost (Powers, p. 12). 2 or 10 points. The intent, then, is that each "level" in a revised GURPS Ultra-Lite based on wildcard skills includes the 2 points for Abstract Gear. The initial 10 points is paid for by selling off the monetary component of Starting Wealth; it is tied to the ubiquitous Adventurer! skill (which I'll define elsewhere, based on Kromm's list). Let me know what you think. Last edited by thrash; 06-14-2022 at 02:21 PM. |
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06-13-2022, 05:03 PM | #3 |
Join Date: Mar 2017
Location: Brazil
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Re: [GUL] Gear
I think there's nothing else to add here. You sir, did a good job in this, congratulations! I for one like this a lot!
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ultra-lite |
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