GURPS Dark Jazz: The Roaring Twenties: Difference between revisions

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• Cinematic skills: See GM.
• Cinematic skills: See GM.


'''Are PC mages allowed?''' Yes. See ''[[Magic in Dark Jazz]]''.
'''Are PC mages allowed?''' Yes. See ''[[Rules for Magic in Dark Jazz]]''.


'''General mana level:''' N/A. See ''[[Magic in Dark Jazz]]'' for details.
'''General mana level:''' N/A.  


'''Do areas of higher/lower mana exist?''' No.
'''Do areas of higher/lower mana exist?''' No.


'''Are any of the spells from Chapter 5 off limits?''' Yes. See ''[[Magic in Dark Jazz]]'' for details.
'''Are any of the spells from Chapter 5 off limits?''' Yes.


'''Are PC psis allowed?''' Yes.
'''Are PC psis allowed?''' Yes.

Revision as of 07:45, 14 February 2012

The Roaring 20s. The Jazz Age. A period of social and cultural dynamism. In the wake of World War I, jazz music blossomed, the flapper redefined modern womanhood, Art Deco peaked, and the world felt peace longer than any previous time in history. The nascent League of Nations inspired international diplomacy rather than warfare. The era was further distinguished by numerous inventions and discoveries, unprecedented industrial growth, accelerated consumer demand and aspirations, and significant changes in lifestyle.

Campaign Background

Current year: 1925

Genre: Horror.

Realistic or cinematic? Cinematic

General theme of campaign: Characters investigate supernatural occurrences, uncover conspiracies, battle cultists, and destroy monsters.

Are there multiple planes of existence? Probably.

Campaign’s base city, nation, empire, or planet: Los Angeles, California (Gernsback alternate).

Society/government type: Democratic Republic

Control Rating: CR3. Access to items of LC0 through LC2 is controlled. Characters wishing access to or possession of restricted items will be required to make appropriate rolls in order to acquire the items, whether through legitimate or other means.

Exceptions to general CR:

  • Handguns LC2
  • Hunting Rifles and Shotguns LC4
  • Machine Guns LC1

Tech level: 6+2

Exceptions to general TL:

  • Communications: TL7
  • Electrical Power: TL8 (fuel cells & advanced batteries)
  • Mechanical Power: TL7 (gas turbines)
  • Automobiles: TL6 (some TL7 battery-driven models)
  • Railways: TL7 (diesel & electrical)

Technological divergence: Nikola Tesla secured the patents for radio by 1900 and created the first radio network in 1902. By 1924 there are several national radio networks featuring a variety of entertainment and education programs. Local radio, mostly news and information programming sponsored by labor unions and citizen groups, proliferates in most urban areas and some rural locales. Tesla has sponsored experiments by Scottish engineer John Logie Baird attempting to create a system for transmitting moving images. Tesla's successes in electrical engineering logically resulted in other technological advances. Most automobiles and trucks are gas-powered, but powerful electric engines will soon be available for personal vehicles. Most large cities have electric trains, while interstate rail is primarily diesel-driven. Airships are commonly seen in the skies of both America and Europe. They are primarily used for domestic air travel and cargo shipment. Dirigibles provide daily round-trip air service from Los Angeles to San Francisco. A cross-country trip from San Francisco to New York makes stops in Denver and Chicago. The revolution in airship technology was provided by the advent of lightweight steel alloys for the dirigible frames. This technology contributed to mass production of small lightweight airplanes, leading to a civilian aviation boom. Commercial aviation also began to blossom in the 1920s, with more efficient engine and aircraft designs allowing for longer flights.

Brief description of important neighboring powers, political/economic situation, etc.: Advances in electrical engineering spurred by Tesla's inventive progress have resulted in a technological and economic boom for both America and Europe. While early in the decade Germany's economic future seemed uncertain, the Dawes Act and American industrial investment seem certain to restore the country to economic self-sufficiency. American diplomatic efforts in Japan and China promise to forge new international trade alliances, sure to boost the economy to new heights. The future seems bright, for the most part. There is however a growing shadow, a dark force which seems to be gaining power around the world. This force is manifested by the surge of interest in black magic and the occult, and is given further power by cultists and others who worship dark gods and summon malevolent forces. Only a few are aware of this force, the majority of the world happily distracted by the pleasures of the Jazz Age.

Information for Character Creation

Starting point value allowed for player characters: 150

Disadvantage limit: -60

Especially useful character types: Investigator (GURPS Basic, p. 259)

Especially appropriate professions: Private investigator, Miskatonic University student or teacher, journalist, lawyer, occultist, war veteran, mercenary soldier.

PC races allowed: Human

Starting wealth: $12,000

Starting Wealth levels allowed: Any

Starting Status levels allowed: Any

Starting TLs allowed: TL6 (see above for divergence details)

Languages available: English, French, German, Russian, Spanish, as well as others appropriate to character’s educational level and experiences.

Cultural Familiarities available: As languages, plus Japanese, Chinese, Tibetan, and others appropriate to the educational level and experience of the character .

Required advantages, disadvantages, and skills: None

Especially appropriate advantages: Common Sense, Compartmentalized Mind, Danger Sense, Daredevil, Empathy, Fearless, Hard to Kill, Mythos Awareness, Patron (Miskatonic University), Unfazeable

Especially appropriate disadvantages: Alcoholism, Compulsive Behavior, Cursed, Fanaticism, Nightmares, Phobia, Weirdness Magnet

Especially appropriate skills: Dreaming, Hidden Lore (Mythos), Occultism, Speed Reading.

Appropriate Patrons (and base value): Patron (Miskatonic University)

Appropriate Enemies (and base value): Cthulhu Cultists, cost and attributes may vary.

Special Abilities Allowed for PCs:

• Exotic/supernatural traits: See GM.

• Cinematic skills: See GM.

Are PC mages allowed? Yes. See Rules for Magic in Dark Jazz.

General mana level: N/A.

Do areas of higher/lower mana exist? No.

Are any of the spells from Chapter 5 off limits? Yes.

Are PC psis allowed? Yes.

Are any of the powers from Chapter 6 off limits? No.

Are PC gadgeteers allowed? Yes.

Are there special limits on gadgeteering? Only those imposed by available technology.

Unusual Background cost(s) for these abilities: Gadgeteering requires resources. The Gadgeteer must also purchase a Patron, Wealth 1 or better, or otherwise devise a source of funding (subject to GM approval).

Legal or social restrictions on these abilities: Firearms, explosives, and other regulated materials in gadgets subject to CR/LC restrictions (see above).

Rules and Resources

All GURPS 4th edition rule books published by Steve Jackson Games and appropriate to the setting are in play. This includes but is not limited to:

  • GURPS Basic Set, 4th edition
  • GURPS High Tech, 4th edition
  • GURPS Magic, 4th edition (as well as GURPS Thaumatology and other 4th edition magic supplements)

Additional resources from Chaosium Games may also provide background and information for players:

  • Call of Cthulhu: Horror Roleplaying, 6th edition (2005). Background material about Lovecraft Mythos, 1920s America, and other information.
  • Petersen's Field Guide to Cthulhu Monsters. A Field Observers Handbook of Preternatural Entities.
  • Sourcebook for the 1920s. Timeline, biographies of historical figures, law and crime, travel, prices, and other period information.

PCs

Professor Parkman

David Maxwell

See also