The following is the Gurps planning form associated with this campaign
CAMPAIGN PLANNING FORM GM: Ken
Date: July 24, 2010
Starting year: 2010
Rate game time passes: As in the regular world
Multiple planes of existence?: Possibly
General theme of campaign: Horror/ Dark Fantasy
Campaign Background: This campaign happens in the shadows. It is a campaign where the players involved are either supernatural beings, magicians, or extremely talented humans who are aware of the supernatural. They are members of a cabal whose primary objective is the protection of the secret of the supernatural being real.
Campaign’s base city, nation, empire, or planet: The campaign is centred in British Columbia, and primarily Vancouver.
Society/government type: Parliamentary Democracy (Canada)
Control Rating:3 Exceptions to general CR:
Tech level: 8 Exceptions to general TL: TL 9 exists, but is not readily available to PC’s. Magic using PC’s have a special form of primitive that limits them to TL 3 (Pre scientific method—medieval), or penalties to technology use occur.
Brief description of important neighboring powers, political/economic situation, etc.: Canada lies next to the United States, the most powerful nation in the world. All politics at the start of the campaign are similar to current real world scenarios, although there are some differences that will become apparent throughout the campaign. They will diverge further from this point.
Suggested or required reading for players: Not applicable—I will let you know when there are web updates/ briefings (typically after adventures)
Information for PCs: One PC has access to special knowledge about the world of magic. The overriding rule of the campaign is not to let “normal” humans know about the world of the supernatural. This has practical reasons, as in the past such knowledge has led to terrible times for those initiated into the supernatural (the inquisition, the demise of the templars, etc..)
Starting point value allowed for PCs: 1000 points
Disadvantage limit: 100 pts.
Especially useful/useless character types: The door is wide open for player characters. Actual magic wielders will be subjected to a special form of primitive. If they use technology beyond TL 3 (basically medieval), that technology will tend to fail inexplicably. The reason is that tech interferes with magic. This will not effect psionic characters, werewolves, vampires, etc.. I will explain the reasons for this to characters who have thaumaturgy, history (magic), illuminated advantage, etc.. Others will have to find out through plot exposition.
(Suggestion: provide character templates.)
Especially appropriate/inappropriate professions: Wizard, werewolf, vampire, psi, man in black, spirit, etc..
PC races allowed: Human, supernatural (Sidhe, Lycanthrope, Fomorian, etc..)
Starting wealth: Starting Wealth levels allowed: Any
Starting Status levels allowed: Any
Starting TLs allowed: Any between 1-8 (possibly higher with GM permission)
Languages available: Any from contemporary earth. Also included will be supernatural languages.
Cultural Familiarities available: Any national. Daemonic, Sidhe, Fomorian, etc..
Required advantages, disadvantages, and skills: Ally (Cabal)
Especially appropriate or inappropriate advantages, disadvantages, and skills: N/A
Appropriate Patrons (and base value): Cabal, Wizard
Appropriate Enemies (and base value): Cabal, Wizard, Government
Special Abilities Allowed for PCs
•Exotic/supernatural traits: Any, but some must be worked through with GM to make them setting appropriate
•Cinematic skills: Any except for generalized skills
•Are PC mages allowed?: Yes
General mana level: Average
Do areas of higher/lower mana exist?: Very rarely
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?: Possibly
•Unusual Background cost(s) for these abilities: 50 points (included in most profiles, so technically the profiles are 1050)
•Legal or social restrictions on these abilities: They are not known. It is a priority of PC’s to keep it this way.
Book 1 optional rules or variants (advantages, disadvantages, skills, etc.):
Book 2 optional rules or variants (success rolls, combat, injury, etc.):