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GURPS Ultra-Tech

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A sourcebook is a collection of texts on a particular subject, used especially as an introduction to the subject presented, essentially a compilation of texts used as an introductory resource.

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8-401: GURPS Ultra-Tech is a sourcebook published by Steve Jackson Games (SJG) in 1989 for science fiction role-playing games using third edition GURPS ( Generic Universal Role-playing System ) rules. GURPS Ultra-Tech is written for gamemasters running science fiction campaigns using the third edition GURPS rules. The equipment is listed in increasing levels of technology. In game terms,

16-494: A stub . You can help Misplaced Pages by expanding it . Sourcebook In US-American universities , a sourcebook, either a standard one or a custom collection, may function as a supplement or replacement for a textbook . Sourcebooks are also often result of the increasing ease of self-publishing , prompting authors and teachers to assemble their own packets of readings which become sourcebooks in their fields. Hence, they may be helpful in academics and education since they have

24-404: A more diverse collection of information. In American law schools , casebooks are similar to sourcebooks, offering selections of legal cases and commentary, forming the basis for analysis and discussion. Rather than simply laying out the legal doctrine in a particular area of study, a casebook contains excerpts from legal cases in which the law of that area was applied. It is then up to

32-399: The book contains chapters on equipment from Tech Level 8 (near future) to Tech Level 16 (miraculous technology of the distant future). SJG published GURPS , a set of universal role-playing rules, in 1985, and followed that with many genre sourcebooks, as well as a second and third edition of the general rules. Following the release of the third edition in 1988, SJG published GURPS Ultra-Tech

40-620: The central game. While the splatbook is a sourcebook which focuses on a specific fictional aspect of the game in depth. The association of sourcebooks to tabletop series emerged with many published sourcebooks for gaming like for the World of Darkness games . Similar patterns are observed with the clanbooks for Vampire: The Masquerade , tribebooks for Werewolf: The Apocalypse , traditionbooks for Mage: The Ascension , and so on. Sourcebooks may also refer to guidebooks meant for beginners containing instructions, rules or advice as in

48-423: The following year, a 128-page softcover book designed by David Pulver , with interior art by Michael Barrett, Albert Deschesne, Karl Martin, Michael J. Scott, and Dan Smith, and cover art by John Zeleznik . A slightly revised second edition was released in 1991, and this was repackaged and re-released in 1996. A sequel, Ultra-Tech 2 , also designed by David Pulver, was released in 1997. Following publication of

56-399: The fourth edition of GURPS in 2004, a greatly expanded third edition of Ultra-Tech was published in 2007, a 240-page book designed by Pulver and Kenneth Peters, with interior artwork by Jesse DeGraff, Igor Fiorentini, Simon Lissaman, Drew Morrow, Jon Netherland, Aaron Panagos, Christopher Shy, Bob Stevlic, and new covert art by John Zeleznik. This role-playing game related article is

64-476: The student to analyze the language of the case in order to determine what rule was applied and how the court applied it. In essence, providing an application of law. In games , a sourcebook is a publication intended to supplement the core materials of a game. Sourcebooks are usually used to complement role-playing games and tabletop or wargaming series, and often contain optional rules, scenarios, or other materials that players can use to extend or enhance

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