GURPS Dark Jazz: Difference between revisions
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The Prometheans are reborn in 1965 when Magdalena Carter brings together a group of misfit magicians and psychics who plunge headlong into a mire of conspiracies and secret societies that has been building since the 1950s. Great powers are working in the shadows to bring magic back to Earth, or to prevent its return by any means necessary. Among those who plot the return of magic are an old enemy, the mysterious Hellestromme, as well as a new and formidable sorceress, Marjorie Cameron. | The Prometheans are reborn in 1965 when Magdalena Carter brings together a group of misfit magicians and psychics who plunge headlong into a mire of conspiracies and secret societies that has been building since the 1950s. Great powers are working in the shadows to bring magic back to Earth, or to prevent its return by any means necessary. Among those who plot the return of magic are an old enemy, the mysterious Hellestromme, as well as a new and formidable sorceress, Marjorie Cameron. | ||
== | == Dark Jazz: OSI == | ||
Player characters are members of Team Zero, a squad of very special agents operating with the Office of Scientific Intelligence. The team is tasked with investigating claims of magical and supernatural events as well as collecting magical artifacts for the government. | Player characters are members of Team Zero, a squad of very special agents operating with the Office of Scientific Intelligence. The team is tasked with investigating claims of magical and supernatural events as well as collecting magical artifacts for the government. | ||
== | == Troubleshooters == | ||
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! | 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! | ||
[[Category: GURPS Dark Jazz]] | [[Category: GURPS Dark Jazz]] |
Revision as of 04:10, 26 November 2015
The Dark Jazz universe is a series of campaigns which take place in the same earth alternate, Gernsback-9, a world of weird science, psionics, and magic. Each campaign takes place in a different period in the history of the world, sharing the common home location of Los Angeles.
The Roaring Twenties
A group of strangers meet after a New Years 1925 raid on a downtown speakeasy. One of the party is a well-known and financially successful author with an interest in the occult, who is convinced the meeting is more than accident. The group begins with the investigation of a mysterious home that haunts their benefactor's dreams. They soon form a loose coalition, along with graduates of Miskatonic University, known as the Prometheans.
The New Prometheans
The Prometheans are reborn in 1965 when Magdalena Carter brings together a group of misfit magicians and psychics who plunge headlong into a mire of conspiracies and secret societies that has been building since the 1950s. Great powers are working in the shadows to bring magic back to Earth, or to prevent its return by any means necessary. Among those who plot the return of magic are an old enemy, the mysterious Hellestromme, as well as a new and formidable sorceress, Marjorie Cameron.
Dark Jazz: OSI
Player characters are members of Team Zero, a squad of very special agents operating with the Office of Scientific Intelligence. The team is tasked with investigating claims of magical and supernatural events as well as collecting magical artifacts for the government.
Troubleshooters
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!