GURPS Darkstar: Difference between revisions

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== Campaign Setting ==
== Campaign Setting ==


'''Brief description of important neighboring powers, political/economic situation, etc.:'''
'''Brief description of important neighboring powers, political/economic situation, etc.:''' See [[Human Civilization in Space]]


'''Languages available:'''   
'''Languages available:'''   
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== See also ==
== See also ==
* [[Human Civilization in Space]]


[[Category: Campaigns]]
[[Category: Campaigns]]
[[Category: GURPS Space Opera]]
[[Category: GURPS Space Opera]]
[[Category: GURPS Darkstar]]
[[Category: GURPS Darkstar]]

Revision as of 05:12, 17 April 2016

Dark Jazz in Space! The Cabal is destroying worlds and systems rich in mana, using a planet-killer known as the Darkstar. Members of the Promethean Resistance infiltrate the Hole, a prison controlled by the Cabal and located within the Dyson sphere, and liberate the cryogenically-preserved bodies of three powerful beings from other worlds, each of whom is possessed of an incredibly rare magical talent.

General Information

Campaign name: GURPS DarkStar

Starting year: 4523 GS

Genre: Space Opera

Realistic or cinematic? Cinematic

General theme of campaign:

Are there multiple planes of existence? Yes.

Campaign Setting

Brief description of important neighboring powers, political/economic situation, etc.: See Human Civilization in Space

Languages available:

Cultural Familiarities available:

Campaign World:

Campaign’s base city, nation, empire, or planet:

Society/government type:

Control Rating:

Old Frontiers sector: CR0.
Federation Sector: CR4.
Corporate Sector: CR3.
Phoenix Sector: CR5
Saga Sector: CR0

Exceptions to general CR: Individual worlds and governments vary, but few worlds are more restrictive than CR5.

Appropriate Patrons

Prometheans [5 points]. An unstructured and unorganized collaboration of individuals who share an interest in magic and occultism. Most members believe magic to be a kind of “lost knowledge” that may someday be recovered, but only a few are aware of the history or actuality of magic. A few of the members are wealthy or well-positioned so as to provide limited resources and assistance. (Frequency of Appearance: Quite Rarely; Provides equipment in excess of starting wealth (+100%); Minimal Intervention (-50%); Secret (-50%)).

Technology

Base Tech Level: TL11

Transportation: TL12. Superscience: Reactionless thrust; contragravity; faster-than light (FTL) travel.
Armor & Weapons: TL10. Superscience: Monomolecular blades.
Power: TL11. Superscience: Broadcast power (on some planets).
Biotechnology: TL11. Superscience: Fast-growth clone tanks; psi drugs.

Exceptions to general TL: Weapons and Armor are limited to TL10. Some planets are less technologically advanced than others. The Cabal is in possession of TL12 technology.

Magic

General mana level: There is no mana in space, and the Cabal is actively engaged in the destruction of any mana-rich worlds, so there are no known mana worlds.

Do areas of higher/lower mana exist? Some worlds may possess small areas of low or wild mana. The Cabal seems unconcerned about these isolated "mana pockets."

Psionics

Are PC psis allowed?

Are any of the powers from Chapter 6 off limits?

See also