FF 1.1 Breach Character Guide Sample

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 9

1

Full Character Guide - Containment Breach


Abilities
• Strength (STR) - physical power
• Agility (AGI) - physical dexterity and speed
• Endurance (END) - health and hardiness
• Intelligence (INT) - cunning and comprehension of logic
• Education (EDU) - knowledge accumulated through formal education
• Charisma (CHA) - ability to appeal to others and general likability
• Power (POW) - Psychological Resistance Index (PRI), acts as sanity meter
• Luck (LUC) - A resource players can use to pass recently failed checks

Allocation of Ability Points


• The following values are to be used for allocations to a character’s Abilities:
○ 40, 40, 40, 50, 50, 60, 70
• Luck is the only Attribute not determined by an allocation. For more information, please refer
to the Game Guide, under the “Luck Mechanic” section

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.

Allocation of Skill Points


• Skill points are determined by adding up the total value of a character’s score in the two
Abilities that are attached to the skill and dividing that number by two
• For example, for the Firearms skill, a character’s STR and AGI values should be added together
and then divided by two in order to determine the value of their Firearms skill
○ If a character’s STR value was 70 and their AGI was 80, the value of their Firearms Skill
would be 75
■ 70 + 80 = 150; 150/2 = 75

Ability & Skill Value Caps


• The lowest value that an Ability of Skill can be is 10
• The greatest value that an Ability or Skill can be is 90

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
2

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

STR and AGI Damage Bonuses


• For weapons, when “+ AGI” or “+STR” is listed, the modifier is based on the total value a
character has for that Ability
○ 0-30: +0
○ 35-50: +1
○ 55-70: +2
○ 75-90: +3

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]
3

Containment Breach Character Classes

❖ 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]
4

❖ 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]

Character Subclasses - Unlocked Once a Character has Reached Level 6


[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

Researchers - The Foundation’s Brains

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.

Security Officers - The Foundation’s Muscle

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.
5

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.

Field Agents - The Foundation’s Eyes and Ears

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.

D-Class - The Foundation’s Outstretched Hand

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?
6

 Consider why your character is with the Foundation


o Why did they join the Foundation? Why have they stayed with the Foundation all this
time? What have they done during their tenure? What is their take on the Foundation’s
mission? Do they enjoy being with the Foundation, or are they colder and more
calculated? What are their motives and beliefs?
 Think about the different aspects of your character’s personality
o How do they feel about others? How do they feel about themselves? How do they treat
others? What makes them most happy? What really bothers them? What from their past
affects how they think today? Who do they look up to, and why? What are some of their
biggest pet peeves?
 Your character has a life of their own, which comes with hobbies and interests
o What do they like to do in their free time? How has this influenced their time at the
Foundation? How does this affect their relationships with their colleagues? Remember
that your character and their co-workers have lives outside the Foundation
 Consider your character’s friends and rivals inside and outside the Foundation
o Do they have any close work partners? Who do they answer to? Did they have a mentor?
Do they have any rivals in their field? Maybe there’s somebody at the office who just
thinks they’re a dick
 Think about what ideals your character has
o What does your character value most? How do they expect people to act and react in
certain situations? What do they want to accomplish?
 Your character may start out with some Fears already
o What is your character afraid of? Do they have some random fear, or a fear that comes
from past events at the Foundation? Is there any dark thing from their past that affects
how they act today? Is there anything that’s hard for them to confront?
 Don’t worry too much about getting exact details wrong or contradicting things on the SCP
Wiki. Try to be reasonable and make a grounded character, but there’s no official canon in the
SCP Universe, so there’s room to be creative. Just please don’t make some OP God of
Destruction or do an SCP or other Wiki character some grave injustice
 Also, not every character has to have a tragic backstory or something crazy. It’s fine to write a
character like that, but it doesn’t have to be the default. Foundation agents are often pretty
normal people, for the most part. They just happen to work on anomalous entities and
phenomena that casually defy the laws of reality
 No character can be Allies or Enemies with an administrative officer at one of the highest
levels, i.e. Site Director, Security Director, etc. without discussion with the Overseer first,
largely due to the risk of potentially creating confusing contradictory information for the
campaign. But characters can be allies or rivals with any other employee class, which also
includes Counterintelligence Agents, Communications Agents, and Maintenance Workers
 A character’s Personality Traits and Flaws can contradict each other. Honestly that makes for a
more interesting character. I’m sure we all have people in our life that act pretty Rational in
most circumstances, but can be Childish and Bull-headed in others. It really just depends on
how you want to write and play your character
 There are a number of ways a Fear can be interpreted. For example, if a character has
Hemophobia, or the fear of blood, do they become Frightened when seeing any blood spilled,
or just their own? If they have Megalophobia, or the fear of large things, do they become
Frightened when encountering an entity twice their size, or only when something enormous is
coming their way, like a massive storm? Try to interpret the Fear to fit your character and talk
to your Overseer at some point to indicate how your character’s Fear really manifests
 A character can speak a maximum of 3 languages
7

Character Alignments, Traits, Ideals, Flaws, and Fears

Character Alignments (1 per character)


[Redacted]

Personality Traits (5 to 7 per character)


● Adaptable ● Farsighted ● Patient
● Abrasive ● Firm ● Perceptive
● Absent-Minded ● Flexible ● Pessimistic
● Adventurous ● Focused ● Polite
● Aggressive ● Forceful ● Practical
● Appreciative ● Forthright ● Principled
● Argumentative ● Friendly ● Protective
● Benevolent ● Generous ● Proud
● Calm ● Gentle ● Prudent
● Caring ● Hardworking ● Rational
● Cautious ● Hardy ● Realistic
● Calculating ● Helpful ● Respectful
● Charming ● Heroic ● Relentless
● Cheerful ● Honest ● Selfless
● Collective ● Humble ● Self-critical
● Confident ● Humorous ● Self-reliant
● Considerate ● Idealistic ● Self-sufficient
● Contentious ● Indecisive ● Sensitive
● Cooperative ● Independent ● Serious
● Courageous ● Individualistic ● Sociable
● Curious ● Kind ● Stubborn
● Decisive ● Magnanimous ● Suspicious
● Detached ● Mature ● Tolerant
● Disciplined ● Methodical ● Trusting
● Dishonest ● Meticulous ● Understanding
● Distinctive ● Objective ● Vivacious
● Dramatic ● Optimistic ● Warm
● Easygoing ● Organized ● Wise
● Energetic ● Passionate ● Witty

Ideals (3 to 5 per character)


● Aspiration ● Honesty ● Obligation
● Charity ● Honor ● Power
● Community ● Independence ● Punishment
● Fairness ● Justice ● Rationality
● Freedom ● Knowledge ● Responsibility
● Generosity ● Less Limits ● Respect
● Glory ● Loyalty ● Self-improvement
● Greater Good ● Might ● Sincerity
● Greed ● Nature

Flaws (2 to 3 per characters)


● Aloof ● Childish ● Dependent
● Antagonistic ● Cold ● Desperate
● Apathetic ● Conceited ● Destructive
● Arrogant ● Cowardly ● Dishonest
● Authoritarian ● Clumsy ● Distractible
● Bull-headed ● Crass ● Dogmatic
● Brutish ● Crazy ● Domineering
● Callous ● Cynical ● Egocentric
● Careless ● Deceitful ● Envious
● Charmless ● Delicate ● Erratic
8

● Faithless ● Judgmental ● Resentful


● Fanatical ● Morbid ● Rigid
● Fatalistic ● Narcissistic ● Sadistic
● Fearful ● Neurotic ● Selfish
● Foolish ● Nosey ● Shallow
● Gullible ● Obsessive ● Stupid Bravery
● Hedonistic ● Oblivious ● Thin-skinned
● Hesitant ● Overconfident ● Thoughtless
● Hypocritical ● Overly Cautious ● Underhanded
● Impatient ● Overly Loyal ● Unfair
● Impulsive ● Paranoid ● Vacuous
● Indecisive ● Partisan ● Vindictive
● Insecure ● Power-hungry ● Violent
● Insensitive ● Reactionary ● Weak-willed

Fears (2-4 per character)


● Acarophobia – Fear of itching ● Gelotophobia – Fear of being laughed at
● Achluophobia - Fear of darkness ● Gerascophobia – Fear of growing old
● Acrophobia - Fear of heights ● Hadephobia – Fear of hell
● Aerophobia - Fear of flying ● Hamartophobia – Fear of sinning
● Algophobia - Fear of pain ● Harpaxophobia – Fear of being robbed
● Agoraphobia - Fear of open spaces or crowds ● Helminthophobia – Fear of worm infestation
● Aichmophobia- Fear of needles; pointed objects ● Hierophobia – Fear of priests or sacred things
● Amaxophobia - Fear of riding in a car ● Hemophobia - Fear of blood
● Anginophobia - Fear of angina or choking ● Herpetophobia - Fear of reptiles
● Angrophobia – Fear of anger or becoming angry ● Hippophobia – Fear of horses
● Anthrophobia - Fear of flowers ● Hormephobia – Fear of shock
● Anthropophobia - Fear of people or society ● Homichlophobia – Fear of fog
● Apiphobia – Fear of bees ● Homilophobia – Fear of sermons
● Arachnophobia - Fear of spiders ● Hoplophobia – Fear of firearms
● Astraphobia - Fear of thunder and lightning ● Hypnophobia – Fear of being hypnotized
● Astrophobia – Fear of celestial space ● Iatrophobia – Fear of doctors
● Ataxophobia – Fear of muscle incoordination ● Ichthyophobia – Fear of fish
● Atelophobia - Fear of imperfection ● Insectophobia - Fear of insects
● Athazagoraphobia – Fear of being forgotten ● Iophobia – Fear of poison
● Atychiphobia - Fear of failure ● Katsaridaphobia – Fear of cockroaches
● Automatonophobia - Fear of human-like figures ● Kenophobia – Fear of voids or empty spaces
● Autophobia - Fear of being alone ● Kleptophobia – Fear of stealing
● Bacteriophobia - Fear of bacteria ● Koinoniphobia – Fear of rooms full of people
● Batrachophobia - Fear of amphibians ● Kosmikophobia – Fear of cosmic phenomenon
● Belonephobia - Fear of pins and needles ● Kynophobia – Fear of rabies
● Blennophobia – Fear of slime ● Lachanophobia – Fear of vegetables
● Botanophobia - Fear of plants ● Lilapsophobia – Fear of tornadoes and hurricanes
● Catagelophobia - Fear of being ridiculed ● Ligyrophobia – Fear of loud noises
● Catoptrophobia - Fear of mirrors ● Limnophobia – Fear of lakes
● Chemophobia – Fear of chemicals ● Lockiophobia - Fear of childbirth
● Chionophobia - Fear of snow ● Lyssophobia – Fear of becoming insane
● Chiroptophobia - Fear of bats ● Mastigophobia – Fear of punishment
● Chronomentrophobia - Fear of clocks ● Megalophobia - Fear of large things
● Claustrophobia - Fear of confined spaces ● Merinthophobia – Fear of being bound or tied up
● Cnidophobia – Fear of stings ● Meteorophobia – Fear of meteors
● Coimetrophobia – Fear of cemeteries ● Microphobia - Fear of small things
● Coulrophobia - Fear of clowns ● Mottophobia – Fear of moths
● Cynophobia - Fear of dogs ● Musophobia – Fear of mice
● Dementophobia - Fear of insanity ● Myrmecophobia – Fear of ants
● Dentophobia - Fear of dentists ● Mysophobia - Fear of dirt and germs
● Dermatophobia – Fear of skin lesions ● Necrophobia - Fear of death or dead things
● Dinophobia – Fear of dizziness ● Noctiphobia – Fear of the night
● Diplophobia – Fear of double vision ● Nosocomephobia - Fear of hospitals
● Dystychiphobia - Fear of accidents ● Nosophobia – Fear of becoming ill
● Elurophobia - Fear of cats ● Nudophobia – Fear of nudity
● Emetophobia – Fear of vomiting ● Ochlophobia – Fear of crowds or mobs
● Epistaxiophobia – Fear of nosebleeds ● Odontophobia - Fear of dental surgery
● Equinophobia - Fear of horses ● Omphalophobia – Fear of belly buttons
● Erotophobia – Fear of sexual love ● Oneirophobia – Fear of dreams
● Febriphobia – Fear of fever ● Ophidiophobia - Fear of snakes
9

● Ornithophobia - Fear of birds ● Selachophobia – Fear of sharks


● Ostraconophobia – Fear of shellfish ● Selaphobia – Fear of light flashes
● Ouranophobia – Fear of heaven ● Selenophobia - Fear of the moon
● Pagophobia – Fear of ice or frost ● Seplophobia – Fear of decaying matter
● Panthophobia – Fear of suffering ● Siderodromophobia – Fear of trains
● Papaphobia – Fear of the Pope ● Siderophobia – Fear of stars
● Paraphobia - Fear of sexual perversion ● Sociophobia - Fear of social evaluation
● Parasitophobia – Fear of parasites ● Spacephobia – Fear of outer space
● Pathophobia – Fear of disease ● Spheksophobia - Fear of wasps
● Pediculophobia – Fear of lice ● Staurophobia – Fear of crosses or crucifixes
● Pediophobia – Fear of dolls ● Stenophobia – Fear of narrow things or places
● Pedophobia - Fear of children ● Tachophobia - Fear of speed
● Peladophobia – Fear of bald people ● Taphephobia – Fear of being buried alive
● Phasmophobia – Fear of ghosts ● Taurophobia - Fear of bulls
● Phengophobia – Fear of daylight or sunshine ● Teraphobia - Fear of monsters
● Philematophobia - Fear of kissing ● Textophobia – Fear of certain fabrics
● Philophobia - Fear of love ● Thalassophobia – Fear of the sea
● Photoaugliaphobia – Fear of glaring lights ● Thanatophobia – Fear of death or dying
● Placophobia – Fear of tombstones ● Theatrophobia – Fear of theatres
● Pneumatiphobia – Fear of spirits ● Theophobia – Fear of gods or religion
● Pnigophobia – Fear of being smothered ● Tocophobia – Fear of pregnancy
● Podophobia - Fear of feet ● Tomophobia – Fear of surgical operations
● Pogonophobia – Fear of beards ● Tonitrophobia - Fear of thunder
● Pteromerhanophobia - Fear of flying ● Traumatophobia - Fear of serious injury
● Pupaphobia – Fear of puppets ● Tremophobia – Fear of trembling
● Pyrophobia - Fear of fire ● Triskaidekaphobia – Fear of the number 13
● Radiophobia – Fear of radiation ● Trypanophobia - Fear of needles/injections
● Ranidaphobia – Fear of frogs ● Trypophobia - Fear of holes
● Samhainophobia - Fear of Halloween ● Tyrannophobia – Fear of tyrants
● Satanophobia – Fear of Satan ● Venustraphobia – Fear of beautiful women
● Scelerophibia – Fear of criminals ● Verminophobia - Fear of germs
● Sciophobia – Fear of shadows ● Wiccaphobia - Fear of witches and witchcraft
● Scoleciphobia – Fear of worms ● Xenoglossophobia – Fear of foreign languages
● Scolionophobia - Fear of school ● Xyrophobia – Fear of razors
● Scoptophobia - Fear of being stared at ● Zoophobia - Fear of animals
● Scotomaphobia – Fear of blind spot in visual field

You might also like