Pre-Game Mechanics

Players are lvl 4 with an ECL of 7 (due to the FAS). Players may choose to not use the FAS and take a full 7 levels, this does however mean being a recruit and (as this is a military organization) you will be of lower rank than any group members who are full members.

Magic-
This campaign is intended to be realistic for today’s world. As such magic is allowed but only on a very limited basis. Magic may be used so long as it can be explained in practical terms, ie a flaming gun uses incendiary rounds, not magic. “Magical” modification to weapons can be made in this way. Any other magic which can be explained in terms of technology will be allowed however a character who practices magic is HIGHLY discouraged. Please talk with me if you have any questions.

Loadout:

Loadout will be of your choice, the team as a whole (a member should be able to do one of these things), should have the capability to use computers, demolitions, and field medication.

Weapons with modifications require: 1 wealth DC for custom made10 wealth DC for 1 bonus to damage for polishing and re-barrelling1 wealth DC for a 1d6 charged ammunition bonus

All players begin with a +9 wealth bonus

Fractional Armor System (FAS)
This signature of Omega is given to each member upon their graduation into the ranks of F/Ω. The Fractional Armor System (FAS) aids the wearer by supporting a part (a fraction) of their normal function. The armor system lies at the surface of the skin and is grafted to the wearer’s body. Once in place, removal means the death of the user. Two basic models exist:

FAS-Sigma 9 “Steady”
Structured around a super advanced control system which filters, amplifies and enhances brain signals to the muscles, “Steady” offers the wearer a significant advantage to firing abilities and other tasks requiring dexterity.
Hit dice: add one d12 to your total hitpoints
Speed: normal
AC: +4
Abilities: Dex +8, Con +2, Cha +1, Int +1, Wis +1
Skills: One extra level of skills
Abilities:
Prior to missions, a set of hand to hand weapons is incorporated into each suit. Two pneumatic blades can spring forward from below the forearm to in front of the hand. A single additional pneumatic spike on the upper right arm can also be used. a full attack includes using both blades and the spike. Damage is 1d6 per blade and 1d4 for the spike.

Each suit uses the wearers body energy to charge capacitors in the suits surface. Unfortunately this takes an entire day to charge without causing harm to the user. This power can be focused into a shoulder mounted rail-flechette gun, which is safely stowed along the wearers back when not in use. The weapon causes a line of damage (as the projectile will easily pass through nearly any target) causing 6d8 damage to any target within 60 ft, beyond this range the projectile will have degraded too heavily from the friction of moving through the air. A reflex save of 10+1/2lvl+con will reduce damage by half.

The suit incorporates night vision, a throat mic, and renders the user immune to sleep effects. However, massive or critical damage to the user may cause impairment to the FAS.

FAS-RLX 4 “Strong Arm”
Uses a combination of augmentation to natural motion (a scientific way of saying it shocks your muscles when you move) and micro-structures which enhance motion. This suit offers the user a significant improvement to their overall strength
Hit dice: add one d12 to your total hitpoints
Speed: normal
AC: +4
Abilities: Str +8, Con +2, Cha +1, Wis +1
Skills: One extra level of skills
Abilities:
Prior to missions, a set of hand to hand weapons is incorporated into each suit. Two pneumatic blades can spring forward from below the forearm to in front of the hand. A single additional pneumatic spike on the upper right arm can also be used. a full attack includes using both blades and the spike. Damage is 1d6 per blade and 1d4 for the spike.

Using CO2 from the lungs and Hydrogen from the air, the suit creates a potent, extremely flammable solution which can be fired from a flamethrower located on the wrist of the user. It takes the suit a full day to create a sufficient reservoir for a blast however. The attack covers a 30 foot cone and deals 6d8 damage. A reflex save of 10+1/2lvl+con will reduce damage by half.

The suit incorporates night vision, a throat mic, and renders the user immune to sleep effects. However, massive or critical damage to the user may cause impairment to the FAS.

Pre-Game Mechanics

Fire Team Omega peluche399