War In The Shadows

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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Opening Salvo
First adventure

This campaign takes place on a parallel earth, similar to our own in terms of history. The characters in the campaign are members of a magical cabal whose purpose it is to protect the veil that prevents the mundane world from knowing of the supernatural world. The reason for maintaining this secrecy is that traditionally, mundanes have worked to destroy species and individuals that they see as threats. Throughout the ages, this has included supernatural beings and wielders of magic.

At the time currently portrayed in the campaign, the PCs are recent inductees into the cabal. They are powerful, but are not (for the most part) knowledgeable about the “secret world” of the supernatural. They have been gathered together by a powerful mage to act as a sort of first response team protecting the secret cabal.

Their first mission will involve the infiltration of a secret government facility in northern Canada. The facility acts as a United States government prison, but is located on Canadian soil—far from prying eyes. They will enter the prison, neutralize the troops that they find there, and rescue a person who is of high interest to the Cabal.

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The Shadow War Preamble
Preamble

The following is the Gurps planning form associated with this campaign

CAMPAIGN PLANNING FORM GM: Ken Date: July 24, 2010 Campaign name: Starting year: 2010 Rate game time passes: As in the regular world Genre: Realistic 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. Other Notes Book 1 optional rules or variants (advantages, disadvantages, skills, etc.): Book 2 optional rules or variants (success rolls, combat, injury, etc.):

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