Chapter 8

Equipment

Weapons, armor, gear, and the economics of adventure — everything that hangs on your belt or weighs down your pack.

01

Starting Wealth & Currency

Every GURPS campaign uses a generic currency symbol — $ — that stands in for whatever money actually circulates in the setting. One $ might be a copper farthing in a medieval fantasy world, a paper dollar in a modern thriller, or a credit chip in a space opera. The prices on every equipment table use this abstraction so the same rules work across all genres and eras.

◆ The $ Is an Abstraction

GURPS never ties prices to real-world currencies. The GM chooses what $ represents at the start of the campaign. Medieval default: $1 = one copper farthing; $4 = one silver coin; $1,000 in silver weighs 1 pound. Modern default: $1 = one bank note.

Starting Wealth by Tech Level

The amount of money available to spend on gear at the start of play is your starting wealth — determined by two factors: the campaign's Tech Level (which sets the baseline) and your Wealth advantage or disadvantage (which multiplies or divides it).

TLEraStarting WealthNotes
0Stone Age$250Tribal hunter-gatherers
1Bronze / Iron Age$500Ancient civilizations
2Early Medieval$750Dark Ages feudalism
3Late Medieval$1,000Default fantasy setting
4Renaissance / Age of Sail$2,000Flintlocks and galleons
5Industrial Revolution$5,000Steam power, early factories
6Mechanized Age$10,000WWI–WWII era
7Nuclear Age$15,000Cold War through late 20th century
8Digital Age$20,000Modern day

Your Wealth level from Ch2 multiplies this baseline. Average wealth (the default) gives ×1. Comfortable gives ×2. Wealthy gives ×5. Dead Broke means you start with nothing at all. One character point can also be "cashed in" for 10% of the campaign starting wealth — useful when you need just a little more gear.

✦ Coming from D&D?

In D&D, gold pieces are the universal currency and equipment costs are fixed. GURPS instead ties starting money to the campaign's technology and your social class (Wealth advantage). A peasant adventurer and a noble adventurer begin with meaningfully different gear budgets — which drives real decisions during character creation.

02

Cost of Living

Your monthly cost of living covers food, housing, clothing, and entertainment — everything needed to maintain your social Status. This is paid at the start of each month. Characters who cannot pay may face eviction, malnutrition, or a reduced effective Status in social situations.

StatusExample RankMonthly CostDaily (Inn / Travel)
8Emperor, god-king$600,000,000$120,000,000
5Great noble, corporate boss$600,000$120,000
4Lesser noble, congressman$60,000$12,000
3Landed knight, guild master$12,000$2,400
2Landless knight, merchant$3,000$600
1Squire, priest, doctor$1,200$240
0Freeman, ordinary citizen$600$120
−1Bondsman, poor citizen$300$60
−2Serf, street person$100$20

The daily cost away from home is always 20% of your monthly rate. Characters with Status from Rank (military or organizational) only pay cost of living for their base Status — their organization covers the rest.

Clothing & Food

You start with a full wardrobe appropriate to your Status — no separate purchase needed. If clothing is destroyed or you need a new outfit, the guidelines are:

  • Complete Wardrobe — 100% of cost of living; ~20 lbs.
  • Ordinary Clothes (one outfit) — 20% of cost of living; 2 lbs.
  • Winter Clothes — 30% of cost of living; 4 lbs.
  • Formal Wear — 40% of cost of living; 2 lbs.
  • Restaurant meal — 1% (breakfast/lunch) or 2% (dinner) of cost of living.
  • Travel Rations (1 week) — 5% of cost of living; 14 lbs.
03

Buying Equipment

You may generally buy any equipment within your starting wealth budget, subject to the campaign's laws and the GM's approval. Soldiers may be issued gear rather than buying it. Castaways or prisoners may have no choice at all. List all possessions on your character sheet — items left at home separately from carried gear, since only carried weight counts toward encumbrance.

Tech Level on Items

Each item has a tech level (TL) — the earliest era at which it is commonly available. Items remain usable at later TLs. You may only buy items at or below your campaign's TL, unless you possess the High TL advantage. The superscript "^" marks items requiring superscience beyond normal physics — availability is at the GM's discretion.

Legality Class

Controlled items carry a Legality Class (LC) rating describing how widely they may be owned or carried. Ordinary clothing and most tools have no LC. Weapons and military gear usually do.

LC 4 — Open

Available almost everywhere. Controlled societies may restrict use or require permits. Examples: sword, shotgun, computer.

LC 3 — Licensed

Requires registration in most societies — possibly a fee, exam, or background check. Examples: handgun, automobile, hunting rifle.

LC 2 — Restricted

Military, police, or intelligence agencies only. Licensed civilians may keep it on their property. Examples: assault rifle, armored vehicle.

LC 1 — Military

Armed forces and spy agencies only. Individuals who possess it face serious consequences. Examples: anti-tank weapons, fighting vehicles.

LC 0 — Banned

Restricted to a handful of governments, who actively prevent anyone else from possessing it. Examples: nuclear, biological, or chemical weapons.

✦ Stocking Up — Priority Order

When spending starting wealth, the GURPS For Dummies guide recommends this order: 1) Buy weapons your character will actually use. 2) Buy defensive gear — even a heavy jacket beats nothing. 3) Buy skill-required equipment (lockpicks, surgical kit, etc.) — these can be hard to acquire later. 4) Consider transportation. Anything left over is working capital for in-play purchases.

04

Weapon Statistics

Every weapon table lists the same core statistics. Understanding them before reading the tables will save you a lot of flipping back and forth.

Damage

Muscle-powered weapons scale with the wielder's ST, expressed as a modifier to basic thrust (thr) or basic swing (sw) damage from the Damage Table (Ch1). Swinging always does more than thrusting. Example: a spear does thr+2 imp — if your ST 11 gives thr 1d−1, the spear inflicts 1d+1 imp.

Firearms and explosives use a fixed dice expression unrelated to ST — e.g., 2d+2 pi — so any user with the same gun does the same damage.

◆ Damage Type Abbreviations
crCrushing
cutCutting ×1.5
impImpaling ×2
pi−Small piercing ×0.5
piPiercing ×1
pi+Large piercing ×1.5
pi++Huge piercing ×2
burnBurning ×1
toxToxic (vs. FP)
affAffliction

The multiplier is applied to damage that penetrates DR. cut and imp are the two most dangerous types in melee. An armor divisor in parentheses — e.g., (2) — halves the target's DR before applying damage. Fractional divisors like (0.5) increase effective DR.

Melee-Specific Stats

  • Reach — Distance in yards at which the weapon can strike. C = usable in close combat; 1, 2 = can strike at 1 or 2 yards; an asterisk means changing reach costs a Ready maneuver.
  • Parry — Modifier to your Parry defense roll. 0 = no modifier. F = fencing weapon. U = unbalanced (cannot parry after attacking or attack after parrying in the same turn). No = cannot parry at all.
  • Min ST — Minimum Strength to use the weapon without penalty. Each point below costs −1 to skill and +1 FP per exhausting fight. = two-handed weapon. = two-handed and becomes unready after each attack unless ST ≥ 1.5× minimum (round up).
▲ ST Cap on Melee Damage

For a melee weapon, your effective ST for damage purposes cannot exceed three times the weapon's minimum ST. A large knife (min ST 6) caps at ST 18 for damage. Above that, your surplus ST contributes nothing to the damage roll.

Ranged-Specific Stats

  • Acc — Accuracy bonus added to skill if you take an Aim maneuver on the previous turn.
  • Range — Written as ½D / Max. Attacks beyond ½D range do half damage. Max is the absolute limit. For muscle-powered weapons, range is expressed as a multiplier of the weapon's ST (e.g., ×15/×20).
  • RoF — Maximum shots per one-second turn. A ! suffix means full-auto only.
  • Shots — Shots before reloading. T = thrown. Parenthetical = Ready maneuvers to reload (or, with i suffix, per-shot reload time).
  • Bulk — Size penalty to skill on a Move and Attack maneuver; also a Holdout penalty to conceal. More negative = harder to hide and less accurate while moving.
  • Rcl — Recoil (firearms only). At RoF 2+, every full multiple of Rcl by which your attack roll succeeds scores one additional hit.

Weapon Quality

Muscle-powered melee and thrown weapons come in quality grades that affect breakage (when parrying heavy weapons) and sometimes damage:

  • Cheap — +2 to break; −1 Acc if thrown. Costs 40% of list price (TL6 or less).
  • Good — No breakage modifier. This is the standard quality — list price buys good quality at TL6 and below.
  • Fine — −1 to break; +1 to cutting/impaling damage (blades only). Costs 4× list for swords, 3× for other impaling/crushing, 10× for other cutting weapons.
  • Very Fine — Fencing weapons and swords only. −2 to break; +2 to cutting/impaling damage. Costs 20× list at TL6 or less.
✦ Invest in Quality Early

At TL1–3, most of your starting wealth goes to weapons. A fine broadsword costs $2,000 (4×) but dishes out an extra +1 damage on every swing — which matters enormously in a system where 1–2 HP can separate consciousness from death. If you can only afford fine quality on one item, make it your primary weapon.

05

Melee Weapons

Melee weapons are grouped under the skill required to use them. Each weapon table entry lists the primary attack mode; many weapons have a secondary mode (e.g., swing vs. thrust) — check the full Basic Set tables for alternate modes. Column headers: TL / Weapon / Damage / Reach / Parry / Cost / Wt / Min ST.

Weapons without a listed cost are natural weapons (no cost or weight — they're part of the body).

TLWeaponDamageReachParryCostWt (lbs)Min ST
Axe/Mace (DX−5, or Flail−4)
0Axesw+2 cut10U$50411
0Hatchetsw cut / thr imp10$4028 [1]
2Small Macesw+2 cr10U$35310
2Macesw+3 cr10U$50512 [1]
Broadsword (DX−5, Shortsword−2, Rapier−4, or Two-Handed Sword−4)
0Light Clubsw+1 cr10$5310
2Broadswordsw+1 cut / thr+1 cr10$500310
2Thrusting Broadswordsw+1 cut / thr+2 imp10$600310
3Bastard Sword (1H)sw+1 cut / thr+1 cr1, 20U$650511
Shortsword (DX−5, Broadsword−2, Knife−4)
0Batonsw cr / thr cr10$2016
2Shortswordsw cut / thr imp10$40028
Knife (DX−4, Shortsword−3)
0Small Knifesw−3 cut / thr−1 impC, 1−1$300.55 [1]
0Large Knifesw−2 cut / thr impC, 1−1$4016 [1]
1Daggerthr−1 impC−1$200.255 [1]
Polearm (DX−5, Spear−4, Staff−4, or Two-Handed Axe/Mace−4)
1Glaivesw+3 cut / thr+3 imp2, 3*0U$100811‡
3Halberdsw+5 cut / sw+4 imp2, 3*0U$1501213‡
Spear (DX−5, Polearm−4, or Staff−2)
0Spear (one hand)thr+2 imp1*0$4049 [1]
0Spear (two hands)thr+3 imp1, 2*09†
1Javelinthr+1 imp10$3026 [1]
2Long Spear (two hands)thr+3 imp2, 3*0$60510†
Staff (DX−5, Polearm−4, or Spear−2)
0Quarterstaffsw+2 cr / thr+2 cr1, 2+2$1047†
Two-Handed Sword (DX−5, Broadsword−4)
3Bastard Sword (2H)sw+2 cut / thr+2 cr1, 20$650510†
3Greatswordsw+3 cut / thr+2 cr1, 20$800712†
Natural Weapons (Boxing / Brawling / Karate / DX)
Punchthr−1 crC0
Kickthr crC, 1No— [2]
1Brass Knucklesthr crC0$100.25

[1] Can be thrown — see Ranged Weapons. [2] On a missed kick, roll vs. DX to avoid falling.

◆ Reading a Two-Mode Entry

Many weapons show two rows — a swing attack and a thrust attack. The player chooses which to use each turn. The Broadsword swings for sw+1 cut (usually higher damage) or thrusts for thr+1 cr (crushing, lower but usable in tight quarters). Pick the mode that fits the situation — swing when you have room, thrust when you don't.

06

Ranged Weapons

Muscle-powered ranged weapons include bows, crossbows, and thrown weapons. Their range is expressed as a multiplier of the weapon's own ST rating (bows and crossbows) or the wielder's ST (thrown weapons). Columns: TL / Weapon / Damage / Acc / Range / RoF / Shots / Cost / Wt / Min ST / Bulk.

TLWeaponDamageAccRangeRoFShotsCostWt / ShotMin STBulk
Bow (DX−5)
0Short Bowthr imp1×10 / ×1511(2)$502 / 0.17†−6
0Regular Bowthr+1 imp2×15 / ×2011(2)$1002 / 0.110†−7
0Longbowthr+2 imp3×15 / ×2011(2)$2003 / 0.111†−8
1Composite Bowthr+3 imp3×20 / ×2511(2)$9004 / 0.110†−7
Crossbow (DX−4)
2Crossbowthr+4 imp4×20 / ×2511(4)$1506 / 0.067†−6
3Pistol Crossbowthr+2 imp1×15 / ×2011(4)$1504 / 0.067−4
Thrown Weapons
0Hatchet (Thrown Axe)sw cut1×1 / ×1.51T(1)$4028−4
0Large Knife (Thrown)thr imp0×1 / ×1.51T(1)$4016−3
0Spear (Thrown)thr+2 imp2×1 / ×1.51T(1)$4049−6
0Javelin (Thrown Spear)thr+1 imp2×1.5 / ×2.51T(1)$3026−4

Range multipliers apply to the weapon's own ST (bows/crossbows) or the wielder's ST (thrown weapons). Example: a Longbow with ST 11 has ½D range 165, Max 220 yards.

Bows vs. Crossbows

Bows (DX−5) fire once per turn but demand high ST to draw. You must buy a bow rated to your ST; you cannot draw a stronger bow at all.

Crossbows (DX−4) reload slowly — 4 turns minimum — but anyone can use them, making them ideal for guards and untrained soldiers.

⚔ Worked Example: Bow Range

Mira uses a Regular Bow rated at ST 10. Range is ×15/×20, meaning ½D = 10×15 = 150 yards, Max = 10×20 = 200 yards. Targets beyond 150 yards take half damage, and HT-based resistance rolls gain +3 at that range.

07

Firearms

Firearms (TL4+) deal fixed damage independent of the wielder's ST. They dominate combat at their tech level and make personal armor of prior eras largely obsolete. All firearms use a Guns skill variant (Pistol, Rifle, Shotgun, etc.) with a default of DX−4.

◆ Firearms vs. Muscle-Powered Weapons

Firearms have: fixed damage (not ST-based), much longer effective ranges, high RoF, Rcl for rapid-fire hits, and Legality Class restrictions. They replace melee skill investment with raw lethality. A flintlock pistol at TL4 does 2d−1 pi+ — that's roughly as dangerous as a swung greatsword, but fired from 75 yards away by anyone who can aim.

TLWeaponDamageAccRangeRoFShotsCostWtLC
Pistols — Guns (Pistol), DX−4
4Flintlock Pistol, .512d−1 pi+175/45011(20)$20033
5Revolver, .362d−1 pi1120/1,30016(3i)$1502.53
6Auto Pistol, .452d pi+2175/1,70037+1(3)$30033
6Auto Pistol, 9mm2d+2 pi2150/1,850315+1(3)$50033
Rifles — Guns (Rifle), DX−4
4Musket, .754d−1 pi+2100/1,90011(20)$150114
5Lever-Action Rifle, .442d+3 pi+4300/3,20018(3i)$60083
6Assault Rifle, 7.62mm5d pi4500/3,500420(3)$800102
Shotguns — Guns (Shotgun), DX−4
5Single-Barrel Shotgun, 12G1d+1 pi340/20011(3)$30073
6Pump Shotgun, 12G1d+1 pi340/2003×96+1(3)$50083

Shotguns fire multiple pellets — RoF "3×9" means 3 attacks of 9 pellets each. See Shotguns and Multiple Projectiles (Basic Set p. 409). Firearms not listed here (SMGs, heavy weapons, beam weapons) follow the same stat columns — consult the full Basic Set tables for complete listings.

08

Armor

Armor provides Damage Resistance (DR) — subtract this from every hit that strikes the protected location before applying damage to HP. Armor that completely covers a location means you must hit that location to bypass it entirely. Each item on the tables includes underlying clothing or padding; you do not need to buy those separately.

✦ Coming from D&D? DR vs. Armor Class

In D&D, armor raises your AC making attacks miss. In GURPS, armor doesn't make attacks miss at all — it reduces damage after the hit lands. Every hit connects in GURPS; what your armor does is absorb some of that damage. Heavy armor with high DR can reduce a sword blow to 0 penetrating damage, but a hit always feels like a hit.

Armor Locations

GURPS armor protects specific body locations. Layering multiple pieces protects the full body but adds weight:

  • Head — skull + face + eyes
  • Body — neck + torso + groin
  • Full suit — everything except the head
  • Torso — chest and abdomen only (the most common single piece)
TLArmorLocationDRCostWt (lbs)LC
Body Armor
0Fur Tunictorso1*$252
1Cloth Armortorso, groin1*$306
1Leather Jacketarms, torso1*$504
1Leather Armortorso, groin2$100104
1Bronze Corselettorso, groin5$1,300403
2Light Scale Armortorso3$150154
2Mail Shirttorso4/2*$150164
2Mail Hauberktorso, groin4/2*$230253
2Scale Armortorso, groin4$420353
3Steel Corselettorso, groin6$1,300353
3Steel Breastplatetorso (front)5F$500183
3Heavy Steel Corselettorso, groin7$2,300453
4Buff Coat (Leather)body, limbs2*$210164
Headgear
1Leather Capskull1*$32neg.4
1Leather Helmskull, face2$200.54
1Bronze Pot-Helmskull3$6054
2Mail Coifskull, neck4/2*$5543
3Pot-Helmskull4$10054
3Face Maskface4$10023
3Barrel Helmskull, face6$240103 [4]
3Greathelmskull, face, neck7$340103 [4]
Limb Armor
1Leather Leggingslegs1*$402
1Heavy Leather Sleevesarms2$5024
1Heavy Leather Leggingslegs2$6044
2Mail Sleevesarms4/2*$7093
2Mail Leggingslegs4/2*$110153
2Gauntletshands4$10024
3Plate Armsarms6$1,000153
3Plate Legslegs6$1,100203
3Heavy Plate Armsarms7$1,500203
3Heavy Plate Legslegs7$1,600253

[4] Wearing this helm gives the wearer the No Peripheral Vision disadvantage while worn. Split DR (e.g., 4/2*): the lower value applies against crushing attacks; * = flexible armor.

Wearing Armor — Rules

▲ Armor Draws Attention

A fully armored individual signals they expect or invite trouble. In noncombat situations: armor covering the face or full head gives −2 to reaction rolls. Non-concealable DR 2+ armor on the torso gives −1, or −2 if rigid (non-flexible). These penalties stack — full plate with a greathelm gives −4 to reactions from strangers. There's no penalty if the context makes armor obviously appropriate (knight at a tournament, soldier in a war zone).

  • Donning/Removing: 3 seconds per piece for most armor. Vacc suits and battlesuits take 30 seconds per piece (except the helmet).
  • Layering Armor: You may layer armor only if the inner layer is both flexible and concealable. Add the DR of both layers. Wearing a second layer anywhere except the head imposes −1 to DX and all DX-based skills.
  • Combining Pieces: You can freely combine pieces that cover different locations. Full coverage requires a torso piece + head piece + arm pieces + leg pieces + hand/foot pieces.
09

Shields

A shield adds its Defense Bonus (DB) to all your active defense rolls (Block, Dodge, and Parry) automatically, without any conscious decision. Shields are strapped to one arm — your shield hand can still carry a light item but cannot wield a weapon, preventing two-handed weapon use. Shields become almost worthless against firearms (TL4+) but make a comeback in sci-fi settings as force shields.

TLShieldDBCostWt (lbs)DR / HPLC
Cloak (DX−5, Net−4, or Shield−4)
1Light Cloak1$2021 / 3
1Heavy Cloak2$5051 / 5
Shield (DX−4, or other Shield at −2)
0Light Shield1$2525 / 204
0Small Shield1$4086 / 304
1Medium Shield2$60157 / 404
1Large Shield3$90259 / 604
Force Shield (DX−4) — Superscience
^Force Shield3$1,5000.5100 / —3

At TL1+, any small, medium, or large shield can have a spike added for $20 + 5 lbs, dealing thr+1 cr in a shield rush. Iron shields available at TL3+: ×5 cost, ×2 weight, +3 DR, ×2 HP. Force Shield worn on wrist, leaving hand free — its DR is Hardened (equivalent to one Hardened enhancement).

◆ Shield Rush

You can use your shield as an offensive weapon in close combat — a shield rush deals thr cr damage and counts as a slam. This costs your shield as a defensive benefit for that turn. Large shields (DB 3) at TL3+ with a shield spike turn the weapon into a surprisingly capable offensive tool.

10

General Equipment

The following gear covers adventuring necessities across most campaign types. All items are LC4 unless noted. Costs in $.

Camping & Survival

TLItemCostWeightNotes
0Personal Basics$51 lb.Tinderbox, utensils, etc. −2 to Survival without.
0Group Basics$5020 lbs.Cook pot, rope, hatchet — for 3–8 campers.
0Traveler's Rations (1 meal)$20.5 lb.Dried meat, cheese, etc.
0Sleeping Fur$508 lbs.Warm unless wet.
0Wineskin$100.25 lb.Holds 1 gallon of liquid (8 lbs. when full).
0Rope, 3/8" (per 10 yds)$51.5 lbs.Supports 300 lbs.
0Cord, 3/16" (per 10 yds)$10.5 lb.Supports 90 lbs.
0Torch$31 lb.Burns 1 hour.
0Tent, 1-Man$505 lbs.Includes ropes; no poles.
0Tent, 2-Man$8012 lbs.Requires one 6' pole.
1Backpack, Small$603 lbs.Holds 40 lbs. of gear.
1Backpack, Frame$10010 lbs.Holds 100 lbs. of gear.
1Blanket$204 lbs.Warm sleeping blanket.
1Saddlebags$1003 lbs.Hold 40 lbs.
2Lantern$202 lbs.Burns 24 hours on 1 pint of oil.
2Oil (per pint)$21 lb.Lantern fuel.
2Iron Spike (Piton)$10.5 lb.Climbing, spiking doors.

Medical Gear

TLItemCostWeightNotes
var.Bandages$102 lbs.Basic gear for First Aid. Needed to stop bleeding.
var.First Aid Kit$502 lbs.+1 to First Aid skill.
var.Crash Kit$20010 lbs.+2 to First Aid; improvised Surgery kit (−5 penalty).
var.Surgical Instruments$30015 lbs.Basic gear for Surgery skill.
6Antibiotic$20neg.Prevents or cures infection in 1d days.

Tools & Equestrian

TLItemCostWeightNotes
1Bit and Bridle$353 lbs.+2 to control horse (+3 with both hands).
2Saddle and Tack$15015 lbs.Basic gear for Riding skill.
2Crowbar, 3'$203 lbs.Treat as small mace (−1 to skill) in combat.
2Pickaxe$158 lbs.Improves digging speed.
3Lockpicks$50neg.Basic gear for Lockpicking skill.
3Scribe's Kit$502 lbs.Quills, inkbottles, paper.
3Stirrups$12520 lbs.+1 to mount control; required for Lance skill. Includes saddle.
3War Saddle (with stirrups)$25035 lbs.+1 to stay seated; 50% chance to stay seated even if unconscious.
var.Portable Tool Kit$300–$1,20010–20 lbs.Basic gear for Carpentry, Armoury, Mechanic, Electrician, etc.
1Whetstone$51 lb.For sharpening tools and weapons.
0Hip Quiver$151 lb.Holds 20 arrows or bolts.
Encumbrance & Gear Weight

Every pound matters. Your Basic Lift (BL = ST²÷5) sets your carry thresholds:

  • Above 2×BL = Light (−1 Move & Dodge)
  • Above 3×BL = Medium (−2)
  • Above 6×BL = Heavy (−3)
  • Above 10×BL = Extra-Heavy (−4)

ST 12 → BL 28.8 lbs. Full plate + weapons + pack can easily exceed 80 lbs — Heavy Encumbrance even for a strong fighter.

11

Running Examples

Our three characters — Mira Ashfeld, Aldric Vane, and Vora — are operating at TL3 (late medieval fantasy). Each starts with $1,000 at Status 0 (Average wealth). Their gear choices reflect their roles and fighting styles.

Mira Ashfeld — Warrior / Scout

Mira (ST 12, DX 14, HT 13) is a front-line fighter with Combat Reflexes. She needs solid protection, a reliable melee weapon, and a ranged backup. With a good DX and the Broadsword skill, she opts for a thrusting broadsword — the extra impaling damage on thrusts gives her flexibility against armored and unarmored foes alike.

Her ST 12 gives a Basic Lift of 28.8 lbs, so she can carry roughly 57 lbs at Medium Encumbrance (Move drops from 6 to 5, Dodge 9 → 8). Her loadout is carefully balanced to stay at or just below Medium.

Thrusting Broadsword$600
Steel Corselet (torso, groin DR 6)$1,300
Exceeds budget — Mira saves up from first quest; buys Mail Hauberk at start ($230)$230
Pot-Helm (skull DR 4)$100
Small Shield (DB 1)$40
Regular Bow (ST 10) + Hip Quiver + 20 arrows$115
Backpack (small) + Personal Basics + Blanket$85
Starting Total$1,170 — slightly over; borrows $170 or trades a skill

Encumbrance: ~49 lbs loaded (Medium). Mira wears the mail hauberk, helm, carries shield + sword + bow in hand or on back. Her goal is a Steel Corselet once in-play income arrives — the extra DR 2 is worth every $.

Budget used
$1,170 / $1,000

Aldric Vane — Scholar / Mage

Aldric (ST 8, IQ 14, DX 10) has Magery 3 and invests heavily in spells. His ST 8 gives BL of only 12.8 lbs — he goes over Light Encumbrance (25.6 lbs) easily. Every pound matters. He keeps armor light and relies on magic and distance rather than staying power.

His Wealth is Comfortable (×2), giving $2,000 to start — unusual for a mage but reflects his noble education and family resources.

Quarterstaff (primary melee, doubles as walking stick)$10
Large Knife (backup weapon, can throw)$40
Cloth Armor (torso, groin DR 1, concealable)$30
Leather Cap (skull DR 1, concealable)$32
Scribe's Kit (ink, parchment, quills)$50
Backpack (small) + Personal Basics + Traveler's Rations (5 days)$75
Wax Tablet (for quick notes)$10
Starting Total$247 — leaving $1,753 for in-play purchases or a horse

Encumbrance: ~12 lbs loaded (Light — barely). Aldric saves most of his starting wealth deliberately — in play he'll invest in a horse, a spellbook, and better magical components. The cloth armor is concealable (LC—) so he doesn't draw attention walking into libraries or courts.

Budget used
$247 / $2,000

Vora — Rogue / Secondary Fighter

Vora (ST 11, DX 13, HT 12) fights dirty and fast. She has the High Pain Threshold advantage and a preference for getting close. She's not a dedicated tank — she uses leather armor for mobility and relies on fast attacks and feinting to get through enemy guards rather than absorbing hits. Her BL is 24.2 lbs.

Shortsword (primary)$400
Large Knife (off-hand / thrown)$40
Small Shield (DB 1)$40
Leather Armor (torso, groin DR 2)$100
Leather Helm (skull, face DR 2)$20
Leather Gloves (hands DR 2*)$30
Backpack (small) + Personal Basics + Rope (10 yds)$65
Starting Total$695 — $305 held in reserve

Encumbrance: ~25 lbs loaded (Light — just at threshold). Vora keeps her reserve cash for Lockpicks ($50) once she starts a Lockpicking skill, and for bribes. She knows she's not winning stand-up fights against heavily armored opponents — she wins through surprise, superior DX, and targeting unarmored hit locations.

Budget used
$695 / $1,000
⚔ Comparing the Builds

At TL3, a Mail Hauberk + Pot-Helm gives Mira DR 4/2* on the torso and DR 4 on the skull — most sword swings (sw+1 cut) against her torso penetrate only if the attacker's SW exceeds 6 points. Vora's DR 2 leather stops nothing heavy but keeps her light. Aldric's DR 1 cloth armor exists mainly to prevent scrapes from minor hazards — a single solid sword hit would devastate him. Each build is internally consistent: protect what you can afford to protect, not everything.

12

Chapter Quiz

Knowledge Check — Chapter 8