GURPS Darkstar
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.
Campaign Background
Campaign name: GURPS DarkStar
Starting year:
Genre: Space Opera
Realistic or cinematic? Cinematic
General theme of campaign:
Are there multiple planes of existence? Yes.
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.
Base Tech level: TL11
- 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.
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."
Brief description of important neighboring powers, political/economic situation, etc.:
Information for PCs
Starting point value allowed for PCs:
Disadvantage limit (including Quirks):
PC races allowed:
Especially appropriate professions:
Starting Wealth:
Starting Wealth levels allowed:
Starting Status levels allowed:
Starting TLs allowed:
Languages available:
Cultural Familiarities available:
Advantages, Disadvantages, and Skills
Required advantages, disadvantages, and skills:
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:
Cinematic skills:
Are PC mages allowed?
Are any of the spells from Chapter 5 off limits?
Are PC psis allowed?
Are any of the powers from Chapter 6 off limits?
Are PC gadgeteers allowed?
Are there special limits on gadgeteering?
Unusual Background cost(s) for these abilities:
Legal or social restrictions on these abilities:
Rulebooks and Resources
GURPS Basic Set 4th edition (required).