GURPS Darkstar

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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?

See also