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GURPS Ultra-Lite Folds and and Much More
TM ULTRA-LITE About GURPS Steve Jackson Games is committed to full support of slit on the dotted line in the middle of the sheet, below pages GURPS players. Our address is SJ Games, P.O. Box INSTRUCTIONS 6 and Back and above 3 and 2; if you cut to either edge of 18957, Austin, TX 78760. Please include a self- After you print this PDF, lightly fold the second page on the paper, you went too far! addressed, stamped envelope (SASE) any time you the faint lines. (Make all folds in both directions to loosen Fold the paper in half lengthwise, text-side-out, and – write us! We can also be reached by e-mail: the creases.) With the page folded in half in either direction, holding the Front and page 1 in one hand and pages 5 and [email protected]. Resources include: the joining edges should match; if they don’t, trim the overly 4 in the other – bring your hands together, so that the pages long edge(s). Then unfold the page and lay it flat. on the top layer (6 and Back) pop up and the pages on the New supplements and adventures. GURPS continues Look at the sheet landscape style, so the Ultra-Lite cover bottom layer (2 and 3) pop down. Looked at from a certain to grow – see what’s new at www.sjgames.com/gurps. is in the upper-right corner (see picture). Make a horizontal view, it should resemble a plus (+) sign. e23. Our e-publishing division offers GURPS adven- Fold page 6 toward page 5, then fold page 1 toward page tures, play aids, and support in PDF form . -
GURPS4E Ultra-Tech.Qxp
Written by DAVID PULVER, with KENNETH PETERS Additional Material by WILLIAM BARTON, LOYD BLANKENSHIP, and STEVE JACKSON Edited by CHRISTOPHER AYLOTT, STEVE JACKSON, SEAN PUNCH, WIL UPCHURCH, and NIKOLA VRTIS Cover Art by SIMON LISSAMAN, DREW MORROW, BOB STEVLIC, and JOHN ZELEZNIK Illustrated by JESSE DEGRAFF, IGOR FIORENTINI, SIMON LISSAMAN, DREW MORROW, E. JON NETHERLAND, AARON PANAGOS, CHRISTOPHER SHY, BOB STEVLIC, and JOHN ZELEZNIK Stock # 31-0104 Version 1.0 – May 22, 2007 STEVE JACKSON GAMES CONTENTS INTRODUCTION . 4 Adjusting for SM . 16 PERSONAL GEAR AND About the Authors . 4 EQUIPMENT STATISTICS . 16 CONSUMER GOODS . 38 About GURPS . 4 Personal Items . 38 2. CORE TECHNOLOGIES . 18 Clothing . 38 1. ULTRA-TECHNOLOGY . 5 POWER . 18 Entertainment . 40 AGES OF TECHNOLOGY . 6 Power Cells. 18 Recreation and TL9 – The Microtech Age . 6 Generators . 20 Personal Robots. 41 TL10 – The Robotic Age . 6 Energy Collection . 20 TL11 – The Age of Beamed and 3. COMMUNICATIONS, SENSORS, Exotic Matter . 7 Broadcast Power . 21 AND MEDIA . 42 TL12 – The Age of Miracles . 7 Civilization and Power . 21 COMMUNICATION AND INTERFACE . 42 Even Higher TLs. 7 COMPUTERS . 21 Communicators. 43 TECH LEVEL . 8 Hardware . 21 Encryption . 46 Technological Progression . 8 AI: Hardware or Software? . 23 Receive-Only or TECHNOLOGY PATHS . 8 Software . 24 Transmit-Only Comms. 46 Conservative Hard SF. 9 Using a HUD . 24 Translators . 47 Radical Hard SF . 9 Ubiquitous Computing . 25 Neural Interfaces. 48 CyberPunk . 9 ROBOTS AND TOTAL CYBORGS . 26 Networks . 49 Nanotech Revolution . 9 Digital Intelligences. 26 Mail and Freight . 50 Unlimited Technology. 9 Drones . 26 MEDIA AND EDUCATION . 51 Emergent Superscience . -
Theescapist 065.Pdf
The game was not terribly complex: The were quite familiar, encompassing ideas point of the game is, as CEO, to keep of companies that were no more, such as your fledgling dot-com in business. The “Butler-Hosted search engine,” or “Dot- Allen, I’m in the same boat as you on gameplay emerges through a careful Com Card Game” – whatever that is. this collectible card game thing – I don’t balance of personnel cards and skill And it was these cards that made the To The Editor: If Christian game get it. For those of you wondering, go cards, the personnel cards each carrying game really quite fun in a quirky sort of producers want to be taken seriously by have a read through Allen Varney’s an individual’s burn rate and his skill way, inspiring comments such as, “Wow, the mainstream market (in particularly article in this week’s issue of The level, and the skill cards representing an that really was a bad idea,” and “Yes! I the overseas European and Japanese Escapist, and you’ll see what I mean. action and the personnel skill required to remember the sock puppet!” market) they’re going to have to stop Perhaps this makes me a dimwit, as perform that action. designing their games as blatant well; certainly I’ll admit to some level of But I guess it’s easy to laugh in propaganda and misinformation. dimness on the topic, as many of these During the first couple of dot-com eras hindsight, knowing that these ideas were card games are a smashing success. -
Investigation and Development of Life Saving Research Robots
Int. J. Mech. Eng. & Rob. Res. 2014 Pundru Srinivasa Rao, 2014 ISSN 2278 – 0149 www.ijmerr.com Vol. 3, No. 2, April 2014 © 2014 IJMERR. All Rights Reserved Research Paper INVESTIGATION AND DEVELOPMENT OF LIFE SAVING RESEARCH ROBOTS Pundru Srinivasa Rao1* *Corresponding Author: Pundru Srinivasa Rao, [email protected] This paper investigates life saving and time saving research robots which are installed in industry, military, space, hospital, medical, surgical, home, echo friendly, inspection, public and security system for performing labour and life saving jobs. At present, new types of robots are being developed in laboratories and much of the researches on robotics are focuses not on specific industrial tasks, but on investigations into new types of robots. And also focuses the alternative ways to think about the design of robots and its manufacturing process. The main goals of Research robots such as nano-robots/soft-robots/super-robots/swarm-robots/hap-tic-Interface- robots are as small as viruses, to cure the cancer and protect other sophisticated parts of the human body. The physical structures of these robots are like amoeba, which can move/roll/ jump and change its configuration such as assembling and disassembling of its components, which depends on its requirement. It is very difficult to operate accurately therefore increasing the mobility, stability and precision, several smart materials, smart actuators and sensors are to be used to sense and react to the effect of environmental inputs, and to stimulate the devices. It is expected that these new type of robots will be able to solve real world problems when they are finally realized. -
Engineering the Quantum Foam
Engineering the Quantum Foam Reginald T. Cahill School of Chemistry, Physics and Earth Sciences, Flinders University, GPO Box 2100, Adelaide 5001, Australia [email protected] _____________________________________________________ ABSTRACT In 1990 Alcubierre, within the General Relativity model for space-time, proposed a scenario for ‘warp drive’ faster than light travel, in which objects would achieve such speeds by actually being stationary within a bubble of space which itself was moving through space, the idea being that the speed of the bubble was not itself limited by the speed of light. However that scenario required exotic matter to stabilise the boundary of the bubble. Here that proposal is re-examined within the context of the new modelling of space in which space is a quantum system, viz a quantum foam, with on-going classicalisation. This model has lead to the resolution of a number of longstanding problems, including a dynamical explanation for the so-called `dark matter’ effect. It has also given the first evidence of quantum gravity effects, as experimental data has shown that a new dimensionless constant characterising the self-interaction of space is the fine structure constant. The studies here begin the task of examining to what extent the new spatial self-interaction dynamics can play a role in stabilising the boundary without exotic matter, and whether the boundary stabilisation dynamics can be engineered; this would amount to quantum gravity engineering. 1 Introduction The modelling of space within physics has been an enormously challenging task dating back in the modern era to Galileo, mainly because it has proven very difficult, both conceptually and experimentally, to get a ‘handle’ on the phenomenon of space. -
Thermodynamics of Exotic Matter with Constant W = P/E Arxiv:1108.0824
Thermodynamics of exotic matter with constant w = P=E Ernst Trojan and George V. Vlasov Moscow Institute of Physics and Technology PO Box 3, Moscow, 125080, Russia October 25, 2018 Abstract We consider a substance with equation of state P = wE at con- stant w and find that it is an ideal gas of quasi-particles with the wq energy spectrum "p ∼ p that can constitute either regular matter (when w > 0) or exotic matter (when w < 0) in a q-dimensional space. Particularly, an ideal gas of fermions or bosons with the en- 4 3 ergy spectrum "p = m =p in 3-dimensional space will have the pres- sure P = −E. Exotic material, associated with the dark energy at E + P < 0, is also included in analysis. We determine the properties of regular and exotic ideal Fermi gas at zero temperature and derive a low-temperature expansion of its thermodynamical functions at fi- nite temperature. The Fermi level of exotic matter is shifted below the Fermi energy at zero temperature, while the Fermi level of regular matter is always above it. The heat capacity of any fermionic sub- stance is always linear dependent on temperature, but exotic matter has negative entropy and negative heat capacity. 1 Introduction arXiv:1108.0824v2 [cond-mat.stat-mech] 4 Aug 2011 The equation of state (EOS) is a fundamental characteristic of matter. It is a functional link P (E) between the pressure P and the energy density E. Its knowledge allows to predict the behavior of substance which appears in 1 various problems in astrophysics, including cosmology and physics of neutron stars. -
Munchkin Cthulhu Guest Artist Edition Rules
® exaMPle oF CoMBat, running away suPer-sized MUNCHKIN with nuMBers and everything If nobody will help you . or if somebody tries to help, and CURSES Studies have shown that 8.4 out of 9.7 Munchkin players your fellow party members interfere so the two of you still cannot If drawn face-up during the Kick Open The Door phase, Curse just can’t get enough of the game. Here are some ideas to take Margot is a 4th-Level Cultist with the Frothing win . you must Run Away. You don’t get any levels or Treasure. cards apply to the person who drew them. your Munchkin games to new heights – or lows: enhancer (which gives her a +3 to her combat strength). You don’t even get to Loot the Room. And you don’t always Combining different Munchkin sets. You can mix two (or There is one other Cultist, Gene, so she has another +2. escape unharmed . If acquired some other way, such as by Looting The Room, She kicks open the door and finds the Grape Old Ones, a Curse cards go into your hand and may be played on any player at more) base sets and expansions together for a genre-crossing Level 12 monster with -2 against females. Margot’s at a 9 Roll the die. You escape on a 5 or more. Some abilities and any time. ANY time, do you hear me? Reducing someone’s abilities mega-Munchkin adventure! Space plus Old West? Kung fu and the Grape Old Ones are at a 10, so Margot is losing. -
The Philosophy and Physics of Time Travel: the Possibility of Time Travel
University of Minnesota Morris Digital Well University of Minnesota Morris Digital Well Honors Capstone Projects Student Scholarship 2017 The Philosophy and Physics of Time Travel: The Possibility of Time Travel Ramitha Rupasinghe University of Minnesota, Morris, [email protected] Follow this and additional works at: https://digitalcommons.morris.umn.edu/honors Part of the Philosophy Commons, and the Physics Commons Recommended Citation Rupasinghe, Ramitha, "The Philosophy and Physics of Time Travel: The Possibility of Time Travel" (2017). Honors Capstone Projects. 1. https://digitalcommons.morris.umn.edu/honors/1 This Paper is brought to you for free and open access by the Student Scholarship at University of Minnesota Morris Digital Well. It has been accepted for inclusion in Honors Capstone Projects by an authorized administrator of University of Minnesota Morris Digital Well. For more information, please contact [email protected]. The Philosophy and Physics of Time Travel: The possibility of time travel Ramitha Rupasinghe IS 4994H - Honors Capstone Project Defense Panel – Pieranna Garavaso, Michael Korth, James Togeas University of Minnesota, Morris Spring 2017 1. Introduction Time is mysterious. Philosophers and scientists have pondered the question of what time might be for centuries and yet till this day, we don’t know what it is. Everyone talks about time, in fact, it’s the most common noun per the Oxford Dictionary. It’s in everything from history to music to culture. Despite time’s mysterious nature there are a lot of things that we can discuss in a logical manner. Time travel on the other hand is even more mysterious. -
I STEVE JACKSON GAMES ,; Ancient Howor Crawls Into the Dark Future
I STEVE JACKSON GAMES ,; Ancient Howor Crawls into the Dark Future By Chris W. McCubbin Edited by Scott D. Haring Cover by Albert Slark Illustrated by Dan Smith GURPS System Design by Steve Jackson Scott Haring, Managing Editor Page Layout, Typography and Interior Production by Rick Martin Cover Production by Jeff Koke Art Direction by Lillian Butler Print Buying by Andrew Hartsock and Monica Stephens Dana Blankenship, Sales Manager Thanks to Dm Smith Additional Material by David Ellis Dickerson Bibliographic information compiled by Chris Jarocha-Emst Proofreading by Spike Y. Jones Playtesters: Bob Angell, Sean Barrett, Kaye Barry, C. Milton Beeghly, James Cloos, Mike DeSanto, Morgan Goulet, David G. Haren, Dave Magnenat, Virginia L. Nelson, James Rouse, Karen Sakamoto, Michael Sullivan and Craig Tsuchiya GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid 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. Cull of Cihulhu is a trademark of Chaosium Inc. and is used by permission. Elder Sign art (p. 55) used by permission of Chaosium Inc. GURPS CihuIhuPunk is copyright 0 1995 by Steve Jackson Games Incorporated. All rights reserved. Printed in the U.S.A ISBN 1-55634-288-8 Introduction ................................ 4 Central and South America ..27 Hacker ..................................43 About GURPS ............................4 The Pacific Rim ...................27 -
Transhuman Space Classic
THE EDGE OF NOWHERE The Deep Beyond is the solar system’s final frontier. A vast zone stretching from the asteroid belt to the edge of interstellar space, its siren call has drawn researchers, pioneers, visionaries – and outlaws. Deep Beyond includes: ! Expanded descriptions of the asteroids, gas giants, moons, and comets of the outer system. Visit the gas mines of Saturn and Europa’s icy oceans! ! What it’s like to grow up in the Deep Beyond . as a Duncanite parahuman, a sapient AI, or even an enslaved bioroid. ! Dozens of organizations, from the rebel ghosts of Axon to the cyber-soldiers of the 82nd Spaceborne. ! New character types, from judges-for-hire to Jump RATS and Swarmdozers. ! New vehicles and technologies: ice-hulled Gypsy Angel spacecraft, portable lasers, prospector swarms – even the black hole power plant. Transhuman Space is required to use this supplement. GURPS Basic Set, Third Edition Revised, Compendium I, and Transhuman Space: In The Well are also recommended. FIRST EDITION,FIRST PRINTING PUBLISHED APRIL 2003 ISBN 1-55634-586-0 9!BMF@JA:RSTWUXoY`ZgZaZnZ` Printed in SJG02695 6703 the USA THE EDGE OF NOWHERE The Deep Beyond is the solar system’s final frontier. A vast zone stretching from the asteroid belt to the edge of interstellar space, its siren call has drawn researchers, pioneers, visionaries – and outlaws. Deep Beyond includes: ! Expanded descriptions of the asteroids, gas giants, moons, and comets of the outer system. Visit the gas mines of Saturn and Europa’s icy oceans! ! What it’s like to grow up in the Deep Beyond . -
Negative Matter, Repulsion Force, Dark Matter, Phantom And
Negative Matter, Repulsion Force, Dark Matter, Phantom and Theoretical Test Their Relations with Inflation Cosmos and Higgs Mechanism Yi-Fang Chang Department of Physics, Yunnan University, Kunming, 650091, China (e-mail: [email protected]) Abstract: First, dark matter is introduced. Next, the Dirac negative energy state is rediscussed. It is a negative matter with some new characteristics, which are mainly the gravitation each other, but the repulsion with all positive matter. Such the positive and negative matters are two regions of topological separation in general case, and the negative matter is invisible. It is the simplest candidate of dark matter, and can explain some characteristics of the dark matter and dark energy. Recent phantom on dark energy is namely a negative matter. We propose that in quantum fluctuations the positive matter and negative matter are created at the same time, and derive an inflation cosmos, which is created from nothing. The Higgs mechanism is possibly a product of positive and negative matter. Based on a basic axiom and the two foundational principles of the negative matter, we research its predictions and possible theoretical tests, in particular, the season effect. The negative matter should be a necessary development of Dirac theory. Finally, we propose the three basic laws of the negative matter. The existence of four matters on positive, opposite, and negative, negative-opposite particles will form the most perfect symmetrical world. Key words: dark matter, negative matter, dark energy, phantom, repulsive force, test, Dirac sea, inflation cosmos, Higgs mechanism. 1. Introduction The speed of an object surrounded a galaxy is measured, which can estimate mass of the galaxy. -
Transhumanity's Fate
ECLIPSE PHASE: TRANSHUMANITY’S FATE The Fate Conversion Guide for Eclipse Phase RYAN JACK MACKLIN GRAHAM ECLIPSE PHASE: TRANSHUMANITY’S FATE Transhumanity’s Fate: ■ Brings technothriller espionage and horror in a world of upgraded humans to Fate Core. ■ Join Firewall, and defend transhumanity in the aftermath of near annihilation by arti cial intelligence. ■ Requires Fate Core to play. Eclipse Phase created by Posthuman Studios Eclipse Phase is a trademark of Posthuman Studios LLC. Transhumanity’s Fate is © 2016. Some content licensed under a Creative Commons License. Fate™ is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is © Evil Hat Productions, LLC and is used with permission. eclipsephase.com TRANSHUMANITY'S FATE WRITING DEDICATION Jack Graham, Ryan Macklin The Posthumans dedicate this book to Jef Smith, our ADDITIONAL MATERIAL companion of many days & nights around the table. Jef was a tireless organizer in Chicago's science-fiction/ Rob Boyle, Caleb Stokes fantasy fandom, including the Think Galactic reading EDITING group and spin-off convention, Think Galacticon. In Rob Boyle, Jack Graham 2015, he co-published the Sisters of the Revolution: A GRAPHIC DESIGN Feminist Speculative Fiction Anthology with PM Press. Adam Jury We will miss Jef's encouragement, wit, and bottomless COVER ART generosity. The person who lives large in the lives of their friends is not soon forgotten. Stephan Martiniere A portion of profits from Transhumanity's Fate will be INTERIOR ART donated to Jef's family. Rich Anderson, Nic Boone, Leanne Buckley, Anna Christenson, Daniel Clarke, Paul Davies, SPECIAL THANKS Alex Drummond, Danijel Firak, Nathan Geppert, Ryan thanks his wife, Lillian, for her support and Zachary Graves, Tariq Hassan, Josu Hernaiz, octomorph shenanigans, and blackcoat for being a font Jason Juta, Sergey Kondratovich, Ian Llanas, of feedback.