GURPS Troubleshooters (Campaign)

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Introduction

Picture a world much like our own but where the supernatural is present and tangible. It's not too difficult because enough writers and filmmakers have done it by now it's common enough to be 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: for all this must be kept secret from mankind, lest 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?

Campaign Background

Troubleshooters, Inc. is the first paranormal investigative agency licensed by the state of California. Operating from an old firehouse in the city's downtown, 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: 1951

Genre: Horror (Monster Hunters)

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

Fire Station 23, headquarters for the Angel City Troubleshooters.

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:

Information for PCs

See also Notes on Creating a Character

Starting point value allowed for PCs: 150

Disadvantage limit: -50 (there is an additional -25 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 (20% of which available for adventuring gear. See B26.)

Starting Wealth levels allowed: 0

Starting Status levels allowed: 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:

  • Patron (Promethean Foundation) (Heavy Influence, Modest Budget) [20]
  • Duty (Troubleshooter) (15 or less; Extremely hazardous) [-20]
  • 5 points in Occultism and one of: Hidden Lore (Spirits), Hidden Lore (Demons), Hidden Lore (Vampires), or Hidden Lore (Things Man Was Not Meant To Know).

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, 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? No.

Are any of the powers from Chapter 6 off limits? N/A.

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 for Character Creation

GURPS 4th edition Basic Set

GURPS 4th edition High Tech

See also