Down in the Hole: Difference between revisions

From GURPSworld Wiki
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
 
Line 1: Line 1:
'''Down in the Hole''' is a GURPS campaign set in The Hole. It is a subset of the [[Diskordia Campaign]].
'''Down in the Hole''' is a GURPS campaign set in [[The Hole]].





Latest revision as of 21:34, 21 July 2016

Down in the Hole is a GURPS campaign set in The Hole.


Campaign Background

Campaign name: Down in the Hole

Starting year: 2024

Genre: Science Fantasy

Realistic or cinematic? Cinematic

General theme of campaign: Prison life

Are there multiple planes of existence? Yes

Campaign World: A tide-locked rocky terrestrial planet in orbit around a distant sun, designation unknown.

Campaign’s base city, nation, empire, or planet: The Hole

Society/government type: Government varies among boroughs. Outside the walls there is anarchy.

Control Rating: Walled boroughs are CR3-6. Outside the walls is CR0.

Exceptions to general CR: Clans and tribal communities outside the walls may operate under some form of government

Tech level: 8

Exceptions to general TL: Dragon City is a strictly-enforced TL4. The Stronghold is thought to be TL9. New A'Kina appears to be TL8+1. Scarcity of technology outside the walls make these areas an effective TL5.

General mana level: None

Do areas of higher/lower mana exist? Yes. The Ironkill Forest is low mana.

Brief description of important neighboring powers, political/economic situation, etc.: See The Hole for more information.

Information for PCs

Starting point value allowed for PCs:

Disadvantage limit (including Quirks):

PC races allowed: The Hole is 75% human, 25% non-human, all creatures of Earthlike worlds.

Especially appropriate professions:

Starting Wealth:

Starting Wealth levels allowed:

Starting Status levels allowed:

Starting TLs allowed:

Languages available:

Cultural Familiarities available:

Advantages, Disadvantages, and Skills

Required advantages, disadvantages, and skills:

Especially appropriate Advantages:

Especially appropriate Disadvantages:

Especially appropriate Skills:

Disallowed advantages, disadvantages, and skills:

Appropriate Patrons, Allies or Contacts:

Special Abilities Allowed for PCs

Exotic/supernatural traits:

Cinematic skills:

Are PC mages allowed? Yes.

Are any of the spells from Chapter 5 off limits? No.

Are PC psis allowed? Yes.

Are any of the powers from Chapter 6 off limits? No.

Are PC gadgeteers allowed? Yes.

Are there special limits on gadgeteering? No.

Unusual Background cost(s) for these abilities: None.

Legal or social restrictions on these abilities: See The Hole for more information.

Rulebooks and Resources

GURPS Basic Set 4th edition (required).


See also