توضیحاتی در مورد کتاب GURPS 4th edition. Space
نام کتاب : GURPS 4th edition. Space
ویرایش : 4
عنوان ترجمه شده به فارسی : GURPS ویرایش چهارم. فضا
سری :
نویسندگان : Jon F. Zeigler, James L. Cambias
ناشر : Steve Jackson Games Incorporated
سال نشر : 2006
تعداد صفحات : 243
ISBN (شابک) : 1556342454
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 7 مگابایت
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فهرست مطالب :
Table of Contents
Introduction
Publication History
1. Space
Space and Space Fiction
A Little Literary History
Why Space Travel?
Designing the Space Campaign
Hard and Soft Science Fiction
Scale and Scope
Ships and Outposts
Tone
Escalating Scale
Campaign Types
Strange New Worlds
Realism
The High Frontier
Alien Archaeology
Planetary Romance
Military Campaigns
Mercenaries
The Marines
Stope in the Name of the Law
The Rangers
The Rebellion
Bounty Hunters
Media and Politics
Space Pirates
Working Stiffs
Heroic Bureaucrats?
Heroic Engineering
The Absurdist Campaign
Who Needs Starships?
Aliens
Alone in the Cosmos
The Galactic Club
Aliens Everywhere!
Societies
Anarchy
The Alliance
The Federation
The Corporate State
The Empire
Alien Governments
Adventures Beyong Society
Interstellar Organizations
Government Organizations
Private Organizations
Planets and Places
2. Space Travel
A Taxonomy of Miracles
No Miracles
One Miracle: Space Flight
More Miracles?
Space Flight and Story Requirements
Maneuver Drives
Reaction Drives
The Rocket Equation
Sample Delta-V Requirements
Sails
Catapults and Tethers
Bussard Ramjets
Cycler Stations
Reactionless Drives
Relativity Effects
Generation Ships
Star Drives
Hyperdrive
Jump Drive
Warp Drive
Designing a Stardrive
Navigation Errors
Shipboard Systems
Control Systems
Life Support
Gravity
Weapons
Defenses
Sensors
Communications
Teleporters
Power
Laboratories
Bandwidth
Infrastructure
Small Craft
Man the Life Pods!
3. Technology
Adding Miracles
Several Miracles
Everything a Miracle
Technology Areas
Biotechnology
Suspended Animation
Bioships
Computers and Communications
The Transparent Society
Nanotechnology
Swarms and Goo
Transportation
Power Generation
Weapons and Defenses
The Swashbuckler Option
4. Basic Worldbuilding
Using Worlds
Dramatic Roles
Common Origins, Common Cause
Depth of Detail
Depth of Realism
Mapping the Galaxy
Astronomical Features
Distances and Scales
The Frequency of Worlds
Choosing a Preferred Scale
World Design Sequence
Overview
Step 1: Concept
Step 2: World Type
Why World Types?
Tweaking the World Type Table
Step 3: Atmosphere
Marginal Atmospheres
What Makes the Air?
Step 4: Hydrographic Coverage
Step 5: Climate
Step 6: World Size
Turning Up the Heat
Worlds Big and Little
Step 7: Resources and Habitability
Habitability for Aliens
Social Parameters
Step 8: Settlement Type
Step 9: Technology Level
Step 10: Population
Step 11: Society Type
Altering the Colony Population Table
Step 12: Control Rating
Step 13: Economics
Step 14: Bases and Installations
5. Advanced Worldbuilding
Generating Star Systems
Step 15: Number of Stars
Step 16: Star Masses
Step 17: Star System Age
Step 18: Stellar Characteristics
Step 19: Companion Star Orbits
Step 20: Locate Orbital Zones
Step 21: Placing First Planets
Step 22: Place Planetary Orbits
Step 23: Place Worlds
Step 24: Place Moons
Generating World Details
Step 25: World Types
Step 26: Atmosphere
Step 27: Hydrographics
Step 28: Climate
Step 29: World Sizes
Step 30: Dynamic Parameters
Step 31: Geologic Activity
Step 32: Resources and Habitability
Step 33: Settlement Type
Step 34: Technology Level
Step 35: Population
Step 36: Society Type
Step 37: Control Rating
Step 38: Economics
Step 39: Bases and Installations
The Solar System
Special Cases
Gas Giant Moons
Tide-Locked Worlds
Massive Stars
Red Dwarf Stars
Brown Dwarf Stars
Rogue Worlds
Terraformed Worlds
Other Objects
Asteroids and Comets
Artificial Structures
Who Needs Planets, Anyway?
Megastructures
6. Alien Life and Alien Minds
Aliens in the Campaign
People
Beasts
Things
Monsters
Working Backward
Some Common Aliens
Life
Life as We Know It
Clashing Definitions
Alternate DNA
Other Chemistries
Non-Chemical Life
Alien Creation I
Artificial Life
Ecologies and Niches
Energy Flow
Alien Creation II
Autotrophs and Decomposers
Herbivores
Carnivores
Parasites and Symbionts
Alien Anatomy
Mobility
Size
Alien Creation III
Body Plan
Alien Creation IV
Metamorphosis
Alien Creation V
Skin, Hide, and Alternatives
Metabolism
Alien Creation VI
Reproduction
Lifespan
Alien Creation VII
Senses
Communication
Alien Creation VIII
Special Abilities
Moving in Clades
Alien Minds
Brains
Nature: The Influence of Biology
Nurture: The Influence of Society
Alien Creation IX
Alien Creation X
7. Future and Alien Civilizations
Story Concerns
Society in the Story
Control and Intrusiveness
Avenues to Power
Corruptibility
Society and Biology
Biological Constraints
Psychological Constraints
Oxygen-Breathers Unite!
Society and Technology
Technology and Daily Life
Controlling Technology
Losing Technology
Economics
Economic Output
Unobtainium
Economic Distribution
Money
The Leisure Society
Law and Justice
Sources of Law
Resolving Disputes
Criminal Detection
Punishment
Military Forces
Military Types
Military Units
Alternate Armies
How Much Military Rank?
Interstellar Governments
Anarchy
Alliance
Macro-Life
Federation
The United Galaxy
Corporate State
The Free Enterprise Society
Empire
Why People Support Rotten Empires
Alternate Empires
Alien Governments
Alternate Names
Planetary Governments
History and Government
Organizations
Government Organizations
Private Organizations
Startown
8. Adventures
The Default Adventure
The Hook
Metaplot
Goals
Types of Goals
Obstacles
Puzzles and Mysteries
Adversaries
Alien Psychology
Adventure Seeds
9. Characters
Group Structures
Military Team
Spaceship Crew
Exploration Team
The Professionals
Niche Protection
Character Concepts
Astronauts
Space Knights
Tramp Freighters and Merchant Princes
Modified Humans
Uplifted Animals
Psionic Mutants
Robots and AIs
Aliens
Advantages, Disadvantages, and Skills
Advantages
Disadvantages
Skills
Alien Psychology Modifiers
Planet Types Revisited
Character Templates
Bibliography
Index