This will not be a PROBE game, so too much focus on the org will not be involved....Rex wrote: ↑Thu Mar 21, 2024 3:17 pm Probe, late 20th century or early 21st is good with me. I have to go in to work a little early today but will be back on after work around midnight EST. Maybe her adversary could be the bureaucrats trying to shut the agency down? It seems to be a recurring them for Probe. Maybe the significant favor would be to someone important who got her the job in the first place?
The Adversary would be something PROBE had investigated.
The Owed Favor could be...to PROBE itself!
Here's my thinking: PROBE is small, with never more than a handful of direct employees. Perhaps your character is an outside resource who gets called in to infiltrate and investigate (aka spy). Perhaps because someone at PROBE helped her hone her psychic abilities?
Actually, this could be a minor Obligation: PROBE, plus a minor Owed Favor: Director Giles. Let's also give your character a minor major Adversary: The Cult (a group your character will have encountered repeatedly over her career. The details we can bring up as needed in-game!)
So:
Adversary: The Cult (-2)
Obligation: PROBE (-1)
Owed Favor: Director Giles (-1)
That's 4 extra CP!
More psychic powers? Telekinesis is 2CP, Precognition is 1CP, Enlightened is 1CP, Hypnosis is 1CP ("These are not the droids you're looking for.") or 2CP (mental illusion or complete command). Or maybe something not in the rules? (like Pyrokinesis or Psychic Healing)
Or Quick Reflexes or Tough or Tracker?