GURPS Troubleshooters (Campaign): Difference between revisions

From GURPSworld Wiki
Jump to navigation Jump to search
mNo edit summary
 
(38 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[File:Troubleshooters logo 0.png|250px|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 [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:''' 2016
'''Starting year:''' Present
   
   
'''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.
Line 23: Line 27:
'''Campaign’s base city, nation, empire, or planet:'''  Los Angeles, California.  
'''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:'''  
:'''Exceptions to general CR:'''  


'''Tech level:''' TL8
'''Tech level:''' TL8  


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


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


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


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


'''PC races allowed:'''  Human
'''Disadvantage limit:'''  -50 


'''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:'''  
'''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:''' TL8
'''Starting Wealth levels allowed:''' Average [0]


'''Languages available:'''   Any appropriate to character and setting.
'''Starting Status levels allowed:''' Status 0 [0]


'''Cultural Familiarities available:''' Any appropriate to character and setting.
'''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]


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


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


'''Especially appropriate Skills:'''  Accounting, Administration, Area Knowledge, Current Events, Driving, Exorcism, Occultism, Research, Search, Swimming
'''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.
'''Disallowed advantages, disadvantages, and skills:'''  Allies. Alternate Form. Duplication. Permeation. Shapeshifting. Super Luck. Unkillable. Limitations on Magery are disallowed.  


'''Appropriate Patrons, Allies or Contacts:'''
'''Appropriate Patrons, Allies or Contacts:'''


=== Special Abilities Allowed for PCs ===
=== Special Abilities Allowed for PCs ===
Line 77: Line 89:
'''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?'''    Yes. Magic system in use is described in ''[http://www.sjgames.com/gurps/books/ritualpathmagic/ GURPS 4th edition Thaumatology: Ritual Path Magic]''.
'''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?'''  Yes. Power choices are limited to those existing in ''[http://www.sjgames.com/gurps/books/psionicpowers/ GURPS 4th edition Psionic Powers]''.
'''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:'''  
'''Are PC gadgeteers allowed?''' Yes.


'''Legal or social restrictions on these abilities:'''
'''Are there special limits on gadgeteering?''' No.


== Rulebooks and Resources ==
'''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.


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


''GURPS Monster Hunters'' series
''GURPS 4th edition Basic Set''  


==== Magic & Psi ====
''GURPS 4th edition High Tech''


''GURPS 4th Thaumatology: Ritual Path Magic''
''GURPS 4th edition Magic''. Ritual Magic rules and spell lists.


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


==== Science & Technology ====
== See also ==
 
''GURPS 4th edition High Tech''
 
''GURPS 4th edition Psi-Tech''


''Pyramid #3/46: Weird Science''
* [[Timeline of Important History (GURPS Troubleshooters)]]
 
== See also ==


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

Latest revision as of 06:20, 7 June 2024

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: Present

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: TL8

Exceptions to general TL: As a benefit 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

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]

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