Dept. 23 Campaign Planning Form: Difference between revisions

From GURPSworld Wiki
Jump to navigation Jump to search
 
(29 intermediate revisions by the same user not shown)
Line 4: Line 4:
== Basic Information ==
== Basic Information ==


'''Campaign name:'''  [[Department 23|Dept. 23]]
'''Campaign name:'''  [[Dept. 23]]


'''Starting year:'''    [[Timekeeping in the City|Year 419]] of [[The Computer]]
'''Starting year:'''    [[1.1]]


'''Genre:'''  Conspiracy
'''Genre:'''  Conspiracy


'''Realistic or cinematic?'''   Cinematic
'''Realistic or cinematic?''' Realistic cinematic realism.


'''General theme of campaign:'''  Cybertech Conspiracy
'''General theme of campaign:'''  [[Media:Classified.jpg|CLASSIFIED]]


'''Are there multiple planes of existence?'''  Theoretical physics has long supported the idea, but actual existence of other universes has not been demonstrated.
'''Are there multiple planes of existence?'''  Theoretical physics has long supported the idea, but actual existence of other universes has not been demonstrated. Besides, you have enough things to worry about in this universe, don't you?


== Campaign Background ==
== Campaign Background ==
Line 22: Line 22:
'''Society/government type:'''  Cybercracy (see. GURPS Basic, p. 510)  
'''Society/government type:'''  Cybercracy (see. GURPS Basic, p. 510)  


'''Control Rating:'''  CR5
'''Control Rating:'''  CR6


:'''Exceptions to general CR:'''  Ordinary citizens (Infrared clearance) are forbidden to own or possess ''any'' type of weapons.
:'''Exceptions to general CR:'''  Ordinary citizens (Infrared clearance) are forbidden to own or possess ''any'' type of weapons.
Line 28: Line 28:
'''Tech level:''' TL10
'''Tech level:''' TL10


:'''Exceptions to general TL:'''  TL11 cellular rejuvenation and TL12 regeneration are available (but very expensive) biotechnologies.
:'''Exceptions to general TL:'''  [[Media:Classified.jpg|CLASSIFIED]]


'''Brief description of important neighboring powers, political/economic situation, etc.:'''  '''The City''' is a nearly 150-square mile metropolitan complex located in the middle of a vast desert wasteland. Outside the City the world has become almost uninhabitable, a combination of war, disease, and environmental devastation having decimated the population and rendered much of the surface hostile to life. Survivors of the destruction long ago located themselves in centralized urban areas that were adapted and refitted over the decades to become self-contained city-states. Citizens are tagged with an identity chip, usually located in the palm of the left hand, which contains personal information, including bank accounts and security credentials.
'''Brief description of important neighboring powers, political/economic situation, etc.:'''  '''The City''' is a nearly 150-square mile metropolitan complex located in the middle of a vast desert wasteland. Outside the City the world has become uninhabitable, a combination of war, disease, and environmental devastation having decimated the population and rendered much of the surface hostile to life. Survivors of the destruction long ago located themselves in centralized urban areas that were adapted and refitted over the decades to become self-contained city-states. Citizens are tagged with an identity chip, usually located in the palm of the left hand, which contains personal information, including bank accounts and security credentials.


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


''See [[Naming Conventions in The City]]''
'''Background:''' Player characters are Troubleshooters, Orange-level agents of Dept. 23.


'''Background:''' Player character was formerly an Infrared with no idea of what was going on beyond the day-to-day. One day the character noticed and reported the possible treasonous behavior of a co-worker or friend and was rewarded with the opportunity to serve in a greater capacity. Characters are now Troubleshooters, entry-level agents with Department 23, a division of Central Uniform Computer Operations.
'''Starting point value allowed for PCs:''' 100


'''Starting point value allowed for PCs:'''  120
'''Disadvantage limit (including Quirks):'''  -50 ''Includes -20 in required disadvantages (see below)''


'''Disadvantage limit (including Quirks):'''  -75
'''PC races allowed:'''  Human


'''PC races allowed:'''  Human, Mutant
'''Starting wealth:'''  $50,000


'''Starting wealth:'''  $50,000
'''Starting Wealth levels allowed:'''  0


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


'''Starting Status levels allowed:''' 0
'''Languages available:'''   English, Spanish, Chinese, Russian. A polyglot of these is spoken among the denizens of the Flats.


'''Starting TLs allowed:''' TL10
'''Cultural Familiarities available:'''   Alpha Complex, The Burbs, The Flats.


'''Languages available:'''  English, Spanish, Chinese, Russian. A polyglot of these is spoken among the denizens of the Flats.
=== Basic Requirements ===


'''Cultural Familiarities available:'''   Alpha Complex, The Burbs, The Flats
'''Required Attributes (minimum)''': ST 10, DX 10, IQ 10, HT 10.


=== Advantages, Disadvantages, and Skills ===
'''Required Advantages [20]''':  Security Clearance (Orange) ("Need to know" access to a broad range of secrets) [10], Legal Enforcement Powers 1 [5], Legal Immunity 1 [5].


'''Required advantages:'''  [[Security Clearance]] (Red), 5 pts.
'''Required Disadvantages [-20]''': Duty (Troubleshooter), (Quite often (12 or less), Extremely hazardous, Involuntary), [-20].  


'''Required disadvantages:'''  Duty ([[Troubleshooter]]), (12 or less (Quite often), Extremely hazardous, Involuntary), -20 pts. Secret (Member of a [[Secret Society (Dept. 23)|Secret society]]) (Possible Imprisonment or Exile), -20 points.
Basic training requirements for Troubleshooters consist of 30 points total expenditure in the following skills:


'''Required skills:'''  
:'''Everyman Skills [4]''': Area Knowledge (The City), Computer Operation, Current Affairs (Headline News), Housekeeping.


'''Especially appropriate Advantages:''' Combat Reflexes, Hard to Kill
:'''Combat Skills [12]''': Beam Weapons (Pistol), Bolas, Fast-Draw (Pistol), Guns (Pistol), Brawling, Boxing, Judo, Karate, Net, Throwing, Tonfa, Wrestling.


'''Especially appropriate Disadvantages:''' Callous, Enemy, Paranoid, Sense of Duty
:'''Operations Skills [14]''': Armoury (Small Arms), Criminology, Detect Lies, Electronics Operation (Security), Electronics Operation (Surveillance), First Aid (Human), Hidden Lore (Conspiracies), Interrogation, Propaganda.


'''Especially appropriate Skills:'''  Computer Operation, Computer Hacking, Computer Programming, Electronics Operation (Security), Electronics Operation (Surveillance), Hidden Lore (Conspiracies), Interrogation, Karate, Savoir-Faire (Secret Society), Writing
=== Special Abilities Allowed for PCs ===


'''Disallowed advantages, disadvantages, and skills:''' Damage Resistance. Luck. Unfazeable. Unkillable. No supernatural advantages, disadvantages or skills allowed, other than those which are the product of mutation see Psionics section below).
'''Exotic/supernatural traits:''' None.  


'''Appropriate Patrons, Allies or Contacts:'''  Character might have a Contact at his previous mundane service occupation. Or he may have an acquaintance among the COPS or GOONS. It is even possible the character may know someone who lives on the Flats.
'''Cinematic skills:'''  None.


=== Special Abilities Allowed for PCs ===
'''Unusual Background cost(s) for these abilities:'''  N/A


'''Exotic/supernatural traits:'''  None.
'''Legal or social restrictions on these abilities:'''  N/A
 
'''Cinematic skills:'''  Cinematic martial arts skills and techniques are allowed. For other cinematic skills or attributes, please consult with the GM.
 
'''Unusual Background cost(s) for these abilities:''' 
 
'''Legal or social restrictions on these abilities:'''  Skilled martial artists are required to register with the Civil Uniform Justiciar Office as "living weapons."
 
==== Psionics ====
 
'''Are PC psis allowed?''' Yes. However only [[Mutants in the City | mutants]] have psionics.
 
'''Are any of the powers from Chapter 6 off limits?'''  Teleportation
 
'''Are PC gadgeteers allowed?'''  Yes.


== Rulebooks and Resources ==
== Rulebooks and Resources ==
Line 96: Line 82:
=== Rules and Character Creation ===
=== Rules and Character Creation ===


''GURPS Basic Set 4th edition'' (standard)
''GURPS Basic Set 4th edition'' (standard). For character traits and basic rules.
 
''GURPS Ultra-Tech 4th edition'' (standard)
 
''GURPS Martial Arts 4th edition'' (optional)
 
=== Setting and Other Material ===
 
''Paranoia XP: Service Pack 1'', published by Mongoose Games, 2004 (setting)


''GURPS Cyberpunk 3rd edition'' (setting)
''GURPS Ultra-Tech 4th edition'' (standard). For equipment and other technological considerations.


== See also ==
== See also ==

Latest revision as of 03:08, 30 September 2019

Inspired by Paranoia™. Tainted with Cyberpunk. Redolent of Judge Dredd, Transmetropolitan, and any number of other dystopian fictive milieu.

Basic Information

Campaign name: Dept. 23

Starting year: 1.1

Genre: Conspiracy

Realistic or cinematic? Realistic cinematic realism.

General theme of campaign: CLASSIFIED

Are there multiple planes of existence? Theoretical physics has long supported the idea, but actual existence of other universes has not been demonstrated. Besides, you have enough things to worry about in this universe, don't you?

Campaign Background

Campaign’s base city, nation, empire, or planet: The City.

Society/government type: Cybercracy (see. GURPS Basic, p. 510)

Control Rating: CR6

Exceptions to general CR: Ordinary citizens (Infrared clearance) are forbidden to own or possess any type of weapons.

Tech level: TL10

Exceptions to general TL: CLASSIFIED

Brief description of important neighboring powers, political/economic situation, etc.: The City is a nearly 150-square mile metropolitan complex located in the middle of a vast desert wasteland. Outside the City the world has become uninhabitable, a combination of war, disease, and environmental devastation having decimated the population and rendered much of the surface hostile to life. Survivors of the destruction long ago located themselves in centralized urban areas that were adapted and refitted over the decades to become self-contained city-states. Citizens are tagged with an identity chip, usually located in the palm of the left hand, which contains personal information, including bank accounts and security credentials.

Information for PCs

Background: Player characters are Troubleshooters, Orange-level agents of Dept. 23.

Starting point value allowed for PCs: 100

Disadvantage limit (including Quirks): -50 Includes -20 in required disadvantages (see below)

PC races allowed: Human

Starting wealth: $50,000

Starting Wealth levels allowed: 0

Starting Status levels allowed: 0

Languages available: English, Spanish, Chinese, Russian. A polyglot of these is spoken among the denizens of the Flats.

Cultural Familiarities available: Alpha Complex, The Burbs, The Flats.

Basic Requirements

Required Attributes (minimum): ST 10, DX 10, IQ 10, HT 10.

Required Advantages [20]: Security Clearance (Orange) ("Need to know" access to a broad range of secrets) [10], Legal Enforcement Powers 1 [5], Legal Immunity 1 [5].

Required Disadvantages [-20]: Duty (Troubleshooter), (Quite often (12 or less), Extremely hazardous, Involuntary), [-20].

Basic training requirements for Troubleshooters consist of 30 points total expenditure in the following skills:

Everyman Skills [4]: Area Knowledge (The City), Computer Operation, Current Affairs (Headline News), Housekeeping.
Combat Skills [12]: Beam Weapons (Pistol), Bolas, Fast-Draw (Pistol), Guns (Pistol), Brawling, Boxing, Judo, Karate, Net, Throwing, Tonfa, Wrestling.
Operations Skills [14]: Armoury (Small Arms), Criminology, Detect Lies, Electronics Operation (Security), Electronics Operation (Surveillance), First Aid (Human), Hidden Lore (Conspiracies), Interrogation, Propaganda.

Special Abilities Allowed for PCs

Exotic/supernatural traits: None.

Cinematic skills: None.

Unusual Background cost(s) for these abilities: N/A

Legal or social restrictions on these abilities: N/A

Rulebooks and Resources

Rules and Character Creation

GURPS Basic Set 4th edition (standard). For character traits and basic rules.

GURPS Ultra-Tech 4th edition (standard). For equipment and other technological considerations.

See also