Wednesday, July 9, 2025

Facility Core

 A tabletop game for playing in a strange modern megadungeon inspired by Abiotic Factor, CONTROL, Triangle Agency, Prey (2017), Delta Green, and the SCP Foundation.

You are members of an Organization that identifies, captures, contains, and neutralizes supernatural threats. Everything has gone wrong, and the Facility is in total lockdown. Hold out for as long as you can.

1. Rolling Dice

To accomplish an interesting, dangerous, or complicated task, roll d20 and add your relevant stat bonus. Meet or beat 12 (or a higher number, at the GM’s discretion) to succeed.

  • If you have a relevant Expertise, add an additional +2.
  • If you have help from another player character (declared before the roll), they may also roll with a relevant stats, and on a success they give you an additional +1. Helpers are also exposed to dangers associated with the task. You cannot Salvage a Help roll.

On a failure, you may attempt to Salvage your roll (at the GM’s discretion) and make the same roll again. If you meet or beat the original target number, you get a Partial Success that is less effective, more time/resource consuming, and/or exposes you to more harm than initially expected. If you fail to Salvage, the consequences above still occur.

  • Before the Salvage roll, other PCs may chip in and attempt to help.
  • You cannot Salvage a Salvage roll.

2. Stats

To generate your stats, roll 3d6 down the line for Physique, Science, Insight, Admin, and Normal, and consult the Employee Competence Scale to get each stat’s bonus.

Employee Competence Scale
3-4: -3        5-6: -2        7-9: -1        10-11: 0    12-14: +1    15-16: +2    17-18: +3

After generating your stats, you may undergo On-the-Job Training and subtract 2 from the bonus of a stat of your choice to gain an Expertise in a different stat. You may also subtract 2 from the bonus of a stat of your choice to gain +2 to the bonus of a different stat. You cannot subtract these both from the same stat.

These can take stats below -3, though a stat with a bonus of -3 or below is permanently Impaired (c.f. 3(a) “Wounds & Impairment”). Characters cannot start with stats above +3.

Stats with bonuses of +2 or higher provide additional benefits, such as Expertise and improved saves. 

(a) Physique

Roll Physique to run, climb, jump, lift, shove, sneak, and make physical attacks.

  • +2: Gain a Physique Expertise.
  • +3: +1 to your Weapons and Contaminants saves.

(b) Science

Roll Science to understand, remember, treat wounds, utilize the mundane and anomalous principles that govern the Facility, and attack with crafted and/or anomalous weapons.

  • +2: Gain a Science Expertise.
  • +3: Gain +2 to your Contaminants save.

(c) Insight

Roll Insight to connect the dots, perceive the imperceptible, detect impending ambushes, unravel interpersonal dynamics, and make psychic attacks.

  • +2: Gain an Insight Expertise.
  • +3: +1 to your Explosions and Trauma saves.

(d) Admin

Roll Admin to search databases, comprehend documents, fill out forms, organize, pull rank, navigate bureaucracy, and make social attacks.

  • +2: Gain an Admin Expertise.
  • +3: +2 to your Trauma saves.

I’ve stopped finding the jokes funny, thank you very much. The Eχ0001.001 “Nominative Determinism” label sticker someone left on my badge was pretty good. But if anything like this happens again I’m going to HR! And I’m keeping the sticker. — Administrative Assistant Anne O’Malley

(e) Normal

Roll Normal to perform mundane tasks, keep a clear head, navigate social situations, and attack with improvised mundane weapons.

  • +2: Gain a Normal Expertise.
  • +3: +2 to your Anomalies save.

3. Saves & Harm

Facility characters also have five Saves, which are determined by their job and modified by their stats. Saves can be further improved with PPE, beneficial artefacts, certain job abilities, and delta templates. To make a Save, roll 1d20 and add the relevant save, then compare it to the target number set by your GM (usually 12). Saves cannot be Salvaged, but failed saves can be Ablated with PPE.

Weapons — bullets, blades, claws, fangs, punches, sledgehammers, beam weapons
Trauma — stress, verbal harassment, falling damage, spontaneous dismemberment
Explosions — fire, electricity, grenades, cave-ins, opening a shaken pop bottle
Contaminants — toxins, gas, disease, radiation, mutagens, carcinogens, corrosion, expired break room coffee creamer
Anomalies — reality distortions, anomalous compulsions, adverse teleportation, spaghettification, anything else otherwise unclassifiable

(a) Wounds & Impairment

When you fail a save, you suffer some number of Wounds to a relevant stat. Each stat has a Wound Capacity of 3 plus its bonus. When a stat has suffered Wounds equal to its Wound Capacity, it becomes Impaired. If a stat’s Wound Capacity is ever 0 or less, it is always treated as Impaired.

1 wound is a bad sprain. 2 wounds is a second-degree burn across your entire hand. 3 wounds is a shot from a 9mm pistol to a non-vital area (a headshot inflicts at least 15). A facehugger successfully latching onto a human inflicts 6 damage.

Mercifully, facehuggers are confined to the silver screen. Which is safely contained in the Oπ block, so if you stay out of its cell you’ll be fine. — A.O.

Physical injuries damage Physique. Stress, concussions, and lack of sleep damage Insight. Loss of morale, dignity, and composure damages Admin. Exposure to reality-altering effects and seeing That Which Should Not Be damages Normal. Wounds to an Impaired stat can spill over into any other — the human body is too complex to isolate despite the diligent attempts of τ Special Projects.

I wish Internal Affairs had gone with my suggestion. τ Special Projects? Still ominous. — A.O.

You cannot Salvage rolls with Impaired stats, you cannot use Expertise linked to Impaired stats, and when you suffer Wounds to an Impaired stat, those wounds spill over into another non-Impaired stat. You do not get another chance to Ablate.

If three or more of your stats are Impaired, your character is Incapacitated and cannot act until healed. If all five of your stats are Impaired, your character dies, unless they have made alternate and/or anomalous arrangements for this eventuality.

(b) Healing

An Organization-mandated Break is 1 hour. You may spend a Break resting. Roll a stat; on a Success or Partial Success, remove 1 Wound.

During a Break, a character may Heal another character by rolling Science. On a Success, remove a Wound from a chosen stat. On a Partial Success, move that wound to a different stat.

An Organization-mandated Shift is 8 hours. At the end of a Shift, if you did not engage in any strenuous physical or mental activity and sustained no additional Wounds, remove 1 Wound from each of your stats.

Medical says that the guidelines laid out in this document are wholly insufficient for long-term healing. I’d love to survive to prove them right. — A.O.

(c) Scarring

If one of your stats is Impaired, you may convert all of your Wounds in that stat into a single Scar on that stat. The Scar cannot be healed and reduces that stat’s Wound Capacity by 1.

Scars can be incurred through other means as well. Some Scars have additional narrative and/or gameplay effects — not always negative.

(d) Personal Protective Equipment

Vital for everyday work in the Facility. Under breach conditions, demand far outstrips supply. A vacuum-sealed pack of latex gloves is worth lives.

PPE has a rating and a save. When you fail a save vs the listed hazard, you may Ablate that piece of PPE and mark it to succeed instead. Once a piece of PPE has marks on it equal to its Rating, it loses all its protective qualities, including any save bonuses, but may still be worn as clothing. Some PPE may be repairable; most must be disposed of instead.

Wearing PPE nonsensically (i.e. two stacked hats, nested sets of boots) negates the bonuses from all pieces worn wrong.

A surgical mask only works if it’s over your nose and your chin. — A.O.

  1. Hazmat Suit. Rating 3 (Contaminants). Impairs Normal while worn.
  2. Hard Hat. Rating 1 (falling objects).
  3. Welding Mask. Rating 2 (Explosions, Weapons).
  4. Earmuffs. Rating 1 (Explosions). +2 to Explosions saves and saves vs. sonic hazards.
  5. Surgical Mask. Rating 1 (Contaminants). +2 to Contaminants saves. Disposable.
  6. Respirator. Rating 2 (Contaminants). +2 to Contaminants saves.
  7. Gas Mask. Rating 1 (Explosions). +3 to Contaminants saves, impairs Normal.
  8. Lab Goggles. Rating 1 (Explosions). +2 to Explosions saves.
  9. Security Helmet. Rating 1 (Weapons, Trauma).
  10. Security Vest. Rating 2 (Weapons).
  11. Lead Vest. Rating 1 (Weapons), +3 to saves vs. radioactive Contaminants.
  12. High Visibility Vest. Rating 1 (Anomalies), visible even in minimal light conditions.
  13. Body Harness. Rating 1 (Trauma). With time to rig a safe belay, you do not take fall damage.
  14. Plate Carrier. Rating 3 (Weapons, Explosions). Without Armor Expertise, impairs Physique.
  15. Field Agent Suit. Rating 2 (Weapons). Fashionable.
  16. Lab Coat. Rating 1 (Contaminants, Anomalies). +1 to Contaminants and Anomalies saves.
  17. Latex Gloves. Rating 1 (Contaminants). +1 to Contaminants saves. Disposable.
  18. Work Gloves. Rating 1 (Trauma). +1 to Contaminants saves.
  19. Slippers. Rating 1 (things on the floor).
  20. Work Boots. Rating 1 (Trauma, things on the floor). +2 to saves vs. electricity.

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Facility Core

 A tabletop game for playing in a strange modern megadungeon inspired by Abiotic Factor, CONTROL, Triangle Agency, Prey (2017), Delta Green,...