The Mysterious CyberWorld
Access log files here.
Player Warning: Spoilers below - read no further if you are one of my players checking this site!
Hi
Welcome to the netherworld of the Twisted CyberWorld. In this campaign I'll try to combine several elements from the GURPS multiverse, and see how it goes.
The basis of the campaign is that the characters were - until this point in time - reasonably average joes (100 pts - in CyberWorld ...), and are then thrust into a mealstrom of events, beginning with a medium-size korp hiring them up and turning them into a low-power SpecOps-team, and sending them for trying to right wrongs. The company requires their work to be based on/measured by the ethics set forth in the Universal Declaration of Human Rights, an ethic otherwise lost in the year 2043.
This, of course, is not the whole story...
My premise for the world background/reality is that the backgrounds of several GURPS books are in effect. These are the backgrounds presented in
This, of course, means, that the campaign - instead of being a Private Enterprise Special Ops-campaign, is really a Private Enterprise Black Ops-campaing with a twist, basically: There is a very dangerous spirit world out there, and you've been invited to try and control it somehow. The characters will slowly find themselves thrust deeper and deeper into the "truth" - that supernatural effects are real, and that they're a part of it all. At some point, I'll reveal the true reason behind their recruitment - that the korps they work for is a front for Lodge magicians and occultists, who have been screening the population for years, and have now found the five persons with the basic occult power and favorable mystic probability-factors they think is needed to make a difference. The characters will at some point be given 20 points to distribute on abilities connected to the magic systems mentioned above - typically advantages within the Voodoo or Psionic systems.