The New PRIMUS Campaign
Never Mind
Characters
Curtis - Augur
Brian - Changeling
Origins
I've though of three possible background stories for the team:
1) All characters start out as Normal PRIMUS Agents and experience a radiation accident, probably in the opening adventure. (Common origin)
In any of these cases, I see the characters as having plenty of experience—just not as supers.
As far as your base of operations, how does Chicago sound?
EDIT: Let's go with Origin #1. For gameplay purposes, we'll consider characters to have all their non-Power abilities and higher than average CHARs at the beginning of the first adventure.
Power Levels
Points: 200 Base + 150 Disads + 15 Free XP for up to 365 total
Attacks: 8-10 DC Average, 12 DC Maximum
Standard Defenses: 20-25 Average, 30 Maximum (Includes PD, ED, rPD, and rED)
Unusual Defenses: up to 10 Average, 15 Maximum (Includes Power Defense, Mental Defense, Flash Defense, Lack of Weakness, etc.)
DEX: 15-25 Average, 30 Maximum
CV: 7-10 Average, 13 Maximum (including Skill Levels)
SPD: 4-6 Average, 7 Maximum
Skill Rolls: 8- to 14- Average, 16- Maximum
Skills
All characters should have the following Skill Package to represent basic PRIMUS training.
PRIMUS Agent Package
3 Breakfall
3 Bureaucratics
3 Conversation
3 Criminology
3 Paramedic
3 KS: Heroes, Villains, and The Law (INT-Based)
2 PS: PRIMUS Agent
Total Cost: 20 Points
You are, of course, welcome to buy up any of these skills and/or buy additional skills to match your character's specific training and area of specialization. This package is intended to reflect a bare minimum of what a PRIMUS agent knows coming out of boot camp.
Characters MUST have at least 15 Points in non-combat Skills above and beyond the PRIMUS Agent Package.
Disadvantages
Characters need to have 150 points in Disadvantages, with no more than 50 points of Disads in any one category. All characters should include the following Disads in their character write-ups:
- 10 Hunted: PRIMUS 8- (Mo Pow, NCI, Watching)
- 20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
- 20 Hunted: Villain of the Week 8- (Mo Pow, NCI, Harshly Punish)
In other words, your Hunteds are already taken care of.
Each character should also have a Psych Lim: Code Vs. Killing (Common; Moderate, Strong, or Total). The CVK can be as strong or as weak as you'd like (between 10 and 20 points) but it should be more than the default 'Reluctant to Kill'. I'm looking for a heroic feel in this campaign, and heroes who go out of their way to protect life, even the lives of the villains, is a big part of that feel.
Your characters will have these Disads regardless; you might as well get points for them.
House Rules
Multipowers and Elemental Controls are permitted, as long as powers don't exceed campaign guidelines. I don't mind if you put Powers that don't cost END (e.g., Armor, Life Support, etc) in an EC. Variable Power Pools are, as Curtis suggested, right out.
Damage Reduction up to 25% Resistant is allowed; however, it will count as 10 Points toward your maximum for the defense in question (or 7 points for Nonresistant Reduction). In other words, if you buy 25% Resistant Physical or Energy Damage Reduction, your remaining PD/ED is limited to 10-15 (20 Maximum). If you buy 25% Mental Damage Reduction, your Mental Defense is Limited to 5. If your Damage Reduction is somehow Limited, you can apply that same Limitation to the 10 (or 7) point allotment.
Advantages on Defenses count towards the maximum. For example, 20 PD with the Hardened Advantage (+¼) counts as 25 PD. Resistant PD or ED is not considered an 'Advantage' for this purpose. Unusual Defenses (as defined above) are considered Resistant. END Advantages (Reduced END, Persistent, etc.) do not count against the total Defense Maximum.
That's all I have for now.
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