GURPS Darkstar
Dark Jazz in Space!
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 [0]. 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.
Magic
General mana level: There is no mana in space, and there are no known mana worlds.
Psionics
Are PC psis allowed?
Are any of the powers from Chapter 6 off limits?