There are various ways to get and keep good equipment in GURPS, other than
just laying down money for it. Here are most of them.
Weapon or Equipment Bond is a perk (1 point); it represents the idea
that one of the items on your equipment list is uniquely suited to you --
just the right balance, shape, or whatever. It may be no better than
normal quality, but when you use that specific item you're at +1 to
effective skill. If the item is lost or destroyed, you don't get to
re-deploy the bond; spend another point on a bond to the new item.
(Martial Arts p. 53, High-Tech p. 250, Fantasy p. 132.)
This often goes with Signature Gear (p. B85). Each point you put into
that gives you a GURPS-dollar value of half the basic starting wealth
for the campaign (usually based on tech level, see p. B27). That value
must be spent on equipment that's "part of your personal legend" --
it's not made any better by this, but while you may be temporarily
deprived of it, you'll always have a chance to get it back.
If you're going mad with money (or virtual money), you may also want to
consider quality -- Good-quality equipment gives a +1 to tasks and costs
5× normal, Fine-quality gives +2 and costs 20× normal.
Guns are an exception to the quality rules -- a Fine firearm gets +1
Acc(uracy) and costs ×2, Very Fine gets +2 Acc and costs ×5. (Remember
that Acc only cuts in when you take time to aim.)
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