Stellar Winds Introduction Stellar Winds is a Cinematic GURPS Space Opera featuring D&D Like Races in region of space known as Stellar Sigma. Here various empires exist in the wake of great civilization that has long since vanished, where an alliance of alien races work together to maintain peaceful civilization against other more aggressive empires that neighbor them. Come and join a game world that been ran over the last 15 years and belong to one of the longest GURPS group on Roll20, and experience virtual gaming in it's full glory with over 400 dollars invested in art hours of content development for the games as GM-Farseer delivers a premium product for the low price of 6 hours a week on Monday night. <a href="https://app.roll20.net/campaigns/details/503523/stellar-winds-from-the-darkness" rel="nofollow">https://app.roll20.net/campaigns/details/503523/stellar-winds-from-the-darkness</a> Stellar Winds Group is currently looking for one player who is highly motivated by robust rule systems, interested in detailed character development and long term gaming as well as excited by space adventures, and is comfortable with experiencing the horrors of space adventure. Those who have interest in RPGs such as Mass Effect, Dead Space, War Hammer 40k, Battletech, will fit in quite neatly here. Storyline Description: Stellar Winds: From the Darkness Chapter 2: Citadel Ark With the attack on Antiga by presence of a terrifying and overwhelming technologically superior Alien. The Omaha has withdrawn from the combat zone possessing the beacon's data drive. Now after a week in phase space they arrive home at the heart of the Alliance space to report in and to prepare for what comes next! How will the read they strange alien data? What preparations must be done next in discovery of the Aliens? What motivates this new alien speices to do as they do? All that and more in this next chapter! Previous Chapter: From the Darkenss: Antiga It's Space Race 500 week on Antiga Prime and racers from all over Alliance Space has arrived to contend. Meanwhile in the background a special operation lead by Alliance Covert Operations has been dispatched to investigate alien technology discovered on Antiga. (Sounds like Mass Effect? You know it!), all the while technologically advanced aliens never seen before have emerged from the darkness arrived seeking this technology leaving adventurers involved in a chaotic race for who will control the discovery first. Game Details: Game Time: Mondays - 5:30PM (-4) ~ 6:30 PM (-5) EDT ~ 11:00 PM (+0) GMT Rule Sets:GURPS Ultra Tech, GURPS Basic & Campaign , GURPS Magic, GURPS Bio Tech, GURPS Horror, GURPS Space, GURPS Traveller Required Tools: GURPS GCS, Google Docs. Character Creation Rules: Character Points should be combined total of Starter Template, plus Occupation Template with no more than 50 points of disadvantages as well as the additional 5 points of quarks. The decrease of ability scores counts towards your disadvantage limit of 50 and no more than 150 points spent on character creation in addition to the 55 points of disadvantages that maybe taken, making character totals 205 total. Racial Templates do not count towards this total in anyway. Advantages bought in addition to what is directed by the Starter or Occupational templates may only be physical or mental advantages. Supernatural Advantages are prohibited. Advantages that marked as both must be submitted to the GM in request identify the advantage and the reference page number. They must also supply storyline explanation as to why they should have this ability. Details for Bioengineering, and Cybernetic rules are outlined in GURPS Ultra Tech these usually cost money, and points. At no time may a template be modified. The GM reserves the right to amend the documents as Steller Winds is a developing project and things are subjected to change. Experience Gain: Character points are awarded to players whom complete Quests / Goals that achieved. The GM will rate the value of these achievements based weight of their mile stone.