Primal Order Primer


Introduction

The Primal Order (TPO) is a system designed to allow PC's to play deity level characters. While it can be used on its own, it is generally meant to be overlaid on another system where it supplements and changes a few aspects of the existing mechanics. We will be using it in the latter form for this run and layering it on top of Rolemaster (specifically RMSS/RMFRP). Unless noted here, all existing RM mechanics, etc. work as they always have. What is presented here is necessarily an abridged and somewhat simplified version of the rules; I highly suggest getting a copy of TPO to read yourself. Note that TPO is long out of print and was a product of Wizards of the Coast back when they were a small gaming company and before Magic...

The basic idea behind TPO is that deity level beings have access to Primal power. Primal is a level of energy above normal magic and can generally override or overwhelm it. Without Primal, a god is like any other mortal. With it, he can vaporize opponents (at least normal mortals) at will.

Primal Base and Primal Flux

Primal power comes in two forms: Primal base and Primal flux (hereafter referred to as base and flux). In either case, primal only comes in integer units. If calculations result in fractional points, generally assume the least favorable rounding for the one involved in the point expenditure/gain. Example: If 4.05 points are required to generate an effect, a god must spend 5 points. If a god gains 6.99 points, he only gains 6. Note that this section covers how base and flux work in general. See the later section on divine abilities for specific mechanics and point costs.

Also note that primal points are completely separate from standard power points. While primal can be converted into power points to cast spells, the two totals are kept separate.

Primal Base

Primary base is the most precious thing in the universe. Possession of base is what distinguishes a god from everything else. Base is used to create and power permanent effects and changes in the universe. Creating a new object, permanently changing a body or place, and bestowing a magical ability are all things that require the expenditure of base. Thus, such things are never done lightly.

Base can only be voluntarily expended by its owner or involuntarily destroyed by an attack. It cannot be taken from a god, and it generally cannot be created (two main exceptions exist). It can be used by a god and put into an object (thus creating a primal artifact) or a place (creating a permanent, ongoing effect someplace), but even then it cannot be converted back into base for someone else's use. Base which is separated from a god can be suppressed or destroyed, or bled for flux, but we'll talk about that below. Base can be freely given away from one god to another, but the transfer may not be 100% efficient (circumstances may vary the efficiency). Finally, base can always be used for anything flux can be used for at a one-to-one exchange; this is never done except under dire circumstances.

Primal base can be created by a process called evolution. Via evolution, every god gets a 1% increase in his primal base total every year. Thus, a god with 100 base will have 101 a year later. After a second year, he'll be at 102 (remember, the extra .01 is lost due to rounding), etc. Yes, this means that a god which is below 100 base will never be able to get any more via evolution. Finally base can be gained by advancing in rank; see the section on Divine Ranks for details.

Primal Flux

Primal flux is the power that gods use on a day to day basis. Each primal flux point lasts for one day from the time it is created. If it is not used by then, it disappears. Thus, flux is much more freely used than base, but is it rarely totally expended.

Flux can generally be used to power transient or temporary effects, but not permanent ones. Flux points also can be obtained from several different sources and thus are more readily available. Sources of flux are listed in the following table. The main source is generation from primal base. Each day, a god gets an amount of flux equal to 10% of their current base; think of base as the principal and flux as the interest. Other sources are listed below.

Sources of Flux

Source Amount
Primal Base 10% of primal base/day
Control of a plane of existence 1,000/day on average
Worshippers/souls Square root of worshippers/plane/day
Places of worship 2-20/day
Sacrifices 1-50
Captured artifact 5% of base/day

Divine Ranks and Power

To create a new god (such a being is called a godling), a deity uses a process called ascension. In addition to all the ceremonial trappings, divine signs, etc, the deity spends 1000 base at which point the mortal becomes a godling with 100 base. After that the godling may advance in rank to become a more powerful god. The various requirements and bonuses to base are shown in the table below. Note that all bonuses are cumulative (i.e. a demigod has +300 to his base, +100 from godling rank and +200 from demigod rank). Also, if a god should lose rank for some reason, then they lose the corresponding amount of base; this can result in killing the god permanently if his base total should reach 0 (and he has no home plane).

A note about qualifications: A Supported Demigod is a demigod who is being given a special boost by a supporting deity. The deity spends 100 flux/day and essentially announces to the church that the particular demigod is being promoted and supported. This is generally a stage where a demigod starts moving towards being a lesser deity on their own. Other qualifications are explained in the sections on Spheres of Influence and Planes of Existence.

Divine Ranks

Rank Qualification Rank Bonus to Base
Godling Ascended by lesser deity or higher rank god +100
Demigod Obtained a sphere of influence +200
Supported Demigod Controls a plane or has support from deity +300
Lesser Deity Possesses a home plane +5,000
Greater Deity Controls at least 5 planes +10,000
Supreme Deity Leads a pantheon or divine council +25,000

Divine Abilties

There are three main types of divine abilities. The first are inherent abilities gained upon ascension to the rank of godling. The second are abilties common to all gods; these generally require primal flux and/or primal base to power them. The third are abilities related to the gods sphere(s) of influence. These last ones are discussed in the next section, Spheres of Influence.

Inherent Abilities

Gods have a number of inherent abilities that are always functional and cost nothing to power or enable:

Common Abilities

A large list of common abilities is shared by all deities. Each of these require either flux, base, or both in order to take effect.

Spheres of Influence

A sphere of influence is an idea, object, activity, or philosophy with which a particular deity is strongly associated. In more common terms, a sphere of influence is often what the deity is known as a "god of." Note that the actual mechanics of claiming a sphere are outside the scope of this campaign, so will not be covered here; this section is mostly for background. See the next subsection for sphere abilities, which will be used.

Deities have three basic reasons for wanting a sphere of influence. First, the deity will be able to gain additional abilities, more powerful than the standard divine level abilities. Second, having a sphere of influence attracts followers who are seeking guidance, protection, or assistance in that sphere, or those who identify closely with the sphere. Finally a deity of higher rank may order another deity to develop a sphere. This is particularly true of godlings.

As deities increase in power, they gain a stronger influence on reality, which allows them to control more and more areas in their own name. Demigods and supported demigods may only have a single sphere of influence. Each rank above that allows a deity to have an additional sphere of influence.

Development of a sphere of influence requires extensive research in the area, in addition to becoming associated with the concept in the minds of worshippers, the public at large, and other deities. Ultimately, however, the complete development of a sphere of influence requires one final step: the establishment of an actual metaphysical overlap between the deity and the chosen sphere of influence, so that the deity and the concept become fundamentally connected to each other. This is more than just being associated with the concept; it involves actually becoming an underlying part of the concept.

On rare occassions, this final meld between deity and sphere might happen without anyone noticing, but by far the most common catalyst is a heroic quest, some event or task that defines and establishes a deity's right to claim the sphere.

Sphere Abilities

Once a sphere of influence has been created, the deity must learn to develop abilities within that sphere. Until that is done, the sphere is really only a title, useful primarily for attracting worshippers. The process for developing a sphere ability is similar to that for claiming a sphere, but no heroic quest is needed.

The effects of a sphere of influence ability are not typically overwhelming. The power and value of such abilities lie not in their magnitude, but in their ability to penetrate into areas that the deity would typically not be able to influence. All sphere abilities must allow divine defenders a resistance roll, but mortal defenders are on their own; they receive a resistance roll only if the ability so designates. Once an ability is developed, it can be activated at any time by expending the appropriate amount of flux.

If two sphere abilities conflict, each side starts with a 50% chance of success. If the conflict occurs in a place special to one side or another (e.g., a church or such), modifications of up to +/- 20% are applied. After that, each side may spend 50 flux to modify the success chance by +/- 1%.

Some sample spheres and their abilities are listed below. Note again that for demigods, only restricted spheres are available, not wide ranging spheres.

Primal Artifacts

Unlike regular works of magic, primal artifacts are created by divine beings using primal base. Primal artifacts resemble ordinary artifacts until you try to slow them down or negate them. The presence of primal energy helps these artifacts more successfully create the desired effect; they're very hard to destroy, damage, or even dent.

Most primal artifacts will not do primal sorts of things; they won't shoot primal blasts, cast primally laced spells, erect primal shields, etc. The primal energy in the artifact is used only to make the tool's normal effects share more of the nature of the fundamental force that is primal energy.

All primal artifacts have the following characteristics:

Although the primal energy contained in artifacts does not generate flux for their deities, it it still consider their deities primal. Thus, the base cannot be extracted by the artifact except by it creator. If an artifact is captured, however, it can be isolated from its owner by spending 10 flux/day. It can then be "bled" for flux; a total of 5% of the base used to create the artifact can be extracted in flux per day. An artifact so bled becomes non-functional for one day and is considered a great insult to the deity who created/possessed it. Note that creating a primal artifact is beyond the scope of this particular run. PC will not have access to any at the start of the run.

Planes of Existence

Basically, a plane is a place you can't get to by any normal means of transportation. A plane can encompass a variable amount of physical space and may have a limited number of locations (gates) in it which allow access to and from other planes. Some planes allow transport to and from them at any location in the plane; others restrict it to certain locales. A deity can instantly and freely tell if transport is possible at his current location.

A metaplane is a collection of planes which have connections to each other in some fashion. These planes will sometimes have a consistent "theme" or pattern, but do not necessarily have such. Note that the various planes do not necessarily have direct access to each other, but have some potential link, however indirect.

The metaplane that the PCs originate from is the metaplane of the religions of Earth. Thus, there is the prime material plane, i.e. the physical universe that Earth resides in, and separate planes for the various religions of past and present cultures. Among the planes are Mt. Olympus, Valhalla, Heaven, etc., as well as Orhan, the plane of the gods of the Shadow World. The new metaplane that you are escaping to is totally unknown to you.

Demigods may travel between planes of existence for no cost up to 4 times per day; other deities have varying levels of planar travel ability. To activate this power, a deity needs only be at a gate location (or on a plane that does not have gate restrictions) and will the transport. However, the deity must have some idea of where he is going or else the transport is essentially random (and possibly hazardous). If the deity has access to a spell that allows planar transport, he can use it to increase his transport capability.


Last modifed: 12/5/03

Derrick Kong / starflt@mit.edu