The Setting

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.


In a nut shell:
The PCs are government agents with super power. They work for an agency that polices their own and tries to maintain their secret. It's somewhere between "MIB" and "Heroes" (the TV show).

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".  The Source is shrouded in mystery.
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. Events that unfolded during the Second World War ledad to the activation of The Source.  The DMA was formed to deal with the 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. Information about Metas and The Source is compartmentalized to reduce the danger of any one person or group gaining too much power.  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.




Meta Classification

Sleeper (Non-manifested)
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 Characters:
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:
  • 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
The "One power" rule:
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.
  • 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.
Other odd rules:
  • 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.
Role of the PCs:
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 between missions.


Equipment

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.


Tier 1:  Gear any of you have access to all of the time:

  • A variety of standard Pistols (from .38s to Desert Eagles)
  • Smoke Grenades
  • Tear Gas Grenades
  • Fighting Batons
  • Tazers
  • Bullet Proof vest
  • Handcuffs
  • Standard Tools (camera, bull horn, crowbar, Machete, medical bag, flash light, etc..)
  • standard unmarked vehicle (car, van, or motorcycle)
  • Lap Top

Tier 2: 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...)
  • Usual 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)*

Tier 3:  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...)
  • Manufactured 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..)*

Tier 4:  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. 
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