⚡ Welcome, Operative

The year is 2096. Humanity has reached heights our ancestors could scarcely imagine—fusion power illuminates cities that never sleep, bio-mechanical implants grant super human abilities, and carefully regulated expert systems manage daily life with silicon precision. But the scars of the Crisis Years remain, and the last two decades of war have transformed the world into an armed camp bristling with weapons our grandparents would call impossible.

But the gleaming towers and technological marvels hide darker truths. Megacorporations wield power that dwarfs some nations. The gap between the enhanced and the baseline grows daily. True AI is banned after the disasters of the 2080s, but rumors persist of rogue systems hiding in the dark corners of the net. And in the shadows, things move that science cannot explain—ancient powers awakening, new abilities emerging, secrets that could shatter the carefully maintained facade of progress.

You are one of the few who see beyond the illusion. Corporate executive, government agent, freelance troubleshooter, average joe or something else entirely. You're about to discover that reality is far stranger than anyone suspects.

📋 Important: This campaign uses modified GURPS 4th Edition rules. Read the House Rules section carefully before creating your character. The 10-attribute system (including QN for magic), half-stat defaults, and other modifications significantly change gameplay.
📘 New to GURPS? This book assumes familiarity with GURPS 4th Edition basics. For core rules reference:

What's in This Book

Character Creation
Complete rules for building your operative using our 10-attribute system, including templates, traits, and skills. 📄 Basic Set p.14+
House Rules
Modified combat, skills, and power systems that make this campaign unique and cinematic. 📋 House Rules
Equipment & Tech
TL10 weapons, armor, cybernetics, and gear available in 2096. 📄 Ultra-Tech
World of 2096
Everything your character would know about the world of 2096—history, corporations, daily life.

🌐 Campaign Overview

The Premise

Shattered Earth is a cinematic near-future campaign blending high-tech espionage with hidden supernatural elements. On the surface, it's 2096—a world of mega-corporations, nationalistic countries, and advanced militaries. But beneath the gleaming facade, ancient magic stirs, new psionic powers emerge, and secret wars rage in the shadows.

You play people caught between worlds: the public-facing realm of technology and commerce, and the hidden realm of powers and secrets. Corporate security specialists discover impossible abilities. Government agents uncover conspiracies that shouldn't exist. Freelancers stumble into conflicts between forces they can barely comprehend, and regular people find themselves caught up in things best left unknown.

Campaign Structure

Mission-Based
Each session revolves around a specific operation or objective. Downtime between missions allows for character development and investigation.
Team Play
PCs work together as a team (corporate, government, or independent). Individual specializations matter.
Escalating Mystery
Early missions seem straightforward. As the campaign progresses, you'll discover deeper truths about the world.
Personal Stakes
Character backgrounds and personal goals weave into the larger narrative. Your past matters.

Tech Level: TL10 (Advanced Weapons TL10)

Technology has advanced significantly but unevenly. Twenty-two years of global conflicts (2074-2096) drove weapons development to TL10 standards, while AI advancement was catastrophically curtailed after the AI Wars (2068-2074). Most civilian technology remains solid TL9. Key characteristics:

  • Energy: Fusion power is widespread, clean and abundant
  • Computing: Advanced but carefully LIMITED - no true AI after the Crisis
  • Medicine: Life extension treatments exist, cybernetics mainstream
  • Weapons: TL10 military-grade (gauss rifles standard, laser weapons military-only)
  • Transport: Hover vehicles common, limited exoskeletons available
  • Communications: Global networks, AR overlays everywhere (non-sentient)
⚠️ The AI Crisis: In the late 2060s through 2074, advanced AI systems manipulated human society and turned nations against each other. The "AI Wars" ended with humanity destroying its creation and signing the G.U.A.R.D. Treaty (Global Unilateral AI Restriction Doctrine) in 2074, permanently banning all true AI development. Expert systems and narrow AI exist but are heavily regulated.

See the Technology section for details. (📄 Ultra-Tech, 📄 High-Tech)

Character Power Level

Two Character Types Available: Choose based on whether you want supernatural powers or not.
Character Type Starting Points Description
Mundane Characters 300 points Experienced operatives, corporate executives, high-level government officials, elite specialists. No magic or psionics.
Supernatural Characters 150 points Characters who will develop magic or psionic powers during play. Room to grow into supernatural abilities.
In Both Cases: Disadvantages give 0 points
⚠️ Critical Decision: Choose at character creation. You cannot switch between types later. If you take 150 points, you're committing to developing supernatural powers in play.
💡 Why Two Levels?
  • 300-point mundanes: Highly competent specialists who rely on skills, equipment, and experience
  • 150-point supernatural: Start less skilled, but will gain magic/psionics as campaign progresses
  • Both types are viable and balanced—just different play styles

🎬 Campaign Tone & Style

What Kind of Campaign Is This?

Understanding the campaign's tone helps you create appropriate characters and set expectations. Here's what defines Shadow Protocols:

What this means:

  • Combat is fast, dynamic, and visually impressive
  • Acrobatic maneuvers and dramatic stunts are encouraged
  • Multiple attacks per turn are possible (with the right advantages)
  • The "rule of cool" applies—if it's awesome and you can justify it, we'll make it work
  • Fights feel like action movies, not gritty street brawls

What this does NOT mean:

  • Combat isn't consequence-free—injuries hurt and death is possible
  • You can't ignore tactics or strategy
  • Physics still applies (mostly)
  • Enemies are competent and dangerous
Example: In a cinematic campaign, a character with Acrobatics could leap off a balcony, somersault in mid-air, and fire at three enemies before landing in a roll. In a realistic campaign, that's impossible.

There are no simple good guys or bad guys.

  • Mega-corporations provide jobs and stability—but also exploit and control
  • Government agencies protect citizens—but hide dangerous secrets
  • Resistance movements fight oppression—but use questionable methods
  • Ancient magical traditions preserve knowledge—but jealously guard it

Your characters will face difficult choices with no clear "right" answer. Allies may have ulterior motives. Enemies may have valid grievances. The world is painted in shades of gray.

Player Note: This isn't a game where you can simply "kill the bad guys and save the world." Expect moral dilemmas, tough choices, and consequences for your actions.

Unexplainable events are becoming more common.

Over the years, strange incidents that defy scientific explanation have been increasing in frequency. Equipment malfunctions in impossible ways. People report abilities that shouldn't exist. Phenomena occur that no amount of technology can account for.

Most dismiss these as hoaxes, glitches, or misunderstandings. Advanced technology can seem like magic, after all. But the incidents keep happening, and they're getting harder to explain away.

For Character Creation: No starting characters have supernatural abilities. You're all mundane professionals operating in a world that appears entirely rational and technological. What you discover during play is another matter...

The truth is layered. Every answer leads to deeper questions:

Early Campaign: Straightforward missions with hints of something more

  • "Extract the scientist before the rival corp gets him"
  • "Investigate the security breach at the research facility"
  • "Retrieve the stolen prototype before it hits the black market"

Mid Campaign: Patterns emerge, coincidences pile up

  • "Wait, why do all these incidents involve the same three corporations?"
  • "How did that test subject develop abilities science can't explain?"
  • "Who keeps cleaning up evidence before we arrive?"

Late Campaign: The bigger picture becomes terrifyingly clear

  • "They've been planning this for decades"
  • "The technology and the magic are connected somehow"
  • "We're not the first team to investigate—what happened to the others?"
Player Tip: Take notes. Connect dots. Investigate side threads. The GM will reward curiosity and careful observation.

Missions matter. Your actions affect thousands or millions:

  • A failed extraction means a scientist dies—and their research falls into the wrong hands
  • Stopping a terrorist attack saves a building full of people
  • Corporate decisions you influence shape entire industries
  • Secrets you uncover could change the world—if you choose to reveal them

But it's also personal. Character backgrounds aren't just flavor:

  • Your former employer becomes the enemy
  • NPCs from your backstory appear as allies or obstacles
  • Personal goals drive side plots
  • Your character's beliefs and relationships will be tested
GM Note: When creating your character, think about what drives them, who they care about, and what they fear. The GM will use these elements to create personal stakes in the story.

Appropriate Character Concepts

✓ GOOD FITS
  • Corporate security operative
  • Government black-ops agent
  • Freelance troubleshooter
  • Former military contractor
  • Tech specialist / hacker
  • Undercover infiltrator
  • Recovering from "experimental treatment"
  • Inherited mysterious abilities
  • Pure civilian caught up in events (doctor, scientist, lawyer, etc.)
  • Wandering ronin / masterless warrior
✗ POOR FITS
  • Open practitioner of magic (it's secret!)
  • Loner who refuses to work with team
  • Character from radically different setting
  • Comedic or joke character
  • Unwilling participant (you chose to be here)

Expected Playstyle

Element How It Works in This Campaign
Combat Frequent but not constant. Tactical, cinematic, with real consequences. Expect 1-3 significant fights per session.
Investigation Major component. Gathering intel, following leads, piecing together clues. Skills like Research, Observation, and Analysis matter.
Social Interaction Important. Contacts, negotiations, infiltration. CH and PR attributes see regular use. Fast-Talk, Diplomacy, Intimidation all useful.
Stealth Common approach. Sneaking into facilities, avoiding detection, covert operations. Not required, but often the smart play.
Technical Regular challenges. Hacking systems, bypassing security, repairing gear. At least one tech specialist recommended per team.
Downtime Between missions. Heal injuries, pursue personal goals, follow up on leads, improve equipment. Not just "you level up."