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FF 1.1 Breach Character Guide Sample
FF 1.1 Breach Character Guide Sample
FF 1.1 Breach Character Guide Sample
Skills
• Crafts = (STR + AGI) - Building and shaping traps, tools, etc.
• Deception = (AGI + CHA) - Used to lie to other characters
• Espionage = (AGI + INT) - Stealth, used to carry out sneaky actions
• Firearms = (STR + END) - Used for attacks using projectiles
• Intimidation = (STR + CHA) - Persuasion or deterrence through power
• Investigation = (INT + EDU) - Looking deeper into something, learning more
• Machinery = (STR + END) - Operating heavy machinery, such as vehicles
• Management = (INT + CHA) - Persuasion through knowledge, authority
• Medical = (END + EDU) - A character healing themselves or an ally
• Melee = (STR + AGI) - Used for melee attack rolls
• Nature = (INT + EDU) - Identifying and understanding life and other
• Occult = (EDU + CHA) - Using anomalous objects correctly, performing rituals
• Perception = (POW) - Ability to recognize things in a character’s surroundings
• Sciences = (INT + EDU) - Understanding and using chemistry, astronomy, etc.
• Special Ops = (STR + INT) - Anything that doesn’t fit in the other skill categories
• Technology = (INT + EDU) - Understanding and using computers, interfaces, etc.
Character Proficiencies
• Players get to choose two Skills, out of four possible options, to make their characters
proficient in. The options for their character are based on the character’s class
• Players get to add 10 to Skills their characters are proficient in before the start of the Mission
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Initiative
• Initiative determines in what order characters and NPCs have their turns during combat
• A d100 roll will be used for Initiative
○ Characters will get a bonus depending on the value of their AGI
• Whoever rolls the lowest will get first, whoever rolls the next lowest will go second, etc.
○ 0-30: -0
○ 35-50: -5
○ 55-70: -10
○ 75-90: -15
Inventory
• Characters have a total of four Weapon Slots. Each weapon that a character has equipped takes
up one or more Weapon Slots. If a character ends up with a number of weapons that exceeds
their Weapon Slot maximum, they will be forced to drop one of the weapons to get the number
back down to four. Characters may also have to drop weapons in order to pick up new ones
• Characters also have a total of four Strike Slots, which are separate from their Weapon Slots.
Strike Slots apply to Unarmed Strikes. Characters choose a number of strikes from the total list
of Unarmed Strikes. Once chosen, these can only be changed when characters level up
• Characters can carry up to six Tools at a time, which includes anomalous ones
Leveling Up
[Redacted]
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❖ Researcher
● Starting HP: 24
● Starting AC: 12
● Speed: 30 ft
● HP Bonus When Leveling Up: +2
● Ability Effects: +10 to EDU, +10 to INT, +10 to CHA, -10 to STR
● Proficiency Options: [Redacted]
● Unique Class Traits
▪ Experienced - Use once per Rest to gain Adv on POW Check
▪ Foundational - Use once per Rest to gain Adv on OCC Check
▪ Geek - Use once per Rest to gain Adv on SCI or TEC Check
▪ Uptight - Use once per Rest to gain Adv on MAN Check
● Starting Loadout
[Redacted]
❖ Security Officer
● Starting HP: 28
● Starting AC: 15 (with starting armor)
● Speed: 20 ft (with starting armor)
● HP Bonus When Leveling Up: +3
● Ability Effects: +10 to STR, +10 to END, +10 to AGI, - 10 to INT
● Proficiency Options: [Redacted]
● Unique Class Traits:
▪ Active - Get two actions per turn of combat
▪ Sergeant - Use once per Rest to gain Adv on IND Check
▪ Thick-Skinned - Use once per Rest to gain Resistance against an attack
▪ Warden - Use once per Rest to gain Adv on INV Check
● Starting Loadout
[Redacted]
❖ Field Agent
● Starting HP: 26
● Starting AC: 13 (with starting armor)
● Speed: 25 ft
● HP Bonus When Leveling Up: +3
● Ability Effects: +10 to POW, +10 to INT, +10 to CHA, -10 to END
● Character Proficiencies: [Redacted]
● Unique Class Traits
▪ Active - Get two actions per turn of combat
▪ Chameleon - Has Adv on CHA and MAN Checks while wearing disguises
▪ Rhetoric - Use once per Rest to gain Adv on CHA Check
▪ Sneaky - Use once per Rest to gain Adv on ESP Check
● Starting Loadout
[Redacted]
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❖ D-Class
● Starting HP: 26
● Starting AC: 12
● Speed: 35 ft
● HP Bonus When Leveling Up: +2
● Ability Effects: +10 to END, +10 to POW, +10 to AGI, -10 to CHA
● Proficiency Options: [Redacted]
● Unique Class Traits
▪ Chameleon - Gets Adv on CHA and MAN Checks while wearing disguises
▪ Escapist - Use once per Rest to Dash without using a combat action
▪ Survivor - Use once per Rest to have Adv on MED Check
▪ Vindictive - Use once per Rest to have Adv on DEC Check
● Starting Loadout
[Redacted]
Writing a Background
Important Note: The Foundation works with governments and other organizations from every
nation on Earth, and, as such, Foundation employees come from all over the world
Purpose: Researchers are basically the lifeblood of the Foundation. In order to accomplish its
goals, the Foundation has to have people study and analyze all the strange anomalies they run into.
Without this, it would be immensely difficult for the Foundation to contain anomalies. Researchers
engage in experimentation with anomalies, including physical tests of the anomaly’s abilities and
interviews with anomalies that can communicate. Researchers are often experts on some type of
anomalous study, such as memetics, necromancy, or thaumatology.
Recruitment: Researchers are usually recruited from government agencies, anomalous colleges or
organizations such as Deer College or Wilson’s Wildlife Solutions, or large corporations that work on
scientific government projects, such as Lockheed Martin, Boeing, and the McKesson Corporation.
Motivation: Some researchers see the Foundation as a higher calling to defend humanity, some
enjoy studying the paranormal, some like the high degree of freedom the Foundation grants them,
and some see it as a necessary obligation to protect the world.
Purpose: Security officers act as the Foundation’s shield. They are tasked with defending site
personnel and assets, acting as prison guards for D-Class personnel, and generally keeping order
within Foundation facilities. Security officers are experts in hand-to-hand combat and have
extensive training on how to use the various weapons the Foundation utilizes in containing certain
highly dangerous anomalies.
Recruitment: Security officers are typically recruited from government agencies and departments,
such as the FBI, the CIA, and the Department of Defense, as well as other agencies specializing in
anomalies, such as the Global Occult Coalition (GOC). Many security officers are former military
officers and personnel. Due to the sensitivity of Foundation information, average police officers are
not typically recruited to work for the Foundation, but they can be in select cases.
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Motivation: Security officers may join the Foundation for a number of reasons. Like researchers,
some see themselves as heroes defending humanity while some see it as a necessary obligation.
Some enjoy the thrills that come with breaches and re-containment operations. Some appreciate
the challenge that comes with securing anomalies and D-Class alike.
Purpose: Field agents are responsible for general surveillance and the discovery and recovery of
anomalies. They often go undercover, and through the use of extensive Foundation connections and
resources, embed themselves in corporations, government agencies, non-profits, small businesses,
state and local governments, etc. Field agents are often the first to report anomalous activity
when a new anomaly comes to light. These agents are essentially disciplined and versatile spies
trained in combat, de-escalation tactics, and conducting investigations.
Recruitment: Field agents are often recruited from government intelligence agencies like the FBI,
the CIA, and M15. They also come from security-oriented groups specializing in anomalies, such as
the Unusual Incidents Unit (UIU), the Global Occult Coalition (GOC), and the Office for the
Reclamation of Islamic Artifacts (ORIA). Some are former police detectives, though this is less
common.
Motivation: Field agents often join the Foundation out of either a sense of duty and obligation, in
defense of humanity, because they enjoy the paranormal, or because they enjoy the unique
challenges and unpredictably that comes along with the job.
Purpose: D-Class are at the forefront of Foundation research. They are often used as test subjects
in the experimentation of various anomalies, and are often responsible for the care and
maintenance of anomalies that require upkeep. Because of this, D-Class have higher mortality rates
than other types of Foundation employees. They are vitally important to the operations and goals
of the Foundation. Without D-Class personnel, it would be much harder for the Foundation to study
and contain anomalies.
Recruitment: D-Class are often hardened criminals that, at a federal or state government’s
discretion, are recruited by the Foundation from various prisons across the world. Most of them
have committed very violent or high-profile crimes, though some have committed more petty
crimes. Additionally, different types of Foundation personnel can be demoted to D-Class for
particularly egregious and reckless actions or crimes.
Motivation: Typical D-Class are told that if they work with the Foundation for a month doing
dangerous jobs, they will either be sent back to their old prison with various new privileges or will
be set free. However, D-Class are either regularly amnesticized to keep them from figuring out
that they've been there for much longer than a month or terminated by anomalies while in the line
of duty, or terminated by security personnel at a point where it is considered necessary. D-Class
may do it in the hopes that they will be set free or get a special privilege, but they may have
others as well. They may do it simply for the excitement or because it’s something to do. D-Class
that were formerly another type of Foundation personnel, of course, work to re-earn their former
position.
Disclaimer: You don’t have to answer all these questions, they’re just some things to think about. The
goal is to help you get a feeling of who your character is and how they act.
Think about where your character was before they joined the Foundation
o Where did your character grow up? What is their family like? What’s their educational
level? What jobs did they have before? What events led them down this path?
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