The True Tales of the DMA is a Champions 5th edition campaign.
Characters were originally based on 175 points but were given 25 points after the first adventure.
10 things to know about the campaign:
1. The general public does not know of the existence of Metahumans (or "metas").
2. The U.N and several major world powers want to keep it a secret.
3. All 'true metahumans' share a common origin called "the Source", but
no one has been able to find it (believed to be a place or object).
4. There are organizations that seek to help metahumans peacefully
co-exist with normal humans (in secret), but there are also
organizations that want to destroy all metahumans.
5. Metahumans vary greatly in power from the very weak ("I can turn my
skin blue at will") to "paragons" (PC level, One major power and a few
stunts) on up to "Omega-Level metas" (possess multiple power sets and
are virtually immortal; the PCs have only personally encountered one to
date). Metahumans with permanent obvious mutations are called "Lurkers"
and are considered a lower class of meta. [note: humans are NOT the
only ones who can have a meta aura]
6. It's recently been discovered that metahumans aren't a just recent
phenomena. At various points in the past there were more but they faded
into history or were written off as myth (or purposely written out).
7. The DMA was formed during WWII to deal with a surge in
"Meta-activity". The founding members called themselves the "Secret
Six". Some of them are now dead or retired but 3 are still active.
8. Several different organizations have pieces to the Big Puzzle but
differing goals keeps them from working together to solve it.
9. Team: Sagittarius of the DMA (the players) are "special" and NOT just because they are metahuman.
10. Something big is coming and if Team: Sagittarius doesn't put it all together soon the world could end.
[update: regarding #3: A series of Stone Obelisks called "Thule Stones"
located around the globe have been discovered to have a connection to
the "Source". The Obelisks were named by the Nazi's back in WWII who
believed that they linked to an ancient city that held the key to
In a nut shell:
The PCs are government agents with super power. They work for an agency that
polices their own kind and tries to maintain their secret. It's
somewhere between "MIB" and "Heroes" (the TV show).
Low-Grade (minor power or deformity; mostly harmless)
Mid-Grade (Manifested but uncontrolled or controlled but under the standard threshold, mildly dangerous)
Full-Grade (Manifested and controlled, but untrained, dangerous)
Paragon (Fully manifested and trained, possibly with secondary mutations, highly dangerous)
Omega (Anomalies with power beyond their control or above far above the normal threshold, highest threat)
The PCs started the campaign as normal humans that didn't know they had
powers (waitress, cop, con artist, and AWOL vet). The first adventure
opened the door to a hidden world that they had no idea existed. They
are still (after a year) dealing with the fact that much of what they
took for granted was a government supported lie. Now they are working
for an agency that they don't fully trust.
Characters are built on 175 points ( 100base + 75 disads) with the following restrictions:
The "One power" rule:
- Points for characteristics: 80 or fewer
- Points for powers: 80 or fewer
- Points on skills: 15 or more
- Left over points in either Cha or Powers can be spent on skills.
- Skills CAN include either 1 group skill level (3 or 5 point) or 2 single attack skill levels (2 point/level).
- Disadvantages must include Normal Characteristic Maximums. The exception to this is characters who's super power is Super-Stat
Each player gets to build there character around "one power" (Force
Field generation, Mind control, Mind Bullets, Steel body). Any other
powers they take have to be an effect of their origin power.
- Example: Mitzi the waitress's one power was "the ability to
create invisible force shields around herself and others". Initially
all she could do was project a Force wall. As the campaign progessed
she learned to entrap people in her fields (entangle) or push people
away by expanding her field quickly (TK).
- Occasionally it takes more than one power to adequately
create your "one power" theme, such as : "Turning your body in to
living steel". In these cases consult the DM for restrictions.
- Ramifications: 3 out of 4 PCs have no movement powers at
all. 2 PCs only have normal human defenses (4-8 pd non-resistant) which
makes guns a real threat. 2 PCs have no damaging attack power outside
of carrying a gun.
Other odd rules:
- Development: A few metahumans have developed secondary
minor abilites unrelated to their "one power" (the mind Controlling Con
Artist can sense Metahuman auras). This was added as a GM tool to
advance the plot but the player agreed to pay points for it.
Role of the PCs:
- Invisible powers: Because of the nature of the campaign I
decided to make most active powers innately invisible if the PC was a
true metahuman. Having ANY power be visible is a huge
disadvantage (blows the big secret). This doesn't increase the cost but
players can take "visible" on powers that they would ordinarily not be
able to (EBs, FFs, entangles, etc..).
- Retarded Aging: At the point that a true metahuman "manifests" his aging either stops or greatly slows. This is a free power.
- Normal CHA Maxima: Although this is technically a supers
campaign, all PCs are bound by NCM unless a Super stat is part of their
"One Power" (there is a villain named Think-Man whose only power is a
30 INT; he has yet to be captured).
- Mundane Gear:PCs don't pay for mundane gear
(normal guns, bullet proof vests, walkie-talkies, etc..) because their
gear can change drastically with each mission and they don't always get
to choose it.
As Agents of the DMA they are charged with investigating and detaining
"hazardous meta-threats". As the campaign has progressed they've
discovered that there is far more to the "Big Picture" than they were
originally shown and they are secretly working to unravel that mystery
All equipment is assigned on an "as needed" basis for each mission.
Other equipment can be requested but generally high-power firearms and
explosive devices are only given out for "Combat Missions. Combat
mission are any mission where you are deployed in armor expecting
immediate meta-being confrontation (hopefully out of the view of the
public). Surveillance and fact gathering missions typically don't
warrant this level of preparedness.
Gear any of you
have access to all of the time:
A variety of standard Pistols (from .38s to Desert Eagles)
Tear Gas Grenades
- Bullet Proof vest
- Standard Tools (camera, bull horn, crowbar, Machete, medical bag, flash light, etc..)
- standard unmarked vehicle (car, van, or motorcycle)
- Lap Top
Gear you can access to with the Team Leaders approval:
- Shotguns (up to 2 per team)
- Your personal combat armor
- Close combat weapons (Fighting staff, nunchuks, knives, etc..)
- Simple Surveillance Equipment (hidden mini cameras, recording devices, shotgun mics, electronic bugs, infrared goggles, etc..)
- Riot gear (Armor, Riot shields, gas masks, etc...)
tools (chain saw, blow torch, "jaws of life", portable forensics kit,
jackhammer, skiing kit, scuba gear, hang gliders, etc..)
- low end alternate vehicle (limo, sports car, boat, ambulance, small plane, surveillance van, pizza delivery car, etc..)*
- Disguises (uniforms, casual clothes, fancy dress clothes, etc...)*
- Back Up (2-4 FBI guys or low-grade meta agents, transport/retrieval)*
Gear you can access with approval from Headquarters
- High Power Firearms (machine guns, sniper rifles, etc...)
- Specialty Weapons (Flame Thrower, Grenade Launcher, Heavy Machine gun, etc..)
- Grenades and Explosives (Concussion, Fragmentation, Incendiary, etc..)
- Fake credentials (Press pass, pass port, certifications, false IDs, Law Enforcement badges and uniforms, etc...)*
- Surveillance Services (Stake Outs, Wire Tap, etc...)
virtual identities (an entire life and background supported by
government paperwork and falsified work/schooling histories)*
- Moderate alternate vehicle (tricked-out sports car, airplane, helicopter, SWAT tank, capture van, mini sub, etc...)*
- Superior Back Up (2-16 FBI Agents, Medical/Science team, Mulligan meta-staff, etc..)*
Gear you can access with the Sector Chief's
Approval (they're for "special needs" missions and Omega level threats only):
- Sector-5 experimental weaponry and tools (??)*
- Specialized scientific support*
- Military/Space vehicles (fully armed tank, space shuttle, nuclear sub, etc...)*
- Elite Back Up (the Army, "Secret Seven" reservists, other DMA
teams, CIA Black Ops agents, agents from other Divisions
[mystic/alien/super-science], Meta Agents from other countries, personal appearances by celebrities, etc...)*
* = These items can take extra time (hours, days, or weeks) to muster/develop/create/deploy/negotiate.
Any abuse of the Armory can result in a punitive change in status within the Department.