Introduction
Parts of this system were inspired by the one used in Origins RP (which is derived largely from the Far Recon and Tamlin House roleplays), D&D 5th Edition, FATE Core, and various other homebrew RP systems. The majority of the system was created by Cocoa, with input and playtesting from others.
If you want to use this system for inspiration, or even copy it wholesale for private games, be my guest. - Cocoa
Dice System
BrassCore by-and-large uses fudge dice, or "df" for basic skill checks. When performing a task, you will be asked to roll four fudge dice and add your skill modifier to the roll. Each fudge die either adds one, subtracts one, or does nothing to your roll.
Bob wants to attack a mutant with his combat knife. Because of his points in strength and having trained Melee, he has a base roll of 5 for this attack, and because the dagger is a Light weapon, he gets another +2 to his attack roll.
He rolls 4df+7 and gets these results:
8 (4df+7=0, 0, +, 0)
One die is positive and none are negative, giving a result of 7+1=8.
When if an active roll ties with the difficulty check or defensive roll, treat the active roll as succeeding.
Mechanics
Damage and Health
All player characters begin play with at least ten points of Physical Health (PHP) and Mental Health (MHP). PHP measures how much physical damage a character can take before fainting or dying, and MHP measures how much mental damage they can take before going catatonic or insane.
Physical health is 10+resilience.
Mental health is 10+determination.
Damage is calculated based on the type of weapon used, if the attack hits:
Heavy weapons: Cannot be used to attack in the first round of a fight, and deal 1d10 damage.
Normal weapons: Does 1d6 damage.
Light weapons: Has a +2 bonus to attack rolls, and does 1d4 damage.
Explosives: Explosives are a special case, and use a variant of exploding dice (yes haha very funny) and the engineering skill. This means that you can reroll as long as you keep getting positive dice. For example, let's say Bob has a 2 in engineering, and is trying to set explosives (and does well enough that he doesn't blow up in the process). The following rolls might result.
Bob: 4df+2
Dice: 5 (4df+4=0, +, +, +)
Bob: 3df+2
Dice: 2 (3df+4=+, 0, -)
Bob: 1df+2
Dice: 2 (1df+4=0)
With a grand total of 5 + 2 +2 = 9 damage being done. Note how the number of fudge dice rolled in each iteration depends on the number of dice that came up as "+" in the previous iteration. Also not that while this is quite a bit of damage, especially for a non-combat skill, that explosives are harder to hide (usually) than guns or knives, are more likely to injure the user or fail spectacularly, and might take a turn or two to set up. Also, this damage represents the direct source of the explosion, and might be reduced as the person or object gets further away.
Sneak Attacks: Another way to modify damage is to attack a target that isn't expecting it. This can be used to represent surprise attacks or sniper shots. In order to initiate an sneak attack, two of three conditions must be met. First, is that you and your allies must not be detected by any hostiles in a scene. Secondly, you have to have some consistent environmental advantage that would still allow you to see your target but make it impossible for your target to see you. Thirdly, you must succeed a Sneak roll against the target's Perception roll on your turn before the turn you use to make the attack (alternatively, the GM can just be lenient and say you aren't seen if the circumstances are right). If you meet two of these three conditions, you can automatically fill in damage equal to your base attack roll (Stat+Skill+Specialties, does not account for other bonuses like those from Light weapons) to your damage die, then roll a smaller die to fill in the rest. The damage done with a sneak attack can still not exceed the maximum that could have been rolled with a weapon, so an assassin with 5 ranks of Melee could still only do 4 damage with a Light knife.
Bob is sneaking up on a thug in a dark alleyway, wielding his aluminum bat which is a Normal weapon. First he rolls his Sneak against the thug's Perception. It cycles back around to Bob's turn a bit later, and Bob rolls his 4df+3 Melee against the thug's Resilience and the attack hits. Since Normal weapons have a 1d6 damage die, and Bob has 3 ranks in Melee, he rolls 1d3+3 for his damage.
If you do not have access to special dice or a dicebot that can model unusual dice, just reroll the damage die until the result is either greater than the character's ranks in their attack skill or is the maximum damage on the die.
Countering Attacks:
When a character is targeted by an attack, that character's player generally has the choice of whether they want to defend with either Resilience or Acrobatics (but not both at once). If they roll greater than the attack roll, the attack misses or is blocked. In some cases, the GM might rule that you have to use one of those two rolls to counter an attack. For example, you might be able to take evasive maneuvers to try to avoid a tank shell, but no human could realistically survive a direct hit from one with no damage. Mental attacks are rarer, and are countered by Antipsychic.
Falling Unconscious:
If a character loses six PHP from one attack or four points of MHP, they fall unconscious until they receive proper treatment. Loss of mental health might also result in your character temporarily being out of your control.
Zero Health:
If a character has zero physical health, they die or are rendered seriously injured and unconscious by GM decision. If they have zero mental health then they are dead, rendered catatonic, insane, or mind controlled depending on context and by GM decision. Even if hitting 0 HP does not kill a character, it should have serious and lasting effects.
Healing:
PHP and MHP are both restored by two points per in-game day, one of each at noon and midnight. In most games, any character with four or less PHP or MHP is confined to bedrest or an infirmary until they have recovered to five or more PHP and MHP. Additionally, any character who has more than five PHP and MHP but has suffered a devastating injury may be required to rest until healed, according to GM discretion. Characters who aren't in the infirmary but are under eight health in either category are advised to restrict themselves to lighter activities.
A Note About Medical:
Medical is rolled for medical knowledge up to the high-school or amateur, along with first aid. With GM approval, Medical can be rolled in place of Science in relevant situations. Also used for stabilizing wounds.
Beyond being useful as a knowledge roll, Medical can also be used to restore a character's hit points. Each character with ranks in Medical has a healing pool of Xd4 dice per run, where X is their base rank in Medical. A medic can use their turn to tend to the wounds of themself or another character, expending one of these dice and restoring hit points equal to the number rolled. Once the pool is out of dice, the character is out of healing.
Example:
Bob is at 10 PHP and takes 3 damage, going down to 7 PHP
Alice has 4d4 medical dice left in her pool
Alice heals John, rolling one of her medical die and getting an 2
Bob is now at 9 PHP
Alice now has 3d4 medical dice left in her pool
Minor injuries which do not deal real damage, as well as conditions such as bleeding, can be healed or made more stable by a medical roll against a DC set by the GM.
Initiative Order:
Initiative is determined based on character stats. The order in which characters can act once formal combat has begun goes in order of highest Speed rank to lowest Speed rank. If two characters have the same Speed rank, determine their order in the same fashion based on their Intelligence ranks. If two or more characters have the same Speed and Intelligence ranks, decide the order by a coin flip, rock-paper-scissors, or drawing names out of a hat. If new characters are introduced to combat, you will normally add them to the end of the combat cycle, barring exceptional circumstances.
Stats
Strength
- Athletics (Pushing, pulling, gripping, trying to escape grabs)
- Melee (Attacking someone physically at close range)
- Ranged (heavy) (Used to wield and shoot Heavy ranged weapons)
Toughness
- Resilience (Determines physical health, can be used to try to resist attacks and other sources of physical damage)
- Determination (Determines mental health, can be used to power through debilitating effects or when the GM needs to test willpower)
- Antipsychic (Used to resist psychic illusions, attacks, and in some cases mind control)
Speed
- Acrobatics (Determines maneuverability and flexibility)
- Stealth (Used to try to go unnoticed, contested by Perception)
- Ranged (Used to shoot Light and Normal ranged weapons)
Charm
- Persuasion (Convincing people of you point of view, seduction, debate)
- Bluff (Telling lies or being deceptive)
- Intimidation (Frightening opponents)
Intelligence
- Perception (The ability to observe the world around you)
- Insight (Gaining insight into another creature's motives, truthfulness, or emotional state)
- Logic (Puzzle-solving and investigative ability)
Education
- Science (Study of chemistry, mathematics, physics, biology, computer science, and other science fields)
- Engineering (Study, invention, and repair of mechanical devices)
- History (Knowledge of history and culture)
- Survival (Knowledge of nature, tracking, and the wilderness)
- Medicine (Medical knowledge and healing ability)
Characters have 15 points to spend upon character creation. It costs one point to buy a rank in a stat, or to gain expertise in a skill.
Characters can have up to 3 ranks in a stat. They can also be experts in as many skills as they want.
A character's total rank in a skill is determined by taking the ranks they have in that skill's parent stat, and adding three if they have expertise in that skill.
Specialty Skills
Some things are just not doable without training, years of experience, or a particular interest/knack for it. A skilled poet is not necessarily a skilled historian, even when both use Academics. You can't fix a nuclear reactor without a lot of training. You can't swordfight effectively just by being strong. This is where specialty skills come in: they represent the aspects of your character's background that make them unique.
There are two main types of specialty skills (there's really a lot more because people are unbelievably creative, but we'll focus on these two for now). The first is a specialty that provides a bonus to a certain action in certain conditions. This could, for example, be a bonus to shooting with a heavy weapon against a certain kind of target, or a bonus to knowledge rolls about reptiles (note that this could apply to either Science or Medicine rolls about reptiles, but because it's so situational you don't have to limit it to just one skill). The second, slightly rarer specialty skill is rolled on its own rather than boosting other rolls. This is usually done to accommodate for a certain skill that you think fits your character both thematically and mechanically, but for one reason or another was not covered in the main stats and skills. These talents are usually niche abilities, but can be incredibly useful utilities in the right hands. It's also worth noting that certain actions (such as repairing a nuclear reactor) can only be attempted by characters with ranks in the appropriate specialty skill, but that said specialty could be either of the two types above. It's advised that you work with the GM running your game and even other players to come up with specialty skills that will be useful and fun for your character without overshadowing other characters or derailing the plot.
You get 8 points to spend in specialty skills of your choosing. The upper limit for spec ranks is 4 per spec. Be sure to describe the sorts of skills that each specialty encompasses, and your character's history should show how your character learned to do that.
On the whole, characters should probably not have base rolls of above 10 (the result of a rank 4 boosting specialty applying to a maximum ranked skill, and even then this should be rare) or below 0 barring truly exceptional circumstances.
Feel free to have some fun with your specialty skills, but don't go overboard.
Character Advancement
Character advancement takes place in four different ways: Improvements, Loot, Contacts, and Training.
- Improvement is the rarest, but also most reliable form of advancement. At the end of a story arc at your table, each character whose player has contributed to the story and been active in character interactions gets a single extra point to spend on stats and skills. While this rate of growth may seem slow compared to other game systems, it exists to ensure veteran characters will not continually overshadow the new meat.
- Loot is awarded by the GM on a case-by-case basis. Loot might provide a slight mechanical bonus in certain situations like an equipable specialty skill, have no mechanical effect but still be useful in other ways, or simply provide a bit of neat flavor for your character. It can also be awarded as a result of your party capturing a powerful object in-game.
- Contacts represent the alliances that your character forms as they travel and act through the world of the RP. Contacts almost never join the party proper, but can be called upon as a source of information, favors, or pulling strings behind the scenes to make a story obstacle easier to overcome. You can also lose a contact by mistreating them or relying on them too much.
- Training represents a more limited, but also more flavorful version of specialty skills that characters can pick up over the course of the game. There are two kinds of training. The first provides a limited number of situational bonuses. For example, training in marksmanship might give you three uses of a +2 bonus to ranged that you hold onto until you use them. The second kind is a permanent trick picked up by your character. For example, your adventurer might learn how to fly a plane, your party face how to captivate audiences with a song, your magic swordsman might learn a long-forgotten fighting style that gives him an edge in certain situations. Rather than a mechanical boost, these skills are a storytelling device above all else. In order to train a skill, a character must find an NPC with that skill (or more rarely, a book), and spend a GM-determined amount of time practicing it.
Optional Rules
Gifted Characters
Gifts, magic, anomalies, superpowers. Whatever you call then, superhuman powers can add a certain dramatic flair to almost any setting. This is an optional rule that you elect to include in your campaign. Mechanically, all gifts must be listed as Specialty skills.
Since power has a price, any gifted character whose gift has more than two ranks gains a gifted flaw - some consequence of their nature that is a detriment to the character. It must limit them in some way when they're NOT trying to utilize their gifts - not being able to use one's abilities in the dark is not an adequate flaw.
Water-weaver 3. Alice is a talented aquamancer; she has the ability to control and manifest water. As a consequence of this, Hanna requires a very high intake of water, up to three times as much as a normal human. This requirement is higher in high-usage situations. She's also more vulnerable than others to taking damage from thirst in hot, arid climates as a result.
Character Death Variants
Alternative to the core zero health mechanics, you can have a character that's at 0 HP hang in the balance between life and death. Upon reaching 0 HP, the character falls unconscious and gains a 'death clock,' which starts with a value of 0. Whenever a character starts their turn at 0 HP, roll 1d20-11 and add the result to the death clock. When a character takes damage (mental if at 0 MHP, physical if at 0 PHP) while unconscious, subtract the result from their death clock (and unconscious characters are treated as automatically failing all defense rolls). If the death clock ever falls below -10, the character dies. If the character's death clock is at or above 10 when they start their turn, they are still unconscious and at 0 HP, but do not have to roll for their death clock. If the character rolls a natural twenty when rolling for their death clock, they regain consciousness with 1 HP. When a character rises above 0 HP, their death clock disappears.
On the start of your fourth turn after gaining a death clock, check the death clock value. If it is at or above zero, they stabilize at 0 HP. If they are negative, they die.
Another variant that you can use when it comes to character death is the introduction of a resurrection mechanic. Often, this involves the intercession of a powerful Gifted character, but can also take the form of other powerful plot devices, loot, or even a particularly powerful contact. You may even choose to reflect a character returning to life in a manner outside of normal mechanics, to represent the miraculous scale of it. In any case, try to keep resurrections few and far between. A character coming back from the dead should not be a run-of-the-mill event.
Uncertain Initiative
In some cases, your group may want to mix up the order of initiative, rather than just letting the characters with the highest Speed and Intelligence always go first. This is easily done. Just have each player roll a single fudge die (and have the GM roll for each enemy character) and add the result to the values used to calculate that character's initiative.
Advanced Heavy Weaponry
As the GM, you can choose to model the destructive potential of heavy weaponry by either substituting or adding these rules to existing heavy weaponry rules.
- Rather than simply being unable to be used on the first turn, heavy ranged weapons now have a loading mechanic. In order to use the weapon, it takes one turn for a character to load the weapon, and another turn for a character to fire the weapon. These turns do not have to be consecutive, but an empty weapon cannot be fired and empties itself after firing.
- In some settings, ammunition may be in limited supply. It might be difficult to get a powder horn in a fantasy setting, or the power cells for that alien plasma rifle. In this case, characters can only use a heavy ranged weapon as long as they have ammunition, and expend one piece of ammunition with each use. This ammunition can only be replenished at the end of missions at their base of operations, can only be found in certain towns, or might even only be awarded as loot.
- In more modern settings, firearms are likely to make other weaponry weaker by comparison, and you might choose to exclude Heavy Melee weaponry from your game.
Quick-Build NPCs
Mooks: Use 5 instead of 10 for base HP. 10 stat points to spend, cap for skills is 2 points, training a skill gives a +2. 4 specialty skill points. PCs should be able to dominate fights with these, but several waves of them, very large numbers, or using them as minions for a stronger enemy can wear PCs down.
PC-Level: Enemies are built the same as PCs, but with 6 to 8 specialty skill points. Useful for anything from more elite enemies to more diplomatic and fleshed-out characters that you want concrete statistics for.
Boss: Use 15 instead of 10 for base HP. 20 stat points to spend, cap for stats is 4 points, training a skill still only provides +3. 8 to 10 specialty skill points to spend. Should be able to put up a good fight for multiple PCs at once, possibly with a few minions to break up fire.
As stated in the rules, a critical failure should automatically fail. To balance this out, try to treat critical wins as succeeding above and beyond what is expected. For example, a critical win on an attack might put the enemy out of commission for a turn even if it doesn't deal extra damage, or a critical win on Persuasion while in negotiations might get the character what they asked for as well as a small favor thrown in. If there's no natural way to represent a critwin you can just say the character succeeded with style, but try to get creative and find ways critical wins influence the situation in their favor.
Quick List of opposing rolls
- Resilience/Acrobatics and Melee/Ranged/Ranged(Heavy), later wins ties
- Antipsychic and mental attacks, attacker wins ties
- Perception and Sneak, instigator wins ties
- Bluff and Insight, instigator wins ties
- Persuasion/Intimidation and Determination. Determination wins ties unless the defender chooses to relent
When to roll: Try to keep rolls to a minimum to encourage RP. Rolls should be used sparingly outside of combat, mostly restricted to situations where there is a clear conflict. Even then, things like Charm rolls should be saved until after both parties have had a chance to RP the social interaction.
Player: Your name, not the character's
Position: The key idea for your character in less than four words
Demeanor: What impression your character gives at first glance
Nature: What your character is actually like as people get to know them. What are their goals, ideals, and flaws.
Description: What your character looks like.
Stats:
Characters have 15 points to spend. It costs one point to buy a rank in a stat, or to be trained in a skill.
Health
- Physical Health: 10+resilience
- Mental Health: 10+determination
- Strength:
- Athletics
- Melee
- Ranged (heavy)
- Toughness:
- Resilience
- Determination
- Antipsychic
- Speed:
- Acrobatics
- Stealth
- Ranged
- Charm:
- Persuasion
- Bluff
- Intimidation
- Education:
- Science
- Engineering
- History
- Survival
- Medicine
Specialties
You have eight points to distribute among as many or as few specialty skills as you see fit (but at least three is almost always warranted). Remember to explain what each specialty entails.
- Specialty One: Rank. Description.
- Specialty Two: Rank. Description.
- Specialty Three: Rank. Description.
Gear:
What your character brings with them on a normal day when out adventuring.
Possessions:
Things your character has at home or their base of operations.
Personal History:
The big points of what your character's life has been like from birth to the time the game starts.
Miscellaneous:
Any other information you think would be interesting. Any sections you wish to add to your character sheet (inter-character relationships, pictures, achievements, etc.) go here.
Loot
Contacts
Training
Player: Cocoa
Position: General combatant / Former Huntsman
Demeanor: Cool and professional. He can be quite friendly at times, and believes that you should be able to trust and rely on the people around you, but you'd have to really be something to have anything more than a working relationship with him.
Nature: As above, though he also has three rules that he runs his operations by. 1] If you go in as a unit, you come out as a unit, or whatever's left of one. 2] Minimize collateral damage. 3] Don't cross the client, and don't let the client cross you. It's bad for business.
Description: What your character looks like, etc.
Stats:
Characters have 15 points to spend. It costs one point to buy a rank in a stat, or to be trained in a field.
Health
- Physical Health: 10+5
- Mental Health: 10+2
- Strength: 3
- Athletics
- Melee
- Ranged (heavy)
- Toughness: 2
- Resilience
- Determination
- Antipsychic
- Speed: 2
- Acrobatics
- Stealth
- Ranged
- Charm: 0
- Persuasion
- Bluff
- Intimidation
- Education: 0
- Science
- Engineering
- History
- Survival
- Medicine
Specialties
You have eight points to distribute among as many or as few specialty skills as you see fit (but at least three is almost always warranted). Remember to explain what each specialty entails.
- Biomodder [Anomalous]: 2. To be better equipped as an MC&D Huntsman, Sean was provided with certain 'augmentations' by his employers. The foremost of these is a cutting edge bionic eye (with infrared, ultraviolet, sonar, and telescopic capabilities, and an optional HUD), but he also has smaller modifications such as small sensitive hairs on his arms and legs and aural implants to increase his vibrational sensitivity. Mechanically, this provides a +2 to rolls against sneak, but also provides the flavor bonuses of enhanced eavesdropping, a limited ability to circumvent camouflage and illusions, and the ability to sense people through (thin, non-insulated) walls.
- It Doesn't Much Matter Whether It Bleeds or Not: 2. Wetworks for MC&D usually comes with a nice information packet up front, but sometimes you need to teach yourself on the go. +2 to medical and +1 to all other education rolls when trying to determine an anomaly's weaknesses and the best way to counter or liquidate it, rolled against a GM-set DC. If he succeeds, he gains the information the GM feels pertinent and deals an additional 1 damage to the target whenever he would otherwise do damage to it.
- We'll Kill It Anyway: 2. If you're gonna be a huntsman, you have to know how to let loose brutal, efficient, quick takedowns if you want anything close to a return client. Sean gets a +2 attack to an enemy that doesn't count as his actual turn, provided he makes the attack as soon as he becomes aware of the enemy and before trying to do anything else, and is not using a heavy weapon.
- Let Them Eat Cake: 2. While he might not much like cocky rich kids, he does know how to move in their circles. +2 to knowledge and information-gathering about the upper crust of the anomalous underworld.
Gear:
- Custom firearm, based on the design of elephant guns. High-power rifle with short-barrel shotguns built in beneath it. Sights, no scope. (Heavy)
- Hunting/cooking/combat knife set, also custom-made (Light)
- Emergency survival gear.
- Multiple camouflage outfits for different terrains.
- Light, bullet-proof vest.
- Chain mail, for when things really get weird.
- Golden cross necklace.
Possessions:
Personal History:
Sean was born in Northern Ireland in 1950. He got average marks in school, and wound up being shuffled into the family business, a small but profitable antique shop. After about three years, Sean was let in on the fact that the family business was not, in fact, a small but profitable antique shop. Rather it was a front for the shadowy Marshal, Carter, and Dark Ltd. Following his induction into the actual family business, Sean was hired first as a low-level enforcer and then as an actual security officer.
It was around this time that Sean struck up a romance with his coworker, Alice. The two eventually got married and had a daughter, who they named Amelia. Unfortunately, it was not to last. As Sean got drawn deeper and deeper into the organization, and eventually into the huntsman program, Alice was unable to keep up with the increasingly dangerous situations that Sean was placed in. While they did eventually make things up after the divorce, they never rekindled their relationship.
Sean's faith in his employer was eventually shaken when, in the late 70s, his father was caught up in the violence of The Troubles. Despite the family's faithful service for years, Sean's requests for formal aid in tracking down the culprits and taking revenge fell on deaf ears. This eventually culminated in Sean informally retiring from MC&D, defecting to the Foundation. There he served as a combat consultant for several years, before being assigned to the Luna-01 base.
Miscellaneous:
Any other information you think would be interesting. Any sections you wish to add to your character sheet (inter-character relationships, pictures, achievements, etc.) go here.
XP: 0
How much XP your character currently has. Also list any XP you have received or spent, and where it came from or where it went.
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Player: Cocoa
Position: Personal defense and gear specialist
Demeanor: The Grumpy Dad™. Will get angry at you if you get hurt. Takes pride in both his pupils and his workmanship.
Nature: Puts forth a stubborn and irritable exterior, which isn't entirely an act. Still, he cares a good deal about people under his command and protection, and will do whatever he ca to see them through a mission. Takes losses pretty hard. If you want to bribe him, sneak the best stuff you can out of the mess hall. And favors. He likes favors.
Description: Short, squat, has a bit of a spare tire. Pale skin. Hair and eyes are both black with just a hint of grey. Keeps his hair and beard fairly short and well-trimmed. Looks to be in his early forties. The helixes of his ears are ever so slightly pointed.
Stats:
Characters have 15 points to spend. It costs one point to buy a rank in a stat, or to be trained in a field.
Health
- Physical Health: 15
- Mental Health: 15
- Strength: 1
- Athletics
- Melee
- Ranged (heavy)
- Toughness: 2
- Resilience
- Determination
- Antipsychic
- Speed: 0
- Acrobatics
- Stealth
- Ranged
- Charm: 0
- Persuasion
- Bluff
- Intimidation
- Education: 3
- Science
- Engineering
- History
- Survival
- Medicine
Specialties
You have eight points to distribute among as many or as few specialty skills as you see fit (but at least three is almost always warranted). Remember to explain what each specialty entails.
- Armor Up: 4. When acting as an escort on field operations, Birgir will make damn sure that you've got the gear you need on you. At the start of the mission, Birgir has 4 physical health points worth of body armor that he can distribute to team members as he sees fit. In addition, any teammate that starts with either 3 or 4 points of this armor has a damage reduction of one against all weapon attacks until the armor has been burned through.
- Materials Engineer: 2. Birgir is one of the spearheads in the Foundation's development of new materials for tactical and containment purposes. +2 to analyzing or synthesizing unusual or anomalous materials.
- Hand to Hand Trainer: 2. The day you can make it through one of Birgir's combat training sessions without getting slammed on the floor is the day you can handle just about any mook the universe throws your way. When Birgir directly engages an enemy, he can gain an additional +2 to his attack roll or lower the enemy's knockout threshold by two for that attack. This only applies when Birgir is using a light melee weapon.
Gear:
- Body armor
- Carbon steel combat knife (light)
- Pistol, equipped with rubber bullets (Light)
- Rifle (Normal)
- Emergency medical supplies
- Radio
- Flashlight
- Some basic engineering tools
Possessions:
- Some scrap-metal "artwork" that he wielded together himself.
- An actual suit of armor. Hopefully decorative.
- Logbook of his various missions.
- A jeweler's glass.
- A microscope.
- A chemical sampling kit.
- A book from ICSUT concerning the study off armor and weaponry in applied thaumaturgy, which unfortunately never had many copies printed.
- More engineering tools.
Personal History:
Birgir was born in Iceland in 1925. He was practically raised in his father's machine shop, learning the trade as he went. In the British invasion of Iceland and subsequent occupation by the British, Canadians, and Americans, a young Birgir found work in the various engineering and construction projects the occupying militaries brought to the economy.
After the war, wondering what to do with his life, Birgir was approached with a scholarship by the International Center for the Study of Unified Thaumaturgy. Much to his surprise, the newly-birthed GOC had identified him as a svartálf. Thankfully, this revelation did not come with a bullet, seeing as the svartálfar had already been declared Non-Threat-Entities. Birgir did decide to try for a few courses at ICSUT, but ultimately decided it wasn't for him and pursued an education at a career school instead.
Several decades later, after Birgir had established a comfortable living for himself, a certain exchange of information behind closed doors happened between the Foundation and GOC. While his lack of an actual anomaly would normally mean he was of little interest to the Foundation, his mechanical qualifications were rather impressive, and so they approached him with an offer. It is at this point in the story that we should note the Foundation pays rather handsomely for good talent.
Despite being originally brought on as an engineer, Birgir excelled at the basic combat training he was offered and continued to pursue it in his spare time. Eventually, he became adept enough at it to get his Foundation qualifications as a personal defense instructor.
Miscellaneous:
- Speaks English and Icelandic
- Knows blacksmithing, but greatly prefers a more modernized approach.
XP: 0
How much XP your character currently has. Also list any XP you have received or spent, and where it came from or where it went.
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Player: Cocoa
Position: Field Security
Demeanor: Work hard, Play hard. (But don't play too hard)
Nature: Leroy is devoted to the sanctity of humanity and the timeline, followed closely his loyalty to the Foundation. Beneath the amnestics and professional exterior is a man who doesn't dare begin questioning these values, because what if the sacrifices he's made up to this point were all for nothing?
Description: Asian-American male, late thirties. Fond of nice suits. https://i.pinimg.com/736x/67/8d/92/678d922f0dfa2569082740695631f9c5--daniel-henney-daniel-oconnell.jpg
Stats:
Characters have 15 points to spend. It costs one point to buy a rank in a stat, or to be trained in a field.
Health
- Physical Health: 16
- Mental Health: 13
- Strength: 1
- Athletics
- Melee
- Ranged (heavy)
- Toughness: 3
- Resilience
- Determination
- Antipsychic
- Speed: 3
- Acrobatics
- Stealth
- Ranged
- Charm: 0
- Persuasion
- Bluff
- Intimidation
- Education: 1
- Science
- Engineering
- History
- Survival
- Medicine
Specialties
- Postmodern Warfare: 3. Why shoot yourself in the foot when you can shoot someone else in the foot instead? Leroy's shots, if they aren't lethal, still have a tendency to inhibit their victim. Leroy has a pool of six specialty points for this specialty skill, and can spend up to three on a single shot. He chooses how many points spent on that shot are added to the attack roll, and any remaining points are added to the damage roll if the attack hits. The point pool for this skill refills whenever Leroy rolls a critical hit in Ranged or Ranged(Heavy).
- Delta Trooper: 3. Leroy's amnestic scrub was sufficient to prevent historical paradoxes by introducing information a few decades early, but it had to leave a few things intact. His autobiographical memory is still largely intact, he still knows about the Foundation, and he's still got a bit of his memories from working on MTF Delta-T. +2 to knowledge of, reacting to, and surviving temporal anomalies.
- Run Like Clockwork: 2. The only thing worse than a weak soldier is a weak group. Therefore, it stands to reason that a strong group is better than a strong soldier. Leroy can provide a boost to an ally's spec. He can either give a +1 boost twice per run or event, or a +2 boost once per run or event.
Gear:
- Desert Eagle-copycat pistol (Normal)
- Nice suit
- Wristwatch
- Personal radio
Possessions:
- Not much, really. Just the standard Luna-01 accommodations.
Personal History:
Leroy Honda was born in late 1991, in Seattle.
He remembers he grew up pretty normal, joined ROTC in high school eventually went into the National Guard. And then… and then there were the men in suits. The Foundation. They recruited him. He just did security for a while. No MTFs or anything. And then there was the clock. Or did the clock come later? If it wasn't the clock it must've been the temporal accelerator Promethean Industries had put together. Whichever it was, it was the thing that kicked him out of time.
And then, on time's front lawn, he met a guy. A guy named Xyank.
Yeah, that was the start of it. Delta T. A motley crew of Neveweres, temporal anomaly specialists, and everything in between. He ran with them for… well, who knows how long. And then, in '81, his escape route out of the past got scrambled, and he did what any good agent does. He took the pill. Not cyanide, of course, but amnestics. He dismantled his gear, scattered it as best he could, and began work tracking down that era's version of the Foundation.
Miscellaneous:
Any other information you think would be interesting. Any sections you wish to add to your character sheet (inter-character relationships, pictures, achievements, etc.) go here.
XP: 0
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Player: Cocoa
Position: Containment Specialist
Demeanor: Friendly, self-assured, and professional.
Nature: Friendly and professional, yes. She's even self-assured most of the time. However, she has a hard time imagining anything other than the Foundation as her calling in life, and struggles with doubt when she feels she's not living up to her responsibility.
Description: http://static.tvtropes.org/pmwiki/pub/images/rsz_king-c2_8846.png
Stats:
Health
- Physical Health: 12
- Mental Health: 15
- Strength: 0
- Athletics
- Melee
- Ranged (heavy)
- Toughness: 2
- Resilience
- Determination
- Antipsychic
- Speed: 0
- Acrobatics
- Stealth
- Ranged
- Charm: 2
- Persuasion
- Bluff
- Intimidation
- Education: 2
- Science
- Engineering
- History
- Survival
- Medicine
Specialties
- Professional Coordinator: 3. Claudette is a great containment designer, but sometime she doesn't have all the exact skills needed to pull it off. That's where having a great network of eggheads at your beck and call is a great perk. +1 to Science, Engineering, and/or History when working in tandem with a character trained in the respective field.
- Guilded Cage: 2. The Foundation isn't a hotel… but it doesn't hurt to try to convince prisoners otherwise. +2 to Persuasion when trying to pump a prisoner for information or negotiate with them to make containment more palatable.
- Commander Strike: 2. Claudette might not be a shining example of a front-line combatant, but she makes up for it in strategy and keeping her opponents off balance. Claudette can spend her turn rolling Athletics or Acrobatics with a +2 against a chosen enemy using the same skill. If she rolls higher, that enemy takes a debuff equal to the difference in rolls to her choice of their next attack or defense roll.
- Maximum Security: 1. Claudette has been training for her job very nearly her entire life. In all that time, you read through a lot of records, theories, and pointers. +1 to Logic when trying to investigate or discover an anomaly's flaw after having observed that anomaly in action. If no such flaw exists, then the Logic roll is instead used to try to ascertain how best to counteract the anomalous abilities.
Gear:
- Standard-issue security sidearm (Light)
- Field containment kit.
Possessions:
- A small book collection.
- A nice, big, ergonomic desk with nice lighting where she can work on blueprints.
- A cassette deck and some tapes with books-on-tape or relaxing music.
Personal History:
Claudette was born in 1955, making her one of the first second-generation members of the Foundation. Growing up, she knew a little about the nature of her parent's work, that they helped manage a large security firm that helped lock up dangerous people. It wouldn't be until her mid-teens that she would be clued into the true, anomalous nature of the world around her. Claudette knows her mother well, with the two having been close her entire life. He father is a bit harder to remember, as his empty coffin came home when she was six.
Once she was clued in to the nature of the Foundation, Claudette's mother was able to pull some strings to help her daughter meet her goal of following in her footsteps. Claudette's tutoring sessions began to also cover more esoteric topics. Eventually, Claudette was awarded an honorary university degree by the Foundation for her studies, but that paled in comparison to the containment qualification certificate awarded with it.
Miscellaneous:
Claudette speaks both French and English fluently.
XP: 0
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Player: Cocoa
Position: Combat Specialist/Assassin
Demeanor: Friendly, maybe just a little tiny smidge cocky. Will tease you over killsteals. Clamps down and gets serious if she actually starts thinking the team is in too deep.
Nature: What your character is really like.
Description: What your character looks like, etc.
Stats:
Characters have 15 points to spend. It costs one point to buy a rank in a stat, or to be trained in a field.
Health
- Physical Health: 16
- Mental Health: 13
- Strength: 3
- Athletics
- Melee
- Ranged (heavy)
- Toughness: 3
- Resilience
- Determination
- Antipsychic
- Speed: 2
- Acrobatics
- Stealth
- Ranged
- Charm: 1
- Persuasion
- Bluff
- Intimidation
- Education: 0
- Science
- Engineering
- History
- Survival
- Medicine
Specialties
- Boop! You're Dead: 4. It's no good hitting someone if they can hit you back. When Tovia performs a sneak attack with a Normal or Heavy weapon, treat her base attack rank as two higher than it actually is for the purposes of damage calculation.
- Krav Maga with G-d: 2. Tovia would really rather just pick enemies off from her sniper nest, but every now and then one just sneaks up on you. It's good if you can surprise them back. When Tovia blocks or dodges an attack in hand-to-hand combat, she gets a +2 to her next melee attack if it is against the enemy she just blocked/dodged. In addition, her unarmed combat can operate as a Normal weapon in place of a Light weapon.
- The Devout: 1. Tovia's faith and people are strong pillars in her life. +1 to knowledge of Jewish religion and history.
- Between Heartbeats: 1. While sniping, Tovia can take extra time to ensure her shot hits. Rather than taking a normal roll, Tovia can spend her turn charging a shot. If she takes the shot on her next turn, she has a +1 bonus to the attack roll. This bonus disappears if she spends a turn doing anything other than charging or firing.
Gear:
- Sharpshooter rifle (Heavy)
- Combat pistol (Normal)
- Tactical camouflage
- Radio
Possessions:
- Torah
- A small collection of literature.
- Exercise weights.
Personal History:
Tovia was born in Israel in 1950. She had a decent childhood, but was never much more than a mediocre student. She decided to remain in the IDF after the mandatory two years, establishing herself as a talented sharpshooter. Eventually, her skills were noteworthy enough to warrant her recruitment as a Mossad operator.
Everything went (mostly) swimmingly until the attempted assassination of the war criminal Humbert Geier. Tovia put a bullet in his head. He stood back up with a tumorous mass already sealing the wound. The resulting fight warranted Foundation intervention, and after the incident was resolved Tovia's entire squad was doused with amnestics.
After a couple weeks, Tovia was called to a behind-closed-doors meeting by her superiors. There, she was met by Foundation agents who had photos of the fight and explained what had happened. She was offered a transfer to the Foundation alongside two other operatives, which she accepted.
Miscellaneous:
Speaks English and Hebrew.
XP: 0
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Basic Info:
Player: Cocoa
Position: Terraforming Theorist
Demeanor: Sociable. Perhaps a bit disposed to entertain impossible or radical ideas. Enjoys discussion that he sees as a chance for intellectual growth or exercise. Imagine Dr. Phlox from Star Trek Enterprise as a terraforming theorist rather than a medical doctor.
Nature: Tends towards optimism. Lives for new ideas, experiences, and possibilities.
Description: Late forties. Clean shaven and with neatly-trimmed hair. Often dresses in a vest and dress shirt.
Stats:
Characters have 15 points to spend. It costs one point to buy a rank in a stat, or to be trained in a field.
Health
- Physical Health: 10+12
- Mental Health: 10+5
- Strength: 1
- Athletics
- Melee
- Ranged (heavy)
- Toughness: 2
- Resilience
- Determination
- Antipsychic
- Speed: 2
- Acrobatics
- Stealth
- Ranged
- Charm: 1
- Persuasion
- Bluff
- Intimidation
- Education: 3
- Science
- Engineering
- History
- Survival
- Medicine
Specialties
- Terra Technician: 4. As one of the foremost theorists in the field of of terraforming, Adrian has to have a good grasp on climatology, marine ecology, and land ecology. He gains a +1 bonus to these fields, and a +4 bonus to them as they relate to and play roles in terraforming or life-support systems.
- I dream of the stars: 2. Since he was a boy, Adrian has fantasized about what exists beyond this small blue marble. He poured himself into studies about the planets and stars. Bonus to knowledge regarding astronomy.
- Klaatu Barada Nikto: 2. As part of his mission to help spearhead research regarding extraterrestrial expansion in the future, the Foundation has provided Adrian with linguistics, code deciphering, and basic parapsychology training in hopes of easing potential contacts with extraterrestrials. Bonus to decoding alien languages/communications and to diplomatic communications with entities with clearly nonhuman psychology.
Gear:
- The standard gear: radio, flashlight, rope, canteen and the like.
- Clothes.
- Chemical sampling kit.
- Environmental sampling kit.
Possessions:
- Spelunking gear.
- Scuba gear.
- Gas mask.
- Codebooks.
- Scientific texts.
- A globe.
- Some warm lamps.
- A wall rug.
- An old-timey deep sea diving suit (non-functional).
Personal History:
Adrian was born in 1908 in San Francisco, California. Growing up, he was engrossed in works of fiction and theory, primarily the works of H.G. Wells and Jules Verne (much to the chagrin of his teachers, who would have much preferred he explored more traditional literature). However, this interest was only a byproduct of his larger scientific interests. He went to college for a minor in astronomy and a major in environmental studies. This provided him with a job with the government as a surveyor that saw him through the Depression, especially as the New Deal programs began picking up.
Partway into the cold war, Adrian enlisted to work on a US submarine. He stayed enlisted through the end of his contract, but saw no particular reason to renew it afterwards.
Afterwards, Adrian was contacted by one of the many fragmented remnants of Prometheus Labs. They were conducting research into early theories and designs regarding space travel and spacecraft. His ecological knowledge, along with his familiarity with the requirements of a cramped, airtight vessel and her crew, made him an ideal fit for helping to design and implement environmental control and life-support systems. While there, he was able to complete the research and studies necessary to complete his doctorate. In addition, he was exposed to new ideas, such as the possibility of expanding past contained environmental controls and artificially reprogramming an environment.
Unfortunately, this dream job was eventually soured by internal politics. Over time, the cancelled and dueling projects, the rushjobs, the discarded research, and some of the less tasteful clients began piling up. Eventually, a small clique of scientists including Adrian defected and were picked up by AEGIS in 1977. After working there for several years, Adrian was officially inducted into the Foundation proper.
Languages
- English
- French
- German
- Japanese
- Russian
- Arabic
- Italian
Miscellaneous:
Adrian's Lab Description: Filled with lots of potted plants, so that it almost looks like a rain forest. Adrian has several terrariums set up around the room housing insects and small animals. On the walls, he has three large blackboards. There's also a small connected office for his research assistant, Mickey Rhodes.
XP: 0
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