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Old 09-09-2020, 08:11 PM   #51
ericthered
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Default Re: PDF Challenge Mix and Match (66 Combos)

Combination 25a: Memory of Greatness
25) GURPS Action 7: Mercenaries and How to Be a GURPS GM: Ritual Path Magic


The Ancient World was built on secrets. Powerful secrets of magic that empowered kings and high priests. Secrets that were hunted down and destroyed by rivals as best as they could. Secrets lost to the age of time. But no more.

These secrets are being uncovered and exposed by bands of armed men. Some are eager for power. Some are desperate for protection. A few are just curious. But if the wrong secrets fall into the wrong hands, millions will suffer.

Note that this scenario works during both TL8 and TL6. And includes the Race for Iram.

Combination 25b: Red Court and White Council
25) GURPS Action 7: Mercenaries and How to Be a GURPS GM: Ritual Path Magic

For many long years, the vampire nests of the red court and the wizards of the white council have lived in an uneasy peace, having areas where one group is stronger than the other, and mostly leaving each other alone. But after an unfortunate incident, a secret war has been declared. Both sides are leveraging small military units to help assault the strongholds of the others. Across the world, mercenaries clash in the service of their mystic and monstrous overlords.

Yes, this is from the Dresden files, though it focuses on a different part of the setting than the books.
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Old 09-15-2020, 08:16 AM   #52
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Default Re: PDF Challenge Mix and Match (66 Combos)

27a: The Battle of Tenby
27) GURPS Action 7: Mercenaries and GURPS Reign of Steel: Read the Sky

The world may be mostly dead, but that just makes what's left of it worth fighting for. A military squad is sent to investigate why Tenby has dropped off of the map. Killing those pirates is going to take for than four people. And besides, this way the GM can ensure at least someone survives the villager's trick...


27b: The Childless Village
27) GURPS Action 7: Mercenaries and GURPS Reign of Steel: Read the Sky.

Hearts and Minds are hard to win. Especially when kidnapping is involved. Something is turning agents in local villages against your side... what could it be? Be cautious when you investigate why. You don't want to create more enemies, but you also don't want to wind up dead.
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Old 09-15-2020, 09:46 AM   #53
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Default Re: PDF Challenge Mix and Match (66 Combos)

Quote:
Originally Posted by ericthered View Post
Combination 25a: Memory of Greatness
25) GURPS Action 7: Mercenaries and How to Be a GURPS GM: Ritual Path Magic

Combination 25b: Red Court and White Council
25) GURPS Action 7: Mercenaries and How to Be a GURPS GM: Ritual Path Magic
Somebody beat me to 25. And these are much better than my half-baked ideas, anyways.
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Old 09-15-2020, 09:09 PM   #54
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Default Re: PDF Challenge Mix and Match (66 Combos)

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Originally Posted by thorr-kan View Post
Somebody beat me to 25. And these are much better than my half-baked ideas, anyways.
Hey, there is no limit on the number of scenarios for a combination. Feel free to chime in.

We've completed 34 combinations, so we just crossed the half-way point, in terms of raw combinations. We've covered combinations from every book except Beyond the Pale. I suspect that and some of the remaining combinations for Tomorrow's Rides will be the hardest to come up with ideas for.
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Old 09-16-2020, 05:50 AM   #55
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Default Re: PDF Challenge Mix and Match (66 Combos)

Combination 28a: Monster Hunters: Backup
28) GURPS Action 7: Mercenaries and GURPS Monster Hunters Encounters 1

No monster hunter is simply an armchair searcher, unable to defend themselves, but often, groups intent on protecting humanity from the things that go bump in the night find themselves biting off more than they can really chew. A pair of mature vampires is alright, but what if they find a nest that's had 30 years to beef up its numbers? What do they do when they've got to take on an entire clan of were-wolves with arcane backup?

You call the Dark Hawks, mercenary outfit that does odd jobs around the world. The Dark Hawks take more mundane jobs all the time where they bill themselves as night-fighting specialists, but they really specialize in fighting large nests of monsters. It may take them a while to arrive from where-ever in the world they currently are, but when they take on a monster-nest, they do it right: UV lights, silver bullets, standard issue swords, and fairly heavy military hardware. If the local authorities feel weird about weapons, they have a subtle flavor as well. Kind of.

You work for the Dark Hawks. You are the souls who go in when the monsters have really, truly taken a place over. Poor Monsters.
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Old 09-17-2020, 07:28 PM   #56
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Combination 30a: The Mysterious Steeds
30) GURPS Boardroom and Curia: Tomorrow Rides and GURPS Hot Spots: The Incense Trail

The Roman Prefect of Egypt is furious! once again, Parthian spies eluded his agents on horses that seemingly can't be traced. They must have ties to some mysterious organization operating in roman and Arabian territory. The battle for influence in Arabia is heating up, and this organization, whatever it is, cannot be allowed to continue operating. He has dispatched some of his most discrete and most capable agents. He may also dispatch the PC's, or they may choose to dispatch these agents intent on dismantling the this fantastic public service...
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Old 09-18-2020, 06:26 AM   #57
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Combination 31a: Skyship recovery
31) GURPS Boardroom and Curia: Tomorrow Rides and GURPS Dungeon Fantasy Adventure 3: Deep Night and the Star

It happens fairly often: Macht lends out a vehicle to some party of adventurers who don't come back with it. Recovering these vehicles, or their remains, is solid work. This particular crew seems to have left a skyship parked on a dark star.

Inside, they'll find the remains of the crew, perhaps with last warnings carved into the deck of the ship. Will the recovery crew return home, or will they save the world?

Combination 31b: The Test Drive
31) GURPS Boardroom and Curia: Tomorrow Rides and GURPS Dungeon Fantasy Adventure 3: Deep Night and the Star
Tomorrows rides says they've come across an entirely new mode of transportation: an enormous biological spaceship. Its much larger than they normally work with, for sure, but they're calling in their best testers. The spaceship has two ways to travel: by portal, and by moving itself.

Atoep may make getting from point A to point B quick, but Atoep itself is anything but simple...
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Old 09-19-2020, 06:31 AM   #58
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Default Re: PDF Challenge Mix and Match (66 Combos)

Combination 34a: Warzone Tests
34) GURPS Boardroom and Curia: Tomorrow Rides and GURPS Reign of Steel: Read the Sky

In the last few years, tomorrow's rides has begun extending its operations to active conflict zones, chasing opportunities for good exciting data. When a village normally left alone by the war and across some very forbidding terrain goes completely off the grid, you know exactly where you can get an expendable vehicle. Just hope that it can get you there. And that the village is still alive. And that you don't get poisoned. Or shot. Just go check out the village. And let us know how you like the power winch!

Action 7: Mercenaries may also be useful, as may action 6: Tricked Out Rides

Combination 34b: London's Ride to Tenby
34) GURPS Boardroom and Curia: Tomorrow Rides and GURPS Reign of Steel: Read the Sky

Of all the zoneminds, London is perhaps the most quirky, content to let the humans live in its zone unmolested as long as they behave themselves. Its a bit of a recluse, and it seems to be thinking very hard about ... something. One additional quirk of this is the M2 Auto system. Zone London will occasionally present humans with a card that allows them access to robot built maintained vehicles. These vehicles are awesome, quirky, and creepy all at the same time. The large "demolition reports" that must be filled out afterwards are also unnerving. Why does London have such an interest in reckless driving?

But when you need to get to a village that's gone dark, having a disposable mode of transportation is mighty convenient. except for the inconvenient parts. which you don't know about yet.
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Old 09-20-2020, 06:47 AM   #59
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Default Re: PDF Challenge Mix and Match (66 Combos)

Combination 35a: When you Really Need a Car
35) GURPS Boardroom and Curia: Tomorrow Rides and GURPS Monster Hunters Encounters 1

Quote:
Originally Posted by Daigoro View Post
Combination 16a- Chapter 1: The Midnight Races
16) GURPS Monster Hunters Encounters 1 and GURPS Action 6: Tricked-Out Rides

On a lonesome highway or backcountry road, they gather to ride. Young racers are lured from miles around to compete for Race Queen Beatrix's Midnight Cup. They say she drives like the Devil taught her to race, and indeed her preternatural connection with her flame-striped '71 Mustang seems to support this. They say only the best can win, and they say sometimes the losers never come back.

The PCs have to infiltrate the close-knit society of illegal street racers with their own custom sets of wheels, and find out where and when the Midnight Cup is held before they can even begin to face off against Beatrix and her team of V6 vixens. Just don't come last, and don't hang around for her pit crew to come and 'clean up' if you have an accident.

Combination 16a- Chapter 2: The Moon Offroaders Club
16) GURPS Monster Hunters Encounters 1 and GURPS Action 6: Tricked-Out Rides
Everyone in the town knows to stay off the mountain roads on the night of the full moon. That's when the back-roads and fire trails are haunted by the howls of witch-tuned quad-bikes, off-road buggies, trail bikes and 4x4s. They sweep out of the woods to pounce on unwary late night drivers and spirit them off without a trace.

The PCs must put together their own off-road rigs to pursue the Moon Clubbers through thick mountain forests at night to track them to their hidden lakeside haven. A silver-plated bullbar will probably also come in handy.
As so often happens, The two car pdf's work well together. How likely are monster hunters to have the high-end vehicles they need here? And this sounds like exactly the sort of nonsense tomorrow's rides encourages.
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Old 09-20-2020, 07:46 AM   #60
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Default Re: PDF Challenge Mix and Match (66 Combos)

I haven't got round to reading Tomorrow Rides yet, but they're certainly one option for equipping a MH team. Would the organisation have a monster-hunting arm?
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