GURPS Troubleshooters (Campaign)
Introduction
Picture a 1930s America where the supernatural is real. It's not too difficult because enough writers and filmmakers have done it by now it's common enough to be a trope. Usually an ill-equipped group of academics stumbles upon some ancient evil and half of them end up in the morgue before the 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 would-be heroes risk life and limb and sanity to repeatedly face down indescribable horrors (or maybe just vampires). And on the rare occasions they win, they are not even allowed to bask in the glory: for all this must be kept secret from mankind, lest 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 a demon knocking at your door and a family of ghosts haunting your house, who do you call?
Campaign Background
Troubleshooters, Inc. is the first paranormal investigative agency licensed by the state of California. Operating from an old firehouse in the city's downtown, 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: 1951
Genre: Horror (Monster Hunters)
Realistic or cinematic? Grittematic
General theme of campaign: Characters are employees of a paranormal investigation service based in Angel City, 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: TL7
- Exceptions to general TL:
Information for PCs
See also Notes on Creating a Character
Starting point value allowed for PCs: 150
Disadvantage limit: -50 (there is an additional -25 of required disadvantages listed below, for a total of -75)
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 (20% of which available for adventuring gear. See B26.)
Starting Wealth levels allowed: 0
Starting Status levels allowed: 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:
- Patron (Promethean Foundation) (Heavy Influence, Modest Budget) [20]
- Duty (Troubleshooter) (15 or less; Extremely hazardous) [-20]
- 5 points in Occultism and one of: Hidden Lore (Spirits), Hidden Lore (Demons), Hidden Lore (Vampires), or Hidden Lore (Things Man Was Not Meant To Know).
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, 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.
Are any of the spells from Chapter 5 off limits? Yes.
Are PC psis allowed? Yes.
Are any of the powers from Chapter 6 off limits? Yes.
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
GURPS 4th Thaumatology: Ritual Path Magic
GURPS 4th edition Psionic Powers
GURPS 4th edition High Tech
GURPS 4th edition Psi-Tech
Pyramid #3/46: Weird Science