GURPS Troubleshooters (Campaign): Difference between revisions

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[[File:Troubleshooters logo 0.png|350px|thumb|right| ]]
[[File:Troubleshooters logo 0.png|250px|thumb|right| ]]


__TOC__
== Introduction ==
 
Picture a world much like our own but where the supernatural is present and tangible. Not too difficult because enough writers and filmmakers have done it by now that it's become a trope. Usually an ill-equipped group of would-be heroes stumbles upon some ancient evil and half of them end up in the morgue before the wounded survivors manage to banish or kill the thing. Sometimes it's a better equipped detective and his old Army buddy. In a few rare circumstances it's an actual military unit. The protagonists risk life and limb and sanity to repeatedly face down powerful adversaries and indescribable horrors. On the rare occasions they win, they are not even allowed to bask publicly in the glory: secrets man was not meant to know yadda yadda the end of the world.
 
But what if the supernatural was so prevalent that it couldn't be kept secret? Such a world would need experts to deal with fanatical cultists and the vile things they would summon, not to mention hauntings, possessions, and the occasional lycanthrope. When there's something strange in your neighborhood, like a demon knocking at your door or a family of ghosts haunting your house, who can you call?
 
'''Troubleshooters, Inc.''' is the first paranormal investigative agency licensed by the state of California. Operating from [[Fire Station No. 23| an old firehouse]] in downtown Los Angeles, 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 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!
'''Campaign name:'''   GURPS Troubleshooters


'''Campaign name:'''  GURPS Troubleshooters
'''Starting year:''' 1951
 
'''Starting year:'''   1965
   
   
'''Genre:'''  Horror (Monster Hunters)
'''Genre:'''  Horror  


'''Realistic or cinematic?'''  [[Grittematic]]
'''Realistic or cinematic?'''  [[Grittematic]]


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


'''Are there multiple planes of existence?'''  Yes.
'''Are there multiple planes of existence?'''  Yes.
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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:''' Representative Democracy


'''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:''' TL7  


:'''Exceptions to general TL:'''   Weapons, up to TL(7+2); broadcast power, TL7^      ''See also [[Technology (Dark Jazz)]]
:'''Exceptions to general TL:''' As a result of their patron, Troubleshooters sometimes have access to advanced (if experimental) technology.


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


'''Starting point value allowed for PCs:'''  200
[[File:Station23.jpg|200px|thumb|right|Fire Station 23, headquarters for the Angel City Troubleshooters.]]


'''Disadvantage limit (including Quirks):''' −50
'''Starting point value allowed for PCs:''' 150


'''PC races allowed:'''  Human
'''Disadvantage limit:'''  -50 (See additional -25 points of required disadvantages listed below, for a total of -75)


'''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.
'''Quirk Limit:''' -3


'''Starting Wealth:'''  $25,000
'''PC races allowed:'''  Human


'''Starting Wealth levels allowed:''' 0
'''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 Status levels allowed:''' 0
'''Starting Wealth:''' $10,000 (Only 20% of which is available for adventuring gear. See B26.)


'''Starting TLs allowed:''' TL7
'''Starting Wealth levels allowed:''' Average [0]


'''Languages available:'''   Any appropriate to character and setting, i.e. Earth circa mid-1960s. (Magicians are strongly advised to study Latin, Greek, and German. Weird scientists and engineers will likely find Russian and German useful.) See to GM about particular exotic, non-human or magical languages.
'''Starting Status levels allowed:''' Status 0 [0]


'''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.
'''Languages available:'''   English and Spanish are commonly spoken throughout Los Angeles, but there is a substantial Chinese population downtown. The majority of people speak at least broken English, whether they will admit to it or not.  


=== Advantages, Disadvantages, and Skills ===
'''Cultural Familiarities available:''' American and Latino cultures dominate, but 1930s Los Angeles is a melting pot of ethnicities, so any historically extant culture appropriate to the character is allowed. Note that this can be important to influence and reaction rolls, so is not a detail to overlook.
 
=== Advantages, Disadvantages, and Skills ===  


'''Required advantages, disadvantages, and skills:'''  
'''Required advantages, disadvantages, and skills:'''  


* Patron (Secret), 0 points
==== Troubleshooter Package: ====
:* Patron (Secret) [20]
::* Equipment: No more than starting wealth (+50%)
::* Frequency: 12 or less, (x2)
::* Minimal Intervention, -50%
::* Secret), -50%
:* Duty (Troubleshooter) (15 or less; Extremely hazardous) [-20]
:* Sense of Duty (Troubleshooters) [-5]
:* 4 points in ''Occultism'' and 1 point in [[Sources of Hidden Lore | Hidden Lore]] of your choice.


For spellcasters:
'''Especially appropriate Advantages:''' Business Acumen, Charisma, Common Sense, Occultist, Smooth Operator.
* Ritual Magery 0
* Ritual Magery 1-5 optional


:Core skills: Thaumatology
'''Especially appropriate Disadvantages:''' Discipline of Faith, Sense of Duty.


'''Especially appropriate Advantages:''' Business Acumen, Common Sense, Occultist, Smooth Operator
'''Especially appropriate Skills:'''   Accounting, Administration, Area Knowledge, Current Events, Driving, Exorcism, Hidden Lore (any), Occultism, Research, Savoir-Faire (Business), Search, Swimming, Writing.


'''Especially appropriate Disadvantages:''' Discipline of Faith, Sense of Duty
'''Disallowed advantages, disadvantages, and skills:'''   Allies. Alternate Form. Duplication. Permeation. Shapeshifting. Super Luck. Unkillable. Limitations on Magery are disallowed.


'''Especially appropriate Skills:'''  Accounting, Administration, Area Knowledge, Current Events, Driving, Exorcism, Occultism, Research, Search, Swimming
'''Appropriate Patrons, Allies or Contacts:'''
 
'''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]]


=== 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. See ''[[Magic in GURPS Troubleshooters]]''.


'''Are any of the spells from Chapter 5 off limits?'''   No.  
'''Are any of the spells from Chapter 5 off limits?'''   Yes. See ''[[Magic in GURPS Troubleshooters]]''.  


'''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. See ''[[Psionics in GURPS Troubleshooters]]''.
 
'''Are PC gadgeteers allowed?''' Yes.


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


'''Unusual Background cost(s) for these abilities:'''   For spellcasters, 5 points per Ritual Magery or Power Investiture 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 20 points.
'''Are there special limits on gadgeteering?''' No.  


'''Legal or social restrictions on these abilities:'''  
'''Unusual Background cost(s) for these abilities:''' Gadgeteers must be trained differently than other engineers (or maybe they're just weirder), and therefore both versions require ''Unusual Background (Gadgeteer)'' [-5]. Magic-users and psychics also have their own unusual background requirements. See ''[[Magic in GURPS Troubleshooters]]'' and ''[[Psionics in GURPS Troubleshooters]]'' for details.


== Rulebooks and Resources ==
'''Legal or social restrictions on these abilities:'''  Troubleshooters, Inc. is corporation licensed in the State of California, therefore the sale of occult services is not restricted by law. Troubleshooters do not have legal immunity and therefore must abide by all local, state, and federal laws. The open display of magical or psychic powers, as well as the public appearance of supernatural creatures, is likely to strike terror into the hearts of the mundane. As a result, those with special powers may find themselves variously suffering from Social Stigma, Reputation (good or bad), and other disadvantages. These effects are usually only temporary and disappear by the time the affected persons have moved on to some other distraction. However, supernatural events have been known to cause trauma in individuals and communities, and violent assault by frightened peasants is not unknown. Troubleshooters should exercise caution at all times.


''GURPS Basic Set 4th edition''
== Rulebooks and Resources for Character Creation ==


''GURPS 4th edition Martial Arts''  
''GURPS 4th edition Basic Set''  


''GURPS Monster Hunters'' series
''GURPS 4th edition High Tech''  


==== Magic & Psi ====
''GURPS 4th edition Magic''. Ritual Magic rules and spell lists.
 
''GURPS 4th edition Magic''
 
''GURPS 4th edition Thaumatology''
 
''GURPS 4th edition Powers''


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


==== Science & Technology ====
== See also ==
 
''GURPS 4th edition High Tech''
 
''GURPS 4th edition Ultra-Tech'' (Some TL9 technology, notably fuel cells, micro-electronics, and transportation.)
 
''GURPS 4th edition Psi-Tech''
 
''Pyramid #3/46: Weird Science''


== See also ==
* [[Timeline of Important History (GURPS Troubleshooters)]]


[[Category:GURPS Troubleshooters]]
[[Category: Campaigns]]
[[Category: GURPS Troubleshooters]]

Latest revision as of 05:20, 1 January 2018

Troubleshooters logo 0.png

Introduction

Picture a world much like our own but where the supernatural is present and tangible. Not too difficult because enough writers and filmmakers have done it by now that it's become a trope. Usually an ill-equipped group of would-be heroes stumbles upon some ancient evil and half of them end up in the morgue before the wounded survivors manage to banish or kill the thing. Sometimes it's a better equipped detective and his old Army buddy. In a few rare circumstances it's an actual military unit. The protagonists risk life and limb and sanity to repeatedly face down powerful adversaries and indescribable horrors. On the rare occasions they win, they are not even allowed to bask publicly in the glory: secrets man was not meant to know yadda yadda the end of the world.

But what if the supernatural was so prevalent that it couldn't be kept secret? Such a world would need experts to deal with fanatical cultists and the vile things they would summon, not to mention hauntings, possessions, and the occasional lycanthrope. When there's something strange in your neighborhood, like a demon knocking at your door or a family of ghosts haunting your house, who can you call?

Troubleshooters, Inc. is the first paranormal investigative agency licensed by the state of California. Operating from an old firehouse in downtown Los Angeles, 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 Background

Campaign name: GURPS Troubleshooters

Starting year: 1951

Genre: Horror

Realistic or cinematic? Grittematic

General theme of campaign: Characters are employees of a 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: Representative Democracy

Control Rating: CR4

Exceptions to general CR:

Tech level: TL7

Exceptions to general TL: As a result of their patron, Troubleshooters sometimes have access to advanced (if experimental) technology.

Information for PCs

Fire Station 23, headquarters for the Angel City Troubleshooters.

Starting point value allowed for PCs: 150

Disadvantage limit: -50 (See additional -25 points of required disadvantages listed below, for a total of -75)

Quirk Limit: -3

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: $10,000 (Only 20% of which is available for adventuring gear. See B26.)

Starting Wealth levels allowed: Average [0]

Starting Status levels allowed: Status 0 [0]

Languages available: English and Spanish are commonly spoken throughout Los Angeles, but there is a substantial Chinese population downtown. The majority of people speak at least broken English, whether they will admit to it or not.

Cultural Familiarities available: American and Latino cultures dominate, but 1930s Los Angeles is a melting pot of ethnicities, so any historically extant culture appropriate to the character is allowed. Note that this can be important to influence and reaction rolls, so is not a detail to overlook.

Advantages, Disadvantages, and Skills

Required advantages, disadvantages, and skills:

Troubleshooter Package:

  • Patron (Secret) [20]
  • Equipment: No more than starting wealth (+50%)
  • Frequency: 12 or less, (x2)
  • Minimal Intervention, -50%
  • Secret), -50%
  • Duty (Troubleshooter) (15 or less; Extremely hazardous) [-20]
  • Sense of Duty (Troubleshooters) [-5]
  • 4 points in Occultism and 1 point in Hidden Lore of your choice.

Especially appropriate Advantages: Business Acumen, Charisma, 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, Hidden Lore (any), Occultism, Research, Savoir-Faire (Business), Search, Swimming, Writing.

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. See Magic in GURPS Troubleshooters.

Are any of the spells from Chapter 5 off limits? Yes. See Magic in GURPS Troubleshooters.

Are PC psis allowed? Yes.

Are any of the powers from Chapter 6 off limits? Yes. See Psionics in GURPS Troubleshooters.

Are PC gadgeteers allowed? Yes.

Are there special limits on gadgeteering? No.

Unusual Background cost(s) for these abilities: Gadgeteers must be trained differently than other engineers (or maybe they're just weirder), and therefore both versions require Unusual Background (Gadgeteer) [-5]. Magic-users and psychics also have their own unusual background requirements. See Magic in GURPS Troubleshooters and Psionics in GURPS Troubleshooters for details.

Legal or social restrictions on these abilities: Troubleshooters, Inc. is corporation licensed in the State of California, therefore the sale of occult services is not restricted by law. Troubleshooters do not have legal immunity and therefore must abide by all local, state, and federal laws. The open display of magical or psychic powers, as well as the public appearance of supernatural creatures, is likely to strike terror into the hearts of the mundane. As a result, those with special powers may find themselves variously suffering from Social Stigma, Reputation (good or bad), and other disadvantages. These effects are usually only temporary and disappear by the time the affected persons have moved on to some other distraction. However, supernatural events have been known to cause trauma in individuals and communities, and violent assault by frightened peasants is not unknown. Troubleshooters should exercise caution at all times.

Rulebooks and Resources for Character Creation

GURPS 4th edition Basic Set

GURPS 4th edition High Tech

GURPS 4th edition Magic. Ritual Magic rules and spell lists.

GURPS 4th edition Psionic Powers

See also