The FSA has that 1984/Fahrenheit 451 feel to it that I so love, with a little bit of Starship Troopers (the Book, movie and the cartoon!) mixed in for pizazz. Some concepts to play around with here:
Cold War style paranoia: There is a lot of real-world material to play with here. Fear of other nations political agendas as well as fear of Psion, alien and Aberrants will give ample fodder for stirring up patriotism and fear of the "other". Characters might be caught up in the hysteria or be full of questions. Party zealots or thought criminals?
Political Upheaval: Riots/demonstrations can get pretty sticky, especially when they don't disburse when told to. When a VARG squad mops up a group of "rebels" only to find out later that it was just hungry or sick people looking for help, what do they do?
CSA Spooks: The shadow of "Big Brother" should be ever-present, though not often seen. From "disappearing" friends and allies to sweaty debriefings where the characters leave feeling accused.
Corporate Corruption: Corporations are very powerful in the FSA, and their elite are "Nobles" that can get away with murder and worse if they have the right connections.
Internal Spies: Whistle blowers and CSA spies riddle all levels of the FSA. Can the PC's trust even their friends. lovers, siblings or team-mates?

Game Material
Mecha Squad Character Creation
As baseline, with the following changes.
Backgrounds: Bonus 3 dots in Equipment (representing his assigned hardware), 2 dots in Rank, and 1 dot in Resources (salary).
Abilities: Must have dots in Awareness, Engineering, Gunnery, VARG Pilot, two of Athletics, Command, Firearm, Navigation, or Pilot.
Backgrounds:
Backers
This is similar to the Allies Background, but the character does not know who his Backers are. The Backers are secret forces within (or outside of) the FSA who support the character for reasons of their own. Backers are a good source of drama and intrigue for the Storyteller, since she can attribute all sorts of motivations and characteristics to them.
* One Backer of moderate influence and power.
** Two Backers, both of them of moderate power.
*** Three Backers, one of them quite influential.
**** Four Backers, one of them very influential.
***** Five Backers, one of them extremely influential.
Equipment
Your character has jumped all the hurdles and cut all the red-tape necessary to gain access to high-tech field equipment, such as cyberware or a Noetic Scanner. You begin the game with one or more government-issue items, determined by the amount of dots you have in this Background. This is a one-time requisition, however; once that piece of equipment has been destroyed or lost, you have to roleplay your way into getting more (Rank helps in this task). Players are urged to look through the gadgets found in the Trinity Tech Manuel and the Cyberware section of Asia Ascendant.
* One Rank one piece of equipment.
** One Rank two piece of equipment, or two Rank one.
*** One Rank three piece of equipment, or a combination combination of other Rank items.
**** One Rank four piece of equipment, or a combination of other Rank items.
***** One Rank five piece of equipment, or a combination of other Rank items.
Favors
Through your actions, you have disposed certain individuals high up in the chain of command to favor you.
They are willing, and able, to intercede on your behalf. This is a powerful Background. A Favor can be used to get you out of a lot of trouble (hide a body, eliminate a witness, destroy paperwork, etc.). Favors are easy solutions to many problems and can be used to accomplish things that Allies can’t, or won’t. Each favor may be used only once, however, and then it is gone. The Storyteller is the final judge of what a Favor
can accomplish.
* 1 favor
** 2 favors
*** 3 favors
**** 4 favors
***** 5 favors
Rank
Unless this Background is purchased, the character is assumed to be of the lowest rank allowed in the agency concerned (Le. a junior agent in CSA a private in the Military). Government policy is strict in enforcing rank privilege; the player character with the highest rank will be in command of other player characters.
Player characters who abuse this privilege may find their authority undercut, resulting in poor performance on the field. This may ultimately cause the agent to be transferred or demoted. The Storyteller has the final say on how high this Background may be bought; no character should begin play higher than fifth in command of an agency. If three or more dots of Rank are purchased, the agent receives a Resource of 2,
instead o f the usual 1 (higher salary).
-2 Non-Citizen (2pt flaw)
-1 Standard Citizen, Trainee Private (Basic Military Training)
0 Private, Corporal / Airman / Seaman (E-1 - E-4)
* Sergeant, Staff sergeant / Petty Officer (E-5 - E-6)
** Platoon Sergeant, Sergeant Major / Chief Petty Officer (E-7 - E-9)
*** Lieutenant / Ensign (O-1 - O-2)
**** Captain, Major / Lieutenant, Lieutenant Commander (O-3 - O-4)
***** Lieutenant Colonel, Colonel / Commander, Captain (O-5 - O-6)
I would appreciate any advice here.


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