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'''Down in the Hole''' is a GURPS campaign set in The Hole | '''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).