ACTIVE COWORKERS

ASHTON
PHYSICAL HEALTH: GOOD-ISH!...
MENTAL HEALTH: CONTENT!
COST: $50
TIME TOKEN VALUE: 2
ROUGH APPEARANCE: Stocky, same height as you (6'0), mid 20s. Bright red hair that goes all the way down her back. Wears basic, light armor that's drapped over a basic work short and jeans. Razor sharp teeth, dull yellow reptilian eyes.
When looked at with M.A.D WORLD, her appearance is far more reptilian. Dark ashy grey skin with splotches of orange and yellow, eyes take on a cloudy, speckled quality.

TRAITS

  • [FRIENDLY] She really does seem like a nice person to be around. She adds a +2 bonus to any speech check and most people will treat you better when she's around.
  • [SURVIVOR] A security guard like her has probably survived a LOT of crazy shit. She can ignore three source of PHYSICAL HEALTH damage a day, and she slowly regenerates PHYSICAL HEALTH over time. +6 to rolls resisting mental or physical stress.
  • [???] (You need more time working with her to unlock this.)
  • [SAMPLE EXPERTISE] Ashton gains a +7 bonus to researching all samples, and work actions involving them have a 50% chance to not cost TIME TOKENS
  • [HARVESTER INSTINCTS] - Meat. Ashton gains a +5 bonus to checks that involves the human body (helping you exercise, identifying physical mutations, fighting against humans) and checks involving harvesting biological samples

INVENTORY
-MODIFIED ARC SECURITY ARMOR (Pieces of matte black body armor created, in part, with anomalous material. Offers moderate protection to most forms of physical damage, and lightly resists anomalous damage sources [i.e MIXED/MENTAL])
-SIX-SHOOTER (Now loaded with anti-anomaly rounds, allowing her bullets to bypass most forms of anomalous damage resistance!)
-DAMASK WEAVE VEST (On top of normal physical protection, it provides a sizable MIXED damage resistance, while passively strengthening her regeneration.)
-BATON ('prefer using a baseball bat but this works.' Offers +3 to combat attack rolls, doesn't run out of ammo.)
-BANDAGE WRAP x2 ("just in case you're hurt." Each one is good for one use. Heals a small amount of PHYSICAL HEALTH.)

EDWARD TRINITY
PHYSICAL HEALTH: Ready, bro.
MENTAL HEALTH: MAXXED OUT!
COST: $200 (was free this shift)
TIME TOKEN VALUE: 3+1d3

TRAITS
[A TRUE AGENT] He is an AGENT, and he is far above rolling just to see if he gets out of bed in the morning. He has +20 to the following rolls: any combat-based roll, interacting with ANOMALIES (not artifacts), repairing/constructing equipment, and gathering intel from people.

[MIND LIKE A STEEL TRAP] Far out, man. His mind is flatout immune to non-anomalous forms of MENTAL HEALTH damage, and he is highly resistant to MENTAL/MIXED damage.

[??? x2] Two unrevealed traits. He likes to keep his cards close to his chest, but not nearly as much as NINE.

EQUIPMENT
-TRINITY SMITH (The most powerful handgun known to exist (so claims Edward). Do you feel lucky, punk? Will outright kill most non-anomalies in one shot.)
-STATE OF THE ART ETF ARMOR (Made of bleeding edge materials that makes the armor lightweight, flexible and incredibly durable. Great protection and, once per shift, he can outright ignore ANY source of damage. Period.)
-STATE OF THE ART COMBAT KNIFE (Most agents would kill to have a knife this cool looking. Practically impossible to damage, and incredibly versatile as a tool. Useful for basically any situation.)
-ARC BRANDED STIMPAK x3 (CONSUMABLE. Grants a powerful heal and a short, but very potent, durability buff.)
-LUCKY BRAND STRIKE CIGARETTES x4 (CONSUMABLE. Maximizes MENTAL HEALTH and prevents MENTAL HEALTH damage for a very short duration.)

SACA
PHYSICAL HEALTH: IRONCLAD.
MENTAL HEALTH: ???
COST: $86
TIME TOKEN VALUE: 3
ROUGH APPEARANCE: A bulky robot that's almost 10 feet tall. Its 'humanoid' body is an incoherent mess of parts ranging in quality from literal garbage to things that'd probably belong to military contract combat models. One LED eye on its face, hands are two-fingered claws.

TRAITS

  • [MADE OF STEEL] (+15 to physical strength rolls, +8 to combat attack rolls, takes far less physical damage. Can be augmented with spare parts.)
  • [EAGER WORKER] (Repair skill checks take 1 less time token, min 1, while it is in the party.)
  • [MACHINERY LIMITATIONS] (Has limited higher thinking functions. Expect it to take commands very literally.)
  • [MEDBOT PROGRAMMING] SACA's programming now grants it a competent understanding of medicine and chemistry. +6 bonus to certain research rolls and checks involving identifying/curing ailments in living beings.
  • [RUDIMENTARY FIREWALL] Redundant systems and backup power sources offer basic protection against directly hacking SACA, or disabling her from EMPs. It isn't outright immunity, but it shores up a weakness of hers.

INACTIVE COWORKERS
LUCY
COST: $86
PHYSICAL HEALTH: FRAGILE.
MENTAL HEALTH: SHAKY
TIME TOKEN VALUE: 2 (How much extra time they buy you if you hire them)
ROUGH APPEARANCE: Early 20s, pretty short (4'10). Has a condition where her skin and muscles is a half-liquified soup, humanoid but with a somewhat amorphous body. Blonde hair, blue eyes. Wears standard researcher clothes (labcoat, dress pants, etc.)

TRAITS:

  • [MEEK] She won't make a fuss, for better or worse. (Her presence passively reduces how much MOOD anomalies lose, regardless of source. -6 penalty to speech checks while she's in your party.)
  • [MEEK?] She’ll passively offer useful advice to either help or stop ANOMALY RESOLUTION. Whenever you receive an ARTIFACT, she'll gain a slight stat boost related to its properties
  • [FELLOW RESEARCHER] A second head to bounce ideas off of. (+5 to researching samples, artifacts or experimenting on anomalies.)
  • [DISEASED] She's not winning any Olympic medals any time soon. (-5 to any and all strength or agility based tests. PHYSICAL HEALTH is capped to BLUE.)
  • [FLOWING CONSCIOUSNESS] An attempt at mimicking the 'consciousness' of certain single cellular organisms. Lucy can now be a lot more fluid with how she controls her body. Perhaps she can even 'see' through any part of her body? Training can refine this trait.

HIDAKA
PHYSICAL HEALTH: DOING FINE
MENTAL HEALTH: HAUGHTY
COST: $83
TIME TOKEN VALUE: 2
ROUGH APPEARANCE: Same height as Lucy, pale skin, early 20s. Wears a burnt orange business suit and tie, has orange hair. Frosty blue eyes (which she usually keeps closed), teal nails. Anxious posture, always looking around for danger.

TRAITS

  • [WAGESLAVE]: (+5 to rolls involving paperwork and menial labor. +5 to speech checks to appease high-ranking officials.)
  • [KEEN EYE]: (+7 to perception rolls. While she's in the party, you generally gleam more information from analyzing your anomalies.)
  • [PARANOID]: (Always worried that someone is watching her. Will have a hard time trusting her fellow coworkers.)
  • [CASUAL EXERCISE] (+2 to ENDURANCE checks, +2 to AGILITY checks)
  • [CORPORATE THIRD EYE] (Surviving is all that matters. Playing the corporate game is how Hidaka will survive. Hidaka has a +12 bonus to ALL checks involving ARC or SPONSORSHIP COMPANY officials, NOT just speech checks.)
  • [INNER FOCUS] (Ever since she saw that statue, she's been reflecting upon who she is as a person. HIDAKA now has a +12 bonus to COMPOSURE checks, and she now takes far less non-physical damage from anomalies.)
  • [SHIMMERING PRIDE] (You'll earn far more RAPPORT with Hidaka when you pick checks with a DC of 85 or higher.)

INVENTORY
LOOSE PAPER & PEN (For marking down notes.)

COLT WESSON
COST: $43
PHYSICAL HEALTH: DOING FINE
MENTAL HEALTH: CONTENT
TIME TOKEN VALUE: 2
ROUGH APPEARANCE: Tall, muscular and stocky. 6'4". Bald, likely in his mid 30s. Bloodshot red eyes, hard to tell what color they are. Red flushed skin. Most of his clothes are clearly military surplus, aside from his white labcoat.

TRAITS

  • [PARTY IN THE USA] (+5 to combat attack rolls and +8 to speech checks. Often gets TOO excited. While he's in the party, you may reroll one dice during a speech check.)
  • [MEATHEAD] (-5 penalty to research skill checks while in the party.)
  • [FRAGMENTED NOTES x1] +1 to ARTIFACT and ANOMALY SAMPLE checks.
  • [A PATRIOT'S DREAM] +??? (The time will come. Soon.)

INVENTORY
-APPEAL TO HEAVEN (ARTIFACT. An old bolt action rifle. Bullets fired by it teleport right next to the nearest hostile target. Can never miss.)
-STARS AND STRIPES (ARTIFACT. A ash-stained USA flag. Allows for instantaneous identification of a target's ethnic background. Also blocks all ESOTERIC DAMAGE the 'soul' would take)
-LOTS OF RIFLE AMMO (To feed his gun.)

NINE
PHYSICAL HEALTH: WELL RESTED
MENTAL HEALTH: CLEAR HEADED
COST: $140
TIME TOKEN VALUE: 1d4+2
ROUGH APPEARANCE: They wear a full body, thick robe and a gas mask to obscure their identity. They also have thick padded gloves and steel toe boots to cover what their robe can't.

TRAITS
[PROFESSIONALS HAVE STANDARDS] Be polite. Be efficient. NINE has a +9 bonus to ALL speech checks. Their presence also heavily reduces the chance of your coworkers' personalities conflicting with each other or certain anomalies.
[ANOMALY WRANGLER] Having to watch over one particular anomaly day in and day out teaches you a few tricks. NINE has a +7 bonus to all non-speech check rolls against anomalies, they take less damage from ALL anomalies, and they have a generally easier time using ARTIFACTS.
[CRYPTIC] You know next to nothing about Nine's past or actual appearance, and she intends to keep it that way.
[CRIMSON RED PAST] Nine did something AWFUL, even by ARC standards, before she went into hiding. All of Nine's RAPPORT upgrades are far stronger than normal allies. There's a lot of ARC higher ups who'd kill her if they knew who Nine truly was.
[PROFESSIONAL DISSOCIATION] ([REDACTED]. Nine can freely use ARTIFACTS without the risk of draining PHYSICAL or MENTAL HEALTH, and when they work on an anomaly, there's a higher chance they extract an ARTIFACT GIFT.)
[SOMEONE HAS TO DO IT.] Twice per shift, Nine may add +1 SUCCESSES to any skill check.

INVENTORY
-FLAMETHROWER PISTOL (WEAPON. A hand-crafted pistol that spits out jets of burning fuel at the enemy. Attacks made with it permanently increase the amount of damage the enemy takes)
-SHADOWY FRAGMENT (ARTIFACT GIFT. A shard of glass similar to your own BLACK SHARD. Nine is being coy about what it can do.)
-BENODINE SERIES #1-Z5 x4 (CONSUMABLE. A bag of highly addictive, bright blue pills. Renders the consumer immune to PHYSICAL DAMAGE for a short duration, at the cost of rapid MENTAL HEALTH degradation.)
-TOOLBELT (Contains a variety of basic handyman tools. Not as good as Venti's stock, but it's good enough.)
-AIR PURIFIER GRENADE x3 (WEAPON?. Releases a stream of white gas that neutralizes all airborne contaminants.)

VENTI ???
COST: Free <3
TIME TOKEN VALUE: 3!
PHYSICAL HEALTH: PEAK HEALTH!
MENTAL HEALTH: :)))

TRAITS!
[KEEN RESEARCER!] She spent a lot of time learning how to be a good assistant for you. She gains a +15 bonus to rolls involving researching ARTIFACTS, and a +8 bonus to speech checks against anomalies.
[CAN'T GET RID OF ME!] She lasted long enough to get promoted four times, after all. Venti takes considerably less PHYSICAL/MENTAL damage from all sources, even anomalous damage.
[HANDMADE WITH LOVE!] The things Venti makes are made with love! :)! Whenever you make something out of ANOMALY SAMPLES while she's with you, their quality will be drastically increased.
[I ONLY HAVE THREE TRAITS!] Trust me!

INVENTORY
-TEAL TURTLENECK SWEATER (ARMOR. Made out of anomalous silk. Grants her a +7 bonus to ENDURANCE-based checks, like Vincey~!)
-FRAGMENTATION GRENADE x3 (What it says on the tin. 'Everyone else here has a weapon, Vincey~!')
-VENTI'S LUCKY DUCKY TOOLBOX! (Filled with assorted junk and equipment, for all manner of tasks.)
-MODIFIED ARC SECURITY ARMOR (Pieces of matte black body armor created, in part, with anomalous material. Offers moderate protection to most forms of physical damage, and lightly resists anomalous damage sources [i.e MIXED/MENTAL])

NICOLE SMITH
COST: $140 ($85 if hired alongside Lucy)
TIME TOKEN VALUE: 4
PHYSICAL HEALTH: READY TO WORK!
MENTAL HEALTH: MAXXED!

TRAITS
[YOU GOT TIME TO LEAN...] The concept of a break does not apply to Nicole. Whenever Nicole takes MENTAL or PHYSICAL health damage, she adds a +4 bonus to the next roll she's a part of.
[SAMPLE EXPERT] When it comes to researching samples, she's your gal. She has a +10 bonus to all rolls researching samples, or creating items made out of samples.
[PERFECTIONIST] If Nicole assists in a roll, but doesn't get at least 2 SUCCESSES, she takes MENTAL HEALTH damage. Her MENTAL HEALTH is also capped at BLUE/NEUTRAL

INVENTORY
-ANTLER DAGGER (Carved from an antler shed by an anomaly. +6 to COMBAT ATTACK ROLLS, and attacks made by it deal MENTAL and PHYSICAL health!)
-MODIFIED ARC SECURITY ARMOR (Pieces of matte black body armor created, in part, with anomalous material. Offers moderate protection to most forms of physical damage, and lightly resists anomalous damage sources [i.e MIXED/MENTAL])

KIERA (formerly NOWHERE'S SOMMELIER)
TIME TOKEN VALUE: N/A (will passively help during some shifts)
PHYSICAL/MENTAL HEALTH: ???

TRAITS
[ANOMALY] ???
[???]
[???]
[???]

INVENTORY
-MODIFIED ARC SECURITY ARMOR (Pieces of matte black body armor created, in part, with anomalous material. Offers moderate protection to most forms of physical damage, and lightly resists anomalous damage sources [i.e MIXED/MENTAL])

THE MAN
COST: $144
PHYSICAL AND MENTAL HEALTH: ???
TIME TOKEN VALUE: 3 (How much extra time they buy you if you hire them)
ROUGH APPEARANCE: The only details you know about his appearance is he's roughly your height (6'0~), he has a scruffy pencil mustache and he wears a goatee.

  • [JACK OF ALL TRADES] He claims that there's nothing he hasn't tried at least once. (+2 to all skill checks, passively improves the bonuses you gain from studying BOOKS.)
  • [INFORMANT] - He's the closet thing to an investigator you got. He can teach you how to pry information out of people (-30 to ABNOWATCH'S DC while in your party. DCs to other information-gathering skill checks is reduced by 6 as well.)
  • [FORGOTTEN] - Only you seem to remember him. (Can't interact directly with people or anomalies. Allies will think you're weird for talking to him.)
  • [ANOMALY?] - ??? (???)
  • [FRAGMENTED RESEARCH NOTES] - The MAN gains an extra +4 to ARTIFACT and ANOMALY SAMPLE checks and, whenever a coworker completes a SHIFT with him, they gain a permanently +1 bonus to those same checks.

ANTHONY
PHYSICAL HEALTH: STILL ALIVE
MENTAL HEALTH: SO-SO
COST: $175
TIME TOKEN VALUE: 4
ROUGH APPEARANCE: VERY old, mid to late 80s, 5'8". Skin is heavily scarred and burnt. Only has one eye left, barely any hair, missing most of his teeth. Wears bulky black security armor.

TRAITS
[FACILITY EXPERT] He knows a thing or two about this facility. You gain an additional action during FREE TIME while he's around. He'll also give you tips and advice on how to survive the various layers of this facility.
[MASTER OF ALL] He managed to survive this long for a reason, after all. Any check he's a part of gets a free +3 bonus, no matter what. He will slowly but passively train your other coworkers as well.
[WELL-LIKED] He's chill to be around. It's hard to imagine anyone having a problem with him. His presence slowly heals MENTAL HEALTH over time.
[OLD] He's seen better days. He has a higher chance of receiving crippling injuries when taking damage, and he slowly loses max PHYSICAL HEALTH over time. May not have long left to live?

INVENTORY
-ADV. SECURITY GUARD ARMOR (Cheap, mass-produced armor that's been personally upgraded. Offers decent protection from most normal damage sources.)
-SUBNOSE REVOLVER (Locked and loaded. Offers +7 to combat attack rolls, can crit on nat 96-100 for extreme damage.)
-MOLOTOV COCKTAIL x3 ("Fire isn't the answer. It's the question, and the answer's yes." Deals heavy FIRE damage to targets. Very lethal.)

FET (FREE)
+Built like a tank. Brutishly strong and incredibly hard to kill. 'GOOD COMBAT', as it were.
+Eager to learn new skills. Given enough time and effort, you can teach him practically anything.
?Unresolved/non-stable anomaly. He will act in unusual, bizarre ways that may unsettle you and your other coworkers.
-Soul linked to you. Any damage he takes, you'll take.
TIME TOKEN VALUE: 1d6


COMPANY GOODWILL TRACKER
Q&Q: +8
BLACKWELL: +4
FEASTS: +4
NINTH CHURCH: +4
EVE: +4
UNUSUAL ENTITIES DIVISION: +3 (Essentially another anomaly research company like ARC. You haven't really talked to them in a while, but they respect you.)
TIMELESS: +3
ZENITH: +3
WARDEN: +2
HAYDEN: +2
EXTINCTION CORP: +2
ENTERTAINMENT: +2
UNLISTED SPONSORSHIP COMPANIES: +1 (thanks to your stunt with HARD TIMES)

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Pub: 24 Aug 2025 01:24 UTC

Edit: 05 Oct 2026 03:11 UTC

Views: 692