GURPS Dark Jazz: OSI: Difference between revisions

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::: '''''WORK IN PROGESS''' :::
::: '''''WORK IN PROGESS'''


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== Campaign Background ==
== Campaign Background ==


'''Campaign’s base city, nation, empire, or planet:'''  Los Angeles, CA
'''Campaign’s base city, nation, empire, or planet:'''  Los Angeles, California, Earth ([[Gernsback-9]])


'''Society/government type:'''  
'''Society/government type:''' Libertarian Democracy


'''Control Rating:'''   CR3
'''Control Rating:''' CR3


:'''Exceptions to general CR:'''   
:'''Exceptions to general CR:'''  “Ray guns” and other advanced tech (TL8+) are controlled by the WSC, and are often only available for use by WSC agents. Some medical technology is available only to licensed practitioners.


'''Tech level:''' TL7
'''Tech level:''' TL7+2


:'''Exceptions to general TL:'''
:'''Exceptions to general TL:'''   Weapons, up to TL(7+3); broadcast power, TL7^


'''Brief description of important neighboring powers, political/economic situation, etc.:'''
'''Brief description of important neighboring powers, political/economic situation, etc.:'''
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== Information for PCs ==
== Information for PCs ==


'''Starting point value allowed for PCs:'''   
Characters are members of a private team of super-powered or science-based heroes.
 
'''Starting point value allowed for PCs:'''  400


'''Disadvantage limit (including Quirks):'''
'''Disadvantage limit (including Quirks):'''
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'''Starting wealth:'''   
'''Starting wealth:'''   


'''Starting Wealth levels allowed:'''  
'''Starting Wealth levels allowed:''' Struggling, Poor, Average, Comfortable ''(No Bruce Waynes or Tony Starks!)''


'''Starting Status levels allowed:'''   
'''Starting Status levels allowed:'''  0


'''Starting TLs allowed:'''  
'''Starting TLs allowed:'''  
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=== Advantages, Disadvantages, and Skills ===
=== Advantages, Disadvantages, and Skills ===


'''Required advantages, disadvantages, and skills:'''  
'''Required advantages, disadvantages, and skills:''' Unusual Background (Cost TBD).


'''Especially appropriate Advantages:'''  
'''Especially appropriate Advantages:'''  
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=== Special Abilities Allowed for PCs ===
=== Special Abilities Allowed for PCs ===


'''Exotic/supernatural traits:'''  
'''Exotic/supernatural traits:''' Any are allowable, subject to final approval by GM.


'''Cinematic skills:'''  
'''Cinematic skills:''' Any are allowable, subject to final approval by GM.


'''Unusual Background cost(s) for these abilities:'''  
'''Unusual Background cost(s) for these abilities:''' Unusual Background [10] is required for "exotic" skills.


'''Legal or social restrictions on these abilities:'''  
'''Legal or social restrictions on these abilities:''' Psionic individuals are rare and generally unaccepted in most social circles; most psis have Social Stigma as a result, unless they are keeping it hidden or Secret (-10, Utter rejection). All psionic individuals are required by law to register with the government of their nation of residence. Failure/refusal to do so requires Secret [-20, Imprisonment or Exile). Additionally, use of psionic powers in private industry or for personal advantage is prohibited by law. As a result of these restrictions, most psychics work for the government.


==== Magic and Psionics ====
==== Magic and Psionics ====


'''General mana level:'''   
'''General mana level:'''  Unknown.


:'''Do areas of higher/lower mana exist?'''   
:'''Do areas of higher/lower mana exist?'''  Unknown.


'''Are PC mages allowed?'''  
'''Are PC mages allowed?''' No.


'''Are any of the spells from Chapter 5 off limits?'''  
'''Are any of the spells from Chapter 5 off limits?''' Yes.


'''Are PC psis allowed?'''
'''Are PC psis allowed?'''  Yes. ''Note: Unusual Background [10] is required for psionic characters.''


'''Are any of the powers from Chapter 6 off limits?'''   
'''Are any of the powers from Chapter 6 off limits?'''  No. (But Precognition is more unreliable than the rules suggest.)


'''Are PC gadgeteers allowed?'''   
'''Are PC gadgeteers allowed?'''  Yes.


== Rulebooks and Resources ==
== Rulebooks and Resources ==


''GURPS Basic Set 4th edition'' (required).
''GURPS 4th edition Basic Set''. (Required.) A very simple super could be constructed using only the Basic set.
 
''GURPS 4th edition Supers''. (Optional.) A guide to the supers genre. Stories and themes rather than mechanics. COntains some very useful and inspirational templates.
 
''GURPS 4th edition Powers''. (Required.) The mechanics of constructing a super-powered character. Absolutely essential to constructing all but the most simple of supers.
 
''GURPS 4th edition Martial Arts''. (Optional.) For those special super-moves in super-combat as well as martial-arts-themed supers.


''GURPS 4th Edition


== See also ==
== See also ==
[[Category: GURPS Dark Jazz]]

Revision as of 20:03, 15 July 2012

WORK IN PROGESS

Basic Information

Campaign name: GURPS Dark Jazz: The New Prometheans

Starting year: 1965

Genre: Realistic or cinematic? Cinematic

General theme of campaign: Supers

Are there multiple planes of existence? Yes

Campaign Background

Campaign’s base city, nation, empire, or planet: Los Angeles, California, Earth (Gernsback-9)

Society/government type: Libertarian Democracy

Control Rating: CR3

Exceptions to general CR: “Ray guns” and other advanced tech (TL8+) are controlled by the WSC, and are often only available for use by WSC agents. Some medical technology is available only to licensed practitioners.

Tech level: TL7+2

Exceptions to general TL: Weapons, up to TL(7+3); broadcast power, TL7^

Brief description of important neighboring powers, political/economic situation, etc.:

Information for PCs

Characters are members of a private team of super-powered or science-based heroes.

Starting point value allowed for PCs: 400

Disadvantage limit (including Quirks):

PC races allowed:

Especially appropriate professions:

Starting wealth:

Starting Wealth levels allowed: Struggling, Poor, Average, Comfortable (No Bruce Waynes or Tony Starks!)

Starting Status levels allowed: 0

Starting TLs allowed:

Languages available:

Cultural Familiarities available:

Advantages, Disadvantages, and Skills

Required advantages, disadvantages, and skills: Unusual Background (Cost TBD).

Especially appropriate Advantages:

Especially appropriate Disadvantages:

Especially appropriate Skills:

Disallowed advantages, disadvantages, and skills:

Appropriate Patrons, Allies or Contacts:

Special Abilities Allowed for PCs

Exotic/supernatural traits: Any are allowable, subject to final approval by GM.

Cinematic skills: Any are allowable, subject to final approval by GM.

Unusual Background cost(s) for these abilities: Unusual Background [10] is required for "exotic" skills.

Legal or social restrictions on these abilities: Psionic individuals are rare and generally unaccepted in most social circles; most psis have Social Stigma as a result, unless they are keeping it hidden or Secret (-10, Utter rejection). All psionic individuals are required by law to register with the government of their nation of residence. Failure/refusal to do so requires Secret [-20, Imprisonment or Exile). Additionally, use of psionic powers in private industry or for personal advantage is prohibited by law. As a result of these restrictions, most psychics work for the government.

Magic and Psionics

General mana level: Unknown.

Do areas of higher/lower mana exist? Unknown.

Are PC mages allowed? No.

Are any of the spells from Chapter 5 off limits? Yes.

Are PC psis allowed? Yes. Note: Unusual Background [10] is required for psionic characters.

Are any of the powers from Chapter 6 off limits? No. (But Precognition is more unreliable than the rules suggest.)

Are PC gadgeteers allowed? Yes.

Rulebooks and Resources

GURPS 4th edition Basic Set. (Required.) A very simple super could be constructed using only the Basic set.

GURPS 4th edition Supers. (Optional.) A guide to the supers genre. Stories and themes rather than mechanics. COntains some very useful and inspirational templates.

GURPS 4th edition Powers. (Required.) The mechanics of constructing a super-powered character. Absolutely essential to constructing all but the most simple of supers.

GURPS 4th edition Martial Arts. (Optional.) For those special super-moves in super-combat as well as martial-arts-themed supers.

GURPS 4th Edition

See also