GURPS Dark Jazz: OSI
- 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 privately financed team of super-powered or science-based heroes.
Starting point value allowed for PCs: 350
Disadvantage limit (including Quirks): -100 (not including any required disadvantages listed below)
PC races allowed: Human, Mutant, Extraterrestrial
Especially appropriate professions: Attorney. Circus performer. College professor. Experimental chemist. Fashion designer. Inventor. Mercenary. Newspaper reporter. Police officer. Private investigator. Security consultant. Stunt performer.
Starting wealth: $17,500
Starting Wealth levels allowed: Struggling, Poor, Average, Comfortable (No Bruce Waynes or Tony Starks!)
Starting Status levels allowed: 0
Starting TLs allowed: Any appropriate to character and setting.
Languages available: Any appropriate to character and setting.
Cultural Familiarities available: Any appropriate to character and setting.
Advantages, Disadvantages, and Skills
Required advantages, disadvantages, and skills: Unusual Background (Cost TBD).
Especially appropriate Advantages: Contact. Patron (Promethean Foundation).
Especially appropriate Disadvantages: Enemy. Obsession. Secret. Secret Identity. Trademark.
Especially appropriate Skills: Criminology. Streetwise. Urban Survival.
Disallowed advantages, disadvantages, and skills:
Appropriate Patrons, Allies or Contacts: Promethean Foundation
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: A minimum 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
- See Magic (New Prometheans) for more details.
General mana level: Normal.
- Do areas of higher/lower mana exist? Unknown.
Are PC mages allowed? Yes.
Are any of the spells from Chapter 5 off limits? No.
Are PC psis allowed? Yes.
Are any of the powers from Chapter 6 off limits? No.
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.