GURPS Darkstar: Difference between revisions
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== See also == | == See also == | ||
* [[Human Civilization in Space]] | |||
[[Category: Campaigns]] | [[Category: Campaigns]] | ||
[[Category: GURPS Darkstar]] | [[Category: GURPS Darkstar]] |
Revision as of 05:39, 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?