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Covering the Paleolithic to the Age of Sail, GURPS Low-Tech is your guide to TL0-4 equipment for historical adventurers, modern survivalists, post-apocalypse survivors, and time travelers. It surveys current historical and archaeological research to present accurate gear, including:

• Weapons. Stone axes, steel , muskets, and heavy weapons (from to cannon) to grant a fighting edge whether you face bears, phalanxes, or high-seas pirates. • Armor. Pick coverage, quality, and materials (even exotica like jade!) to suit your budget, and then calculate protection, weight, impact on stealth, and more. • Transportation. Travel aids such as skis and floats; riding gear for horses, camels, and elephants; and vehicles ranging from oxcarts and rafts to war wagons and low-tech submarines. • Survival Gear. Simple tools and local materials to let you find your way, stay warm and dry, and feed yourself in the wilderness. • Tools. Everything you need to gather basic resources, craft finished goods, work in the literate professions, spy, or thieve. • Medicine. Treat illness and injury with herbs, acupuncture, and surgery.

GURPS Low-Tech requires the GURPS Basic Set, Fourth Edition. The information on real-world equipment is useful for any campaign set prior to 1730, as well as historical fantasy.

By William H. Stoddard, with Peter Dell’Orto, Dan Howard, and Matt Riggsby Edited by Sean Punch Cover Art by Bob Stevlic Illustrated by Alan Azez, Eric J. Carter, Igor Fiorentini, Angela Lowry, Matthew Meyer, Rod Reis, and Bob Stevlic

1ST EDITION, 1ST PRINTING PUBLISHED DECEMBER 2010 ISBN 978-1-55634-802-0

Printed in $29.99 SJG 01-0108 the USA Written by WILLIAM H. STODDARD, with PETER DELL’ORTO, DAN HOWARD, and MATT RIGGSBY Additional Material by C.J. CARELLA, GRAEME DAVIS, STEPHEN DEDMAN, SHAWN FISHER, LEE GOLD, MICHAEL HURST, EVAN JAMIESON, J. HUNTER JOHNSON, THOMAS M. KANE, AURELIO LOCSIN III, PHIL MASTERS, RICHARD MEYER, DAVID MORGAN-MAR, KENNETH PETERS, DAVID L. PULVER, SEAN PUNCH, S. JOHN ROSS, HANS-CHRISTIAN VORTISCH, and JON F. ZEIGLER Edited by SEAN PUNCH Cover Art by BOB STEVLIC Illustrations by ALAN AZEZ, ERIC J. CARTER, IGOR FIORENTINI, ANGELA LOWRY, MATTHEW MEYER, ROD REIS, and BOB STEVLIC

ISBN 978-1-55634-802-0 12 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES 5. WEAPONS ...... 53 MELEE WEAPONS ...... 54 Hook ...... 54 ONTENTS Pike and Shot and Bayonet . . . 55 C Optional Rule: Sheaths ...... 57 INTRODUCTION ...... 4 Domestication...... 22 Weapons of Quality ...... 59 Asbestos (TL2) ...... 23 First Encounter With 1. THE AGE OF LABOR . . 5 Rope Deterioration ...... 24 a New Way to Die ...... 60 AGES OF TECHNOLOGY ...... 6 CHEMISTRY ...... 25 Fighting in Style ...... 61 Tip Slash ...... 62 VARIANT PATHS...... 7 FUEL AND POWER ...... 27 Improvised Weapons ...... 63 ALTERNATIVE TECHNOLOGIES . . . . 7 TOOLS AND BASIC Melee Weapon Table ...... 64 Roads Not Taken ...... 7 EQUIPMENT...... 28 Weapon Composition ...... 71 Blocked Roads ...... 8 Tool Kits ...... 30 BOWS, SLINGS, AND Technology for Nonhumans . . . . 8 Adjusting for SM...... 8 3. GENERAL THROWN WEAPONS ...... 72 Alternate Arrows ...... 73 TLSANDCHARACTER TRAITS . . . . 8 EQUIPMENT...... 31 Bows, , Advantages ...... 8 SHELTER ...... 31 and Rated ST...... 74 Combining Strength ...... 9 DOMESTIC CONVENIENCES . . . . . 33 Muscle-Powered Perks ...... 9 Heating and Cooling ...... 33 Ranged Weapon Table . . . . . 75 Disadvantages ...... 10 Light ...... 33 Harsh Realism for Skills ...... 10 Furniture ...... 33 Ranged Weapons ...... 75 Techniques ...... 11 Containers and Storage ...... 34 Arrow Guide ...... 78 LOW-TECH INVENTORS...... 13 PERSONAL GEAR AND Panjagan ...... 78 Gadget Control...... 13 CONSUMER GOODS ...... 35 MECHANICAL ARTILLERY ...... 78 THE ECONOMICS Luxuries ...... 36 Heavy Weapons ...... 79 OF EQUIPMENT ...... 13 Entertainment ...... 39 Aiming Fixed-Mount Weapons . . 80 Buying Equipment ...... 13 Mechanical Artillery Table . . . . 81 Custom-Made Equipment . . . . 14 4. INFORMATION Alternate Combination Gadgets...... 14 TECHNOLOGIES . . . . 41 Ammunition ...... 83 Personal Artillery Table...... 83 MAINTAINING EQUIPMENT ...... 15 OBSERVATION ...... 41 Repairing Equipment ...... 15 Defective Vision ...... 42 COMBUSTION-BASED Storing Equipment ...... 15 MEASUREMENT ...... 42 WEAPONS ...... 84 EQUIPMENT STATISTICS ...... 15 Incendiaries ...... 84 WRITING AND RECORDS ...... 45 Tech-Level Specialization ...... 16 Black Powder ...... 85 Pictures...... 45 “Can We Have Gunpowder?”. . . 85 Maps and Globes ...... 45 2. CORE Gunpowder Artillery ...... 87 Writing Media ...... 45 ECHNOLOGIES The Cost of Ammunition ...... 87 T . . . . 17 Palimpsests ...... 46 Alternate Cannon Ammunition. . 88 MATERIALS ...... 17 Written Documents ...... 47 Personal Firearms ...... 90 Stone and Earth...... 17 Printing...... 48 Precious Stones ...... 18 Water and Firearms ...... 90 SIGNALS AND MESSAGES ...... 48 The Race for Porcelain ...... 19 Using Firearms ...... 94 Horizon Table ...... 49 Metals ...... 20 Firearm Quality ...... 95 Wire ...... 20 CALCULATION AND Variant Ammunition ...... 95 Organics ...... 21 COMPUTATION ...... 50 Careful Loading ...... 95 Furs ...... 22 NAVIGATION...... 50 Firearm Accessories ...... 96

GURPS System Design ❚ STEVE JACKSON Managing Editor ❚ PHILIP REED Art Director ❚ WILL SCHOONOVER GURPS Line Editor ❚ SEAN PUNCH Asst. Managing Ed. ❚ MONICA STEPHENS Marketing Director ❚ PAUL CHAPMAN Page Design ❚ PHIL REED and –––– Production Artist ❚ NIKOLA VRTIS Director of Sales ❚ ROSS JEPSON JUSTIN DE WITT Indexer ❚ NIKOLA VRTIS GURPS FAQ Maintainer ❚ ––––––– Print Buyer ❚ PHILIP REED VICKY “MOLOKH” KOLENKO

Research Assistance: Susan Koziel and John Brent Macek • Master Armorer: John Brent Macek Lead Playtester: Jeff Wilson Playtesters: Douglas Cole, Shawn Fisher, Martin Heidemann, Leonardo Holschuh, Rob Kamm, MA Lloyd, Paraj Mandrekar, Garðar Steinn Ólafsson, Leigh O’Neil, Kenneth Peters, Emily Smirle, Shawn K. Stevenson, Antoni Ten Monros, and Dustin Tranberg

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Low-Tech, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Low-Tech is copyright © 2010 by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

2CONTENTS 6. DEFENSES ...... 97 Covert Entry...... 126 SURGERY AND SURGICAL CLOTHING ...... 97 Smuggling Gear...... 126 EQUIPMENT...... 147 Hand and Footwear ...... 98 DECEPTION ...... 127 Stone Age Surgeons ...... 148 Hobnails (TL2) ...... 98 Secret Messages...... 127 Early Prosthetics...... 149 Headgear ...... 98 Forgery and Counterfeiting . . 128 DRUGS ...... 150 Protective Clothing ...... 99 POISONS...... 128 Herbs ...... 150 Clothing and Status ...... 99 ENFORCEMENT AND COERCION 130 Honey ...... 150 ARMOR...... 100 Restraints ...... 130 Belladonna ...... 151 Armor Locations Table ...... 100 Torture ...... 131 Inorganic Substances ...... 152 Optional Rules for Armor. . . . 101 Iron Maiden (TL3) ...... 131 NONDRUG THERAPIES...... 152 Blunt Trauma and Acupuncture and Edged Weapons ...... 102 8. MOBILITY AND Moxibustion ...... 152 My Armor Doesn’t Fit! ...... 103 TRANSPORTATION. . 132 Pain Control ...... 152 Textiles ...... 103 ON LAND ...... 132 Antidotes and Feathers (TL1) ...... 104 Riding Gear ...... 133 Detoxification ...... 153 Hide ...... 104 Land Vehicles...... 135 Bleeding and Purging ...... 153 Arrow Curtains...... 104 Litters (TL0) ...... 136 Dietary Regimens ...... 153 Leather of Quality...... 105 ON WATER ...... 138 Electrical Therapy ...... 153 Reinforced ...... 105 Riding on Logs ...... 138 Heat...... 154 Other Nonmetallic Armor. . . . 105 Immersion ...... 154 UNDER WATER ...... 143 Jade ...... 106 Lotions and Salves ...... 154 Metallic Armor...... 106 9. MEDICINE AND Massage ...... 154 Chinese Mountain Scale . . . . . 106 Ventilation...... 154 Mail Variants ...... 107 SURGERY...... 144 Variolation ...... 154 Copper and Bronze ...... 108 DIAGNOSTIC METHODS ...... 144 Armor of Quality ...... 109 FIRST AID ...... 145 BIBLIOGRAPHY ...... 155 Heavy Plate ...... 109 Optional Rule: Sliding Rivets (TL4) ...... 109 Tight Tourniquets ...... 146 INDEX ...... 157 Armor of Proof (TL4) ...... 110 Transporting the Injured. . . . . 147 WEAPONRY INDEX ...... 160 Armor Table ...... 110 HELMETS...... 111 Face Protection ...... 112 Neck Protection ...... 112 Plumes and Crests (TL1) . . . . . 113 About GURPS Steve Jackson Games is committed to full support of GURPS players. SHIELDS...... 113 Our address is SJ Games, P.O. Box 18957, Austin, TX 78760. Please include Shield Grips ...... 113 a self-addressed, stamped envelope (SASE) any time you write us! We can Shield Bosses ...... 113 also be reached by e-mail: [email protected]. Resources include: Types of Shields ...... 114 Sample Armor Loadout: Roman New supplements and adventures. GURPS continues to grow – see Imperial Legionary ...... 115 what’s new at www.sjgames.com/gurps. Moveable Cover (TL1)...... 116 e23. Our e-publishing division offers GURPS adventures, play aids, and Shield Table ...... 116 support in PDF form . . . digital copies of our books, plus exclusive mate- ANIMAL ARMOR ...... 117 rial available only on e23! Just head over to e23.sjgames.com. Pyramid (www.sjgames.com/pyramid). Our monthly PDF magazine 7. SECURITY AND includes new rules and articles for GURPS, systemless locations, adven- COVERT OPS . . . . . 118 tures, and much more. Look for each themed issue from e23! Internet. Visit us on the World Wide Web at www.sjgames.com for SECURITY AND errata, updates, Q&A, and much more. To discuss GURPS with our staff SURVEILLANCE ...... 118 and your fellow gamers, visit our forums at forums.sjgames.com. The Barriers...... 118 GURPS Low-Tech web page is www.sjgames.com/gurps/books/low-tech. Concealed Doors...... 119 Bibliographies. Many of our books have extensive bibliographies, and Bars, Bolts, Latches, we’re putting them online – with links to let you buy the resources that inter- and Locks ...... 120 est you! Go to each book’s web page and look for the “Bibliography” link. Breaking and Entering ...... 122 Errata. Everyone makes mistakes, including us – but we do our best to Traps ...... 122 fix our errors. Up-to-date errata pages for all GURPS releases, including Alarms...... 123 this book, are available on our website – see above. Identification and Authentication ...... 124 Rules and statistics in this book are specifically for the GURPS Basic INTRUSION...... 125 Set, Fourth Edition. Page references that begin with B refer to that book, Climbing Gear ...... 125 not this one. Camouflage and Disguise . . . . 126

CONTENTS 3 INTRODUCTION When we think of heroes of legend, epic, and historical fiction, we often remember their equipment. The bows of ABOUT THE AUTHORS Odysseus and Robin Hood, the and armor of King Peter V. Dell’Orto started roleplaying in 1981, with Arthur and Don Quixote, the ships of the Argonauts and Dungeons & Dragons, and has played GURPS since Man to Sinbad . . . in each case, the possessions did much to define Man. Since 1996, he has been an active GURPS playtester, their owner. The same holds true for GURPS adventurers! editor, and author. He wrote GURPS Martial Arts with Sean GURPS Low-Tech is a guide to innovation and equip- Punch, GURPS Martial Arts: Gladiators with Volker Bach, ment from the Stone Age to the early 18th century. It starts and many articles for Pyramid magazine, including with an overview of technological evolution. Next, it offers “Deathball” (with Sean Punch) in Pyramid #3/3. Besides his perks, techniques, and new versions of advantages and skills interest in writing RPGs, Peter is an enthusiastic martial for individuals who work with technology. Then it moves to artist. He currently trains Kachin Bando and holds shodan a discussion of fundamental technologies: materials and rank in Kendo. He has fought amateur MMA in the Japanese energy sources. Throughout, the book suggests technological Shooto organization and competed in Grappler’s Quest. His “what ifs.” other hobbies include strength training, reading, painting Mostly, though, Low-Tech offers gear – for communica- miniatures, Japanese, and music. He currently lives and tions, combat, measurement, medical treatment, record- trains in New Jersey. keeping, security, stealth, survival, transportation, and much Dan Howard started roleplaying in 1984 with Middle more. Everything an adventurer needs to survive, to explore, Earth Role Playing, and quickly moved on to Rolemaster. and to fight his enemies is right here. This includes both He switched to GURPS shortly after its first edition; it has generic equipment, suitable for many different cultures and been his favorite system ever since. He started contributing eras, and the distinctive inventions of specific civilizations. to Pyramid magazine in 1998, and soon began playtesting And all this hardware comes with many rules for using it. GURPS publications. His debut contribution to a GURPS So whether your goal is equipping a PC or inventing a supplement was in the first edition of GURPS Low-Tech – new setting, open the catalog and start making your wish list! a work he has been interested in improving ever since, especially in his pet area of armor. Dan has an Arts degree in History and Classical Studies. He holds a second dan black belt in Oh Do Kwan Tae Kwon Do, Low-Tech vs. Basic Set and has competed internationally. Other interests GURPS Low-Tech revises the statistics for certain include historical armor reconstruction, renewable equipment in the GURPS Basic Set for the sake of histori- energy, and organic gardening. He currently lives in cal accuracy. All changes are strictly optional; the Basic Set Maitland, Australia with his wife and three children. isn’t wrong, but it does simplify many things. Players and Matt Riggsby holds degrees in anthropology and GMs should discuss which volume takes precedence in archaeology and, like the rest of his generation, works their campaign – whether in general or in particular areas with computers. He has been the author or coauthor (armor, tools, weapons, etc.) – before they start gaming. of books on database design and development, as well as many articles for Pyramid magazine. He works for a company that produces TL8 medical devices, and lives in a TL6 house with his wife, son, and a pack of domesticated but semi-trained carnivores. PUBLICATION HISTORY William H. Stoddard is a professional copy-editor spe- This is the second edition of GURPS Low-Tech, written cializing in scientific and scholarly books in fields ranging for use with GURPS Fourth Edition. It replaces the original from aerospace technology to archaeology. Fortunately, he Low-Tech (2001), for GURPS Third Edition. Changes likes reading nonfiction; his research library is threatening to include a greater emphasis on non-European technologies take over his apartment, and he regularly visits the nearest and revisions to allow for new historical research. It also university library for supplemental reading. (He has 27 lin- takes over coverage of TL4 from GURPS High-Tech, Third ear feet of nonfiction, not counting the Encyclopædia Britan- Edition (1998). Additional content comes from the many nica.) His other pleasures including cooking, reading science Third Edition historical sourcebooks – from GURPS fiction and alternate history, and running and playing in Dinosaurs (1996) to GURPS Swashbucklers (1999) – and RPGs, which he has been doing since 1975, when he first from the low-tech portions of GURPS Covert Ops (2003). encountered Dungeons & Dragons. His previous SJ Games All reused content has been updated for Fourth Edition. work includes coauthoring the original GURPS Low-Tech Discussions of broader cultural aspects of technology – and writing the latest edition of GURPS Fantasy. He lives in and fussier optional rules – have been moved to GURPS San Diego with his cohabitant Carol, two cats, two comput- Low-Tech Companion 1, 2, and 3, available from e23. ers, and far too many books!

4INTRODUCTION VARIANT PATHS Ages of Technology (p. 6) offers a rough “average” of acres and had massive walls surrounded by a ditch. Its progress through history and prehistory, based on the 2,400 inhabitants supported themselves by Neolithic ancient Near East, Greece, Rome, and Europe. Elsewhere farming and gazelle hunting. Jericho is TL0 with TL1 con- in the world, technology evolved differently. Often it was struction and fortification. slower; Paleolithic societies existed at the start of the 20th Mayan Astronomers: The Maya were the New World’s century! Occasionally it was faster. Define a society’s TL first civilization, building stone cities and keeping written by the tools and techniques in common use there – not by records. But they didn’t have bronze, used few metal tools, the calendar date. and had no draft animals. On the other hand, their mathe- Different technologies don’t always advance in step. matics was sophisticated, with a symbol for zero; so was Some societies achieve a TL’s overall capabilities without their astronomy. Treat them as TL1 with TL0 materials and all of its characteristic technologies – and sometimes TL3 mathematics. without its signature technology! Variant societies can be African Metallurgy: The kingdoms of Sub-Saharan described as “retarded in a science.” A society can also Africa didn’t pass through a distinct Bronze Age; their be “advanced in a science,” having one set of techniques metallurgy went straight to iron. But they were otherwise usually found only at a higher TL; it might even jump organized like Bronze Age civilizations. Treat them as TL1 from an early technology to a far more advanced one, with TL2 metallurgy. skipping everything in between. And it’s quite possible for Medieval Medicine: In many branches of technology, a society to be advanced in certain technologies but medieval Europe was more advanced than the Roman retarded in others. In extreme cases, a society’s TL may be Empire, from three-course crop rotation to weapons and a rough average of capabilities representative of three or armor. But for most of the Middle Ages, it didn’t support four TLs. Judge a society’s TL by its overall function, never professional doctors, and it failed to advance beyond the on the strength of a single technology. Roman Empire in medicine – and in some ways fell behind Some examples: it. Treat medieval Europe as TL3 with TL1-2 medicine. Chinese Advances: Europe entered TL4 around 1450. Polynesian Navigators: The Polynesians had Stone Age But in the Middle Ages, Europe wasn’t the most technolog- technology overall, with pre-state social organization and ically advanced society on Earth. Between 1000 and 1450, without literacy. But they built boats with sails that could China developed cast iron; the magnetic compass; mechan- cross the Pacific, and developed navigational methods to ical clocks; large seagoing junks that traveled as far as guide their voyages. Treat them as TL0 with TL2 seafaring. southern Africa; the printing press; paper money; and black The Walls of Jericho: Archaeologists working at the site powder. It’s plausible to put the start of TL4 earlier in China of Jericho discovered that its oldest relics date to 7000 – perhaps in 1250, during the Mongol invasions. B.C., in the late Neolithic. The original city covered 10

ALTERNATIVE TECHNOLOGIES What about making up technological patterns – those of TL(0+1) or TL(3+1). The +1 means that they brought into wholly fictional cultures, or ones that might have arisen regular use inventions that the real-world society that had the gone differently, as discussed inspired them failed to perfect. For example, ancient Roman on pp. B513-514? The resulting technologies are unlikely to armorers experimented with compressed-air cylinders to match historical examples perfectly, and probably won’t store energy in catapults; if they had achieved a tight enough precisely fit the stages that define TL0-4. seal, the result might have been a TL(2+1) society. Low-Tech gives relatively little attention to such imagi- nary TLs. It doesn’t consider magical technologies, differ- ROADS NOT TAKEN ent laws of nature, or the speculations of people in An imaginary society may advance unusually quickly in historical societies. It does discuss a few inventions that one technology, developing inventions that historical soci- weren’t fully developed, asking what would have happened eties didn’t achieve until much later. Such societies can be had they been brought into regular use; such inventions described as “advanced in a science or art” (see Variant define TLs from TL(0+1) to TL(4+1). Low-Tech also notes Paths, above). For example, if a society comparable to some inventions that speculative historians and archaeolo- had set aside its prohibitions against dissec- gists suppose might have been achievable by past societies, tion and discovered blood circulation, it would have been if they’ve been shown to be achievable with those societies’ TL2 but advanced in medicine. resources. For example, Thor Heyerdahl’s raft boat that A society may develop technologies that were never made crossed the Atlantic could have been built with Egyptian workable in the real world, advancing along a different path. materials and methods, although most Egyptologists don’t Such societies can be described as having a TL such as believe this really happened.

THE AGE OF LABOR 7 Harsh Realism for Ranged Weapons GURPS errs on the side of “heroic realism.” For 15; a cheap bow or has Malf. 16. On a malfunc- instance, it lets individual archers make shots typical of tion, the weapon jams (if mechanical) or breaks (if a formations shooting at other formations – in part sling or bow). Thrown weapons are unaffected. because it gives low-tech missiles Acc scores compara- Poor Sling Penetration: Sling bullets have a relatively ble to those of high-tech guns. These optional rules low velocity compared to firearms. To reflect this, make life much tougher for low-tech missile users! change their damage type from piercing to crushing. Reduced Acc: For really harsh realism, halve the Acc Malfunctions: Well-designed and properly main- stats of all non-firearm missile weapons and round tained missile weapons don’t suffer from malfunctions down. The GM may fine-tune the specific numbers, (p. B407). Cheaper weapons may, however. Any cheap rounding up for weapons with a reputation for accu- mechanical missile weapon (e.g., ) has Malf. racy or a superior design.

THROWING KNIFE (p. 77) – Universal. True throwing knives TL: The tech level at which the weapon became wide- rarely have a handguard, often lack a substantial handle, spread in the real world. and are balanced for hurling, not fighting. This gives -2 Weapon: The name of the weapon or class of weapon; to skill in melee combat. Like all knives, they come in see the matching entry on pp. 72-75. many sizes; the LARGE THROWING KNIFE (p. 77) and Damage: The ST-based damage that the weapon inflicts. SMALL THROWING KNIFE (p. 77) are typical. Acc: Accuracy, the skill bonus if you take an Aim maneu- THROWING STICK (p. 77) – Universal. Any heavy stick bal- ver before attacking. anced enough to throw. Range: If there are two stats separated by a slash, the TUBULAR BOW (p. 76) – India. A BOW (pp. 72, B275) made of first is Half-Damage Range; at or beyond this distance, halve steel tubing, and usually recurved. It’s heavier than a the weapon’s damage roll. The second is Maximum Range. normal bow and has less draw length, but it’s effectively A lone statistic is always Maximum Range. Most ranges are rugged (p. 14): DR 7 and +2 HT. It can survive for many expressed as multiples of the wielder’s ST – or of the years without maintenance. Historically, tubular bows weapon’s rated ST, for bows and crossbows. were SHORT BOWS. Weight: The weapon’s weight, in lbs. For weapons with WOOMERA (p. 77) – Australia. A notched stick like the Shots 1, this is unloaded weight, and the weight after the ATLATL (pp. 72, B276), but larger; its ammunition is a slash is that of one shot. For those with Shots 2+, this is full-sized (pp. 69, B276). The name comes from loaded weight, and the weight after the slash is that of one Australia, but similar weapons exist worldwide. full reload. Includes the amirre and mirru (both Australia). RoF: Rate of Fire. This is 1 for everything but the slur- bow, which shoots multiple projectiles (see p. B409). Shots: The number of shots the weapon can fire before you must reload. “T” indicates a thrown weapon. The par- He has prepared his deadly enthetical number is the number of Ready maneuvers required to reload the weapon or ready another thrown weapons; he makes ready his weapon. An “i” next to this means the time listed is per shot. flaming arrows. See also Bows and Crossbows in Combat (p. 74). Cost: The price of a new weapon, in $. – Psalm 7:13 ST: The minimum ST needed to use the weapon prop- erly; wielders with lower ST suffer -1 to skill per point of ST deficit. “†” means the weapon requires two hands. This isn’t the ST used to find a bow or crossbow’s damage and range. Every bow or crossbow also has a rated ST, the ST MUSCLE-POWERED required to draw and use it at full efficacy, which deter- mines damage and range; see Bows, Crossbows, and Rated RANGED WEAPON TABLE ST (p. 74). Weaker users can shoot a stronger bow, but will This table includes thrown weapons (axes, , etc.) suffer the standard skill penalty and FP loss for using an and muscle-powered missile weapons (e.g., bows and over-strength weapon. The ST score on the table for a slings), from both pp. 72-75 and the Basic Set. Each given type of bow or crossbow is the minimum rated ST weapon appears under the skill(s) used to attack with it. for that type. Rated ST doesn’t affect weapon or ammuni- Some thrown weapons also appear on the Melee Weapon tion weight. Table (pp. 64-71), but use the stats below when hurled. In all Bulk: The penalty to skill when you take a Move and cases, “–” means the statistic doesn’t apply, while “spec.” Attack maneuver (p. B365) or use Holdout to conceal the indicates that special rules apply; see the footnotes. Terms weapon. and notation are defined on pp. B268-271, but in brief: Notes: Applicable footnotes at the end of the table.

WEAPONS 75 Chest/Strongbox (TL0) make a Will roll (at +3 for High Pain Threshold or -4 for Low Pain Threshold) to avoid crying out. (It would take A wooden, metal, or stone container used to secure monstrous thorns to inflict even 1d-5 cutting damage!) The treasure, protect weapons and armor, or store clothing or thorns also snag clothing and equipment; treat this as a linens – or sometimes for burial of important people. Binding (p. B40) with ST 7. Clothing or armor with DR 1+ Consult Containers and Storage (p. 34) for the box. To con- will prevent tearing but not entangling. The easiest way to trol access, use any of the locks under Bars, Bolts, Latches, cross thorns is to lay something over them – a log, a thick and Locks (pp. 120-121). cloak, a body, etc. – and climb across. Door (TL0) Window (TL0) A door is a moveable barrier that covers an opening. The A window is a hole in a wall to admit light and air. To earliest evidence for manmade doors appears in paintings prevent unauthorized access, it might be covered by a in Egyptian tombs. Doors are used to restrict access to cer- grate (below) or a windowpane – or simply made too tain areas and/or to control temperature by keeping the small to climb through! Prior to the invention of trans- weather from intruding. They can be secured with bars, parent glass, translucent materials such as horn and bolts, or latches (p. 120). See p. B558 for the DR and HP of paper were used for windowpanes; see Materials (pp. 19, various materials from which door scan be made. 22, 24-25) for the TL and properties of such layers. Some general examples: Wooden or metal shutters could provide additional pro- Construction Wood Ironbound Wood Iron tection, keeping intruders and the elements out, and DR HP DR HP DR HP warmth in; see p. B558 for typical DR and HP. Light 1* 23 5 27 12 36 Average 2* 29 10 34 25 46 Grate (TL1) Heavy 3* 33 15 39 50 58 A grate is a metal grille that covers an opening. It lets in Extra-Heavy 6* 42 30 49 75 66 light and air, but prevents access. It counts as half cover Vault 12* 54 60 62 150 84 (p. B407): Attacks through the grate in either direction are * Wood has ablative DR (see p. B47); ironbound wood at -2 to hit specific locations – or strike it instead of the tar- and iron do not. get on a roll of 4-6 on 1d, if attacking a random location. A grate may be fixed in place, hinged like a door, or raised and lowered from above as a portcullis. The following table lists DR for some typical grates, along with HP and weight for a 10-square-foot section. Destroying a section allows nor- Concealed Doors mal humans to squeeze through one at a time; see Breaking Concealed doors and secret passages date to the and Entering (p. 122) for other important details. early Bronze Age (TL1). Most are part of a building, constructed when the structure is erected. However, a Construction DR HP Weight secret passage may be a later alteration, like the clas- Light 615 7 sic prison escape tunnel. Average 91915 A craftsman must roll against the lower of Architec- Heavy 12 23 25 ture or Smuggling to design a concealed door. He Extra-Heavy 18 31 60 needs either Carpentry (for wooden doors) or Masonry Vault 24 37 100 (for stone ones) at 12+ to build it. To hide a regular The typical castle portcullis is about 15’¥20’; that’s 300 door – by moving a bookcase in front, placing a rug square feet, or 30 sections. An average example would thus over a trap door, etc. – requires the Camouflage skill. weigh 30 ¥ 15 = 450 lbs. A representative mechanism for Finding concealed doors takes an active search. The such a portcullis can raise it a foot every three seconds or GM rolls a secret Quick Contest for each searcher: the drop it one foot per second, and requires eight men to oper- highest of Vision, Observation, or Per-based Traps vs. ate. Cutting the portcullis’ rope or chain would let it fall com- the Architecture, Camouflage, or Smuggling skill used pletely closed in a second. Heroically lifting it would use the to hide the door. Victory reveals the door (if there is standard lifting rules (p. B353), in the unlikely event that the one!). Opening it may require Search rolls for hidden barrier lacks a latch or a bar to prevent this. latches and/or IQ-based Traps rolls for mechanisms. A cross-hatched grate – with additional horizontal bars – has double weight and 25% more HP. Placing a grate horizontally over a depression in the ground hampers some creatures (notably hoofed animals) Spikes/Thorns (TL0) from walking over it. Crossing requires a DX roll at the An early defense involved planting thorny shrubs speed penalty for current Move (p. B550); e.g., Move 5 gives around a secure area. Like modern barbed wire, such -2. Failure means 1d-4 HP of injury to the limb that falls plants are a physical deterrent; they look menacing and through the grate, doubled if the victim is carrying more slow would-be intruders. Anybody passing through the than Light encumbrance. Most hoofed beasts will simply obstructed area must make a DX-5 roll once per yard. refuse to cross such a barrier, but an appropriate skill roll Failure means the barbs tear the victim’s skin; he must at -4 will overcome this reluctance.

SECURITY AND COVERT OPS 119 Breaking and Entering Doors, grates, strongboxes, etc. can be destroyed area (15% more HP). When attacking the entire barrier – using crushing or cutting weapons. Don’t bother with e.g., with a battering ram – calculate HP for a attack rolls! Roll damage at +2, or +1 per die, for All- Homogenous object using its total weight (see p. B558). Out Attack (Strong) – plus another +1 or +2 per die Many doors can be forced with a well-placed shoul- with Forced Entry (p. B196) at DX+1 or DX+2, respec- der or boot, destroying the attached hardware but not tively. Pry-bars (p. 126) deal swing+2 crushing. the door. Read the DR and HP of a bolt, hinge, latch, or Swords dislike such abuse, and have a 3 in 6 chance (2 lock from the “Bolt/Latch” columns under Bars, Bolts, in 6 if fine, 1 in 6 if very fine) of bending, giving -1 to Latches, and Locks (p. 120). Roll a Quick Contest: ST vs. skill. Subtract the target’s DR, multiply by 1.5 if your object HP. Add Lifting ST, and bonuses for Forced attack was cutting, and reduce the object’s HP until it Entry and/or tools (e.g., +2 for a pry-bar), to ST; sub- breaks (see pp. B483-484). tract the hardware’s DR. For a barred or wedged door, Door and grate DR and HP assume a 10-square-foot use the bar or wedge’s DR and/or HP with these rules, breach. This will admit most adventurers. A Skinny where these exceed the metal hardware’s scores. You intruder requires an opening half as big (20% fewer HP); must win to open the door. Repeated attempts are at a one with Fat, Very Fat, or Gigantism needs half again the cumulative -1 and cost 1 FP each.

weight on the victim! Setting up a deadfall takes an hour TRAPS plus an additional hour per 100 lbs. of weight it drops. Traps are used mainly to hunt animals, but many can be Calculate damage from the deadfall’s weight and the dis- adapted to catch human prey. The majority have two com- tance from which it’s dropped (see Damage from Falling ponents: the trigger and the delivery device. Some also have Objects, p. B431). Roll against Traps to hit the target. Final a built-in bypass mechanism, enabling people in the know effective skill can’t exceed 9 plus the deadfall’s SM (e.g., to avoid the trap. Most traps require knowledge of the SM +1 gives a maximum of 10); larger deadfalls are more Traps skill (p. B226), but not all call for a skill roll. To con- likely to strike their prey. ceal traps effectively, use the Camouflage skill (p. B183). Detecting a trap requires a Per-based Traps roll. The GM Net (TL0) rolls secretly against the best skill in a group to see if they notice each trap. Net traps work much like snares (p. 123), but cover a wider area and entangle the victim, making it harder to Modifiers: Acute Vision (p. B35); any darkness penalty; break free. A net for hunting takes 15 minutes to set – or 30 any penalty for a concealed trap; -5 if fleeing or rushed. minutes, for large game. A spring trap that can engulf and suspend a man requires 90 minutes. Disarming a trap involves locating or improvising a Someone suspended in a net can break free by being bypass mechanism. For most traps, this means a DX-based lowered to the ground – where he can disentangle himself Traps roll. – or by severing 2d strands. Since he’s tangled in a net, he Modifiers: High Manual Dexterity (p. B59) or Ham-Fisted must make a DX or Escape roll to get his hands free to (p. B138); any penalty for a complicated trap; -5 for working draw a and cut the strands. If he succeeds and sub- by touch (p. B233), such as when the trap is inside a door or sequently cuts the net, he’ll suffer a fall and injury (see a chest and not visible from outside, forcing the burglar to Falling, p. B431). Failure means he can do nothing for a full feel for it and attempt to interrupt it as he opens the door. minute, after which he can try again. Critical failure means he cannot move at all; somebody else must release him. Some traps can be rearmed by making a second dis- arm roll. When picking a trapped lock, use the lower of Pit (TL0) Lockpicking or Traps. Success opens the lock and leaves the A pit is an effective means of trapping prey. Since most trap untriggered. Failure means the lock stays shut and the creatures won’t blithely fall into an open pit, the opening trap goes off. must be concealed – although it might be left uncovered if Most low-tech traps list neither cost nor weight. there’s no light by which to see it. Start with the digging They’re applications of digging tools (under Mining and times on p. B350 and add 10% to camouflage the opening. Tunneling, p. 30), rope (in Rope, String, and Thread, pp. 23- Constructing a more complicated cover (e.g., spring-loaded 24), nets (use the ones under Fishing, p. 29), etc. The main trap door) takes even longer. investment is in labor. Victims of a pit trap take falling damage (see Falling, p. B431). Adding sharpened stakes at the bottom converts Deadfall (TL0) the damage from crushing to impaling. A shallow pit can slow an enemy’s charge on the battle- A heavy weight – traditionally a boulder or a log – field. If it’s concealed, potential victims must win a Quick attached to a tripwire (p. 123) or similar mechanism (such Contest of Vision vs. Camouflage to spot it in the first place. as a pressure plate). Activating the trigger drops the

122 SECURITY AND COVERT OPS Optional Rule: Tight Tourniquets The GM may opt to use this rule alongside The risk of this technique is harm to blood-starved Bandaging (p. B424) and Bleeding (p. B420). Save it for tissues. After the wound stops bleeding and the tourni- emergencies – it’s too risky for minor bleeding! It quet is removed, the subject must make a HT roll at a works with standard tourniquets, but not with impro- penalty equal in size to the bonus claimed above. If the vised ones. First Aid roll failed, this roll is at a further -1 per extra A tourniquet can be tied exceptionally tightly, minute the tourniquet was left in place. Success indi- severely restricting blood flow. This gives from +1 to +5 cates no ill effects. Failure means HT rolls for natural to the First Aid roll to stop bleeding; the caregiver picks recovery, and medical skill rolls for faster healing, are at the bonus he wants. Even if the First Aid roll fails, leav- -1, plus another -1 per 2 points of failure. On a critical ing the tourniquet in place means its bonus cancels out failure, the limb has suffered major tissue death; it’s penalties for wound severity when making HT rolls for permanently crippled, and the patient must roll to bleeding to stop naturally, although this can never give avoid infection (p. B444), at -3 to the usual HT+3 roll a net bonus. (that is, roll vs. unmodified HT).

half-price ($5); leaves and scraps are free. All give -2 to skill BANDAGES and are rarely sterile – roll for infection (p. B444), assum- Bandages are used to treat burning, cutting, impaling, ing ordinary “clean” dirt. and piercing injuries, and the split skin, small cuts, and abrasions included in crushing damage. They enter system- First Aid Kit (TL1) atic use at TL1, with ancient Egyptian linen cloth; other fabrics, such as cotton and silk, are also suitable. Various In addition to bandages, this kit contains medicinal substitutes exist at TL0. substances (see Drugs, pp. 150-152) – raw materials for poultices, and infusions or decoctions suitable for making compresses. At TL2+, add ointments, and possibly soap Cobwebs (TL0) (see Grooming, p. 36) for cleaning. Such gear gives +1 to Applying cobwebs to a wound is an old home remedy First Aid rolls. $50, 2 lbs. for bleeding. Treat cobwebs as improvised equipment for First Aid, giving -5 to skill. A successful roll stops bleeding and restores 1 HP – as for Bandaging (p. B424) – but pro- vides none of First Aid’s other benefits. The web is too For extreme diseases flimsy to provide lasting protection or keep out dirt. In fact, extreme strictness of treatment cobwebs are seldom sterile; the patient must roll for infec- is most efficacious. tion (p. B444), treating a fresh web as ordinary “clean” dirt (+0) and an older one as moderately unclean (-1). – Hippocrates, Aphorisms Cobwebs are free. Finding one requires a minute and a Housekeeping or Naturalist roll in a suitable environment. Success locates a fresh web; failure by 1 locates an old, moderately unclean one. Webs are too fragile to store for later use. SPLINTS AND CASTS For broken bones to mend, the rejoined ends must be held together while they heal. Setting the bone requires Bandages (TL1) the Surgery skill (see Surgical Techniques, p. 12, and These are cloth wrappings for wounds. Benefits are dis- GURPS Low-Tech Companion 1 for bonesetting rules), cussed on p. B424; in addition, bandages can keep dirt out but anyone can use First Aid to create a rigid framework of a wound and prevent infection (see Infection, p. B444). A for an arm or a leg. A crippling injury won’t recover with- tight bandage can substitute for a tourniquet for basic First out at least this much treatment. Aid rolls. A basket of precut clean cloth (typically cotton, linen, or silk) sufficient to dress half a dozen wounds, and which counts as basic equipment for First Aid, is $10, 2 lbs. Splints (TL0) Flat strips of wood, thick enough for rigidity, placed Improvised Bandages: At TL0, bandages can be made against a broken limb and tied or strapped in place. Arm from the cloth manufactured by some Neolithic societies, splints: $25, 1 lb. Leg splints: $50, 2 lbs. or from barkcloth (see Paper and Its Cousins, p. 24). Broad, flat leaves are another option, where available; roll against Naturalist as described for finding vines under Tourniquet Cast (TL1) (p. 145), and note that some leaves have medicinal effects A cast is made by wrapping a broken limb tightly with (see Drugs, pp. 150-152). At TL1-4, bandages can be cut bandages and then plastering over it to provide support. from garments, bedding, etc. Primitive cloth bandages are Arm cast: $50, 5 lbs. Leg cast: $100, 10 lbs.

146 MEDICINE AND SURGERY INDEX With rare excep- 102; sneaking in, 103; Blankets, 33. Chest, hit location, 102. Crowbars, 30. tions, weaponry is not table, 110; tailoring, Bleeding therapy, 153. Chests, 119. Crucibles, 29. 110; wrong fit, 103; Blood Vessel Pressure Chip logs, 52. Cube root extractors, 50. listed in this index. see also Helmets. technique, 11. Chisels, 30. Cupels, 29. Instead, it has its own Armoury skill, 10. Blunt trauma, 102. Chocolate, 37. Curare, 129. index (see p. 160). Arrow curtains, 104. Boats, 139-143. Chorobates, 43. Cutters (boat), 142. Arrows, guides, 78; Body modifications, 124. Ciphers, 127. Cutting for the Stone Abacus, 50, 63. spoons, 148. Bolts, security, 120, 121. Clepsydra, 44, 45. technique, 12. Abdomen, hit location, Artificial, eyes, 149; Bone, 22; armor, 106; Climbing gear, 125. Dead reckoning, 52. 102-103. limbs, 149. skates, 133; weapons, Cloaks, 76, 99. Deception, 127. Acids, 26. Artillery, accessories, 79; 71; see also Shells. Clocks, 44. Detoxification, 153. Acupuncture, 152-153. aiming fixed-mount, Bonesetting technique, Cloth of gold/silver Diagnostic manuals, 145. Adhesives, mineral, 19- 80; see also Artillery in 12. embellishment, 38. Diagrams, sailing, 141. 20; organic, 25. the Weaponry Index. Boots, 63, 98, 126. Cloth, 24; armor, 103-104, Dice, 39. Advantages, 8. Asbestos, 23. Bottles, 34. 110; bags, 34; Dietary regimens, 153. Adzes, 28. Aspis, 115, 116. Bows, rated ST and, 74. fireproof, 100; tools Dioptra, 43. Aeolipiles, 28. Astrolabes, 43, 52. Boxes, 34. for working, 29. Disadvantages, 10. Agriculture waste, as Astronomical aids, 51. Braces and bits, 29. Clothing, 97-100; Discus, 40, 72, 77. fuel, 27. Astronomy skill, 10. Brands, 124. camouflage, 126; Disguise kits, 126. Air bladder, 143. Auditory signals, 49. Brass, 20. holdout, 99, 100, 126; Disguised modifier, 14. Alarms, 123-124. Augers, 29. Braziers, 33. protective, 99-100; Distillation, 25; Alchemist’s kits, 30. Authentication tools, 124. Breaking and entering, Status and, 99; see technique, 11-12. Alcohol, 25, 37. Aventails, 113. 122. also Armor, Helmets. Distortion, image, 42. Alembics, 29. Awls, 29. Breathing tubes, 143. Coaches, 137. Dividers, for navigation, Alternative technologies, Bagpipes, 49. Brick, 18-19. Coal, 27. 52. 7-8. Bags, 34. Bridles, 134, 135. Coats, 99. Diving boats, 143. Aludels, 29. Balls, sport, 40. Brigs, 142. Cobwebs, 146; see also Diving gear, 143. Alum, 26. Bandages, 146. Brigandine armor, 108, Spider Silk. Documents, forging, 128; Ammunition, arrows, 73; Banded mail, 107. 111. Codes, 127. formats, 47; cannon, 88; catapult, Bandoliers, 96. Brims, 112. Codexes, 47, 63. searching, 47-48; see 81, 83; firearms, 87, Barber’s kits, 148. Bronze, 20; armor, 108. Coercion devices, 130- also Writing Media. 91, 95; heavy Barges, 141, 142. Brushes, 36, 49. 131. Dolls, 39. weapons, 81, 83; Bark, as writing media, Bucklers, 113-116. Coffee, 37. Domestic conveniences, making, 96; missile 46. Bullet-molding gear, 96. Coifs, 111. 33-35. weapons, 78; personal Barkcloth, 24, 46; armor, Calculation aids, 50. Coinage, counterfeiting, Domestication, 22. artillery, 84; see also 106. Camels, armor, 117; 128. Dominoes, 39. Arrows in the Barometers, 45. riding, 134. Collar, horse, 28. Doors, 32; breaking down, Weaponry Index. Barrels, 34. Camouflage, 126. Colophon, 48. 122; concealed, 119. Anachronistic Skill perk, Barriers, 118-120. Candles, 33, 44. Combination gadgets, 14, Draw plates, 30. 9. Bars, 120. Canoes, 140, 142. 54. Drills, 28, 29. Angle measurement, 43. Bascinets, 111. Cantharides, 129. Combs, 36, 63. Drinking, luxury items, Animal-hair ropes, 23. Baskets, 34; measuring, Cards, 40. Compartmentalized 37. Ankus, 135. 43-44. Carpenter’s kits, 30. containers, 35. Drugs, 150-152; see also Antidotes, 153. Bathtubs, 36. Carpentry tools, 28-30. Compasses, 52. Herbs, Poisons. Anvils, 30. Beacon fires, 49. Carpets, 32. Computation aids, 50. Drums, 49. Aprons, leather, 99. Beaded curtains, 32, 123. Carriages, 137. Concrete, 19-20. Dung, as fuel, 27. Aqua regia, 26. Beading, 38. Carrying, frames, 36; Consumer goods, 35-40. Dyeing, 38. Area measurement, 43. Bedding, 33. straps, 36; yokes, 36. Containers, 29, 84, Ear trumpets, 42. Arming garments, 101- Beds, 33. Cars, 137. options, 35; table, 34. Earth, raw material, 17- 102. Beekeeper’s outfit, 100. Carts, 136, 146. Cooling equipment, 33. 20; see also Stone. Armor, 103-106; chinks Belladonna, 128, 151. Catalog, 48. Copper, 20; armor, 108. Earthenware, 18-19; jars, in, 101-102; Bells, as alarms, 123; Cataract Surgery Corned powder, 85. 34. concealing, 102; church, 49. technique, 12. Cosmetics, 36-37. Egyptian scribe’s palette, donning, 102; edged Belly braces, 79. Catheters, 148. Cost Factor (CF), 14; see 47. weapons and, 102; Belt hooks, 79, 96. Cautery, 149. also Quality Modifiers. Electrical therapy, 153. exotic, 105, 109; Beverages, 37. Ceramics, 19. Cotton, 23. Elephants, armor, 117; fatigue, 101; fluting, Bevors, 113. Chairs, 33, 63. Counterfeiting, 128. riding, 135. 110; for animals, 117; Bezainting, 105. Chalcolithic age, 6. Covers, moveable, 116. Embellishments, 38, 59; improvised, 103; Bindings, 130. Charcoal, 27. Covert-entry tools, 126. see also Quality layered, 103; locations Black powder, 84, 85, 95; Chariot Training perk, 9. Cranequins, 79. Modifiers. table, 100; metallic, making, 85; Chariots, 137. Crests, 113. Embroidery, 38. 106-109; of proof, substandard, 85; see Cheek guards, 112. Crewman skill, 10. Enamel embellishment, 110; optional rules, also Black-Powder Chemistry, 25-26; Crossbows, climbing, 38. 101; quality, 105, 109; Weapons in the equipment, 29; 125; rated ST and, 74. Enforcement tools, 130- realism with, 101, Weaponry Index. skill, 10. Cross-staves, 43. 131.

INDEX 157 Engineer skill, 13. Fright Checks, weapons Heat therapy, 154. Lacquer, as poison, 129. Medicine, diagnostic Entertainment, 39. and, 60. Heating equipment, 33. Ladders, 125. methods, 144-145; Equines, armor, 117; Fringe embellishment, Heavy weapons, crew Lamellar armor, 106. tech levels, 145. harnesses, 28; riding, 38. size, 81. Lamps, 33. Medieval scribal kits, 47. 133-134. Fuel, 27; see also Fire. Helmets, additional Lance skill, 10. Mercury, 21. Equipment Bond perk, 9. Fugu poison, 129. protection, 112-113; Lancets, 153. Merkhets, 51. Equipment, bonuses, 16; Furniture, 33. options, 112; types, Landmark recognition, Mesolithic age, 6. buying, 13-14; Furs, 22; armor, 104; 111-112. 51. Messages, secret, 127; chemical, 29; trim, 38. Hemlock, 129. Language advantage, 8. sending, 48-49. combination, 14, 54; Gadgets, see Equipment, Hemp ropes, 23. Lantern balloons, 49. Metals, 20-21, 34, 45; cooling, 33; custom, Inventors. Herbal extracts, Lanterns, 33. boxes, 34; see also 14, 38; decorated, 37, Games, 39-40. preparing, 151-152. Latches, 120. Armor (Metallic). 59; maintaining and Geophagy, 153. Herbs, categories, 150- Lathes, 29. Meteorology skill, 11. repairing, 15; Gilding, 38. 151; see also Drugs, Lead, 21. Microscopes, 42. modifiers, 14; Glass, 19; bottles, 34; Poisons. Lead lines, 52. Milk, as antidote, 153. statistics format, 15- burning, 35. Hides, animal, 104; boats, Lean-tos, 32. Mills, powered, 28. 16; storing,15; see Globes, 45, 98. 140, 142; ropes, 24. Leathers, 22, 34, 45, 46, Mining tools, 30. also Quality Glues, 25. Hit locations, 102-103. 105; armor, 104, 105, Mirrors, 42. Modifiers. Goat’s foot, 79. Hobnails, 98. 110; pouches, 34; Mittens, 98. Esoteric Medicine skill, Goggles, snow, 99. Holdout clothing, 99, quality, 105; tools for Moccasins, 98. 10. Gorgets, 113. 100, 126. working, 29. Monkshood, 129. Etching embellishment, Grappling hooks, 125. Holsters, 96. Leaves, as writing media, Mortars, 19. 38. Grapnels, 125. Honey, 150. 46. Mounted Reload Ether, 26. Grass ropes, 23. Hoods, 99, 126. Legality Class (LC), 15; technique, 12. Eye surgery instruments, Grates, 119. Hook maneuver, 54. armor, 100; weapons, Moxibustion, 152-153. 149. Grooming tools, 36. Hooks, for surgery, 148. 53. Mud, as adhesive, 19. Eyeglasses, 42. Guiges, 113-114. Horizon table, 49. Legionary, Roman Mukluks, 98. Face protection, 112. Gun-cleaning kits, 96. Horn, armor, 106, 110; imperial, 115. Mushrooms, deathcap, Facilities, for public Gunpowder, 40, 85, 87. raw material, 22; Length measurement, 43. 129. events, 40. GURPS, 4, 13, 15, 47, 50, weapons, 71. Levels, measuring, 43. Musical instruments, 49. Faering, 142. 56, 75, 90, 99, 113, Horns, hunting, 49. Light sources, 33. Naphtha, 26, 84. Fans, combat, 56, 65; 144; Basic Set, 4, 11, Horses, see Equines. Lime, as adhesive, 19; Napier’s bones, 50. cooling, 33. 15, 56-58, 64, 75, 99, Housebreaker’s kits, 126. powder, 130. Nasal strips, 112. Fast-Draw skill, 57. 108, 113, 128, 148; Housing, 31-32. Liquors, 37. Naval Training perk, 9. Fatigue, from armor, Covert Ops, 4; Howdah, 135. Litters (transportation), Navigation, methods and 101. Dinosaurs, 4; High- Hunter-gather’s kits, 36. 136. tools, 50-52; skill, 50- Fats, as fuel, 27. Tech, 4, 50, 52; Low- Identification tools, 124. Load-bearing gear, 36. 51; see also Maps. Feathers, armor, 104; as Tech Companion 1: Identifying marks, 128. Loadout, sample armor, Neck protection, 112. embellishment, 38. Philosophers and Igloos, 32. 115. Needle traps, 123. Fences, 32. Kings, 4, 8, 19, 40, Immersion therapy, 153, Lobstertails, 113. Needles, sewing, 29; Fiber, 23; see also 43, 45, 49, 50, 78, 154. Locked containers, 35. surgery, 148, 149. Cloth, Ropes. 127, 145-147, 154; Improvised Weapons Lockpicks, 126. Neolithic age, 6. Fifes, 49. Low-Tech perk, 63; see also Locks, as security, 120- Nets, fishing, 29; traps, Files, smithing, 30. Companion 2: Weapons (Improvised). 121. 122; weapons, 59-60, Fire, 27; beacon, 49; Weapons and Injured people, Logs, 138; riding on, 138. 76. starting, 35. Warriors, 4, 8, 54, 56, transporting, 147; see Long coats, 99. Nightingale floor, 124. Firearms, 90, 91-94; 60, 61, 71, 87, 100, also Healing Methods Looms, 29. Nonhumans, technology, accessories, 96; 101, 104, 113-115, and Tools. Lotions, 154. 8. ammunition, 87; 139; Low-Tech Inks, 46; invisible, 127. Luxuries, 36-39; pricing, Numerals, 50. cleaning and Companion 3: Daily Inlay embellishment, 38. 37. Observation tools, 41-42. maintaining, 95; Life and Economics, Innumerate Luxury kits, 36. Odometers, 43. design, 90-91; loading, 4, 23, 31, 100, 139; disadvantage, 10. Machinist skill, 10. Oils, drying, 25; fuel, 27; 94; quality, 95; using, Martial Arts, 54-58, Inorganic drugs, 152. Mail, armor, 107, 110- therapeutic, 151, 154. 94-95; water and, 90, 60-62, 64, 101, 116, Intrusion gear, 125-126. 111; collars, 113. Organic materials, 21-25. 95; see also Weaponry 131; Mass Combat, Inventors, 13. Maintaining equipment, Padded boots, 126. Index. 101; Swashbucklers, Invoices, 124. 15, 95. Padlocks, 121. Firebows, 35. 4. Iron maidens, 131. Malfunctions, 75. Pain control, 152. Fireproof clothing, 100. Hammers, 30, 64, 70. Iron, 20; see also Armor Manila ropes, 23. Painting, as Fireworks, 40. Hammocks, 33. (Metallic). Mantlets, 116-117. embellishment, 38. First aid equipment, 145- Hands-Free Driving Ivy ropes, 23. Maps, 45. Palanquins, 136. 147; kits, 146. technique, 12. Jack chains, 105. Masks, 126. Paleolithic age, 6. Fishing gear, 29. Hands-Free Riding Jade armor, 106. Massage, 154. Palimpsests, 46. Flags, signal, 49. technique, 12. Jars, 34. Match (mixture), 84. Paper, 24, 46; armor, 106, Flaking stones, 18. Handwear, 98. Jazerant, 107. Match covers, 96. 111; disposable, 127. Flasks, 84. Harnesses, 27-29; see also Jeweler’s tools, 30. Matches, 35. Papyrus, 46. Fletcher’s kits, 30. Riding Gear. Jewelry, 38-39. Materials, metal, 20-21; Parasols, 33. Flint, for starting fires, Harps, 49. Jugs, cooling, 33; organic, 21-25; stone Parchment, 25, 46. 35. Harpoons, climbing, 125; measuring, 43-44. and earth, 17-20. Parka, 99. Float bridges, 138. weapon, 72, 77. Kamals, 43, 52. Mattresses, 33. Partitions, 32. Floats, 138. Hats, 99. Kayaks, 140, 142. Maya ball game kits, 40. Pavise, 116, 117. Fluting, armor, 110. Headgear, 98-99, 106; see Kettledrums, 49. Measurement tools, Peat, as fuel, 27. Footwear, 98. also Helmets. Kites, 40. 42-45. Pencils, 47. Forceps, 148, 149. Headrests, 33. Kits, see Tool Kits. Measuring rods, 43. Pens, 46, 63. Forgery, 128. Healing methods and Knots, 120. Mechanic skill, 10. Perfumes, 36. Fortune-Telling skill, 144. tools, 144-154. Periplus, 51.

158 INDEX Perks, new, 9-10. Repairing equipment, 15. Smoke signals, 49. boats and ships, 142; Trephins, 148. Personal gear, 35-36. Restraints, 130-131. Smoking, luxury items, containers, 34; floats, Tripod mount table, 83. Personal mobility, see Riding gear, 133-135. 37. 138; horizon, 49; Tripwire, 123. Transportation. Rivets, sliding, 109. Smuggling gear, 126. jewelry, 38; land Trumpets, 49. Petroleum, 26. Ropes, 23-24, 125, 130; Snares, 123. vehicles, 137; rafts, Tunneling tools, 30. Physician skill, 11. deterioration, 24; Snow gear, 98, 99, 133. 139; SM adjustment, Turrets, helmet, 113. Picks, 30; see also ladder, 125. Snowshoes, 133. 8; shields, 116; Tweezers, 36. Weaponry Index. Rugged modifier, 14. Soaps, 36. storage, 34; tripod Two-Man Pike Training Pictures, 45. Rutters, 51. Sounding poles, 52. mounts, 83; see also perk, 9-10. Pigments, 26, 37. Saddles, 134, 135. Spears, fishing, 29; see Tables in the Undercover clothing, Pikes, and shot, 55; using, Sailboats, 141-142. also Planting the Weaponry Index. 100. 55; see also Weaponry Sailing, against Spear Maneuver and Tables (furniture), 33. Urine flasks, 145. Index. the wind, 141. Two-Man Pike Tablets, 47. Variant technological Pilgrim’s kits, 36. Salt, 26. Training Perk in the Tailor’s kits, 30. paths, 7. Pillories, 130, 131. Saltpeter, 26, 84. main index, and Tallies, 50. Variolation, 154. Pillows, 33. Salves, 154. Spears in the Tapestry weaving, 38. Vehicles, see Pipes, 37. Sampans, 141, 142. Weaponry Index. Tar, 25. Transportation. Pit traps, 122-123. Sandals, 63, 98. Spectacles, helmet, 112. Tattoos, 124. Veils, 126. Pith paper, 24. Sandglasses, 45. Speculums, 148. Teas, 37. Vellum, 46. Pitons, 125. Saws, 29. Spices, 37. Tech levels (TL), 15; Ventails, 113. Plant resins, 25. Scale armor, 106, 110. Spider silk, 23; armor, character traits and, 8; Ventilation, 154. Planting the Spear Scalpels, 148. 104; bandage, 146; see medical, 145; timeline, Vine ropes, 23. maneuver, 55. Scissors, 29. also Silk. 6; variants, 7-8. Viper venom, 129. Plaster, 19. Scorifiers, 29. Spikes, barriers, 119; Tech-Level specialty, 16. Vision, defective, 42. Plate armor, 107-109, Screens, folding, 32. climbing, 125. Techniques, 11-12. Visors, 112. 110, 111; options, Scribal equipment, 47; Spindles, 29, 63. Temperature Volume measurement, 109-110. see also Writing Splints, 146. measurement, 45. 43. Pliers, 30. Media. Sporting gear, 40. Tents, 32. Wagons, 136. Plumes, 113. Scrolls, 47, 63. Spyglasses, 42. Thatch, 24. Warming pans, 33. Poisons, 128-130; see also Scutum, 115. Squares, carpentry, 29. Therapies, nondrug, 152- Watchwords, 124. Herbs, Drugs. Seals, for identification, ST attribute, bows and 154; see also Healing Waterproof containers, Ponchos, 99. 46, 124. crossbows and, 74; Methods and Tools. 35. Porcelain, 19. Security, 118-124; combining, 9. Thermometers, 45. Waterwheels, 28. Portolans, 52. bypassing, 122, 125- Status advantage, 8. Thimbles, 29. Waxes, as adhesive, 25; as Potash, 26. 126. Steam power, 28. Thong Throwing fuel, 27. Potsherds, 46. Sedan chairs, 136. Steel, 20; see also Armor technique, 12. Wealth advantage, 8. Pouches, 34. Sextants, 52. (Metallic). Thorns, barriers, 119. Weapons, aiming fixed- Power sources, 27-28. Shackles, 130. Stems, as writing media, Thread, raw material, 23, mount, 80; blunt Precarious feature, 33. Shears, 30. 46. 24. trauma and, 102; Precious, metals, 21; Sheaths, 57. Stick charts, 51. Time measurement, 44- cleaning and stones, 18, 39. Sheets, 33. Sticks, sport, 40. 45. maintaining, 95; Presses, hand-screw, 48. Shells, 22, 45. Stirrups, riding, 134; Timers, 45. composition, 71; Pressure measurement, Shellac, 25. weapons, 79. Tin, 21. Fright Checks and, 60; 45. Shelter, 31-32. Stocks, restraining, 130. Tinder, 35. improvised, 9, 60. 63; Printing, 48. Shields, 114-116; Stone, 17-20, 46; armor, Tip Slash maneuver, 62. legality, 53; quality, Probes, for surgery, 148. as weapons, 61, 68; 106; knapping tools, TL0: The Stone Age, 6. 59; realism options, Prosthetics, 149. bosses, 113; grips, 30; tools, 18. TL1: The Bronze Age, 6. 75; reasons for Pry-bars, 122, 126. 113-114; improvised, Stonework’s kits, 30. TL2: The Iron Age, 6. prominence, 61; Public events and 114; table, 116. Storage, 34-35; TL3: The Middle Ages, 6. unfamiliar, 60. facilities, 40. Ships, 139-143. equipment, 15. TL4: The Age of Sail, 6. Weight measurement, 44. Pufferfish poison, 129. Shoes, 63, 98. Strength, combining, 9. Tobacco, 37. Wet-weather gear, 99. Pumice, 7. Shofars, 49. Strigils, 36, 63. Tongs, 30. Wheelbarrows, 133. Punches, for stones, 30. Shooting stick, 96. String, raw material, 23, Tool kits, 30, 36, 43, 47, Whips, 56, 64, 67, 70; for Purging therapy, 153. Shot (ammunition), 88. 24. 96, 126, 131, 146, torture, 131. Quadrants, 43, 52. Shovels, 30. Strongboxes, 119. 148, 149. Wicker, 24; baskets, 34; Quality modifiers, 14, 16; Signals, auditory, 49; Styling bonus, 14. Tooth, weapons, 71; see boats, 138-139, 143. armor, 105, 109-110; visual, 48-49. Styluses, 47, 63. also Bone. Winches, 79. weapons, 59, 95-96. Signet rings, 46, 124. Submarine skill, 11. Torches, 33. Windlasses, 79. Quick Mount technique, Silk, 23; armor, 104; Sun shadow boards, 52. Torture devices, 131. Windmills, 28. 12. ropes, 24; see also Sundials, 44. Tourniquets, 145-146; Windows, 119. Racks, torture, 131. Spider Silk. Sunstones, 51. tight, 146. Windroses, 51. Rafts, 138-139. Size Modifier (SM), Surfboards, 138. Toys, 39-40. Wire, 20. Rawhide, see Leathers. adjusting for, 8. Surgeon’s kits, 149. Traction bench, 149. Wolfsbane, 129. Razor surfaces, 120. Skates, 133. Surgery, instruments, Transportation, land, Wood, 21-22, 45; armor, Razors, for grooming, 36. Skills, 10-11. 147-149; modifiers, 132-137; tables, 137, 106, 110; containers, Realism options, armor, Skis, 133. 147; skill, 11; Stone 139, 142, 143; under 34; fuel, 27; limbs, 101, 102; weapons, Skytales, 127. Age, 148; techniques, water, 143; water, 138- 149; weapons, 71. 75, 102. Sledges, 133, 135. 12. 143. Wool, 23. Recordkeeping tools, 45- Sleds, 135. Surveillance equipment, Traps, 122-123; fishing, Writing media, flat, 46; 48, 51. Sleighs, 135. 122-124. 29. hard, 45-46; soft, 46; Reeds, 23. Sliding rivets, 109. Surveyor’s, crosses, 43; Travel kits, 36. see also Documents. Reference materials, 45- Slings, for firearms, 96. kits, 43. Travois, 133. Writing tools, 46-47. 48; navigation, 51. Sloops, 142. Tables, armor, 110-111; Treadmills, , 79. Yokes, 27, 28. Reinforced containers, 35. Smith’s kits, 30. armor locations, 100; Trepanning technique, Yurts, 32. Relief embellishments, 38. Smithing tools, 30. artillery crew size, 81; 12. Zinc, 21.

INDEX 159 WEAPONRY INDEX

Ahlspiesses, 54. 66; see also Batons, Improvised weapons, 9, Picks, 60, 64, 65; tool, 30. Swivel-guns, 88, 89. Ankus, 54. Maces, Staves. 63; see also Oar. Pikes, 55, 60, 69. Swords, back, 54, 65, 66; , 80, 82. Combat fans, 56, 65. Incendiaries, 84; spheres, Pilum, 73. bastard, 54, 65, 66, Arquebus, 92, 93. Combustibles, 84. 85; see also Bombs. Pistols, 63, 93-94. 70; broad, 55, 65; Arrows, 63; fire, 86; Combustion-based Javelins, 57, 69, 72, 77. Polearms, 55, 56, 58-60, great, 56, 70; hook, specialty, 73; see also weapons, 84. , 57, 66, 68. 62, 68; broken, 61; 56, 65, 66; long, 58, the main index. Crapaudeaus, 87, 88. Jittes, 57. makeshift, 60. 66, 70; other Artillery, ammunition, 82, Crossbows, 72, 76; Jos, 57, 69, 70. Poleaxes, 60, 68. variations, 56, 57, 60- 84; gunpowder, 87-89; climbing, 125; Juttes, 57, 65-67. Pollaxes, 60, 68. 62, 64; short, 61, 69; heavy, 79-83; composite, 72, 76; Kakute, 57, 66. Polybolos, 80, 82. small, 62, 69; wooden, mechanical, 78-84; pistol, 73, 76; , 57, 66, 70. Prodds, 73, 76; see also 55, 56, 64; see also personal, 83-84; tables, repeating, 73, 76; Katar, 57, 67. Crossbows. , , 81-83, 88, 89; see also slurbow, 74, 76; ST , 55, 61. Puckle guns, 92-93. , Sabers. the main index. and, 74; steel, 74; see , 57, 65. Qian kun ri yue daos, 60, Tables, blunderbusses, Atlatls, 72, 77. also Arrows, Bows, Knife-wheels, 58, 67. 65, 69. 92; bombards, 88; Axes, 54, 65, 70; great, 56, Prodds. Knives, 58, 67, 69; Quadrens, 60, 66, 67, 69. cannon, 89; firearms, 70; long, 58, 70; small, Cutlasses, 56, 65, 69; see throwing, 75, 77; Quarterstaves, 61, 69, 70. 91-94; flamethrowers, 65; throwing, 64, 65, also Swords. variations, 54-56, 59; Ranged weapons, muscle- 86; gonnes, 91; heavy 70, 77. Daggers, 56, 67, 77; other see also Daggers, powered, 72-78; see weapons, 81-82; Balisongs, 54, 67. variations, 59, 60; Stilettos. also Artillery, Firearms. mechanical artillery, Ballistae, 80, 82, 83. rondel, 61, 67; see also Kris, 58. Rapiers, 61, 66, 68. 81-82; melee Batons, 54, 67, 69, 72. Knives, Stilettos. Kukri, 58, 67. Rifles, 63, 94. weapons, 64-71; Bayonets, 54-55. Daos, 56, 66. Kusari, 58, 67. Rockets, 87. muscle-powered Beam slings, 81. Darts, 72, 74, 77; slings, Kusarigama, 58, 67. Roman candle guns, 91. ranged weapons, 75- Bills, 55, 68. 74, 76. Kusarijutte, 58, 67. Rondel daggers, 61, 67. 78; muskets, 93; Blackjacks, 55, 65. Deer antlers, 56, 67. Lajatang, 58. Rope darts, 61, 67. personal artillery, 83; Black-powder weapons, Defence guns, 92-93. Lances, 58, 67. Sabers, 56, 61, 66, 68see pistols, 94; rifles, 94; 85-87; see also Black Discus, 40, 72, 77. Lariats, 76. also Swords. shotguns, 92. Powder in the main Dusack, 56, 69. Maces, 58, 65, 70, 77; see Sai, 61, 66, 77. , 62. index. Erupters, 86. also Clubs. Scarves, weighted, 64, 66. Tantsutsu, 93, 94. Bladed hands, 55, 65. , 56, 66. , 58; see also , 61; see also Tebutje, 62. Blowpipes, 72, 76, 84. Falchions, 56, 65, 69; Swords. Swords. Tepoztopilli, 62. Blunderbusses, 92. variations, 58, 59, 61; Macuahuilzoctli, 59, 69. Scorpion ballistae, 80, Teppos, 92, 93. Bokken, 55, 66, 70. see also Swords. , 59, 65, 69, 82, 83. Tetsubos, 62, 70, 70. Bokuto, 55, 64. , 61, 62. 70. Scythes, 61, 70. Thonged clubs, 62, 66. Bolas, 55, 66, 72, 76; Fans, combat, 56, 65. Main-gauches, 59, 67. Shields, see the main Throwing, axes, 64, 65, loca, 72; perdida, 55, Fire-lances, 86. Matchlocks, 90, 92, 93. index. 70, 77; darts, 74, 77; 66, 72, 76. Fire-siphons, 84. Mauls, 59, 70. Ships’ guns, 89. knives, 75, 77; sticks, Bombards, 87-88. Firearms, 90, 91-94; Melee weapons, 54-71; , 62, 65. 75, 77. Bombs, 85-86. ammunition, 87, table, 64-71. Shotguns, 92. Tomahawks, 64. Boomerangs, 72, 77. 91, 95; design, 90-91; Metsubushi, 72-73. Shurikens, 65, 73, 77. Tonfas, 64, 70. Bows, 72; composite, 72, tables, 91-94; see also Midfa, 91. Sickles, 62, 65. Trebuchet, 81. 76; long, 72, 73, 76; the main index. Mines, land, 86. Slashing wheels, 62, 67. Tridents, 64, 69. reflex, 72, 76; self, 73; Flails, 56, 70. Miséricordes, 59. Slings, 74, 76. Truncheons, 64. short, 73, 76; ST and, Flamethrowers, 86. Missile weapons (muscle- Slurbows, 74, 76. , 64, 70. 74; tubular, 75, 76; Flintlocks, 90, 92-94. powered), 72-78; Sodegarami, 62, 69. Veuglaires, 87, 88 see also Arrows, Fusils, 92, 93. table, 75-78. Spears, 62, 69, 77; Wall guns, 92, 93. Crossbows, Prodds. Gada, 56, 70. Monankon, 81. variations, 54, 57, 58, Warhammers, 64, 70. Brass knuckles, 55, 65. Garrotes, 56, 66. Monk’s spades, 59, 68. 60, 62, 72, 73; see Weapons, combination, Calivers, 92, 93. Gastraphetes, 72, 76, 78, Morningstars, 59, 66. also Javelins, Pikes, 14, 54; composition, Caltrops, 63, 123. 80, 82. Muskets, 63, 92-93; rest, Polearms. 71; improvised, 9, 60, Canes, 55. Glaives, 56, 68. 96; table, 93. Springalds, 80, 82. 63; see also Artillery, Cannon, 88-89. Gonnes, 91. Myrmex, 59, 65. Stakes, wooden, 64, 67, Firearms, Melee Cannonlocks, 90, 91. Greek fire, 84. Naginata, 59, 68, 70. 77; see also Spears. Weapons, Missile Carbines, 92, 93, 94. Guns, 87, 88; see also Naphtha, 26, 84. Staves, long, 61, 69; other Weapons in the Carroballistae, 80, 82. Artillery, Firearms. Nets, 59-60, 76; see also variations, 55, 62; Weaponry Index, and Catapults, 81. Haladies, 56. the main index. quarter, 61, 69, 70; Weapons in the main Cavalry sabers, 56, 66. Halberds, 56, 68. Ngao, 59, 62. short, 55, 61, 69; index. Cestus, 55, 65. Harpoons, 72, 77. Nunchaku, 60, 66. slings, 74, 76; three- Weighted scarves, 64, 66. Chain whips, 56, 67. Hatchets, 56, 65, 77. Oars, 60, 68. part, 62, 70; see also Wheellocks, 90, 92-94. Chakram, 72, 77. Heavy weapons, 79-83; Panjagan, 78. Batons, Clubs, Wheels, slashing, 62, 67. Cheiroballistra, 83. crew size, 81; direct- Pao, 91. Polearms. Whips, 56, 64, 67, 70. Chung bong, 54, 61. fire, 79-80; indirect- Partisans, 60. Sticks, see Batons, Winged tiger guns, 92, 93. , 56. fire, 80-81; table, , 60, 65. Boomerangs, Clubs, Wooden, stakes, 64, 67, Cloaks, 76. 81-82. Pedang, 55, 61. Spears, Stakes, Staves. 77; swords, 55, 56, 64. Clubs, 55, 59, 60, 64; Horse-cutters, 56, 68. Petards, 86. Stilettos, 62, 67. Woomera, 75, 77. knobbed, 58, 65; light, Hungamunga, 72, 77. Petrobolos, 80, 82. Stone-launching sticks, Yawara, 64. 58, 65; thonged, 62, Iklwa, 57. Petronel, 93, 94. 74, 77.

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