Campaign Ground Rules Sheet

General Description

In 1777, colonial freedom fighters had just managed to pull off the unthinkable. They waged a war against the empire for their freedom, and won. The jubilant colonists -- now citizens of a new country -- asked their most trusted general, George Washington, to be their new king. He declined. However, they persisted, and after three attempts to persuade him to take the post, he finally accepted the crown of The United States of America.

This campaign is set in the megapolis of Atlanta, in 1999. Things have changed radically since the days of benevolent King George. One wonders if he spins in his grave watching the constant attacks on the rights and lives of the American subjects from an imperial government increasingly hungry with power. In the last few decades, the shift toward complete oppression had accelerated so much that a new underground movement had developed with the intention of overthrowing the Emperor and declaring the country a free democracy.

Importance of the PCs

The government has waged a very effective war against those citizens that could pose a threat to its dominance. In other words, all super-powered beings either conformed or "disappeared". Therefore, there are very few beings around with paranormal abilities. This makes the PCs fairly important to the campaign, as they now pose a significant threat to the stability of the establishment.

The government is too powerful for the group to topple it without a long- term, significant (and bloody) fight. However, it is a sure bet that this government will quickly notice the new players and shift its resources to quell the threat.

Campaign Tone

Morality: 4 There is little distinction between good and bad.
Good is in the eye of the beholder. The PCs believe that they are fighting for the cause of Right, but the majority of the population -- those who are willing to accept the status quo -- will see them as trouble-makers.

Realism: 3 -- Neutral
Other than the existance of this alternate reality, things will likely take on a realistic tone. The actions of the opposition will be rational, and the actions of the PCs will result in the appropriate consequences.

Outlook: 3 -- Seriousness balanced by light-hearted. The PCs will likely win many (or most) of their battles, but it is clear that these battles are only a very minor part of the larger war.

Continuity: 3 -- Some long stories and some episodic ones. The individual scenarios in the campaign may be taken as isolated incidents, but still fit into the overall goal of the campaign. There is no set storyline.

Physical World Description

Character Building Guidelines

Most of the characters already exist from the previous campaign. They may be carried over to the new campaign as is. Optionally, they may take the opportunity of this plot twist to restructure their character as desired. A PC may be a transplant from the original "reality", or may have been a native to the new dimension.

New characters are built on 200 (100 base + 100 disad) points. (Max points from one Disadvantage category: 30) There are no hard limits to powers or characteristics, although anything straying too far from the average may adversely affect the play and will be discouraged. Speed is generally 3-5; DEX from 12 - 18. Attacks average about 8 dice, normal damage.

All Skills, Talents, Perks and Powers are permitted, pending GM approval.

Weapons and gadgets are bought with character points, except for small, common items such as flashlights, which may be granted at no cost, by the GM.

Thanatos Family Package Deal

3 High Society, on a PRE roll
5 Well-off
2 Member of a Politically Powerful Family
2 KS: Imperial Power Structure (11-)
-5 Reputation: Recognized as a Thanatos (8-)
-5 DNPC: "Mama" Helena
-2 Package Bonus

Thanatos Corporate Package Deal

3 KS: Corporate Policies & Procedures, on an INT roll
4 Cell Phone
2 Contact(s) within the Company
3 Any Professional Skill relevant to the company, on an INT roll
-5 Watched by the Empire
-5 Subject to Corporate Orders
-2 Package Bonus

Campaign Rules

(5) Combat uses hit locations chart: GM Discretion

(6) Knockdown rules used: NO

(7) Long-Term Endurance rules used: YES

(8) Limited Push: NO

House Rules

Normal Characteristics Maxima

All characters have the Normal Characteristics Maxima disadvantage at 0 points.

Transport Familiarities

Transport Familiarities may be purchased with any of the vehicles in the Technology section of the Campaign World description. TF with Hovercars (Repulsor Drive Motor) is an Everyman Skill.

Weapons Familiarities

Weaons Familiarities may be purchased with any of the weapons in the Technology section of the Campaign World description. As with other campaigns, Unarmed Combat is an Everyman Skill.

Paranormal Powers

Player characters with paranormal powers must be in the Thanatos bloodline. Paranormals are Hunted by the Empire (10 points), and their genetic structure shows a Distinctive Feature (5 points).

Aimee's Characters

Something about aimee's character must always be attacked or hit by a devastating attack from one of Glenn's characters (PC or NPC) every game, any campaign.

Coordination

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