Dragonstar

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Welcome to ドラゴン☆すた
Welcome to ドラゴン☆すた


The Dragonstar Galaxy

Religion

The Dragon Empire

Organizations

The People

Racial Templates are adapted from Banestorm rather than Basic Set.

Notes: Racial Quirks do not count against the limit of five Quirks, and Racial Disadvantages are not counted against disadvantage limit. But, if you buy off any racial disadvantages, that does not increase your limit. E.g. if there's a limit of -75 points, you play a drow, and mark your character Not Callous, your disadvantage limit is still -75, not -80.

Uniformity of the Races

As the people of the galaxy first began to contact new civilizations on distant worlds, they realized that most of the creatures on every habitable planet were pretty much the same, including their DNA and the languages they spoke. In the early years of star travel, there were a number of conflicting theories purporting to explain this seemingly impossible coincidence. These ranged from the existence of a master race (or several of them) that seeded the galaxy in days long past to more scientific models such as parallel evolution. In the end, a prominent priest named Nasuit offered a solution to the riddle that had the ring of truth.

The gods made the creatures of every world in their own image. Nasuit taught that there were only a dozen true gods in the universe, and they created the same creatures on just about every planet they blessed with the gift of life. The sentient races, monstrous beasts, animals, insects, and plants—the same deities created all of them.

While there are certainly strange and even unique creatures scattered throughout known space, these are the exceptions that prove the rule. The high priests of the Unification Church call these creatures the gods' experiments: The gods created many worlds and many creatures, not just the same ones over and over. Like a novelist who returns to the same characters and themes time and time again, the gods used the same tools over and over to create different worlds and different situations, and to watch them all evolve according to their own unique destinies.

Today, of course, few of these stories are untouched by the grand epic of the Dragon Empire. Perhaps there are other galaxies out there, too, also fashioned by the gods in different, sometimes strange or alien ways. But only the gods know for sure.

Campaign

Specs

Recommended Power Level: 150 points, with -75 point limit for disadvantages, and -5 for quirks.

Tech Level: 10 (see Equipment, below).

Prohibited Disadvantages: Anything that has a cost of -30 or less (unless it is in the racial template), and also: Amnesia and Weirdness Magnet. Mental illnesses are not recommended.

Prohibited Advantages: Anything that costs 30 points or more (unless it is in the racial template).

Starting Wealth: $50,000 for average Wealth. (Remember that you can't start Very Wealthy or better because of the point limitations.)

Languages: As usual, everyone starts with their native language (only). There's plenty of real-time translators around, though it's still recommended to learn Galactic Common. Many settled planets (i.e. those which didn't have a native intelligent race) have Galactic Common as their "native" language.

Other languages include the tens of thousands of local human, dwarvish, gnomish, etc. languages, and some "universal" ones:

  • Draconic, which is also the language of magic.
  • The ancient tongue of the precursors, deities, or the beings from other dimensions ("The Outer Planes").
    • Aeons ago, the original "Words of Creation" split into three dialects of Abyssal, Celestial, and Infernal. These are studied by the scholars and can be learned, at least to some extent.
    • These three have split further into countless local dimensional languages.
  • Strange, exotic languages of the elemental creatures: Aquan, Auran, Ignan, and Terran.
  • The Elven languages: Standard Elvish, and thousands of local dialects (Dark Elven, Sylvan, etc.)
  • Orcish and Goblinoid languages.

Cultural Familiarity: Everyone starts familiar with their home culture, at a cost of 0 points. Those from Throneworlds and Draconis Prime have a generic "Dragon Empire" culture.

Cultural Adaptability: An exception to normal rules: 10 points Cultural Adaptability covers all cultures integrated into the Empire; Xeno-Adaptability includes these and all other cultures of all the known intelligent races. (Formerly unknown races might still be discovered...)

Equipment

Ultra-Tech Armor, Ultra-Tech Weapons, and most other equipment are available, up to TL10. Not all planets have nearly everything that TL10 has to offer. TL11 things are generally not available at any cost, and most of it is either theoretical or completely unknown.

Antimatter is known, but still too difficult and expensive to produce and contain to be used for energy production or as a weapon. Empire is at TL8 with antimatter technology.

Instead, some superscience, mostly based on magic, and storing magic into crystals ("Dragonshards"), is available:

  • Starcaster technology, for travelling in between starsystems.
  • Artificial gravity for spaceships is a side production of starcaster technology. Normally, spacecraft without a starcaster do not have artificial gravity - it's almost as costly as an actual starcaster. Likewise, while Gravity Web is possible, it's far too expensive to be placed in anywhere but the most important locations of entire nations.
  • Gravity Weapons are common throughout all the TL10 worlds. Force beamers and pistols with stun setting only are openly available, at LC4, for self-defense. Others require a license (LC3).
  • Neurolash is available, but restricted, at LC2. Neural Disruptor Fields are sometimes used to protect very important locations.
  • Contrary to earlier information, Neutrino Communicators are not available. Radio is still the most common method of wireless communication.

Legality Class 0, 1, or 2 equipment are generally not available for player characters. Ask GM about any LC3 gear.

Magic

TODO

Magic Items

Ring of Detect Magic or Necklace of Detect Magic: Vibrates, alerting the wearer, when any magical item is within 5 yards. Detects items, spells, magical creatures, and any other ongoing magical effect. Cost: $16,500.

Vehicles

TODO

Spaceships

TODO