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Gurps Steampunk

Author(s): STEVE JACKSON GAMES

ISBN10: 1556346050
ISBN13: 9781556346057
Cover: Hardcover
 
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Table of Contents
Introduction 4(1)
The Steampunk Genre
5(9)
Science and Technology
6(4)
Alternative Technology
6(1)
Charles Babbage
6(1)
Ada Byron
7(1)
Weird Science
8(1)
Other Eminent Victorians
8(1)
TL(5+1), or ``What the heck is the tech level?''
9(1)
Other Places and Times
10(1)
Other Ages of Steam
11(1)
Society, Culture, and ``Punk''
12(2)
Incorporating Magic?
12(1)
Other Variant TLs
13(1)
The Spirit of the Age
14(16)
Science, Invention, and Industry
15(2)
Timeline, 1815-1914
15(1)
What If?
16(1)
Geography and Exploration
17(1)
What If?
18(1)
Warfare
18(3)
Land Warfare
18(1)
What If?
19(1)
Naval Warfare
19(1)
What If?
20(1)
Aerial Warfare
21(1)
Organizations
21(2)
What If?
22(1)
Politics
23(3)
Representative Government
24(1)
What If?
25(1)
The Depth of the Past
25(1)
Primitive Man
25(1)
Social Classes and Daily Life
26(1)
Victorian Safety Net
26(1)
What If?
27(1)
The World of Ideas
27(2)
Separate Spheres
27(1)
The Scandalous Victorians
27(1)
What If?
28(1)
Looking Forward
29(1)
Characters
30(22)
Character Concepts
31(12)
Aesthete
31(1)
Army or Navy Officer
32(1)
Captain of Industry
32(1)
Clergyman
33(1)
Creation
33(1)
Demimondaine
34(1)
Detective
34(1)
Engineer
35(1)
Explorer
35(1)
Inventor
36(1)
Medium
37(1)
Native Leader
38(1)
Reckoner
38(1)
Reformer
39(1)
Reporter
39(1)
Scientist
40(1)
Servant
41(1)
Sportsman
42(1)
Social Position
43(1)
Women as Adventurers
43(1)
Advantages, Disadvantages, and Skills
44(4)
Advantages
44(1)
New Advantages
44(1)
Disadvantages
45(1)
New Disadvantages
45(1)
TL5 Skills
46(1)
TL(5+1) Skills
47(1)
New Skills
48(1)
Economics, Jobs, and Wealth
48(2)
Currency and Prices
48(1)
Social Status and Cost of Living
49(1)
Job Table
50(1)
Using Characters from History and Fiction
50(2)
Captain Nemo
51(1)
Matters of Life and Death
52(15)
The Duel
53(1)
Civilized Warfare
53(3)
Martial Arts
53(1)
The Playing Fields of Eton
53(1)
On the Front Line
54(1)
Scientific Fisticuffs
54(1)
Mechanized Warfare
55(1)
Aerial Combat
55(1)
Military Organization and Rank
55(1)
Colonial Warfare
56(1)
Naval Combat
56(4)
The Age of Sail
56(1)
Purchased Commissions
56(1)
Rail Transport and Logistics
56(1)
Communication
57(1)
The Age of Steam
58(1)
Field Intelligence
58(1)
The General Staff
58(1)
The Dreadnought Age
59(1)
Naval Organization and Rank
59(1)
The Great Game
60(1)
Criminal Investigation
61(2)
Codes and Cryptography
61(1)
Bertillon Statistics
62(1)
Punishment
62(1)
Healing and Medicine
63(3)
Drugs
64(1)
Nursing
65(1)
Medicine and Mortality Rates
65(1)
Inventing the Past
66(1)
Marvelous Inventions
67(27)
The Inventor
68(1)
New Materials
68(1)
The Skyscraper
68(1)
Prime Movers
69(3)
Water Power
69(1)
Wind Power
69(1)
Clockwork
69(1)
Steam Engines
69(2)
Primary Batteries
71(1)
Power Transmission
71(1)
How Much Power Do We Need?
72(1)
Vehicles
72(13)
Land Vehicles
73(1)
Simple Steampunk Vehicles Design
73(1)
Vehicle Stats Key
73(5)
Water Vehicles
78(2)
Air Vehicles
80(2)
Space and Time Vehicles
83(2)
Analytical Engines and Automata
85(1)
Examples of Analytical Engines and Automata
86(1)
Mechanical Men
86(1)
Weapons
87(3)
Personal Equipment
90(1)
Optics
90(1)
Tools
90(1)
Other Devices
90(1)
Clothing and Armor
90(1)
The Chemist's Shop
91(3)
TL5 Drugs
91(1)
TL(5+1) Drugs
92(1)
Chemical Substances
93(1)
Weird Science
94(15)
The Luminiferous Ether
95(4)
Properties of the Ether
95(1)
New Elements
95(1)
Mysterious Rays
95(1)
Wireless Telegraphy
96(1)
Reactionless Drives
96(1)
What Makes the Sun Shine?
96(1)
Etheric Shock
97(1)
Habitable Planets
97(1)
Sunken Continents
97(1)
Elan Vital
98(1)
Antigravity
99(1)
Gravity Screens
99(1)
Negative Mass
100(1)
The Secret of Life
100(3)
Making Men from Animals
100(1)
Alternative Theories of Evolution
100(2)
Making Men from Corpses
102(1)
Making Men from Chemicals
103(1)
Psychical Research
103(4)
Psychic Powers
103(1)
Ghosts
104(1)
Eugenics
104(1)
Humanity Transformed
104(1)
Etheric Devices and the Spirit World
105(1)
Psychic Archaeology
106(1)
Predictive Social Science
106(1)
Magic
107(2)
Fairy Tale Magic
107(1)
Victorian Ritual Magic
107(1)
Phrenology
107(1)
Industrial Magic
108(1)
Transcendentalism
108(1)
The Grand Tour
109(15)
Travel and Its Difficulties
110(1)
As Powerful as a Locomotive
110(1)
Circumnavigation
110(1)
The British Empire
111(3)
A Man, A Plan, A Canal -- Panama!
111(1)
Free Trade
111(1)
Colonialism and Its Discontents
112(1)
The Metropolis
113(1)
The Irish Question
113(1)
Abolishing Slavery
113(1)
Our American Cousins
114(2)
Latin America
114(2)
The Continent
116(1)
The Wild West
116(1)
Asiatic Kingdoms
117(3)
The Balkans
117(1)
Virtual Europe
118(1)
Japan
119(1)
Zionism
119(1)
Mecca
119(1)
Japonaiserie
119(1)
The Dark Continent
120(1)
The South Seas
120(1)
Missionaries
120(1)
The Planets
121(3)
Mercury
121(1)
Venus
121(1)
The Boers
121(1)
Leopold's Crime
121(1)
Mars
122(1)
Places of Mystery
122(1)
Jupiter
123(1)
Saturn
123(1)
The Planet Vulcan
123(1)
Steampunk Campaigns
124(18)
Building the Campaign
125(1)
Cross-Genre Campaigns
125(1)
Worlds of Wonder
126(16)
Etheria
126(2)
Being Etherian
128(1)
Etheria's World of the Mind
128(1)
Venereans
129(1)
Iron
130(1)
Martians
131(1)
Being Ironic
131(1)
Iron's World of the Mind
132(1)
The Pinkertons
132(1)
Steel Soldiers
133(1)
John Bauer
133(1)
Qabala
134(1)
Being Qabalistic
134(1)
Qabalah's World of the Mind
135(1)
Rabbinical Enchantments
135(2)
Rebekah Schwartzberg
137(1)
Providence
138(1)
Being Providential
138(1)
Providence's World of the Mind
139(1)
Nine Worthies
140(1)
Father Carlos Javier
141(1)
Glossary 142(1)
Bibliography 143(1)
Index 144

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