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You are a member of the XCOM project, an Operative sent out on missions to prevent alien abductions and secure alien artifacts. You are humanity's last, and best line of defense. ==Character Creation== * Level 1 * Standard Array * No Non-Human Races * No Full Buy In * Magic Items and Weapons are from a specific list. * Run "home brew" past the GM first. * Spellcasting is banned. Tactician's spell casting is replaced with Mechanist Savant; Shaman is banned entirely, though Incantation may be selected via multiclassing. * No Guild Initiation. Any tracks that required it no longer do. * Any ability that adds properties to weapons wielded only applies to side arms. ==Generated Characters== GARM (Lord Gareth): Level 1 Stephen Romero (Metool): Level 1. Jack (Geigan): Level 1. Frank Best (Metool #2): Level 1. ==Known Enemies== ==Items== Because of the players serving in a military organization, their gear is standardized. However, if a solid case can be made to the GM that an item should be made available, he will consider it. ===Weapons=== Weapons are generated in 'blocks' based on type and category; unless otherwise noted, a weapon is ranged. Each player may carry one primary weapon and one side arm. Side arms are designated below in italics. When future categories become available, they will be added to the list. '''Types:''' Assault Rifles: [Reacting] Sniper Rifles: [Distant] Light Machine Guns: [Traumatizing] Shotguns: [Point Blank] ''Pistol'': [Quick Draw] '''Categories:''' Ballistic: [Brutal][Magnum] In addition to the primary weapons and side arm, each player carries a combat knife. This is a Melee [Hold Out][Magnum][Quickdraw] weapon. ===Baseline Equipment=== Light and heavy armor operates as normal. Consumables are restricted to [Lesser] consumables at this time. ===Specialty Equipment=== Note: Only Lesser Magic Items have been vetted at this time. * Stat boosting magic items are permissible. (Black Ankh/Obsidian Ring/Quicksilver Brooch/Oakstone Shard/Fury Stone/Grim Fragment) - These are to be fluffed as bioaugmentations of some kind. * The Small Totem lesser magic item and the Shield Amulet lesser magic item are permissible. The former is some form of visor/HUD, while the latter is an add on to armor. * The following specialty Armors are available; these specialty items bonuses are in addition to the baseline traits of Light or heavy armor (so Masterwork Light Armor provides a +2 bonus to AC): ** Masterwork Armor (+1 to AC) ** Resilient Armor (+1 to any one save) ** Streamlined Armor (+10 ft bonus to speed) ** Traveler's Armor (Endure Elements, ignore difficult terrain, aquatic propulsion) * Specialty Weapons are available: ** Specialty Assault Rifles get an additional 5ft step if they do not spend their move action on moving. This is in addition to the normal 5ft step ** Specialty Sniper Rifles have one additional range increment. ** Specialty Light Machine Guns have the Neutralizing property. (See Magic Item Pointbuy document) ** Specialty Shotguns have the Flesheater property. (See Magic Item Pointbuy document)
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