Monday, July 21, 2025

Facility: Esoteric Assets

 Esoteric Asset

A useful inmate, designated Eτ.

In order for Inhuman Resources to approve deployment of a Eτ Special Project, the Asset must be willing and able to:

  1. Communicate productively with Facility staff.
  2. Assist with everyday Facility operations.
  3. Safely manage their Effects under stress conditions.

Mundane Facility employees have the right to report Eτ in violation of these tenets to either Human or Inhuman Resources. — A.O.

Qualifications
Normal -1 or less.

Saves
Weapons -2, Trauma -2, Explosions -2, Contaminants -2, Anomalies -2

Expertise
Effects (see Anomalous Abilities).

Uniform
L0 subdermal tag, white jumpsuit.

Like Attracts Like
You have 2 additional Artefact slots.

Anomalous Abilities
The Research Department refers to artefacts’ anomalous properties as Effects. Yours happen to be useful to the Facility — describe how. GM has final say. 

No roll is necessary to use minor and/or passive Effects (a pyrokinetic lighting candles, a telepath's mind-speech, bigfoot's blurriness, ooze moving through tight spaces, a cat's night vision, etc).

Whenever you make a stat roll, save, or attack to which your Effects are relevant, you may apply your Effects as an Expertise. When you Salvage an Effect roll, the result of the Salvage die (before modifiers) also triggers the corresponding entry on the Anomalous Activity table.

Inhuman Resources has ruled that anomalous auras with an effective radius of greater than 10 metres render an individual unsuitable for τ reclassification. — A.O.

In addition, choose at least two of the following benefits. You may choose the same one twice.

  1. Attacks you Effect inflict +1 damage on a hit and an additional 1d6 damage on a crit.
  2. +1 to a stat of your choice.
  3. +2 wound boxes for a stat of your choice.
  4. +3 to a save of your choice.
  5. Gain an additional Expertise.
  6. Start with a Bound companion entity. You cannot Unbind it.
  7. Start with a Bound Artefact. You cannot Unbind it.
  8. Once per session, you may reroll any die.
  9. Describe an anomalous ability of a cryptid you know about. You have that ability.
  10. Choose a GLOG class and gain its Template A benefits. This counts as both choices.

Anomalous Activity (1d20)

  1. Suffer 2 Wounds to your Normal.
  2. Suffer 2 Wounds to your Admin.
  3. Suffer 2 Wounds to your Insight.
  4. Suffer 2 Wounds to your Science.
  5. Suffer 2 Wounds to your Physique.
  6. Suffer 1 Wound to your Normal.
  7. Suffer 1 Wound to your Admin.
  8. Suffer 1 Wound to your Insight.
  9. Suffer 1 Wound to your Science.
  10. Suffer 1 Wound to your Physique.
  11. For the rest of the session, take an additional -2 to saves.
  12. For the rest of the session, take -2 to Effect rolls.
  13. If this roll would succeed, it fails instead. If this roll would fail, it succeeds instead.
  14. Everyone in the Sector learns your current location. For the rest of the session, your internal thoughts are externally audible and/or legible.
  15. For the rest of the session, electronics around you short-circuit (Anomalies save prevents; immunizes).
  16. For the rest of the session, the temperature around you drops 20 degrees Celsius.
  17. For the rest of the session, you and nearby small objects hover.
  18. For the rest of the session, immediately apply your Effects to everything within 10m, including yourself. Any Effects with a duration last 1 Shift and may be cleared early with a Break.
  19. For the rest of the session, subjects of your Effects other than you must make an Anomalies save or suffer 1 Normal damage.
  20. Double the impact of this roll. Its success manifests entirely through anomalous means.

Esoteric Assets also include:

  1. Individuals who, through training or accident, have been permanently bound to artefacts.
  2. Inmates who broke out in the Incident, according to Inhuman Resources’ triage protocols.
  3. Beings that are too large, small, dispersed, etc. to make effective player characters unless the GM is prepared to include them.
— A.O. 

 

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Facility: Esoteric Assets

 Esoteric Asset A useful inmate, designated Eτ. In order for Inhuman Resources to approve deployment of a Eτ Special Project, the Asset must...