Orre: A Rift in Time
Campaign Details
At the time we'll be entering the world, Orre is a land in crisis. The world itself was, until recently, ruled by six goddesses who represented the six elements. They were also the largest source of the worlds mana and life force "Orrium". Twenty years ago, after existing for millenia, the goddesses simply disappeared. The world is now hanging by a thread, and hoping for a centuries old prophecy to come true. Until that time, strange anomalies have begun to appear as the threads of reality itself have begun to tear apart. Compound that with the fact that much of the world still remains undiscovered, and the human civilizations have turned to adventurers, merchants, travelers, anyone willing and daring enough to travel into the deep unknown.
Meanwhile, the sons and daughters of the goddesses, the powerful demigods, also sometimes called elementals, have begun to fight amongst themselves. Some vie for power and to be the ruler of Orre. Others wish to stifle the aggressors and bring peace to the land. Others are simply unbound, taking the opportunity to cause havoc in the absence of proper supervisors. Still others have deeper and darker wishes.
This leaves a lot of room for PC's to affect the world as they wish. Will they try to restore the goddesses rule? Will they try to advance an evil demigod's bid for the throne? Or will they simply go after the most basic of motivations for an adventurer: Outlandish fame and wealth? Whatever the case it's sure to have its rewards and its consequences.
Other information:
Basic Information
Campaign name: Orre: A Rift in Time
Starting year: 870
Genre: Realistic or cinematic? Cinematic
General theme of campaign: Adventurers exploring a largely unknown world, solving the mysteries of a recent catastrophe and preventing (or exacerbating) further damage.
Are there multiple planes of existence? Yes
Campaign Background
Campaign’s base city, nation, empire, or planet: Middleton on the continent of Orre
Society/government type: Varies from town to town, but Middleton itself is an Oligarchy, ruled by a board of six mages who elect a presiding archmage.
Control Rating: CR varies from place to place, but Middleton has CR 2. The mages are often too busy feuding to create or even enforce certain laws.
Exceptions to general CR: Intrusive and harmful magic are banned within city walls, and some spells have an LC of 4 or lower.
Tech level: 3
Exceptions to general TL: Some areas may be more primitive or advanced than others. “Outsiders” or people from other planes of existence can be of just about any TL.
Brief description of important neighboring powers, political/economic situation, etc.: TBD
Information for PCs
Starting point value allowed for PCs: 150
Disadvantage limit (including Quirks): -80
PC races allowed: Human
Especially appropriate professions: Blacksmith, Apprentice Mage, Board Mage, City Guard, Priest, Merchant, Fortune Teller, Bandit, Cultist
Starting wealth: $1,000
Starting Wealth levels allowed: Any
Starting Status levels allowed: Any
Starting TLs allowed: Generally 3, though exceptions exist.
Languages available: TBD
Cultural Familiarities available: TBD
Advantages, Disadvantages, and Skills
Required advantages, disadvantages, and skills: Required disadvantages are subject to characters location of origin; characters from Middleton have no requirements.
Especially appropriate Advantages: Ritual Magery, Blessed, Destiny, Weapon Master, Serendipity, Magic Resistance
Especially appropriate Disadvantages: Cursed, Supernatural Features, Weirdness Magnet, Pyromania, Magic Susceptibility
Especially appropriate Skills: Thaumatology, Ritual Magic, Hiking, Cartography, Herb Lore, Occultism, Hidden Lore (Demigods)
Disallowed advantages, disadvantages, and skills: A character can have any TL appropriate skill, advantage or disadvantage. Certain skills may be allowed or disallowed depending on background. For the sake of simplicity, Jumper will not be allowed (for now…). Be sure that if you're making a mage that you take Ritual Magery instead of regular Magery. I've been notified Ritual Magic doesn't work properly in GCA unless you have Ritual Magic.
Appropriate Patrons, Allies or Contacts: Archmage, Fighter’s guild, Bandit gang, Demigod, the Nambitian Cartel
Special Abilities Allowed for PCs
Exotic/supernatural traits: Almost any supernatural trait. Most non-physical exotic traits won’t be allowed, though if you have something in mind I’m glad to hear about it.
Cinematic skills: Any
Unusual Background cost(s) for these abilities: Certain advantages may require certain backgrounds
Legal or social restrictions on these abilities:
Magic and Psionics
General mana level: Normal
Do areas of higher/lower mana exist? Yes
Are PC mages allowed? Yes; see Magic in Orre for details.
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, under certain conditions
Resources
I'll be using the few books that I have. Most important:
GURPS Basic Set
GURPS Magic
GURPS Psionics
GURPS Thaumatology
If a book you wish to use isn't listed here let me know and I'll see if I have it or if I can procure it.