GURPS Troubleshooters (Campaign): Difference between revisions

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== Rulebooks and Resources ==
== Rulebooks and Resources ==


''GURPS Basic Set 4th edition''
''GURPS 4th edition Basic Set''


''GURPS 4th edition Martial Arts''
''GURPS 4th edition Monster Hunters: Champions''
 
''GURPS Monster Hunters'' series


==== Magic & Psi ====
==== Magic & Psi ====

Revision as of 07:19, 19 June 2015

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

Starting year: 2016

Genre: Horror (Monster Hunters)

Realistic or cinematic? Grittematic

General theme of campaign: Characters are owners/operators of 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: Libertarian Democracy

Control Rating: CR4

Exceptions to general CR:

Tech level: TL8

Exceptions to general TL:

Information for PCs

Starting point value allowed for PCs:

Disadvantage limit (including Quirks):

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:

Starting Wealth levels allowed: 0

Starting Status levels allowed: 0

Starting TLs allowed: TL8

Languages available: Any appropriate to character and setting.

Cultural Familiarities available: Any appropriate to character and setting.

Advantages, Disadvantages, and Skills

Required advantages, disadvantages, and skills:

  • Patron (Secret), 0 points

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

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.

Are any of the spells from Chapter 5 off limits? Yes. Magic system in use is described in GURPS 4th edition Thaumatology: Ritual Path Magic.

Are PC psis allowed? Yes.

Are any of the powers from Chapter 6 off limits? Yes. Power choices are limited to those existing in GURPS 4th edition Psionic Powers.

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

GURPS 4th edition Basic Set

GURPS 4th edition Monster Hunters: Champions

Magic & Psi

GURPS 4th Thaumatology: Ritual Path Magic

GURPS 4th edition Psionic Powers

Science & Technology

GURPS 4th edition High Tech

GURPS 4th edition Psi-Tech

Pyramid #3/46: Weird Science

See also