A list of Disadvantages in the URIEL team and the circumstances under which they must be tested.
Visual and thematic divergences of the Operation URIEL campaign from canonical Madness Dossier.
In addition to the Corruption mechanic (GURPS Madness Dossier p. 52), I'll be using the Stress and Derangement mechanics from GURPS Horror. (Note: I haven't been using Stress and Derangement during the first three Missions and I honestly think that Fright Checks are enough to reflect the sanity mechanic in this game.) As GURPS Madness Dossier says, Fright Checks and Stress can be used to reflect SANDMAN agents' encounters with the cruel and sanity-damaging aspects of the work they do. For "mundane" stressors (around violence, isolation, helplessness, and/or self, to coin a phrase) I'll use the standard Fright Check Table on B360-361. For stressors triggered by History B/Anunnaki shenanigans, I'll apply the Madness Tables on page 51 of Madness Dossier as an additional overlay.
As mentioned on page 51 of GURPS Madness Dossier, Stress is shed at -1 per hour of downtime in a Madness Dossier game, not -1 per 10 minutes.
I don't foresee using Sanity-Blasting Stress Checks too often; you all are seasoned SANDMAN agents who have encountered History B at least once in some capacity before. But the rule of thumb in this game will be that if your character encounters something History B-related beyond what they've already encountered/their existing knowledge, and the event's or encounter's magnitude would also be enough to shake an ordinary human's foundations of reality to the ground, a Sanity-Blasting Stress Check will ensue.
This mechanic will allow members of the URIEL team to help each other on Skill rolls. "To use a complementary skill, simply roll against it. The result gives a modifier to the master skill: +2 for critical success, +1 for success, -1 for failure, or -2 for critical failure. This modifier is cumulative with others, such as equipment.
In 1973, Project SANDMAN has access to bleeding-edge tech years (but NOT decades) in advance of mid-to-late TL 7. To reflect this, on a case-by-case basis, SANDMAN engineers and boffins may be able to provide field teams EARLY TL 8 tech (first half of the 1980s at the very latest) using the New Invention rules in Campaigns. Keep in mind that even agents' 90-point Patron may not be able to justify the cost and effort of developing and constructing a Prototype!
Corruption for using memetics reflects the memeticist becoming as unto the Anunnaki. The effective Power of a meme is determined after the deployment roll is made; the deployment roll will either modify the meme's Power by +2 (critical success on the deployment roll), +1 (success), -1 (failure) or -2 (critical failure). In the cases of successes and critical successes on the deployment roll, the meme creator suffers the meme's original Power in Corruption; it just so happened that the meme "hit" better than expected on the drawing board. In the case of failures and critical failures on the deployment roll, the meme creator would suffer the meme's effective Power in Corruption; fewer people were affected and thus moral complications were lessened.
Mitch Hort uses his Tarot deck as his omen for his Oracle Advantage. When using the Oracle Advantage on another person with whom he can converse, Mitch uses Fortune-Telling in the place of the usual Sense roll for discovering the omen. This reflects his use of the Fortune-Telling methods of "cold reading" to elicit personality traits or character experiences on which to use the interpretation roll (still an IQ roll).
Any PC with a special ability that can be used once per "session" can be used once in a given two-hour standard video session. PCs can also use such an ability once over the course of a downtime Discord text "session" between video sessions. If the downtime text session is especially lengthy, GM's discretion whether or not to make it count as two sessions and the once/session ability will refresh about halfway through.
In an effort to get you all characters you're comfortable with for the long haul, after Mission 1 is completed, you will be allowed to reallocate up to 15 points worth of Advantages/Disadvantages/Skills/Quirks. This will be the only time in the campaign you'll be allowed a free re-spec. Call it post-pilot recasting/a minor reality temblor. :)