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#1 |
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Join Date: Apr 2005
Location: Houston, TX
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I love the "Tailoring Armor" rules in GURPS Ultra-Tech for TL 9 and up, and the armor locations rules in GURPS Low-Tech for TL 0-4. Alas, GURPS High-Tech doesn't seem to offer quite as much flexibility.
I'm playing a fashion-conscious super-heroine in a modern-day, semi-realistic supers campaign, so I'm curious: has SJG published, or has anyone else invented, rules that make modern-day armor as customizable (in coverage, style, etc.) as the rules in Ultra-Tech? I haven't been able to keep track of the plethora of PDFs and Pyramids, but I'm hoping someone can help. Thanks in advance for any assistance. |
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#2 |
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Join Date: Sep 2004
Location: Canada
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Is there a reason why you don't want to use the Ultratech rules with armor found in High Tech?
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#3 | |
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Join Date: Apr 2005
Location: Houston, TX
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Quote:
Not knowing much at all about real-world armor, I just thought I'd ask if anyone else had played with the rules already. |
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#4 |
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Join Date: Oct 2009
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Well High Tech doesn't provide convenient suits of flexible armor to apply the tailoring rules.
More importantly, High Tech armor isn't as flexible and discreet as Ultra Tech armor. That's a feature, not a bug! |
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#5 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Based on real-world figures and gear in basic, I'd figure a basic bodysuit is 14 lb, DR 8/2, $1,200; tailoring rules apply normally. That generates a too high weight for the ballistic vest (normal, torso only, 3.5 lb), too low for the tactical vest (heavy, torso/groin, 7.45 lb), but realistically the lighter armor probably qualifies for half coverage, and the heavier armor includes pouches and other non-armor functionality, and some stiffening for DR 12/5 instead of 12/3.
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| Tags |
| armor, custom, design, high-tech, tailoring |
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