GURPS Troubleshooters (Campaign)
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.
Campaign name: GURPS Troubleshooters
Starting year: 1965
Genre: Horror
Realistic or cinematic? Cinematic
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. See Gernsback-9 for more information.
Society/government type: Libertarian Democracy
Control Rating: CR4
- Exceptions to general CR: “Ray guns” and other advanced tech (TL8+) are controlled by the WSC, and are often only available for use by WSC agents. Some medical technology is available only to licensed practitioners.
Tech level: TL7+2
- Exceptions to general TL: Weapons, up to TL(7+2); broadcast power, TL7^ See also Technology (Dark Jazz)
Information for PCs
Starting point value allowed for PCs: 200
Disadvantage limit (including Quirks): −50
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: $25,000
Starting Wealth levels allowed: 0
Starting Status levels allowed: 0
Starting TLs allowed: TL7
Languages available: Any appropriate to character and setting, i.e. Earth circa mid-1960s. (Magicians are strongly advised to study Latin, Greek, and German. Weird scientists and engineers will likely find Russian and German useful.) See to GM about particular exotic, non-human or magical languages.
Cultural Familiarities available: Any appropriate to character and setting, i.e. Earth circa mid-1960s. See to GM about particular exotic, non-human or magical cultures.
Advantages, Disadvantages, and Skills
Required advantages, disadvantages, and skills:
- Patron (Secret), 0 points
For spellcasters:
- Ritual Magery 0
- Ritual Magery 1-5 optional
- Core skills: Thaumatology
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: Carl Kolchak, Gardner Graves, Psychic Friends Network
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? No.
Are PC psis allowed? Yes.
Are any of the powers from Chapter 6 off limits? No.
Are PC gadgeteers allowed? Yes.
Are there special limits on gadgeteering? No.
Unusual Background cost(s) for these abilities: For spellcasters, 5 points per Ritual Magery or Power Investiture level above 1. For example, Ritual Magery 3 requires 10 points of Unusual Background. The GM may assess similar costs for powerful psionics. In all cases, the maximum Unusual Background cost will be 20 points.
Legal or social restrictions on these abilities:
Rulebooks and Resources
GURPS Basic Set 4th edition
GURPS 4th edition Martial Arts
Magic & Psi
GURPS 4th edition Magic
GURPS 4th edition Thaumatology
GURPS 4th edition Powers
GURPS 4th edition Psionic Powers
Science & Technology
GURPS 4th edition High Tech
GURPS 4th edition Ultra-Tech (Some TL9 technology, notably fuel cells, micro-electronics, and transportation.)
GURPS 4th edition Psi-Tech
Pyramid #3/46: Weird Science