Task Force Saber:  Player's Guide

All characters are members of Task Force Saber.  They are all highly trained personnel (from such backgrounds as military, police or other government agencies, former corporate security, or paramilitary militia,) from one of the UN member nations.  Using the standard rules, characters should begin at 4th Level (+21 skill points, maximum skill rank 5); using revised character creation (Optional Rules 2A and 2B, Alternate Achievement Points, and Skill Kits) explained in Alternity Extras, characters can begin at 1st or 2nd Level with Superior or Elite skill kits.  The most common profession is Combat Specialist, but most senior officers are Diplomat-Combat Specs and there are also a fair number of Free Agents (serving as commandos and saboteurs) and Tech Ops (serving as pilots, medics, computer specialists, and field-repair technicians).

Funding

The most important concern of any Task Force Saber officer is funding.  Officers begin with a stipend, and periodically their sponsoring government will give them a fresh infusion of Global Credits as they prove themselves and earn promotions.  Governments do not waste funding on officers who ruin too much equipment without completing missions.  The commanders of Task Force Saber have even less patience.

The basic stipend for a beginning officer is 20,000 credits.  Every Monetary Award benefit purchased represents a promotion or commendation that earns an additional 5,000 credits funding for the officer.  New recruits begin at the rank of Second Lieutenant.  A character cannot be promoted to First Lieutenant without purchasing at least one Monetary Award benefit, and cannot reach Major without purchasing at least two; Colonel, the highest rank, requires the character to have purchased at least three.

In addition to purchasing his cybertech gear, an officer needs to use his funding to purchase weapons, ammunition, and repairs.  Task Force Saber fields a squad of technicians to install and maintain cybertech gear, but each repair costs 100 credits (parts and labor).  If a cyber-soldier can handle his own repairs, simply using Task Force Saber’s supplies and equipment costs 50 credits for each repair job.

 Cybernetics
 Other Equipment and Technology
 The World in the Late 21st Century
 Task Force Saber: The Organization

 Back to Main TFS Page

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