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GURPS Star Wars Campaign Plan

Campaign name: Star Wars
Campaign starting year: Shortly after the events in the first Star War movie
Campaign type: Space Opera
Known races: Human, Wookie, Mon Calamari, Sullustian, Rodians, Hutts as well as hundreds of other known races
Campaign's base world: Tatooine and the surrounding sector
Frequency of good worlds: Common
Is exploration still going on: Some

Campaign political background

Name and type of stellar state: Galactic Empire
Control rating: CR 4-6 on core Imperial worlds, average CR 2 on frontier worlds
Brief political/economic description: The Galactic Empire is using a campaign of terror to put down a rebellion based on the previous Republic. Organized crime is growing in the wake of a distracted central government. Smaller independent alien powers are becoming concerned at the growing might of a human dominated Empire.
Campaign TL: 9, blasters are most common weapon
Exceptions to standard TL: Armor and sensors are one TL behind standard, TL 12 contragravity and TL 11 ship-borne energy fields available, severe restrictions on cloning due to public distrust after the Clone Wars
FTL speed: Hyperspace drive, 10 pc/day on well defined routes
FTL communications: Instant (expensive) or slow (cheap)
Medical: Standard TL 9 medicine

Starship rules

FTL drive: hyperdrive
Speed: ~10 pc/day on common routes
Fuel cost and consumption: Standard
Ease of FTL navigation/engineering: Standard
Obstacles to FTL travel: Massive computation time needed before a successful jump to hyperspace
FTL side effects: Jumping into hyperspace without the proper calculations can result in collision with realspace astronomical objects when leaving hyperspace
STL drive: Ion reaction drive
Power plant type: Fusion reactors
Space combat type: Space Opera Combat System
Usual weapons/shields: Lasers, turbolasers, ion beams, proton torpedoes, and concussion missiles for offense and energy shields and superstrong metals for defense

PC information

PC races: Humans, Wookies and droids (see GM for other options)
Base wealth: $15,000
Starting social levels: 3 or less
Useful languages: Galactic Basic, droid binary, Wookie
Useful character types (most from GURPS Space p. 31-32): Starship crew, merchant, Alliance navy/army, smuggler, scout, assassin, bounty-hunter, dilettante, diplomat, escort, fighter jock, Alliance intelligence, journalist, primitive, prospector/belter, rogue, scientist, local rebel, trooper/mercenary, Jedi Knight, slicer/hacker, droid
Useless or disallowed character types: Colonist, Imperial navy/army, Dark Jedi, local Patrolman
Useful advantages/skills: Combat reflexes, beam weapon (blaster), electronics operation: all but teleporter, engineering: Hyperdrive, mechanic: hyperdrive, fast draw, gunner, hard to kill, mechanic: ship drives, pilot: starship, rank, streetwise
Useless advantages/skills:
Forbidden PC advantages, disadvantages, and skills (from the Basic Set):
judo, karate, magical aptitude, magical resistance, amnesia, blindness, terminally ill, eunuch, pyromania, megalomania, sadism, berserk, bloodlust

Special disciplines

Magic: unknown
Psionics: Manifests as The Force that is the source of many psi-like powers, requires Unusual Background advantage
Rules variants: New skills: precog parry
Rule variants: Advanced flesh wound (players may reduce the damage from any attack to 1 point by spending 1 character point), ISMA, Hollywood Automatic Weapons

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