11-02-2018, 11:12 AM | #1 |
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Join Date: Jul 2004
Location: Montréal, Québec
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GURPS Steampunk 2: Steam and Shellfire
Steampunk is many things to many people. For some, it's a quasi-historical genre defined by its look, feel, and style, which are explored at length in GURPS Steampunk 1: Settings and Style. For others, it's about a world made smaller by extraordinary vehicles that riff on trains, ironclads, and airships; for a catalog of these, see GURPS Vehicles: Steampunk Conveyances. But for many, the essence is technologies that might have been, the people who invent them, and the adventurers who use them – and that is the topic of GURPS Steampunk 2: Steam and Shellfire.Difference Engine This tour of actual and speculative technologies of the late 18th, 19th, and early 20th centuries focuses on innovations steampunk heroes and villains can use on their adventures – or invent. It tackles the fundamentals, including steam power, mechanical computers, and telegraphy. It covers everyday items, such as clothing, fashion accessories, and tools. It offers arms and armor, from the plausible to ray guns and clanking battlesuits. And it dabbles in all the rest: clockwork prosthetics, mechanical men, gadgets and chemicals based on caloric, élan vital, ether, N-rays, and phlogiston, . . . and more. If your vision of steampunk involves whirring, clacking Analytical Engines, steam-powered everything, and a soupçon of mad science, this is where to start! — Store Link: http://www.warehouse23.com/products/SJG37-0344
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-02-2018, 12:25 PM | #2 |
Join Date: May 2010
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Re: GURPS Steampunk 2: Steam and Shellfire
Yay! Finally the crunch to go along with Steampunk 1!
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11-02-2018, 01:29 PM | #3 |
Join Date: Jun 2006
Location: On the road again...
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Re: GURPS Steampunk 2: Steam and Shellfire
Whee! One more step (Steampunk 3: Gothic Bio-Tech for the Drs. Jeckyl and Frankenstein types), and we'll be set to play Not-Girl-Genius-Really! :)
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11-02-2018, 02:19 PM | #4 |
Join Date: Feb 2007
Location: New York City
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Re: GURPS Steampunk 2: Steam and Shellfire
Awesome! Exactly what I was needing.
I've been running a DF campaign with an Artificer who keeps wanting to make Steampunk/Clockwork stuff. It will be perfect for him & the bad-guy cult of clockwork artificer enemies. |
11-02-2018, 02:50 PM | #5 |
Join Date: May 2010
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Re: GURPS Steampunk 2: Steam and Shellfire
This book actually has a sidebar on Jekyll & Hyde, though it's somewhat tilted towards replicating the account in the original novel, with only brief notes on versions where Hyde is a Victorian version of Dr. Banner's alter-ego.
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11-02-2018, 02:52 PM | #6 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS Steampunk 2: Steam and Shellfire
A hint: GURPS Steampunk 3 is subtitled Soldiers and Scientists, so you can perhaps expect more mad science there, at least in the "scientists" portions.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-02-2018, 02:55 PM | #7 |
Join Date: Mar 2013
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Re: GURPS Steampunk 2: Steam and Shellfire
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11-02-2018, 04:12 PM | #8 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: GURPS Steampunk 2: Steam and Shellfire
Quote:
If you want even heavier version, a simple extrapolation would give Move 3/2, 1485 pound weight, $67,500 cost, and DR 30 head and torso with DR 15 elsewhere. That'll resist early-mid TL5 rifles to the limbs, and TL6-7 small arms to the body and head (aside from those using AP ammo).
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11-02-2018, 04:33 PM | #9 | |
Join Date: May 2010
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Re: GURPS Steampunk 2: Steam and Shellfire
Quote:
Last edited by Michael Thayne; 11-02-2018 at 05:43 PM. |
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11-02-2018, 05:37 PM | #10 |
Join Date: Aug 2004
Location: U.K.
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Re: GURPS Steampunk 2: Steam and Shellfire
To be honest, the power armour in the book is based on that in the old GURPS Steam-Tech, which in turn embodies some assumptions involved in applying some genre fudges to the old Vehicles design system.
If you prefer, you could always, say, attach phlebotonium-powered period-superscience motors to a more refined version of Ned Kelly’s body armour (as in the book), and get yourself DR 22.
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