Always Available — Click here to buy! Welcome to the Past! GURPS Low-Tech covers the basic tools used by historical adventurers from the Stone Age to the Age of Sail — and still used by modern survivalists and post-apocalypse survivors when the high-tech toys fail. Weapons and armor from antlers and rawhide to warhammers and heavy mail; adventure and travel gear from simple stone knives to early submarines; everyday items and tools of every trade. Low-Tech starts with the basics that suit any setting. For game masters, the discussions of past technologies — based on up-to-date historical and archaeological research — will be valuable no matter what system is used.

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It was built to go anywhere and everywhere, and to allow for a certain amount of cross-pollenation. GURPS was also one of the first systems to eschew randomness in character creation. No more would players be bound to crappy rolls of attributes; they received a pool of points with which to buy attributes, advantages, disadvantages, and skills. But there were quite a few of the advantages, disadvantages, and skills.

And that list grew every time someone wrote a new world book or supplement. But like the character generation system, the combat system kept getting bolt-ons from its supplements. Getting High and Mighty In its third edition, it hit the big time a few different ways.

There was no shortage of genre books, setting books, and licensed properties. There were also certain incidents which catapulted SJG into the limelight. If anyone wants to correct, please speak up below. The selection of books and supplements had gotten so spread out that they had to release two more books to get control of it all: Compendium I had all of the new character bits compiled from the various supplements, and Compendium II was the summation of all the new combat and campaigning rules.

Slow down, you move too fast In 4th edition, they downshifted. The emphasis shifted from quantity to quality, and the line of titles that actually made it to Dead Tree Edition became more focused. Generally, I regard this as a Good Thing. The difference is, all those 3rd Edition books started life on paper. A staggering majority of the 4th Edition books skipped the Dead Tree Edition entirely and went straight to digital. Help yourself to our friendly, convenient self-service!

Across all genres, Powers might be useful if you want to milk the Advantages system for all its worth. Supers and Psionic Powers were both softcovers supplementing that one. See what I mean about wishing it were here sooner?

The timeline finally feels complete. The blurb on the back states plainly The information on real-world equipment is useful for any campaign set prior to , as well as historical fantasy. This book fits well in that line. It may even go above and beyond the call of duty here, because the book has two indexes: One for general look-ups, and one specifically for weapons. Fitting into the grand scheme that is GURPS The book begins by describing a bit more about its "tech level" system, that the book covers its level 0—3, and what was in use in each of those periods.

The difficulty: Tech Level 0 covers almost 2. The book then goes on to describe several skills and how they fit into the technology of the day. It then describes a few Advantages and Limitations that fit. And everything is cross-referenced to the Basic Set. Biremes are made of these The first section of the book discusses materials.

For instance, "cloth" is rather more complex. You had wool too, but it required domestication of the animal, boiling of the fibers to remove oils so it could be spun And so it goes. It goes into deail on a lot of things like that: bone, leather, wood, wicker, paper, clay, brick, stone, mortar, paper, charcoal, and others This level of detail is a joy to work with, frankly.

No fluff, just enough artwork to get points across, and a dense block of information. The bibliography for this book is a two-page wall of citations. To the unprepared reader, it might cause spontaneous eyebrow elevation.

I can understand why they did it: the author gets a contract to write a book, does the research, and turns in more manuscript than they expected. Perhaps he went into more detail in some sections than others. Perhaps the hardbound book would have gone over budget if they included that extra 76 pages of information. For a price. Smorgasbord for other tables? Food for thought What few charts and tables it contains are clustered in the Weapons chapter, statted out in full detail.

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Tech Level

With GURPS, you can be anyone you want — an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side. Thanks to its flexibility, quality writing, and ease of use, GURPS has been the premiere universal roleplaying game for over three decades! More than 1,, copies are in print — not counting foreign editions. Here are the last 15 GURPS supplements including reprints and new editions we have released , either in print or electronically. At least I have some news to lighten things up. It offers more foes in the form of six monsters and 14 villains, more magic items in the shape of 16 rare or unique artifacts, and a whole lot of extras in the boxes in and around the main features, including more character abilities, more professions, more racial templates, and even more pieces of mundane gear.


GURPS Fourth Edition: Low-Tech

Per extra -1 to TL -2 "Technological skills based on attributes other than IQ let you use technology; they do not assume any real understanding of the science or engineering behind the tools. So a TL6 soldier could fire a TL7 gun at -1 skill rather then Familiarity is in regards to a skill limited to a certain type of equipment. Important note: Familiarity and difference in TL penalties are cumulative. The skill states that this unfamiliarity incurs a -2 and so you are at -7 to skill.

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