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Trachmyr 12-05-2011 10:26 PM

My TL0 Clothing/Armour Creation Rules
 
I put some work into this for our next game, and the numbers work out pretty well, and it stays fairly loyal to Low-Tech... so I thought I'd share these for any of you folks that might want them.

I know it's pretty nitpicky, but a TL0 Campaign featuring highly mobile Big Game Hunters has to be detailed on weights for basic gear. For the "Cold" number, this is what you add (modified by Coverage) to a Base of -5 to determine your HT bonus vs. Freezing weather. Your total bonus cannot exceed +10 (which becomes +5 after applying the -5 Base). Apply an additional -1 if the Neck isn't fully covered, -1 if the hands aren't fully covered, -1 if you lack at least half coverage on your head, -1 if your feet aren't fully covered and an additional -1 if parts of the soles of your feet lack coverage. Final Modifier cannot be lower than -5 in any case.

Also note that the coverage table adds to 100% rather than 305% like in Low-Tech, so Base Weight are about three times heavier. As an FYI, the table is based on Surface Area for Burns. Also, the "Groin" doesn't have to be specificly covered to gain DR benefit from Skirts, Long Coats and the Like. You only cover the Groin for Trousers and Loincloths/Breechcloths.

Edit: Also Note that my "Heavy Leather" is Low-tech's Medium Leather, my "Medium Leather" is comparable to Padded Cloth and my "Light Leather" is based on Winter Clothing.

Code:

Coverage Location                Multiplier                        Layering Armor               
Head                                    10%                                The Maximum base weight of all layers cannot exceed 56
Skull                                    0.05                        pounds, and a maximum of four layers can be worn at the same time.
Face & Eyes                            0.03                        However, treat two Layers of DR 0* as if it were a single layer giving
Neck                                    0.02                        DR 1* vs. Cutting, unless all layers are Light Cloth, in which case treat
Body                                    36%                        three layers of Light Cloth as if it was a single layer providing DR 1*
Chest                                    0.16                        vs. Cutting. Add the DR of all other layers together, but treat every two
Abdomen                                    0.10                        layers of DR 1* vs. Cutting as if it added to DR 1*. Each layer past the
Pelvis                                    0.08                        first (or effective layer of DR 0* items) granting any DR also gives -1
Groin                                    0.02                        DX when using that body part. The -1 DR vs. Imp. of Medium & Heavy
Arms                                    18%                        leather does not stack, but multiple layers do give an extra -1 to stealth.
Each Arm                            0.08                       
(Shoulder)                          (0.02)                        Tailoring                       
(Upper Arm)                          (0.02)                                Clothing with any armor value worn by an individual that it
(Elbow)                                  (0.01)                        was not designed for, incurs an additional -1 DX penalty for the first       
(Forearm)                          (0.03)                        layer worn. Clothing can be tailored to adjust Final Weight by -1% per
Each Hand                            0.01                        +10% in cost, or by +1% to weight for -2% in cost. Normal Tailoring
Legs                                    36%                        allows a maximum of -10% weight (for +100% Cost) to +10% weight
Each Leg                            0.16                        (for -20% cost). Finer Tailoring is quite expensive, costing an further
(Thigh)                                  (0.08)                        +20% cost per additional -1% weight down to -15%, then increased to
(Knee)                                  (0.02)                        +30% cost per further -1% weight to an absolute maximum of -20%
(Shin)                                  (0.06)                        If weight was reduced by -15% or more, the outfit also adds an extra
Each Foot                            0.02                        -1 to penalties for targeting chinks in armor.

Material                                DR                        Cost                Weight                Don                Cold       
Light Cloth                                0*                        $60                3                15                +2
Standard Cloth, Thin Leather                0*                        $100                5                20                +3
Heavy Cloth, Light Leather                1* vs. Cutting                $150                8                30                +5
Quilted Cloth, Light Furs                1* vs. Cutting                $200                10                30                +6
Medium Leather                                1*, -1 vs. Impaling        $400                18                45                +10
Padded Cloth, Thick Furs                1*                        $500                20                45                +12
Heavy Leather                                2*, -1 vs. Impaling        $600                36                60                +12
Waterproofing                                n/a                        +$100                +1                n/a                n/a
* Rawhide is 50% of the Cost of normal Leather or Fur, but has half the hit points and loses effectiveness when wet.
* Padded Cloth stuffed with straw or Grasses is noisy (-1 to Stealth), and less protective vs. Cold (+10), but is cheaper ($400).
* Heavy Leather is somewhat noisy (-1 to Stealth), but 10 minutes of preparation can reduce this penalty by one for up to a day (or until removed).


Clothing Style                        Areas Covered                                                                                                    Cost Modifier       
Coat, Dress, Robe or Tunic        Body (Any but Groin), Legs (Opt., any but Foot), Neck and Shoulder (Opt.)                                        1.0x
Cape or Poncho                        Body (Any but Groin), Arms, Legs (Opt., any but Foot), Neck Shoulder (Opt.), - Half Don Time                        0.5x       
Breechcloth or Loincloth        Groin, opt. flaps front or rear (Each 1/8th the coverage as equal length legging) - Triple Don Time                0.5x
Skirt                                Pelvis (Except Groin), Legs (Except Feet)                                                                        1.0x
Trousers                        Pelvis and Groin, Legs (Except Feet)                                                                                1.5x
Wrapped Sleeves                        Arms (Except Hands and Shoulders) - Double Don Time                                                                0.5x
Sewn Sleeves                        Arms (Except Hands and Shoulders)                                                                                1.0x
Attached Sewn Sleeves                Arms (Except Hands) (For body article without Shoulder coverage) - Half Don Time                                2.0x
*Mittens without Thumbs                Hands (Maximum of two Layers & 40 pound Base Weight, Ham-Fisted 2, Bad Grip 2)                                        4.0x
*Mittens with Thumbs                Hands (Maximum of two Layers & 20 pound Base Weight, Ham-Fisted 2, Bad Grip 1)                                        10x
Wrapped Leggings                Legs (Except Feet) - Double Don Time                                                                                0.5x
Sewn Leggings                        Legs (Except Feet)                                                                                                1.0x
*Foot Wrappings                        Feet (+1 to Stealth)                                                                                                2.0x
*Sandals                        Feet (Underside, 1/4th Coverage) - Wood is Stuffed Cloth, but Semi-Ablative, +8 Cold  &  $300                        8.0x
*Moccasins                        Feet (Ankles Optional, 1/4th less coverage if without, +1 to Stealth)                                                8.0x
*Mukluks                        Feet, Legs (Opt., Except Hips) - Prevents Frostbite & Removes -2 in Penalties for Stealth on Snow                10x
Attached Hood                        Neck, Skull (For a body article that doesn’t cover Neck)        - Half Don Time                                        2.0x       
Scarf, Hat or Cap                Neck, Face (But not Eyes, Maximum 2/3rds Coverage), Skull                                                        1.0x
*Triple the Don Time and Coverage of Hands/Feet for the weight of Mittens, Foot Wrappings, Sandals, Moccasins and Mukluks. 

Status and Decoration
        Prices assume clothing appropriate for Status 0, cut final cost in half for Status -1 outfits, or to one-fifth for Status -2 scraps
(this reduces Padded Cloth and Thick Furs to DR 1* vs. Cutting and +10 Cold (+9 for Stuffed Padded Cloth), and Heavy Leather to DR 1* and
+10 Cold). To buy clothing for higher status, simply add decoration (any for Status 1, but at least +4 CF for Status 2).

If you see any issues with the numbers or something critical I missed, please comment... Feedback would be much appreciated!

Wraithe 12-05-2011 11:18 PM

Re: My TL0 Clothing/Armour Creation Rules
 
Quote:

Originally Posted by Trachmyr (Post 1288557)
I put some work into this for our next game, and the numbers work out pretty well, and it stays fairly loyal to Low-Tech... so I thought I'd share these for any of you folks that might want them.
...
If you see any issues with the numbers or something critical I missed, please comment... Feedback would be much appreciated!

Certainly looks interesting. I'm going to run some of my TL1/2 stuff through it and see how it works. I have clothing be somewhat important in my game, so, let's see what I get. :)

Trachmyr 12-06-2011 01:22 PM

Re: My TL0 Clothing/Armour Creation Rules
 
Quote:

Originally Posted by Wraithe (Post 1288563)
Certainly looks interesting. I'm going to run some of my TL1/2 stuff through it and see how it works. I have clothing be somewhat important in my game, so, let's see what I get. :)

Bear in mind that you will need to either ignore or modify the section for styles... Sewing is easier at TL 1/2, so attached sleeves, trousers, attached hoods and the like should not cost more. Mittens should be cheap, and gloves now are available at increased cost depending on features. Likewise, Draped garments should have a cost reduction 50% to 80% normal cost.

I haven't gone over the "cloth" numbers as closely as those for furs/leather, so if you find any oddities, please let me know.

Also under Tailoring, a reduction of 30% should be possible by TL1/TL2. I disagree with Low-Tech's very high CF for Tailoring and Masterful Tailoring, so my tailoring numbers are lower. At TL 1/2, I would suggest.
  • -2% cost per +1% weight, up to +20% weight.
  • +5% cost per -1% weight, down to -10% weight, then...
  • +10% cost per further -1% weight, down to -15%*, then...
  • +15% cost per further -1% weight, down to -20%, then...
  • +20% cost per further -1% weight, down to -25%, then...
  • +25% cost per further -1% weight, down to -30%*.
* Increase Penalties for targeting Chinks in armor by -1 at -15%, and by -2 at -30%.

That would be +0.5CF for -10%, +1CF for -15%, +1.75CF for -20%, +2.75CF for -25%, +4CF for -30%. Adjust percentages to taste...


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