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, | '''Campaign’s base city, nation, empire, or planet:''' Los Angeles, California, Earth ([[Gernsback-9]]) | ||
'''Society/government type:''' | '''Society/government type:''' Libertarian Democracy | ||
'''Control Rating:''' | '''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'' ( | ''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