Characters in the Facility start with one of several jobs. Most jobs require specific Qualifications. All jobs provide baseline Save bonuses, starting Uniform (including a badge with a Clearance level), Expertises, and abilities.
Facility jobs do not have standard advancement procedures. Instead, advancement occurs through acquisition of new artefacts, equipment, clearance levels, expertise, and titles. Some titles have Qualification prerequisites; some directly replace and upgrade starting jobs.
A “high-level” Facility character wears many hats. A character that started as a lowly Research Assistant may end up as a Team Lead, Entity Handler, Certified Professional Accountant, Third-Rank Adept of the Night, and Research Director.
Under special circumstances such as continuity of administration protocols or blatant nepotism, unqualified candidates may receive high-level positions. — A.O.
Field Agent
Delta Team operatives, External Affairs liaisons, and Public Relations triage teams all wear the traditional black suit and silver tie clip. In the aftermath of the Incident, Agents must adapt their training for a far more dangerous Field: the Facility.
Qualifications
+1 Physique, +1 Insight
Saves
Weapons +2, Trauma +2, Explosions +2, Contaminants +0, Anomalies +0
Expertise
Firearms (Phys), Running (Phys)
Uniform
Agent badge (Clearance 2), field agent suit, 9mm pistol, earpiece radio, tinted glasses (PPE, Rating 1 — Anomalies).
Research Assistant
The Facility runs on an endless succession of bright-eyed recent graduates who want to leave their mark on the world. That mark usually turns out red and sticky.
Qualifications
+2 Science
Saves
Weapons +0, Trauma +0, Explosions +1, Contaminants +2, Anomalies +2
Expertise
Choose one (Science)
Uniform
ID card (Clearance 1), lab coat, lab goggles, surgical mask, latex gloves.
Artefact Analysis
Start with an additional slot for a bound Artefact. You may Bind artefacts with Science rather than Insight.
Craft Device
You can attempt to combine items in your possession into a new device with novel capabilities based on the properties of its parts. Describe this new item to the GM, who sets a difficulty. Spend a Shift crafting the device, then make a Science roll. On a success, you create the desired item. If you fail, save or suffer 1d6 Wounds, and you may consume the items to Salvage the attempt. On a partial success, you create an item with unknown properties. If you fail to Salvage, save or suffer 1d6 Wounds again.
The nature of the save is up to the GM.
Crafting Guidelines
- Base difficulty: 12
- Includes power source: +2
- Large: +2, takes additional Shifts to craft (only roll at the end)
- Modifying a mundane item: -2
- Bound artefact: +2
- Unbound artefact: +4
- +X, where X is the total number of artefacts in the final device
- Weapon: +X, where X is its maximum Damage
- PPE: +1 for each point of Rating and each point added to saves
- Anything else the GM thinks is relevant.
Security Guard
You have a patrol route, a list of duties, a kevlar vest, and a gun. None of these have prepared you for what you’ve seen or what comes next.
Qualifications
+1 Physique
Saves
Weapons +1, Trauma +1, Explosions +1, Contaminants +1, Anomalies +1
Expertise
None.
Uniform
ID card (Clearance 1), security helmet, security vest, submachine gun, walkie-talkie.
Resilience
Add an additional box to each of your stats’ Wound Capacity.
Administrative Assistant
Grease the wheels of bureaucracy by providing real decision-makers with copious amounts of coffee and an outlet for their rage. Maybe learn a thing or two in the process.
Qualifications
+2 Admin
Saves
Weapons +0, Trauma +2, Explosions +0, Contaminants +0, Anomalies +0
Expertise
Choose one (Normal)
Uniform
ID card (Clearance 1), business casual (PPE Rating 1 — Trauma, Contaminants).
Declassify Document
When you encounter a new redacted document, you may roll with Insight. The target number is 12 plus the document’s Clearance. On a success, fill in all the blanks. On a partial success, fill in one blank of your choice. You cannot attempt to Declassify the same document more than once.
Turn Employees
To force Facility staff to follow protocols or browbeat them into compliance, make an Admin roll. On a success, roll 2d6 to determine the total Clearance level of staff that follow your orders until the end of the scene. On a partial success, roll 1d6 to determine the total Clearance level of staff that follow a single order you gave them during the Turning attempt.
You cannot attempt to Turn employees that you have previously failed to Turn until your Clearance increases or you gain a new Title.
Lab Rat
An unkind term for the expendable test subjects demanded by less reputable researchers and containment teams. Not usually a literal rat.
Qualifications
None.
Saves
Weapons +0, Trauma +0, Explosions +0, Contaminants +0, Anomalies +0
Expertise
Sneak (Phys), Climb (Phys), Hide (Phys)
Uniform
ID tag (Clearance 0), grey coveralls, high visibility vest.
Test Subject
Whenever you fail a Save, mark it. At the end of a session, you may erase all marks on one of your marked saves and choose one.
- If you removed one or more marks, gain +1 to that save (to a maximum of +3).
- If you removed three or more marks, gain an Expertise in that save.
- If you removed five or more marks, gain an additional slot for a bound artefact.
Opportunist
When you hit a creature unaware of your presence with an attack, you inflict an additional 1d6 damage.
Binding Artefacts
Wielding artefacts is dangerous. In order to reliably control an artefact’s effects, one must understand both its properties and its interactions with the world around it. This becomes exponentially more difficult when artefacts interact with each other, as experimental conditions diverge further and further from established physical laws. The process of understanding an artefact well enough to use it in a personal capacity is called Binding.
To Bind an artefact, spend a Shift performing scientific analysis and/or occult rituals while making any requisite offerings. At the end of the Shift, make an Insight roll and suffer a Wound to your Normal. On a Success, you Bind it and gain a modicum of control over its anomalous capabilities. On a Failure, you may upgrade that Wound to a Scar to Salvage the roll.
- Gain +2 to the roll if you have the artefact’s fully declassified containment file. Expertise will not help you here, only specific knowledge.
- A Bond gives you more leeway to make creative use of an anomaly without needing to roll, and allows you to benefit from its passive effects at all times.
- Binding yourself to a large, powerful, or intelligent artefact is dangerous. A Bond is a two-way street, and powers one believes they can wield often end up wielding them instead.
By default, a character has two slots for Bound artefacts. When a character is at capacity but wants to Bind a new artefact, they must Unbind an old one, which can be Bound again at a later date. Unbinding is instantaneous, but not without difficulty: make an Anomalies save to avoid Backlash.
The nature of the Backlash is up to the GM, but typically includes several Wounds.
Some Jobs and Titles provide additional artefact slots.
Oπ — “Jar of Wounds”: This glass mason jar is stoppered with a large stained cork and filled with damaged flesh. A damaged label reads “WHOOP-ASS // bottled 12-08-19[illegible]”.
The jar can store up to three points of Wounds and/or Scars. All injuries associated with the wounds disappear into the jar as if poured like a liquid; careful examination of the jar’s contents can identify the wounds contained within. If the jar is opened while full or broken at any time, the wounds and scars escape onto the nearest creature.
A character who has Bound the Jar of Wounds can immediately dump wounds that they would suffer into the Jar until it’s full. The character might direct emptied wounds to small animals crawling on the jar, dump them onto a corpse until the corpse disintegrates, or fire them at an enemy (treat as a Science attack vs. target’s Trauma save).
We don’t have reclassify an artefact to τ just because you Bound it. We have the Special Projects division for a reason — binding the Haunted Tape is impressive, but Legal is never going to sign off on using it to populate break room entertainment cabinets with media pirated from your subconscious. You’re going to watch re-runs of Heritage Minutes like everyone else in the Facility. — A.O.
Further artefacts: https://archonsmarchon.blogspot.com/2025/07/some-artefacts-first-dossier.html
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