GURPS Darkstar

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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? Not anymore...


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).


See also