GURPS Troubleshooters (Campaign): Difference between revisions
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== Rulebooks and Resources == | == Rulebooks and Resources == | ||
''GURPS Basic Set | ''GURPS 4th edition Basic Set'' | ||
''GURPS 4th edition | ''GURPS 4th edition Monster Hunters: Champions'' | ||
==== 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