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[LFP][GURPS 4e] Horror/Espionage Campaign - Wednesday every week, Midday, AWST UTC/GMT +8 Hours

Players with decent GURPS experience preferred, newbies may not find this campaign to their liking. Please have at least two different possible character concepts and an idea of how to build them in mind before you apply to this game. PLEASE READ ALL OF THIS BEFORE YOU APPLY. You are a part of a conspiracy to protect humanity from sources of sanity-destroying black magic, employed as a mysterious organisation’s task force of mercenaries. You have been hired by an unknown and very secretive organisation as a covert operative, a private agent, a deniable asset. The conspiracy has tasked your team with covertly tracking down and neutralising the unnatural threat known as The Bricks of Maru-Du in order to protect the innocent. You and your team are to be sent on secret missions to spy, steal, sabotage, occasionally murder, deliver, receive dead drops, and so on. As far as you know, this is illegal, so make sure your PC would have a very good reason to actually do this work. Maybe the organisation did you a favour. Maybe you're getting paid enough for this and you have no big moral objections to the work. Maybe they got something on you. Maybe you are sure you're doing the right thing. Your work for them so far have been simple and innocuous - nothing illegal on the surface. That will probably change once the campaign is truly underway. You're in the middle of the onion here; knowingly working for the conspiracy but trying to find out the whole truth. Each PC is not known by their real name to their fellow operatives - you can not betray what you do not know. Instead, each operative knows each other (and their employer addresses them) by the title Agent [random surname in capital letters]. For example, Agent BURNS, Agent MASON, Agent LOWMAN, Agent VICKERS, etc. Of course, they may call each other different names in the field on a mission. TL 8 modern day Earth with Cultures and Languages to match - exact location to be determined (if we get a party full of Americans, we start in America, for instance). 150-point characters (-85 disadvantage limit, not counting 5 Quirks) with REQUIRED TRAITS. As per Powers page 108, each advantage and disadvantage whose effect is limited in terms of real world time or per session (e.g. Luck, Unluckiness, Serendipity) is INSTEAD limited by game time - every per-hour use amounts to uses per game day and one use per session equals one use per game week. Required Traits (All of these count towards your point total or disadvantage limit): * Patron (powerful organisation, AR 12, supplies equipment, minimal intervention/capricious assistance) [30] * Duty (12 or less, involuntary) [-15] * Secret (Tool of a shadowy conspiracy) [-20] No cinematic, supernatural or exotic traits - you're playing relatively normal humans, in case that wasn't obvious. Start out with a full $20,000 equipment load-out that was supplied to you by your Patron, in addition to what your personal Wealth bought you. Your personal Wealth is no worse than Average and no better than Wealthy. Only 20% of your personal Starting Wealth can be used to buy personal equipment - the other 80% is tied up in your settled lifestyle outside your current "work". The rest of your load-out was supplied by your Patron. If you need help with what to buy, I can lend a hand. The Patron uses the AR rules from Social Engineering: Pulling Rank. Your base AR is 12, subject to modifiers, and with the Minimal Intervention/Capricious Assistance limitation (AR roll requires success by 5+ for requested assistance without complication, see Pulling Rank page 5). RECOMMENDED BOOKS: Basic Set High-Tech Social Engineering (and Pulling Rank) Tactical Shooting Horror Loadouts: Monster-Hunters for some equipment. Mysteries Martial Arts and its "children" books (I.e. Technical Grappling) “The Bricks of Maru-Du” article from Pyramid 3-5.
Bump.