This is the second of the new GURPS Steampunk supplements, updating
and extending the old book; it is primarily a book of equipment.
Disclaimer: I was lead playtester for this book, and therefore
did not pay for it.
Steampunk games often have stuff as a significant narrative
component, but the level of thermodynamic implausibility varies
substantially from one setting to another. How to have a broadly
applicable book? The answer here is to stick to reality for the most
part, with some notes on how more energetic settings can get away
with improving their equipment.
Following the pattern of GURPS 4th edition -Tech books, the first
chapter deals with the fundamentals: power generation and storage,
calculating devices (including thinking machines and automata), and
communications including distances and transmission rates.
The next chapter deals with clothing, divided broadly into the mundane
(though perhaps highly fashionable, and equipped with hidden pockets
and compartments) and the protective, the latter including armoured
corsets, diving suits and powered armour. (I think these are the most
interesting clothing rules I've seen in an RPG, going well beyond a
mere "stylish clothes cost this much and give that bonus", and I'll
definitely be considering them for use elsewhere.)
The third chapter is for weapons, with some relevant historical
firearms from the High-Tech series as well as some more
steampunk-ish specialised weapons: the very heavy revolver, the
cinematic air rifle, the early Gauss pistol, and other non-gunpowder
methods of propulsion. There are also various beams and ray guns.
The final chapter covers other personal equipment: for navigation,
photography, repairing things, and so on. There are also extensive
rules on concealed devices: how much space you need, and what you can
get away with hiding in it. Final notes cover prosthetics, and weird
chemistry.
Vehicles are not listed here; they were already dealt with in GURPS
Vehicles: Steampunk Conveyances. Overall this book covers most of the
things with which I'd want to equip a character; High-Tech would be
highly useful to expand the inventory beyond the few pages available
in this supplement, but isn't absolutely necessary. The overall ethos
here is definitely one of a sense of wonder at mechanical complexity,
even if a different design ethos might produce something marginally
less capable but rather cheaper and more reliable; and if that's not
quintessentially Steampunk, I'm not sure what is. GURPS Steampunk 2 is
available from
Warehouse 23.
Comments on this post are now closed. If you have particular grounds for adding a late comment, comment on a more recent post quoting the URL of this one.