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GURPS Warehouse 23

Warehouse 23 (1997, 1999) is a place that holds "Things they don't want you to have". It's an excellent starting point for some 20th century contemporary-secret-supernatural adventure, or easily make for a sort of conspiracy-themed myth parallel. After all, GURPS wouldn't be complete without a little Illuminati meddling...

Updating Considerations[]

Contemporary secret supernatural/fantasy is all about taking weird bits of history or urban legend and making the myth true. On a simple, not-so-serious level, this can be a series of high strangeness followed by quick coverups (your pet platypus being a superspy, for instance), but for deeper, more thoughtful adventures, you may need an ever-expanding source of secret-keeping.

Legacy of the War[]

The fictional history of the default Warehouse 23. Conceptionally it is "a compendium of mythology and superstition, with an emphasis on the myths of the 20th century".

Comment[]

The warehouse design has some similarities to Project Wildfire in The Andromeda Strain (1971); it is five levels underground with an elevator disguised as something perfectly normal. The main difference is Project Wildfire had the added security of being under another government project - that of the Department of Agriculture.

Alternate Warehouses[]

Concept-wise there are several things to consider with a Warehouse 23 being in the setting:

  • Location
    • Itโ€™s Large (Choosing a Site), It Gets Lots of Traffic, It Needs Power, It Has Strange Emissions
  • Occupants
  • The Real Owners
  • Cosmology i.e. how illuminated is the world?

Gallery of the Strange[]

A warehouse needs contents...and there is no shortage of that in the default Warehouse 12

Occult Secrets[]

Conspiracies, Cover-Ups and Hoaxes[]

  • The Astro Globs! Cover-Up, Atomic Death From the Red Planet, Black Helicopters and the Price of Beef, The Fat Farm, The Mechanical Textbook, The MIB Files, The Warghetz Papers

The True Face of Science[]

  • Barb Needlers, The Devolvo Ray, The Dream Stage, Explosive Flour, The Flying Saucer, Freeze Ray, The Genius Machine, The Love Potion, a Neurochemical Fable, Paratronic Key, Pocket Silence Machines, Slipspray, Super-Metals and Super-Plastics, The Weldon Pharmacy

Bizarre Finds[]

  • Atlantis and the Lost Platonic Dialogues, Caves of the Dero, The Albemarle Dictionary, The Soulmate Database, Blood Rifle, Telekinetic Bombs

The Cryptozoo[]

  • Atomic Monsters, Jersey Devils, and the Mythology of Today

The Menagerie[]

Odds Unbeatable and Grisly Ends[]

  • Illuminated One-Liners

The Tools of the Masters[]

  • Sidenote contains a list of things to find in the warehouse
    • Nanogun, Primitive Time Machine, Primitive Telepathy Helmet, Big Eggs, The Healer Symbiont, Preservation Gel, The Heart of Reason, The Purotron, Ticket to Hell[1], The Real Apollo Missions[2], The Philosopherโ€™s Stone, The Swashbucklers[3], Engineered Bacteria, The Lost Tablets of Hippocrates, Super-Fruit, Angel Hair, The Venus Braintrap, Skeletons in the Closet, The Gold Plates of Moroni
  • Orgone Energy
  • Hypno-Power
  • Mind Control
  • Ultra-Tech Evil: Brain Hacking

Illuminated Timeline[]

Examples[]

Crossovers[]

While a Warehouse 23 can--in theory--appear in any setting, there are ones where it is more likely to exist than others.

Additional Information[]

Other Items[]

Additional Material[]

Notes[]

  • Warehouse 23 is the distribution arm of Steve Jackson Games.

References[]

  1. โ†‘ In "The Lost Room" series this is a ticket that transports you to Route 666 (now 491) right out of Gallop, NM
  2. โ†‘ The moon landings were fake or the ending of them was faked. Neither of these are really possible in anything resembling the real work.
  3. โ†‘ Five robots that were part of an attempt to rewrite history. They wear 17th century clothing