GURPS Troubleshooters (Campaign): Difference between revisions

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[[File:Troubleshooters logo 0.png|350px|thumb|right| ]]
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== Campaign Background ==
== Campaign Background ==


'''Troubleshooters, Inc.''' is the first paranormal investigative agency licensed by the City of Los Angeles. Operating from an old firehouse in the city's Skid Row, this motley crew of psychics, magicians, and former government operatives perform a unique service for citizens who find their lives intruded upon by ghosts, ghouls, vampires, demons, and various other creatures of the night. Twenty-four hours a day, seven days a week, no job is too big, no fee is too big!
'''Troubleshooters, Inc.''' is the first paranormal investigative agency licensed by the City of Los Angeles. Operating from [https://en.wikipedia.org/wiki/Fire_Station_No._23_(Los_Angeles,_California) an old firehouse] in the city's Skid Row, this motley crew of psychics, magicians, and former government operatives perform a unique service for citizens who find their lives intruded upon by ghosts, ghouls, vampires, demons, and various other creatures of the night. Twenty-four hours a day, seven days a week, no job is too big, no fee is too big!


'''Campaign name:'''  GURPS Troubleshooters
'''Campaign name:'''  GURPS Troubleshooters


'''Starting year:'''   1965
'''Starting year:''' 2016
   
   
'''Genre:'''  Horror (Monster Hunters)
'''Genre:'''  Horror (Monster Hunters)
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== Campaign Background ==
== Campaign Background ==


'''Campaign’s base city, nation, empire, or planet:'''  Los Angeles, California. ''See [[Gernsback-9]] for more information.''
'''Campaign’s base city, nation, empire, or planet:'''  Los Angeles, California.  


'''Society/government type:'''  Libertarian Democracy
'''Society/government type:'''  Libertarian Democracy
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'''Control Rating:''' CR4
'''Control Rating:''' CR4


:'''Exceptions to general CR:'''  “Ray guns” and other advanced tech (TL8+) are controlled by the WSC, and are often only available for use by WSC agents. Some medical technology is available only to licensed practitioners.
:'''Exceptions to general CR:'''   


'''Tech level:''' TL7+2
'''Tech level:''' TL8


:'''Exceptions to general TL:'''  Weapons, up to TL(7+2); broadcast power, TL7^      ''See also [[Technology (Dark Jazz)]]
:'''Exceptions to general TL:'''   


== Information for PCs ==
== Information for PCs ==


'''Starting point value allowed for PCs:''' 200
'''Starting point value allowed for PCs:'''  


'''Disadvantage limit (including Quirks):'''  −40
'''Disadvantage limit (including Quirks):'''   


'''PC races allowed:'''  Human
'''PC races allowed:'''  Human
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'''Especially appropriate professions:'''  Art Appraiser. Barber. College professor. Dancer. Experimental chemist. Fashion designer. Gadgeteer. Historian. Investor. Jeweler. Kickboxer. Ludographer. Mercenary. Newspaper reporter. Occupational therapist. Private investigator. Quiz show champion. Researcher. Stunt performer. Thief. Undertaker. Veterinarian. Writer. Xylographer. Yoga instructor. Zoologist.
'''Especially appropriate professions:'''  Art Appraiser. Barber. College professor. Dancer. Experimental chemist. Fashion designer. Gadgeteer. Historian. Investor. Jeweler. Kickboxer. Ludographer. Mercenary. Newspaper reporter. Occupational therapist. Private investigator. Quiz show champion. Researcher. Stunt performer. Thief. Undertaker. Veterinarian. Writer. Xylographer. Yoga instructor. Zoologist.


'''Starting Wealth:''' $25,000
'''Starting Wealth:'''  


'''Starting Wealth levels allowed:''' 0
'''Starting Wealth levels allowed:''' 0
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'''Starting Status levels allowed:'''  0
'''Starting Status levels allowed:'''  0


'''Starting TLs allowed:'''  TL7
'''Starting TLs allowed:'''  TL8


'''Languages available:'''  Any appropriate to character and setting, i.e. Earth circa mid-1960s. (
'''Languages available:'''  Any appropriate to character and setting.


'''Cultural Familiarities available:''' Any appropriate to character and setting, i.e. Earth circa mid-1960s. See to GM about particular exotic, non-human or magical cultures.
'''Cultural Familiarities available:''' Any appropriate to character and setting.


=== Advantages, Disadvantages, and Skills ===
=== Advantages, Disadvantages, and Skills ===
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* Patron (Secret), 0 points
* Patron (Secret), 0 points
For spellcasters:
* Ritual Magery 0
* Ritual Magery 1-3 optional
:Core skills: Thaumatology


'''Especially appropriate Advantages:''' Business Acumen, Common Sense, Occultist, Smooth Operator
'''Especially appropriate Advantages:''' Business Acumen, Common Sense, Occultist, Smooth Operator
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'''Disallowed advantages, disadvantages, and skills:'''  Allies. Alternate Form. Duplication. Permeation. Shapeshifting. Super Luck. Unkillable. Limitations on Magery are disallowed.
'''Disallowed advantages, disadvantages, and skills:'''  Allies. Alternate Form. Duplication. Permeation. Shapeshifting. Super Luck. Unkillable. Limitations on Magery are disallowed.


'''Appropriate Patrons, Allies or Contacts:'''   [[Carl Kolchak]], [[Gardner Graves]], [[Psychic Friends Network]]
'''Appropriate Patrons, Allies or Contacts:'''


=== Special Abilities Allowed for PCs ===
=== Special Abilities Allowed for PCs ===
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'''Cinematic skills:'''   
'''Cinematic skills:'''   


'''Are PC mages allowed?'''  Yes.
'''Are PC mages allowed?'''  Yes.  


'''Are any of the spells from Chapter 5 off limits?'''   No.  
'''Are any of the spells from Chapter 5 off limits?'''   Yes. Magic system in use is described in ''[http://www.sjgames.com/gurps/books/ritualpathmagic/ GURPS 4th edition Thaumatology: Ritual Path Magic]''.


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


'''Are any of the powers from Chapter 6 off limits?'''  No.
'''Are any of the powers from Chapter 6 off limits?'''  Yes. Power choices are limited to those existing in ''[http://www.sjgames.com/gurps/books/psionicpowers/ GURPS 4th edition Psionic Powers]''.


'''Are PC gadgeteers allowed?'''  Yes.
'''Are PC gadgeteers allowed?'''  Yes.
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'''Are there special limits on gadgeteering?'''  No.
'''Are there special limits on gadgeteering?'''  No.


'''Unusual Background cost(s) for these abilities:'''  For spellcasters, 5 points per Ritual Magery level above 1. For example, Ritual Magery 3 requires 10 points of Unusual Background. The GM may assess similar costs for powerful psionics. In all cases, the maximum Unusual Background cost will be 10 points.
'''Unusual Background cost(s) for these abilities:'''   


'''Legal or social restrictions on these abilities:'''
'''Legal or social restrictions on these abilities:'''
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==== Magic & Psi ====
==== Magic & Psi ====


''GURPS 4th edition Magic'' (spell lists)
''GURPS 4th Thaumatology: Ritual Path Magic''
 
''GURPS 4th edition Thaumatology'' (Ritual Magery rules and pre-requisite count guide)
 
''GURPS 4th edition Powers''


''GURPS 4th edition Psionic Powers''
''GURPS 4th edition Psionic Powers''

Revision as of 07:17, 19 June 2015

Troubleshooters logo 0.png

Campaign Background

Troubleshooters, Inc. is the first paranormal investigative agency licensed by the City of Los Angeles. Operating from an old firehouse in the city's Skid Row, this motley crew of psychics, magicians, and former government operatives perform a unique service for citizens who find their lives intruded upon by ghosts, ghouls, vampires, demons, and various other creatures of the night. Twenty-four hours a day, seven days a week, no job is too big, no fee is too big!

Campaign name: GURPS Troubleshooters

Starting year: 2016

Genre: Horror (Monster Hunters)

Realistic or cinematic? Grittematic

General theme of campaign: Characters are owners/operators of paranormal investigation service, licensed by the State of California.

Are there multiple planes of existence? Yes.

Campaign Background

Campaign’s base city, nation, empire, or planet: Los Angeles, California.

Society/government type: Libertarian Democracy

Control Rating: CR4

Exceptions to general CR:

Tech level: TL8

Exceptions to general TL:

Information for PCs

Starting point value allowed for PCs:

Disadvantage limit (including Quirks):

PC races allowed: Human

Especially appropriate professions: Art Appraiser. Barber. College professor. Dancer. Experimental chemist. Fashion designer. Gadgeteer. Historian. Investor. Jeweler. Kickboxer. Ludographer. Mercenary. Newspaper reporter. Occupational therapist. Private investigator. Quiz show champion. Researcher. Stunt performer. Thief. Undertaker. Veterinarian. Writer. Xylographer. Yoga instructor. Zoologist.

Starting Wealth:

Starting Wealth levels allowed: 0

Starting Status levels allowed: 0

Starting TLs allowed: TL8

Languages available: Any appropriate to character and setting.

Cultural Familiarities available: Any appropriate to character and setting.

Advantages, Disadvantages, and Skills

Required advantages, disadvantages, and skills:

  • Patron (Secret), 0 points

Especially appropriate Advantages: Business Acumen, Common Sense, Occultist, Smooth Operator

Especially appropriate Disadvantages: Discipline of Faith, Sense of Duty

Especially appropriate Skills: Accounting, Administration, Area Knowledge, Current Events, Driving, Exorcism, Occultism, Research, Search, Swimming

Disallowed advantages, disadvantages, and skills: Allies. Alternate Form. Duplication. Permeation. Shapeshifting. Super Luck. Unkillable. Limitations on Magery are disallowed.

Appropriate Patrons, Allies or Contacts:

Special Abilities Allowed for PCs

Exotic/supernatural traits:

Cinematic skills:

Are PC mages allowed? Yes.

Are any of the spells from Chapter 5 off limits? Yes. Magic system in use is described in GURPS 4th edition Thaumatology: Ritual Path Magic.

Are PC psis allowed? Yes.

Are any of the powers from Chapter 6 off limits? Yes. Power choices are limited to those existing in GURPS 4th edition Psionic Powers.

Are PC gadgeteers allowed? Yes.

Are there special limits on gadgeteering? No.

Unusual Background cost(s) for these abilities:

Legal or social restrictions on these abilities:

Rulebooks and Resources

GURPS Basic Set 4th edition

GURPS 4th edition Martial Arts

GURPS Monster Hunters series

Magic & Psi

GURPS 4th Thaumatology: Ritual Path Magic

GURPS 4th edition Psionic Powers

Science & Technology

GURPS 4th edition High Tech

GURPS 4th edition Psi-Tech

Pyramid #3/46: Weird Science

See also