DISCLAIMER

Hey. Name is Grunkle, also Grain_Crain on AO3.DO NOT USE THIS WORK WITH ANY KIND OF AI. I HAVE NOT USED ANY AI WHEN CREATING THIS AU, AND I SHALL NEVER ALLOW IT.This is just a fanwork so I am NOT planning to gain any kind of profit by making it into a game or something like that. Also I've been making it before Ubisoft released announcement on 'Rainbow Six Tactics,' so this project is irrelevant to the said game. Thank you and enjoy!


RAINBOW SIX SIEGE: RPG AU

Premise: Our operators were just chilling around the base, then suddenly each part of the base got ripped off from the current universe to some strange alternate universe.

Yup. Just a weird, magical hand that broke the whole boxes - I mean, the whole base apart and sent them into some weird dimension.No one knows why this has happened. What they need to do is to find a way out by travelling around to find different parts of the base in this universe, find their fellow operators and skidaddle out of there using a helicopter (or else.)There are NPCs, friendly and hostile.There are monsters, of course. Some aren't as horrendous or scary, like animated barbed wires writhing like a snake, or sentient stun grenades flashing at you. Some are down right nightmare materials - a bit gory for me to explain here. But what can you do? These aren't all too new to our dear operators who have seen their fair share of violence.Their horror, despair and paranoia. It's not just all in their heads.You, the player, are reading the basic background of this imaginary turn-based RPG that kinda feels like survival and resource management. Venture around. Win hard combat and make each turn count. Build and upgrade your base because monsters will come at night to raid you. Yay. Now there is more to read ;)


GAME SYSTEM/HOW THINGS WORK

Operators can choose whatever they like/need to do throughout the day.


Activities:

ActivityTime taken.
Exercise■Physical conditioning maintenance. If it's skipped even just for a day, -1 on all CON, DEX, STR.
Spar■■Increases weapon proficiency and build relationship
Train alone■■Increases weapon proficiency
Eat■At least twice a day. If an operator becomes 'starving,' -1 CON and -1 morale.
Nap■Eases tiredness and quickens recovery. +1 morale when healthy.
Manage hygiene■If an operator becomes too dirty, it increases chances of sickness. -1 on relationship point during social interaction.
Chat/Date■ or moreSocial interactions. Can be a 1 on 1 conversation or a group outing.
Sleep■■■■■■■At least once a day, but all our operators can handle skipping a day or two, as they are of elite forces. But 3 days without sleep causes -2 morale and -1 all stats.
Hobby■■Leisurely activities if they have items/facilities available. +1 or more morale.
Craft(depends on item)Weapons. Furniture. Utility. Structure. Items. Consumables. You name it, they make it.
Upgrade(depends on item) 
Operator specific actions(depends on the op) 
Stay in bed■■■■The amount of time they need to stay in bed for recovery if they get sick/injured/mentally incapacitated.
Expedition(depends on the map, from ■■■ to ■■■■■ or more)Operators can for a party, maximum of 4. They go out to explore areas to discover, gather resources, (if you're lucky, maybe you can find some proper weapons here too) meet friendly/neutral NPCs and fight hostile NPCs or monsters. If it becomes longer than ■■■■■, they can pack necessities for an outdoor camp. During outdoor camp, they can also have social interactions.
Base defense■■■Sometimes monsters or hostile NPCs ambush the base.
Lookout■■■An operator can be assigned as a lookout to keep watch. This can be done in roster.
Scout■■■When a party discovers a new location/area, they can choose to either camp at the outskirt or go back to the base and scout. This will help the party to gain intelligence, such as types of NPCs, enemies, resources or any other special landmark.

COMBAT SYSTEM

Turn based. Think of the good old Pokemon with Triple battle. Adventure Quest. Slay the Spire minus the cards. I hope you get the picture.Every moves cost a turn. An operator cannot attack, defend, dodge and use an item ALL within the same turn, unless they have a specified move that can do so. Same applies to the enemies as well.Move priority:
An operator can make a move per each turn. Priority of 'who moves the first' is determined by their Initiative and
Dexterity, and this includes the enemies as well.
1st: An operator or enemy with +1 Initiative. Whoever has the highest Dexterity among them will move first.2nd: An operator or enemy with 0 Initiative. Whoever has the highest Dexterity among them will move first.3rd: An operator or enemy with -1 Initiative. Whoever has the highest Dexterity among them will move first.Attack: Melee or ranged. There could be synergies - combos - when operators have good relationship with each other.Defend: Can either choose to defend using their own body or shield. Details are shown in their skill proficiencies.Operator specific moves: Some operators have moves that can be used during combat.Dodge: Operators can dodge, of course. They gain better dodge rate if they either scout or learn more about the enemies.Negative Status: Aka Neg Stat. These are your basic debuffs and status effect, like stun, confusion, blindness etc. Some operators are better at avoiding it. Some can break free from it faster than the others. Resistance equals to how well they can avoid it, and also how fast they can recover from it.When HP hits 0: Operators won't die when it's their first time hitting 0 on HP during combat. They will be indicated as 'downed' state, incapacitated during combat. They can be healed using medical items or by other operators with special skills. If not, downed operators can still be healed off-combat.
HOWEVER, if they get downed twice during the same expedition, that operator will be announced dead.
Retreat: If things are becoming too risky, the party can choose to run away. Success rate - (Entire party's DEX Sum)/(Entire enemy's DEX sum) * 100
Example:
- Thatcher's DEX 16+Sledge's DEX 17+Mute's DEX 15+Smoke's DEX 17 = 65
- Enemies DEX 11+16+9+5 = 41
(65/41)*100=158.5
Whew. Our Brits can make it out alive 👍


Locations and oprators

As of now, you can start from 1 of 4 different locations.You can choose only 2 operators from your starting location. That means you won't be able to choose the other 3 operators.Cafeteria: Food and water that should last up to 10 days before the operators need to go out and gather. There is kitchen stove to cook, providing quality food and the ability to make rations. Cooking pans and kitchen knives can be used as weapons.


Garage: Toolbox. Contains tools for more efficient crafting and upgrading, and some of them can be used as weapons. Jerry cans to fuel generators if they ever find or build one. There are broken vehicles that operators needs to find parts to fix.


Lounge: Couches to sleep on, leisurely luxuries such as coffee, cigarette, alcohol, and books. Parts of broken furniture can be used as weapons.


Barracks: Beds and blankets for quality rest and recuperation. Fabrics and strings can be used as crafting materials. Showers and toilets to keep one self clean, which wades off sickness.


Office: When your 2 starting operators set out on an expedition, this location is the first part of the base they will discover. Here, they can find folders showing which operators are stranded in which part of the base across the alternate universe.The first task is to find the remaining 3 locations that you didn't initially choose. Just like you've done from the beginning, you will get a choice of 5 in each locations. You can only choose 2. Make wise decisions.When you have discovered all 4 of Cafeteria, Garage, Lounge and Barracks, they will all merge (magically.)One huge, and yet incomplete base, with 8 operators.But wait! What happens to all the other 12 operators that you couldn't choose?Don't worry. You might be able to find them when you delve deeper into the universe.Go on. Venture. Take risks. Have fun and try to keep them alive.Find more parts of the base.Find helicopter.Find a way out.

More Locations and oprators

OH you've found this button. Oh well I guess I gotta show you these sick locations that are still under construction.CIC (Command and Intelligence Centre): Has broken radios that can be fixed. CIC enables you to send operator(s) out for a scout to unknown areas before you form a party for an expedition. You can also send another party for a passive expedition (aka auto farming) for basic resource gathering, while player can control the other party for an active expedition where they can engage in combat, interactions and resource gathering.


Infirmary: Set of medicines, bandages, chemicals and stretcher beds. Can craft more advanced medicinal items. Quickens the recovery pace of those who are injured/sick.


Armory: Finally, proper weapons! Basic ballistic shield, combat knives, bayonets, and somehow olden days swords and artilleries. You can discover damaged guns that can be used after you fix them. Rifles, shotgun, handgun, SMG, LMG and handguns. Each operators are limited to 2 guns they are assigned to use.


Research and Development Department: Jackpot of various materials, however operators' special devices and gadgets are still dysfunctional. One can get creative and make a knock-off version...


Shooting range: Extra materials for gun parts and bullets. This location unlocks the limitations on assigned guns, but they can only practise them here.


Library: A variety of books, manuals, schematics, blueprints, recipes, etc. Can read to have permanent gains on WIS and INT stat.


Gym: Can exercise further to have permanent gains on CON, STR and DEX stat.


Hangar: Has broken but fixable helicopter, but needs either of Valkyrie, Kali, Thunderbird, Mira, Bandit or Jäger to drive it, and a tremendous amount of fuel. The only way out of this strange place - the endgame of this RPG. Or is it, really?


Nighthaven base: ????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????

Office files

OH you've found this button. Oh well I guess I gotta show you these sick locations that are still under construction.CIC (Command and Intelligence Centre): Has broken radios that can be fixed. CIC enables you to send operator(s) out for a scout to unknown areas before you form a party for an expedition. You can also send another party for a passive expedition (aka auto farming) for basic resource gathering, while player can control the other party for an active expedition where they can engage in combat, interactions and resource gathering.


Infirmary: Set of medicines, bandages, chemicals and stretcher beds. Can craft more advanced medicinal items. Quickens the recovery pace of those who are injured/sick.


Armory: Finally, proper weapons! Basic ballistic shield, combat knives, bayonets, and somehow olden days swords and artilleries. You can discover damaged guns that can be used after you fix them. Rifles, shotgun, handgun, SMG, LMG and handguns. Each operators are limited to 2 guns they are assigned to use.


Research and Development Department: Jackpot of various materials, however operators' special devices and gadgets are still dysfunctional. One can get creative and make a knock-off version...


Shooting range: Extra materials for gun parts and bullets. This location unlocks the limitations on assigned guns, but they can only practise them here.


Library: A variety of books, manuals, schematics, blueprints, recipes, etc. Can read to have permanent gains on WIS and INT stat.


Gym: Can exercise further to have permanent gains on CON, STR and DEX stat.


Hangar: Has broken but fixable helicopter, but needs either of Valkyrie, Kali, Thunderbird, Mira, Bandit or Jäger to drive it, and a tremendous amount of fuel. The only way out of this strange place - the endgame of this RPG. Or is it, really?


Nighthaven base: ????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????

Morale level

Throughout the game, our operators will experience moments. Success, failure, happiness, anguish, unity and conflict. It is one's general mood. There will be ups and downs, based on the operator's health, psyche, social interactions and any choice they choose or are chosen to make.
30 Ecstatic ■CON+ ■STR+■CHA+ sociable

29 to 25 Elated ■STR+ ■CHA+ sociable

24 to 20 Happy ■CHA+ sociable

19 to 15 Content ■CHA+

14 to 10 Normal

9 to 5 Uncomfortable ■CHA-

4 to 1 Sad ■CHA- ■ DEX- chance of illness

from here and down, all morale gains will be +0.5 and loss will be -1

0 to -3 Depressed ■CHA- ■ DEX- chance of illness

-4 to -5 Broken ■ ALL STAT - death/desertion

Relationship dynamics


Each heart contains 10 relationship points. Each operators have different amount of relationship point they can gather or lose per interaction.The benefits and disadvantages of each relationship status.
Lovers ❤︎❤︎❤︎❤︎❤︎❤︎❤︎

Close friend ❤︎❤︎❤︎❤︎❤︎❤︎

Friend ❤︎❤︎❤︎❤︎❤︎

Comrade ❤︎❤︎❤︎❤︎

Acquaintance ❤︎❤︎❤︎

Barely tolerable ❤︎❤︎

Dislike ❤︎

Hated ♡
❤︎Lovers - Combo++, Good conversation gives +2 morale, bad conversation results in -3 morale. Death results in immediate 'broken' morale level.

❤︎Close Friend - Combo+, good conversation gives +1 morale, bad converstation results in -2 morale. Death will result in immediate 'broken' morale level.

❤︎Friend - Combo, Good conversation gives +1 morale, bad converstation results in -1 morale. Death results in immediate 'depressed' morale level.

❤︎Comrade - Good conversation gives +1 morale, bad converstation results in -1 morale. Death results in immediate 'sad' morale level.

❤︎Acquaintance - Good conversation gives +1 morale, bad converstation results in -1 morale. death results in immediate 'uncomfortable' morale status.

❤︎Barely Tolerable - Good conversation results in +0.5 morale. Bad conversation results in -1 morale, and has chances of argument 50%, or ignoring each other for 1 day 50%.

❤︎Dislike - Good conversation results in +0.5 morale. Bad conversation has chances of argument 30% (stays dislike), physical altercations 30% (immediately relationship status of Hated) or ignoring each other for 1 day 40%.

♡Hated - Needs 3 Good conversations to gain +0.5 morale. Bad conversation has chances of 60% physical altercations (100% chance of injury,) or 40% one of them leaving the party (or death from physical altercations.)

THATCHER


  • ■ constitution 15

  • ■ strength 13

  • ■ dexterity 16

  • ■ intelligence 16

  • ■ wisdom 20

  • ■ charisma 14

  • stat explanation AO3


Mike "Thatcher" Baker was having a casual conversation with his colleagues at the lounge. He had works to do. He had somewhere else to be, as a productive member of Rainbow. However, he didn't want to leave. His usual lethargy was particularly strong this day, and his joints weren't so flash even though he slept well last night.Or did he? Weren't there any nightmares that woke him up in cold sweat? No matter. He forgot about it.He looked out the window and got momentarily blinded by a sudden blinding light.When he regained his vision and opened the door, a bizarre sight took him off guard. He was able to walk out of the lounge, but it led him straight outside rather than the familiar corridor.Grassy floor, rustling leaves of tall trees. Thatcher and his colleagues are looking at an unknown forest. Upon further inspection, it was as if the lounge was ripped out of the base like a Lego block.Oh well, so much for a retirement plan. He better haul his ass to find out what's really going on.

COMBAT STAT 
■ HP 90■ Armour 20 -1 ini
■ Phys atk 13
(+melee weapon of choice)
■■accuracy 93%
■■ Phys Crt chance 14.5%■■■ Ranged Crt chance 16.3%
■ Evasion 64% scouted evasion 80%■■ Neg Stat Res 64%
■ ■ ■ ■ buffs   
No reception passive■str+1 ■dex+1"That's more like it."Active when there are no electronic items in his possession.
Wise Leadership
until the end of expedition
■cha+1 ■wis+2"Follow my lead."When he makes a decision for the party, he adds 20% better chance of succeeding. success grants +1 morale. No morale loss even when he fails.
Nightstalker passive■dex+1 ■con+1"Lights out."Moves faster in darkness. +10% crit chance.
.Experienced Mentor.
until the end of the day
■int+1 ■wis+1 ■cha+1"Remember, we don't need heroes out there."To an ally he teaches, he grants bonus EXP and recovers morale loss.
■ ■ ■ ■ nerfs   
Technophobe until the day of the day■int-2 ■wis-2"Technology can become a crutch, don't rely on it too much."Active when he deals with electronic items.
hard lesson
until the end of the day
■str+1 ■wis-1 ■cha-1"Is this amateur hour?"When he gets into an argument/physical altercations, he has a better chance of winning but causes -3 morale.
Overexertion until the end of next day■dex-1 ■con-1"...my arthritis is acting up."Active when he has been on expedition three sessions in a row. Recovers at base.
.O sea.
3 days
■all stat-3"The Iron Maggie already knows where to carry me."Active when his mental state hits 'depressed' status. alcohol may elevate with +3 morale, however he won't be able to function until duration.

Thatcher's relationships


Thatcher is able to gain 1.4 points or lose 1 point per social interaction.



Proficiencies


List of skills that Thatcher is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Thatcher has, and what he chose from the part of base that he came in.


NameType.
Fairbairn-Sykes Fighting KnifeWeapon
[One handed]
Damage 20
(base damage 10 with 100% proficiency)
Crit chance 16.6%
(base Crit chance 10% with 100% proficiency)
Lighter50 chargesItemMakes fire.
Cigarette x 12ItemGain +1 morale.
Modified SAS pigskin vestArmourHeavy. 20 armour. -1 initiate.
Shotgun shells x5AmmoCan be broken down to extract gunpowder and pellets
Rope ladderItemThe first thing Thatcher made in this universe. Can be used to create vertical route.

SLEDGE


  • ■ constitution 16

  • ■ strength 18

  • ■ dexterity 17

  • ■ intelligence 15

  • ■ wisdom 14

  • ■ charisma 14

  • stat explanation AO3


Sledge was having a cuppa with his colleagues at the lounge, rambling about anything that gave them a particular oddity happened during their practice run."Could you believe this? My hammer cracked. The one that Mikey's uncle forged for me. That solid 4140 steel? It had a fissure because I smashed into some wood. Wood!"He rubbed his hands to chase the unease away, then the blinding light had him squint. When he opened his eyes, someone was already outside with a troubled expression.Sledge stood around to observe the exterior of their lounge, grimaced at the exposed concrete walls and steel frames. This wasn't Greece. These trees and plants weren't of the Mediterranean kind. And they needed to devise a plan to find out what the heck was on.

COMBAT STAT 
■ HP 96■ Armour 15
■ Phys atk 18
(+melee weapon of choice)
■■accuracy 99%
■■ Phys Crt chance 17.5%■■■ Ranged Crt chance 16.3%
■ Evasion 68% scouted evasion 83%■■ Neg Stat Res 45.8%
■ ■ ■ ■ buffs   
Offhand leadership
during combat
■wis+1 ■dex+1"Let's take them fast and clean."Gives stat buffs to self and allies during combat. +1 morale when victorious.
Destructive adrenaline
Until the end of combat
■str+1 ■dex+1"Remember, I take the doors."Gains buff after he smashes a door or soft wall open with two-handed melee weapon.
Mechanichrome dome
Until the end of next day
■int+1 ■wis+1'Sledge specialised in upgrading the infantry combat vehicles.'Gains buff when he upgrades vehicles (car, van, bus etc)
.PUB TIME.
Until the end of next day
■con+1 ■wis+1 ■cha+1DRINK ALL NIGHT, HAVE FUN AND LET'S GET CRAZY TOGETHER!Elevates morale level to 'Happy' or above. Requires beer. Gives allies fortified morale boost (gains +1 morale point, and prevents it from going down once.)
■ ■ ■ ■ nerfs   
Hot-headedness until he breaks an item■str+1 ■wis-1 ■cha-1"He accidently collapsed his entire sleeping barrack while testing a new breaching technique."When he interacts with objects after -1 morale, he has 50% of breaking it.
Too big
Passive in small space
■dex-1 ■con-1"We have neither the time nor the bloody space!"Can't move too much in small, tight space. -1 morale and -1 initiative if he has to fight.
Big eater
when hungry
■str-1 ■con-1* Stomach growl *Big man needs nutrients! Consumes 1.5x more food than average people.
.Prone to injury.
3 days
■str-1 ■con-1 ■dex-1"Two broken ribs, a fractured wrist, and a few pieces of shrapnel lodged into my leg."Has 75% chance to be injured when his HP is below 25%. Needs to stay at base to recover. -2 morale.


Sledge's relationships


Sledge is able to gain 1.4 points or lose 1.5 points per social interaction.




Proficiencies


List of skills that Sledge is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Sledge has, and what he chose from the part of base that he came in.


NameType.
H Beam steel frameWeapon/Material
[Two handed]
Damage 34
(base damage 17 with Proficiency 100%)
-1 Initiative
Whiskey x 1Consumable+1 morale per sip
Swiss army knife x1Tool+20% efficiency when crafting/upgrading
ISPL tactical vestArmourMid. 15 armour
Shotgun shells x5AmmoCan be broken down to extract gunpowder and pellets
CaberMaterialThe first thing Sledge made in this universe. He found a nice log and spent some time to carve it smooth, but haven't figured out its usage yet.

MUTE


  • ■ constitution 15

  • ■ strength 14

  • ■ dexterity 15

  • ■ intelligence 22

  • ■ wisdom 13

  • ■ charisma 13

  • stat explanation AO3


For Mute, everything had been going wrong since this morning. Missing all his shots with his SMG, cracked phone screen because he dropped it while getting out of the car.Something was truly amiss. Mute kept on pondering. Lost in his thoughts. That's why it was too late for him to realise that the garage became too quiet. He walked around to search for others who seemed to be here a few minutes ago, then opened the door.When he opened the door, he froze in fear. Where were the lights? Where were people and cars? His boot touched damp grass. The garage was meant to be connected to the base's corridor, but now?He was staring at a moonlit lake. A vast body of water with a shimmering reflection of the stars, about 100 meters from where he and the garage stood awkwardly, ripped away from where they were supposed to be.

COMBAT STAT 
■ HP 90■ Armour 20 -1 ini
■ Phys atk 14
(+melee weapon of choice)
■■accuracy 90%
■■ Phys Crt chance 14.5%■■■ Ranged Crt chance 14%
■ Evasion 60% scouted evasion 82%■■ Neg Stat Res 44.5%
■ ■ ■ ■ buffs   
One-track mind
until the end of the day
■int+1 ■dex+1"We're doing a bit more than scrumping here."Speeds up an activity that requires usage/craft of electronics. +1 morale after completing the craft.
Firewall
Until the end of next day
■con+1 ■wis+1"We're sorted."Stat buff when he helps to reinforce base's defense.
Analysing patterns
combat passive
■con+1 ■dex+1"I'm brill."After 3rd turn during combat, he gains following stats. He also gives himself and teammate 'scouted evasion.'
.Bookworm.
Until the end of next day
■int+2 ■any stat+1"I'm not looking to get snookered."Quickens the pace of reading books and gain EXP. Any stat +1, depending on the topic of the book. +1 morale after finishing a book.
■ ■ ■ ■ nerfs   
But you know I'm right
until the end of expedition
■int+1 ■cha-2 dddddd"I think you've said quite enough."Yield double the effect/benefit/loot on choice he makes, but loses -1 relationship point with entire party.
Where is our itel?
until the end of expedition
■dex-1 ■con-1"It hasn't been this bad since Bartlett. I always hoped we'd be ahead of the next catastrophe."Feels unmotivated to venture an unscouted area. Takes nerf and -1 morale if his party enters such area.
Intellectual starvation
until he gains EXP and INT buff
■con-1 ■wis-1"Don't be crufty."Nerf when he spends two days without gaining EXP and INT buff. -1 morale if nerf persists more than 1 day.
.Overthinker.
until his morale level is above 'uncomfortable'
■int-1 ■wis-1 ■dex-1"...We're already stretching ourselves thin."When morale level reaches 'uncomfortable,' he feels less confident. Slows progress anything he does until morale level perks back up.

Mute's relationships


Mute is able to gain 1.3 points or lose 1.5 points per social interaction.




Proficiencies


List of skills that Mute is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Mute has, and what he chose from the part of base that he came in.


NameType.
WrenchWeapon
[One handed]/Tool
Damage 5.4
(base damage 3 with Proficiency 80%)/20% efficiency when crafting/building
Two-way radio x 1ElectronicsAllows remote communication. Modifiable.
Flashlight x1ToolAllows vision in dark
SAS CRW suitArmourHeavy. 20 armour. -1 Initiative
Precision screwdriver setTool70% efficiency when deconstructing/constructing electronics
'Diary'ItemMute need to write this all down. This is not your usual notebook. A mere clipboard that was gathering dust on a shelf. He must write! Anything, from inspirations to make something new, or to vent and relieve his stress. +1 morale if he manages to record it before sleep.

ASH


  • ■ constitution 15

  • ■ strength 15

  • ■ dexterity 21

  • ■ intelligence 15

  • ■ wisdom 13

  • ■ charisma 14

  • stat explanation AO3


Out of all the problems that Ash had to face and solve, she was truly at loss of what to do. All their weapons were malfunctioning. The guns, gadgets and devices. Mira ran myriads of tests since crack of dawn and she couldn't find out why.To make things worse, their communication got cut off. At first, Ash thought Mira's voice through their phone call was drowned out by the noises in the cafeteria. There were a lot of people having their late lunches due to anomalies in the base. Then when Mira became silent on the other end, so did people around her.A maddening bang shook her to the core, and her ears rang.What just happened?Ash quickly leapt from her spot and ran around. She could see four other silhouettes who seemed equally troubled as her, but it was hard to determine who they were. She ran outside to see what happened, gawking at the impossibility of seeing rocks.Damp, mossy and she could hear faint runs of water somewhere. Was this a- was she in a cave? The entire unit of cafeteria suddenly shifted inside a rocky cavern? This was definitely weird and out of ordinary.

COMBAT STAT 
■ HP 90■ Armour 10 +1 ini
■ Phys atk 15
(+melee weapon of choice)
■■accuracy 100+% (108)
■■ Phys Crt chance 14.5+8%■■■ Ranged Crt chance 14+8%
■ Evasion 84% scouted evasion 99%■■ Neg Stat Res 42.75%
■ ■ ■ ■ buffs   
High-risk, high-reward
until the end of next expedition
■con+1 ■any stat+1"What separates us from the other teams is our ability to stick to the plan in the face of stiff opposition."Doubles the loot after completing expeditions that made entire team take more than 50% of their overall HP. For any stat, she needs to choose 1 out of 6 main stats.
Destructive architect
until the end of next combat
■int+1 ■dex+1"Stay clear of the blast."When she finds a building, she knows where to place bombs to destroy it. Moves in haste after planting the first bomb. When it detonates and building collapses, most of living things inside dies, loses majority of HP and/or becomes severely injured.
Persistent mediator
conditionally active
■wis+1 ■cha+1"You can never truly understand a conflict unless you've been on both sides."When two or more teammates' relationship status becomes 'barely tolerating' or below, Ash attempts to mediate and at least restore the relationship back to 'acquaintances.' Success rate - relevant to how close she is to both people, at risk of losing relationship point with them. +2 morale when successful.
.Miss KickInTheDoor.
Until the end of next day
■str+1 ■dex+1 ■int+1"Talk is cheap. It's what you do that counts. Your actions, not your words. Keep your hands up, keep your head and feet moving. See the opening. Strike."When Ash and her party ambushes enemies, she gains the stat buff and her party's first strike gains +30% crit chance.
■ ■ ■ ■ nerfs   
High-risk, no reward
active if they don't return to base
■dex-1 ■cha-1"There's no room for cowboy bullshit on Team Ash. Either get in line and follow orders or find a permanent place on the bench."When she pushes on to finish the expedition despite having 2 teammates in 'downed' state, her teammates lose respect towards her and she takes nerf. -1 morale to entire party.
Tip-top shape
conditionally active
■con-1 ■wis-1"I don't know. That's why we need to be prepared for anything."Activates once every 3 days. She refuses to sleep until all equipped weapons are above 90% durability. When overworked without sleep. -1 morale.
Emotional stalwart
after 3 days of being lonely
■cha-1 ■int-1 ■con+1'Cohen is cautious and doesn't cultivate many close relationships'She doesn't respond to minor chitchats or hangouts unless they are her 'close friends.' -2 morale due to loneliness if she hasn't had any social interaction for 3 days.
.Stress to the max.
until her morale level is above 'uncomfortable'
■int-1 ■wis-1 ■dex-1"This better not be a dead end. We could really use a win about now."After failing two consecutive expeditions, or running away from two consecutive combat encounters, she becomes her worst critic and becomes inactive for 2 days. When she is back in action, she is 'uncomfortable.'

Ash's relationships


Ash is able to gain 1.4 points and lose 1.6 points per social interaction.




Proficiencies


List of skills that Ash is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Ash has, and what she chose from the part of base that she came in.


NameType.
Kitchen knifeWeapon
[One handed]/Tool
Damage 7.8
(base damage 4 with Proficiency 95%)
Causes Bleed. Damage over time 3, unless mended.

50% efficiency when cooking
Protein bar x 5ConsumableEases hunger
Water bottle x1Consumable/ItemCan contain 2L worth of water. Can be used to contain other stuffs
FBI SWAT vestArmourLight. 10 armour. +1 Initiative
Xylitol gum x 50ComsumableGood for teeth and stress relief. +1 morale per one, but cannot exceed more than 3
Planks x20MaterialAsh wastes no time and begins to gather planks around the broken parts of the cafeteria, for she needs to build a watch tower to stay alert and in control.

THERMITE


  • ■ constitution 15

  • ■ strength 15

  • ■ dexterity 13

  • ■ intelligence 17

  • ■ wisdom 17

  • ■ charisma 17

  • stat explanation AO3


Thermite had a long day. Correction, one cannot have a long day because it was still early in the afternoon. Yes, people are bustling and busy here at the cafeteria. He actually didn't sleep last night, stayed awake and saw the break of dawn.He had been afraid to sleep. Nightmares were becoming too frequent, ranging from wild fever dreams to his family's death. Impact grenade with wings and sharp jaws like homing killer pigeons. Deployable shields creeping towards him in rhythmic chunks. The locket of his mother's portrait strangling him.He jolted up in fear. Went back to sleep and another subconscious horror came back to bite him. Yeah, no sleep after that.Thermite lazily mused at the idea of drinking coffee, until a thundering bang pounded into his eardrum. His heart raced, and he ran outside immediately to check what caused such ruckus.His footsteps echoed against uneven surfaces. There were rocks. Faintly babbling stream of water. Top, left, right, bottom, were all rocks and mosses. Thermite walked out to survey the area and squinted upon finding the cafeteria itself seemed to be ripped away from the entire base."Am I inside a cave? A doggone cave?"Oh, how he wished this strange situation to be a nightmare.

COMBAT STAT 
■ HP 90■ Armour 15
■ Phys atk 15
(+melee weapon of choice)
■■accuracy 84%
■■ Phys Crt chance 14%■■■ Ranged Crt chance 15%
■ Evasion 52% scouted evasion 69%■■ Neg Stat Res 55.25%
■ ■ ■ ■ buffs   
REDHAMMER, OPEN UP
until the end of combat
■int+1 ■str+1
■con-2
"You can’t always keep things in a straight line. Sometimes you need an explosion."When Thermite and/or teammate destroys obstruction/wall, himself and party gains stat boost of INT and STR. However, if they draw attention of at least 2 enemy parties, they gain penalty of CON -2.
Slapstick
until the end of next day
■cha+1 ■int+1"I got you, everything's going to be okay."With anybody who is a 'comrade' or even closer to him, the two makes a joke and gives party +1 morale. Doubles the effect if their last combat ended with at least one ally losing 50% of HP, or gaining negative status effect (to cheer them up.)
BOMBASTIC findings
until the end of current expedition
■int+1 ■wis+1"When you mix fuel, metal oxide and metal powder in just the right way, it burns at 2000 degrees Celsius."Boost when he finds explosive powder. He can craft it to make explosives on spot.
.Close-knit.
passive at all times
■str+2 ■dex+2"Let's have a clean op."Only activates when the entire party/or everyone at the base are at least 'friends' and morale level is 'content' Everybody gains STAT boost.
■ ■ ■ ■ nerfs   
Bullheaded
until the end of next day
■cha-1 ■wis-1"What? Wouldn't be the first time we used a nuke in New Mexico."He's thought about this - he really did. Hence any other opinions are invalid. When he overrules other people's opinion and his choice results in failure, -1 morale to all.
Not again...
conditionally active
■dex-1 ■con-1"Rest, now. Before you get yourself killed. That's an order."When his party gains severe injury that needs to be tended back at the base, he immediately becomes 'sad.' Persists until the ally is fully healed, then he goes back to previous morale level before he became 'sad.'
No break, yes sweat
when 'depressed'
■int+3 ■con-6"...We're good."Activates if he becomes 'depressed.' Lack of sleep does not affect his INT. He refuses to sleep for 3 consecutive days, gaining speed on every action he does at the base. But as each day pass by, he loses -2 on CON, resulting in total of -6. On the fourth day, he gives in, falls asleep and becomes normal again (unless he becomes sick.)
.Behind his smile.
until he achieves a successful expedition
■cha+2 ■wis-2 ■con-2"Jesus..."After failing two encounters/events/battles, -3 morale on him. This status doesn't affect the team, as he masks it with charisma, but it results in lower success rate in choices he makes. Goes away when next expedition is successful.

Thermite's relationships


Thermite is able to gain 1.7 points or lose 1.5 points per social interaction.




Proficiencies


List of skills that Thermite is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Thermie has, and what he chose from the part of base that he came in.


NameType.
Meat mulletWeapon
[One handed]/Tool
Damage 7.4
(base damage 4 with Proficiency 85%)/50% efficiency when cooking
Beef jerky x 10ConsumableEases hunger
Water bottle x1Consumable/ItemCan contain 2L worth of water. Can be used to contain other stuffs
FBI SWAT vestArmour15 armour
Pliers x 2Tool50% efficiency when crafting
Makeshift breach chargeTool/WeaponDamage 60
Thermite hastily made one after finding an empty plastic bottle. Cafeteria has kitchen, so there were ingridients. Without his usual breach charges, this will do the job if he needs to make an adequate hole or fend off stronger enemies.

CASTLE


  • ■ constitution 18

  • ■ strength 15

  • ■ dexterity 14

  • ■ intelligence 14

  • ■ wisdom 17

  • ■ charisma 16

  • stat explanation AO3


Castle was laying in one of the beds at the communal dormitory, aka the barrack as some older folks called it. He just needed somewhere to lie down and rest his wary eyes, especially after the workload he had to do this morning.His bulletproof barricades had cracks. Multiple tiny fissures he could see and feel when he rolled it down to block entries. Dry and caked up like week-old roll cake. He bent them. Scratched them with his nails. Shone a flashlight as he folded and stretched them.Most importantly, he unleashed magazines of his SMG and guess what? Softer than a plaster board door. This wasn’t going to save any of his teammates.When he rushed to the R&D department, Mira didn’t need him to say much because she was already swamped in the middle of other operators’ special gadgets and devices.He was at a loss of what to do. Castle could go back and test the other spares in the storage, but it was so bizarre. He couldn’t fathom the how and why, and what was going on in their base. A little nap might give him some energy to think things over, although he doubted it was going to be any better.Then he felt it. A shift? Shake? Like he was in an elevator that moved sideways rather than its usual up and down. He felt a breeze from the door.Castle walked out and gasped at the sight of grass. Patches of yellow and green, an open field where its horizon met the sky.How in the world did he, and the barrack, end up in plain?

COMBAT STAT 
■ HP 108■ Armour 15
■ Phys atk 15
(+melee weapon of choice)
■■accuracy 96%
■■ Phys Crt chance 14.5%■■■ Ranged Crt chance 15.3%
■ Evasion 56% scouted evasion 70%■■ Neg Stat Res 54.5%
■ ■ ■ ■ buffs   
Tireless
conditionally active passive
■con+1 ■dex+1"Beefed up the floor here."Remains active as long as there are utilities, furniture, entry and defence upgrade to be done. When there are no more upgradable objects, Castle can choose +1 on either CON or DEX until there is a need more upgrades.
Composure
limited amount per week
■cha+1 ■con+1"Listen people: No one dies today. Any questions'll just have to wait."He's steady as a rock. When Castle is in the base or party for expedition, his presence safeguards morale loss by once for everyone. Himself has two safeguards. Resets every week.
Diplomat
until the end of next day
■cha+1 ■wis+1"Communication is what binds a team."When an argument or physical altercation breaks out, Castle puts stop to it and descalates the situation. There is no limit to how many times he can help, but next attempt costs him -CON.
.Papa bear.
until ally(allies) feel better
■str+1 ■dex+1 ■int+1"Keep it nice and smooth, just like we practiced."When he is with ally who are physically injured, sick, or on the morale level of 'sad,' he gains stat boost. Crafts and upgrades at a faster rate. Gains +30% crit rate so he can finish the battle faster. 100% success rate when retreating during combat to return back to base.
■ ■ ■ ■ nerfs   
It's not personal
until the end of next day or until a successful social interaction
■cha-1 ■int-1'Clearly, we need to make sure he gets as much encouragement as he offers to the others.'And yet it is. -1 morale. When an ally refuses to communicate, Castle backs off to give them some space, but he is still bothered.
Not in my house
during base defense
■str+2 ■dex-3"In this case, experience tells me to wait."When a enemies break into base, he becomes too cautious.
I'm alright
until healed back at base'
■con-1 ■dex-1"I'm here! I've got ya!"When he is 'downed' once, Castle remains standing. He is finally downed when hit again. Nerfs stay until he is full healed back at the base.
.No hope.
until successful social interaction
■cha-1 ■str-1 ■con-1'His frustration with himself is evident. One of his strategies hadn't played out the way he had hoped.'When an ally either leaves the party or dies, Castle is extremely discouraged. He won't eat or sleep for 3 days, until an ally talks him out of it.

Castle's relationships


Castle is able to gain 1.6 points or lose 1.4 points per social interaction.




Proficiencies


List of skills that Castle is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Castle has, and what he chose from the part of base that he came in.


NameType.
Showerhead with hoseWeapon [Two handed]/UtilityDamage 7
(base damage 4 with Proficiency 75%)
BlanketItem/MaterialCan throw to block enemy's vision. Originally from bed.
FBI SWAT vestArmourMid. 15 armour
Nylon cordMaterialCan use to strangle enemy. Can be used to craft.
Shotgun shells x5AmmoCan be broken down to extract gunpowder and pellets
BarricadeReinforcement"Barricade's up." Defense must come foremost, and Castle quickly works on the part of barrack that has no barrier between in and out.

ROOK


  • ■ constitution 16

  • ■ strength 16

  • ■ dexterity 16

  • ■ intelligence 16

  • ■ wisdom 14

  • ■ charisma 16

  • stat explanation AO3


It was late afternoon after vigorous training at the gym. Rook came down to the cafeteria for a quick snack, and a simple buttered bread became a full on sandwich with ham, salad and brie cheese with apple slices. Then he saw a bottle of mango juice. It has Twitch's name on it, and he is reminded of the time when she ate his protein bar the other day. Rook held the bottle, shook it to learn how full it is.Perfect.He took a decisive swig and nearly choked upon hearing a deafening bang. The ground shook and someone grabbed him from behind, and...When he opened his eyes, he noticed how dark the windows were. Strange. Night time at 12 in the noon? He drew closer to the window and took a peek. Rocky walls. Strange. Very strange. He walked out and found more rocks. How the cafeteria appeared so out of place, well, because it is practically ripped away from the base to be placed in some sort of cave. Rook rushed back inside, bit into his sandwich and wondered who else was in the cafeteria with him.

COMBAT STAT 
■ HP 96■ Armour 20 -1 ini
■ Phys atk 16
(+melee weapon of choice)
■■accuracy 96%
■■ Phys Crt chance 16%■■■ Ranged Crt chance 15.3%
■ Evasion 64% scouted evasion 80%■■ Neg Stat Res 46%
■ ■ ■ ■ buffs   
Pass those plates
during combat
■con+1 ■str+1"You know you can depend on me."During combat, Rook can choose to bodyblock for an ally who has lost their armour. He gains additional 15% more block damage reduction.
Good morning!
buff last up until 3 combats
■cha+1 ■str+1'His ability to energize other specialists is important, and he's certainly well liked.'Every morning he walks around to give encouragement to his allies. It is automatically done whenever he walks by an ally in the base. +1 morale for himself and others.
Helping hand
until the end of next day
■int+1 ■wis+1"I will do as required."When directed, he can help to quicken the pace of craft and/or medical procedure. The buff activates when he is working with an ally, and does not stack.
.Chameleon.
until the end of the day
■any stat+1 ■any stat+2'what stands out is his ability to adapt to demands.'He can choose place +2 and +1 on any stat every morning. The choice resets the next day.
■ ■ ■ ■ nerfs   
Let down
until the ally is fully healed back in the base
■wis-1 ■str-1'Clearly, we need to make sure he gets as much encouragement as he offers to the others.'When an ally that Rook tries to defend gets 'downed,' he feels guilty. He refuses to attack and sorely focuses on resuscitating the fallen ally. Success rate depends on his INT. morale +1 if he succeeds, morale -2 if not.
Stuck
until he goes for an expedition
■cha-1 ■dex-1'...to cycle around France gave him his first sense of freedom.'Enamored by this new environment for his passion to explore, Rook is too eager to venture around. He takes stat nerf and -1 morale if he misses out on 3 consecutive expeditions.
Bare body
until he regains armour
■con-1
■str-1
"Without Mira's upgrade, I would be dead. What does that say about me?"When his armour breaks, he loses confidence, -1 morale.
.Impulsive.
until the end of day
■random+1 ■wis-1 ■int-1'He can be impulsive and must self-regulate in order to remain on task. When his focus is clear, he is decisive and driven to complete the task at hand.'Rook randomly acts on something. Random stat boost, one random act that spends extra cost of resources/energies.

Rook's relationships


Rook is able to gain 1.6 points or lose 1.7 points per social interaction.




Proficiencies


List of skills that Rook is proficient at.
Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Rook has, and what he chose from the part of base that he came in.


NameType.
Fire extinguisherWeapon [Two handed]/ItemDamage 6
(base damage 4 with Proficiency 55%)
can be used to spray at enemy and blind them
SandwichConsumableFulfils hunger. +1 morale
(flavourful)
Dried fruitConsumableFulfils hunger. Reduces chance of sickess by 50%.
Water bottle x1Consumable/ItemCan contain 2L worth of water. Can be used to contain other stuffs.
GIGN-style heavy tactical vestArmourHeavy. 20 armour. -1 initiative.
Tightly folded table clothesArmour10 armour.
They don't have kevlar. Spare bulletproof armour other than what they are already wearing. Rook finds the next best thing that can protect them, and so he uses table clothes as paddings.

TWITCH


  • ■ constitution 15

  • ■ strength 13

  • ■ dexterity 15

  • ■ intelligence 19

  • ■ wisdom 16

  • ■ charisma 16

  • stat explanation AO3


Twitch had spent the majority of the morning at the Research and Development area for basic maintenance evaluation of operator gadgets.The entire collection of their specialised devices stopped functioning. Ash's Breach round did propel, but didn't explode. Mira's Black Mirror was all cracked, even the spare ones at the back, and Sledge's caber rusted and snapped.They had too little time to solve everything. Rainbow could not simply ‘go out of business’ because they need to be ready at all times for anything. Their gadgets were what set them apart from other anti-terrorist organisations, and no enemies were going to take pity on their misfortune.She rushed into the cafeteria for her mango juice. The sugar would wake her up and maybe give her some morale boost to tackle such strange problems.As soon as she set her foot into the kitchen, a sudden blast of boom startled her. She tripped into someone in front of the fridge, but pushed herself up to run towards the door.Darkness. Rocky interior and damp smell. Twitch swore she walked down their base’s corridor a few seconds ago, but now what she saw was something akin to a cave.Where the hell was she?

COMBAT STAT 
■ HP 90■ Armour 15
■ Phys atk 13
(+melee weapon of choice)
■■accuracy 90%
■■ Phys Crt chance 14%■■■ Ranged Crt chance 14.67%
■ Evasion 60% scouted evasion 79%■■ Neg Stat Res 52.75%
■ ■ ■ ■ buffs   
Suppressive fire
MUST be equipped with ranged weapon
■con+1 ■dex+1"It's all right, I got you."Twitch uses a ranged weapon at enemy as a warning shot during combat. First shot has 50% of immobilising the enemies and she gains +10% accuracy. Second shot grants her +10% dodge chance.
Logical mediator
until the end of next day
■cha+1 ■wis+1"Okay, okay, that's enough."When two allies are at odd ('barely tolerable' or below,) she can intervene to elevate the relationship. Success rate depends on her affinity with the said ops, her CHA and INT.
Get my hands on
until the end of next day
■int+1 ■wis+1"Stop complaining. It's just electricity."She can choose to spend an all-nighter and upgrade a weapon. Randomly adds one of the following modifications - longer battery life (if it runs on batteries,) ability to electrocute (stun enemy) or shoot needles (additional damage after the first one)
.It's alive!.
during the expedition/until the end of next day
■int+1 ■dex+1 ■wis+1"Machine learning and teamwork have one thing in common: Always lead by example."When she has the right materials and ingredients, she can make a small automated drones with a camera feed. This can be used to gather information remotely, however the tools and materials take a while to gather and make, approx 5~7 days.
■ ■ ■ ■ nerfs   
Ideally-
until the next day after the electricity is secured
■str-1 ■dex-1"Twitch has taken on so much. Coordinating, designing, maintaining... she feels responsible for Rainbow's survival."When there is no power or electricity to support the base, -1 morale on herself and stat nerf.
Staring at abyss
until he goes for an expedition
■cha-1 ■dex-1 ■int+1'Pichon is currently teaching AI empathy so that it can, in turn, teach it to humans.'But when robots hurt people, where's the empathy? When she faces enemies that are robotic/machine based, she feels obligated and yet guilty to destroy them. -1 morale.
They're okay, right?
until the said ally/allies are recovered
■con-1
■str-1
"How do I focus when I'm this worried about a friend?"When there is an ally who is 'downed,' or if there is an ally who is either injured/sick, she can't focus.
.Death of brain child.
2 days
■random+1 ■wis-1 ■int-1"Supporting my fellow squad members is a role I take very seriously."There are only so many automated drones she can make, just to see them destroyed. Every third drones destroyed drags her spirit down. -2 morale.

Twitch's relationships


Twitch is able to gain 1.6 points or lose 1.5 points per social interaction.




Proficiencies


List of skills that Twitch is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Twitch has, and what she chose from the part of base that she came in.


NameType.
Stones x50Weapon [One handed]/MaterialDamage 3.6
(base damage 2 with Proficiency 80%)
can be used to craft
Makeshift catapultWeapon/ToolMade with rubber gloves and chair legs. Can fling objects. Multiplies Stone's damage by 6. Independent from one handed/two handed weapon proficiency, because this is a ranged weapon.
Mango juiceConsumableFulfils hunger. Reduces chance of sickness by 50%. Somebody drank from it already. "Julien!"
Two-way radio x 1ElectronicsAllows remote communication. Modifiable.
GIGN-style tactical vestArmourMid. 15 armour
Makeshift motion and audio sensor x3ItemSince they don't have any immediate electricity, Twitch disassembled induction cooktop and fire alarm to create a makeshift motion sensor. She has installed them around the cave to ensure they aren't ambushed.

MONTAGNE


  • ■ constitution 16

  • ■ strength 18

  • ■ dexterity 13

  • ■ intelligence 13

  • ■ wisdom 19

  • ■ charisma 15

  • stat explanation AO3


Montagne took a seat by the window at the base’s lounge. His hands laid on the armrest, and he kept squeezing into the cushioned leather. One, two. One, two. His brows furrowed upon feeling a tingle.The same uncomfortable and disconcerting sensation he felt while carrying his shield today.He thought he was ready for the inevitable end of his career, but this sign of weakness was so sudden. Did he catch a cold? Or some kind of virus? Montagne couldn’t visit Doc, as the man was already occupied with the workload Mira dumped on him.He sank into the couch and closed his eyes. A brief nap wouldn’t hurt, and he hated the idea of others noticing how distressed he felt.Then he saw a flash of red rather than black. It was almost as if someone directly shone over his eyelids with a strong stun grenade. Montagne quickly lurched forward to look around.He noticed trees outside, and squinted to make some sense out of unexplainable oddities. This… this was not the scenery he saw minutes ago. The trees were too tall and the grass was uncut. Their base was not built next to a forest.There were cracks on the ceiling. Had the whole lounge just somehow got ripped off from their base?The tingle also travelled from his hands to his shoulders. This was the worst time to face this drastically strange situation.

COMBAT STAT 
■ HP 96■ Armour 20 -1 ini
■ Phys atk 18
(+melee weapon of choice)
■■accuracy 87%
■■ Phys Crt chance 15.5%■■■ Ranged Crt chance 16.67%
■ Evasion 52% scouted evasion 65%■■ Neg Stat Res 60.25%
■ ■ ■ ■ buffs   
"Stay behind me"
during combat
■con+1 ■ str+1"Restez derrière moi!"Montagne can choose to defend one ally during combat. He gains additional 30% damage reduction, in both body block and shield.
Unwavering tower
activates only when people are about to argue/fight. buff lasts until the end of the day
■cha+1 ■con+1"Stay calm, I'll be there."Nobody dares to argue or fight in his presence, despite how bad their relationship may be.
Kind instructor
during 5 days of training
■int+1 ■wis+1"Learn from the past, don't stand in it. Give no ground, and march forward."Montagne offers advances conditioning routine that helps an ally to have a permanent +1 gain of either DEX, STR or CON. Takes 5 days. Cannot train the same ally. When there are no more potential allies to train, Montagne gains permanent +1 on both INT and WIS.
.Every scar.
until the end of next expedition or base defense
■ str+1 ■dex+1 ■wis+1"Every conflict is an iteration upon the last. Every scar, a victory."When he finishes an expedition less than 100% of HP, he gains the following buffs.
■ ■ ■ ■ nerfs   
Rusted shield
until he is fully recovered
■con-1
■ str-1
'Touré has a naturally protective nature.'When Montagne had to stay at base due to sickness/injury, AND when he sees the returning expedition team injured, it takes toll on his conscience. Enters morale level 'uncomfortable.'
Understated confidence
until he has a successful conversation with another ally
■cha-1 ■int-1'Because Touré has an understated confidence, I was surprised when he expressed doubt about his role in Rainbow.'When he fails to have a successful social interaction with someone who has higher INT than him, he loses confidence. -1 morale.
Rocky mountain
needs to stay at base for 1 day
■dex-1
■str-1
"He's a man of few words, even among his friends."He needs to speak up if he ever gets tired. After being out on three consecutive expeditions, he takes nerf of -15% on his defensive ability.
.Je sais pas.
permanent
■con+3
■str+3 ■dex-3 ■wis-3
"Please stay with me."When he is the only one surviving during combat, he can only take 1 'dead' ally with him and retreat. If he is able to make it back to base, him and his ally survives. After this, his morale level drops down to 'Broken' and can never elevate above 'Sad.'

Montagne's relationships


Montagne is able to gain 1.5 points or lose 1.1 points per social interaction.




Proficiencies


List of skills that Montagne is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Montagne has, and what he chose from the part of base that he came in.


NameType.
Cue stickWeapon [One handed]/ItemDamage 5.1
(base damage 3 with Proficiency 70%)
CouchShield/FurnitureMontagne ripped the leather casing out to hold onto its wooden frame at the bottom. Can take 70 damage until completely broken.
Coffee x5ConsumableWakes him up. +1 morale when consumed. Does not stack within the same day.
Two-way radio x 1ElectronicsAllows remote communication. Modifiable.
GIGN-style heavy tactical vestArmourHeavy. 20 armour. -1 initiative.
Improvised mini shields x4ShieldYes, they are bar stools. But this isn't the time to lounge around for a cocktail. Montagne snapped the legs shorter to make them into smaller shields for his allies, and he shall train to improve their shield proficiency for the time being.
Can take 30 damage until completely broken.

DOC


  • ■ constitution 15

  • ■ strength 14

  • ■ dexterity 13

  • ■ intelligence 19

  • ■ wisdom 16

  • ■ charisma 17

  • stat explanation AO3


All of his epinephrine in ampoules turned into water. Doc didn’t realise this yesterday during their practice rounds, so of course no one was healed when he shot his Stim pistol at them. He went through the entire cabinets of medicines, and for some reason they’ve all become useless. The necessary anticonvulsants for Finka and antidepressants for other operators.None changed their colours or forms. They all look normal, but without their functional properties. This was a crisis. Doc swore his heart raced more than Azami on her angriest days.He tried to call Ash and Mira, but they didn’t pick up his call. This was going to be a hard morning for him to run at full speed to find anyone who he can discuss with, and the lounge usually had a fair amount of people he could trust. As soon as he set his foot into the area, the entire room flashed like a thousand sun and momentarily blinded him.Doc rubbed his eyes gently and felt a cool breeze behind him. When he turned around to have a look, his heart started to race again. Green trees and forestry? He ran through concrete pavement just a second ago. What and how? Where was he? He took a nervous step back and lost his balance.Not that his knees were weak. The outsole of his shoes, right below his right heel, was gone. There were no grains or split ends. A clean absence. He couldn’t find it anywhere else outside on the grassy field. Did he and the entire lounge move from one space to the other, as if someone or something cut them off from where they should be?

COMBAT STAT 
■ HP 90■ Armour 20 -1 ini
■ Phys atk 14
(+melee weapon of choice)
■■accuracy 84%
■■ Phys Crt chance 13.5%■■■ Ranged Crt chance 14.3%
■ Evasion 52% scouted evasion 71%■■ Neg Stat Res 52.75%
■ ■ ■ ■ buffs   
Prescription
until the ally is recovered
■cha+1 ■wis+1"My job is to keep you alive. Make it as hard as you like."Convinces allies that it is okay to feel sick, therefore they need to stay in base. Prevents/recovers moral loss from becoming sick/injured. Quickens the recovery rate.
Altruist
until the end of the day
■cha+1 ■con+1"I can take a step back, coordinate things and trust that my team will do what's necessary."Doc is extremely content when he has cleaned and maintained the base in its tip-top shape, in best hygiene as possible. +1 morale.
Field medic
until the end of combat
■int+2"Let's get you back on your feet, shall we?"During combat, Doc is able to heal one ally. Heal amount = INT*1.5.
.Wolfguardians.
until the end of current expedition or during the base defense
■int+1 ■con+1 ■wis+1"To be of service is why so many of us are dedicated to what we do."And to be of service, we must stay alive to do so. Before an expedition, Doc gives a speech. Stat boost for entire base and party.
■ ■ ■ ■ nerfs   
Do the basics
Until the ally is clean, fed and/or healed.
■dex-1 ■cha-1"We're wasting time."Doc is stressed with an ally who are not well-kept in hygiene and nutrition. Same goes to an ally who joins an expedition while sick/injured. -2 morale.
Doc on duty
until he has a successful conversation with another ally
■con-2"Try not to get yourselves hurt."When there is an ally who is sick/injured/under negative status, Doc refuses to sleep. He can stay awake for 3 days, but stat reduction comes in effect, starting from Day 4.
Save yourselves
permanent
■"I want to be remembered for the life I gave in service to others."Upon his death, Doc distributes First aid kit+ (a special item that can resuscitate downed ally, along with healing them back to 100%, curing injuries, sickness and any negative status.)
.Dog tags.
lasts a week
■con-2
■dex-2 ■wis+2
"And sometimes the only way to save a life, is to take one."Stat change applies whenever an ally dies. Doc keeps all their dog tags and pushes on to fight, but he is withering away. Morale level can never elevate above 'sad.'

Doc's relationships


Doc is able to gain 1.7 points or lose 1.6 points per social interaction.




Proficiencies


List of skills that Doc is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Doc has, and what he chose from the part of base that he came in.


NameType.
Fire ironWeapon [One handed]/ItemDamage 4.5
(base damage 3 with Proficiency 50%)
Defibrillator x 1Medical itemCan revive 'dead' ally
First aid kit x5Medical itemHeals 50HP.
Two-way radio x 1ElectronicsAllows remote communication. Modifiable.
GIGN-style heavy tactical vestArmourHeavy. 20 armour. -1 initiative.
Painkiller prescriptionRecipeDoc cannot just sit still and do nothing. He did some venturing and found appropriate herbs to make a simple numbing agent. Other operators can learn to make it as long as they follow his note.

LION


  • ■ constitution 18

  • ■ strength 16

  • ■ dexterity 14

  • ■ intelligence 19

  • ■ wisdom 12

  • ■ charisma 13

  • stat explanation AO3


Hail, Holy Queen, Mother of Mercy; hail, our life, our sweetness and our hope. To you we cry, poor banished children of Eve, to you we send up our sighs-
-a saviour comes from out the skies in answer to their pleas
Through boiling clouds of thunder, blasting bolts of steel
Evils going under deadly wheels-
Sigh.Lion could not focus on his prayers at all, all because his mind had been entirely focused on his son Alexis.During his time in the military, and even before then when he was a foolish young thing, society is never kind on good folks. Take an example of him and Claire. Boy, did he take her love for granted.And Doc's dead colleagues. He would still make the same decision, but they were good people. People who risked their lives to save others. Lion also too, could not forsake the safety of others, hence he made such a decision.Lord, have mercy. He did not want to be his father who forsook his own blood. Would Lion have his son to be more resilient? Could an individual be strong and make all the right decisions?A blinding light took him off guard. Lion flailed and fell from his armchair, and he fell on the lounge's hard floor.When he looked outside, he momentarily mistook the scenery as the garden of Eden. Then the darkened shades of forestry quickly corrected him back to reality.

COMBAT STAT 
■ HP 108■ Armour 15
■ Phys atk 16
(+melee weapon of choice)
■■accuracy 96%
■■ Phys Crt chance 15%■■■ Ranged Crt chance 14%
■ Evasion 56% scouted evasion 75%■■ Neg Stat Res 40.75%
■ ■ ■ ■ buffs   
Dutiful volunteer
during expedition
■cha+1 ■int+1"Just what I needed."Lion tries his best to be helpful around the base. When a recipe/schematics/blueprints are highlighted, Lion makes an extra effort to find them during the expedition. Marked items are 20% likely to be found.
By obligation, surrender
only with enemies who didn't surrender
■con+1 ■str+1"Come on out, sheep!"'The Primacy of Negotiation.' Yeah, right. Lion can choose 1 area to yell at any potential enemies to tell them surrender. Such act ends up locating the enemies, and they either surrender, run away or engage in combat. Success rate depends on his CHA and CON stat. Success gains +1 morale.
Oh, Mary
until the end of next day
■con+1 ■wis+1"Hail Mary, full of grace, the Lord is with thee."When Lion's morale level is below 'normal,' he settles down for a prayer. It helps him to regain morale loss. Can only pray once every evening.
.ROAR.
during combat
■int+1 ■dex+1 ■str+1'...his loud voice scared a frightened mob.'During combat, Lion can 'intimidate' enemies, reducing 15% of their attack power.
■ ■ ■ ■ nerfs   
Holier than thou
until the end of the day
■dex-1 ■cha-1"We're wasting time."When he has a negative social interaction with an ally, ally loses -1 morale. An argument or physical altercation with an ally results in physical damage on him. Ally loses -2 morale. But he does not lose any morale in both instances.
Homesick
until the end of next day
■con-1 ■dex-1"Try not to get yourselves hurt."Happens once every week during expedition. Lion misses his son and how he didn't do much for the little guy. Enters 'Sad' morale level.
Stay put
until the said ally is 'better'
■cha-1 ■int-1"I want to be remembered for the life I gave in service to others."If he catches an ally who is or is about to be sick, he forcefully puts them in their room and keeps them there until they are recovered (while they aren't even sick.) Puts ally into 'uncomfortable' morale level.
.I'll do it again.
permanent
■int+2 ■cha-2 ■dex-1"And sometimes the only way to save a life, is to take one."When he is the only survivor of the expedition party, he only saves an ally who has the highest level/potential among them when they retreat. Him and the saved ally's relationship will never be above 'barely tolerating.'

Lion's relationships


Lion is able to gain 1.3 points or lose 1.8 points per social interaction.




Proficiencies


List of skills that Lion is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Lion has, and what he chose from the part of base that he came in.


NameType.
Broken chair legWeapon [One handed]/MaterialDamage 5.1
(base damage 3 with Proficiency 70%)
Broken handgun x 1Melee (Ranged) weaponNo bullets, and it doesn't function. Need to fix at armory.
Can be used for pistol whipping.
Damage 8.5(base damage 5 with Proficiency 70%)
Rosary beadItemHe prays. +1 morale every night.
Two-way radio x 1ElectronicsAllows remote communication. Modifiable.
GIGN-style tactical vestArmourMid. 15 armour.
Home made face mask x4ArmourYou never know what's out there. Lion took curtains apart to make masks, because one can never be too careful. Trust him - he knows.

GLAZ


  • ■ constitution 14

  • ■ strength 15

  • ■ dexterity 16

  • ■ intelligence 17

  • ■ wisdom 17

  • ■ charisma 14

  • stat explanation AO3


What was Glaz doing? He had been laying in his bed way past the time he was supposed to be up. His eye, the right one that he injured years ago, was itchy. This was strange. He had a full recovery without any side effects and other complications, so how come it was acting up after all these years?Was it because he kept missing his marks at the shooting range? Or the malfunction his scope had, because he had to shoot without using the thermal vision? If anything, he felt such an occasion was a wake up call. He couldn't deliver headshots like he did, but that also meant that he was too reliant on the gadget rather than relying on his skill as a sniper.He had to get over this.Glaz travelled down to the garage and thought he could find some leather and other necessary straps. He only meant to make a simple eye patch to cover his irritated eye and maybe use it to train his skills back at the shooting range.He heard mild chatters of others who were minding their own business. Glaz bent down to go through the inventories, and then he felt a chill. Sudden lack of noise had him perk up to quickly scan the surroundings, and the majority of people were gone.Vanished in thin air. He ran to open the door and see where they might have disappeared to, but didn't step out any further when he saw grass instead of hard concrete.This was not where he came from minutes ago. They didn't have an open garage, and their vehicles were gone. And they definitely don't have their base situated so close to some foreign lake.

COMBAT STAT 
■ HP 84■ Armour 10 +1 ini
■ Phys atk 15
(+melee weapon of choice)
■■accuracy 90%
■■ Phys Crt chance 15.5%■■■ Ranged Crt chance 16%
■ Evasion 64% scouted evasion 81%■■ Neg Stat Res 55.25%
■ ■ ■ ■ buffs   
Couch counsellor
until the end of the day
■cha+1 ■wis+1"Like a sculpture, you can only fully appreciate a situation by looking at it from all sides, even if some angles are less flattering."Anybody can interact with Glaz to sit down for a light chat session, gaining +1 morale. If they are his 'good friend,' he would paint their portrait which gives them another +1 morale and 1 safeguard morale that prevents any morale loss once.
Reaction fire
MUST be equipped with range weapon
■int+1 ■dex+1"Bullets are better than words."During combat after he attacked, Glaz automatically enters into [Reaction fire] mode that allows him to choose an ally to guard. If that ally gets attacked, Glaz interrupts the enemy by attacking them.
Art gallery
lasts for 2 days unless he paints anew
■con+1 ■any stat+1"Imagination keeps you alive. It's how you find your way out of the dark. That, and a flashlight."Glaz can spend the time in base to paint. He can choose a theme, which correlates to each of stat. The painting can be hung on the wall to give himself and allies a stat boost on the chosen stat.
.Eye of Iron.
only during combat
■int+1 ■dex+1 ■str+1"Less talking, more action."Glaz can either stand still and scan opponents before the combat, or takes a turn to observe opponents during combat to spot their weaknesses. He gains 20% accuracy and 30% crit chance on both physical and ranged attacks.
■ ■ ■ ■ nerfs   
Wild side
until the end of the day
■int-1 ■cha-1"Ёб Твою мать!"Glaz still has some wild streak in him, especially when he's pushed past his limit. When he finishes an expedition with HP below 10%, he is prone to make more gallows humour. -1 morale to himself and the party.
The stare
until the end of next day
■cha-2 ■wis+1'It's not his staring that unnerves you, it's that he sketches you while he does it...'When Glaz's mood is 'uncomfortable' or below, he has a habit of staring his allies a bit too long. -1 morale on people at the base.
Silent bias
when partied with civilian operator(s)
■con-1 ■wis-1"I hate civilian ops. Those people have no understanding of LOS."Glaz doesn't quite trust operators who doesn't have a formal military training. He makes them act after him, giving them -1 morale.
.Rusted eye.
needs to have 9 hours of sleep
■con-1 ■dex-1 ■str-1'...he subconsciously rubs the scar when bothered.'His scarred right eye suffers from stress. When Glaz has lost -3 morale within same day, he ends up rubbing it and forces him to retire early for the day.

Glaz's relationships


Glaz is able to gain 1.4 points or lose 1.2 points per social interaction.




Proficiencies


List of skills that Glaz is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Glaz has, and what he chose from the part of base that he came in.


NameType.
Coil spring launcherRanged weapon/ToolShoots coil springs from cars. Can fling to cause damage of 10. Independent from one handed/two handed weapon proficiency, because this is a ranged weapon.
Shovel x 1Weapon [Two handed]/ToolDamage 9.8(base damage 7 with Proficiency 40%)
PencilsToolIt draws. Marks. Does its job.
A3 papers x 20Material.Versatile material.
SVD Smersh tactical vestArmourLight. 10 armour. +1 initiative
A piece of drawingFurnitureGlaz quickly whipped up a pencil drawing to vent out his current mood. 'Warn.' He couldn't think of a better name than this. +1 Dexterity to his teammates and additional +1 Constitution for Glaz.

FUZE


  • ■ constitution 15

  • ■ strength 16

  • ■ dexterity 13

  • ■ intelligence 19

  • ■ wisdom 15

  • ■ charisma 15

  • stat explanation AO3


Fuze had always been a quiet man. More so than most other operators unless he was with someone he could trust.This man sat so still on his stool and was indefinitely staring at his work station. He was silently panicking, while blankly staring at his creations. The cluster charge didn't go off. That was the apparent problem. He pushed the button, disengaged the bombs and checked the gas pressure valves, the mechanisms and other electrical wires.Nothing worked. He also took a quick trip to the Research and Development department to use their indoor containment range. He sent signals to explode his cluster grenade, and nothing happened. After following all the safety protocols, he took apart the grenade and everything was intact.He was trying to find obvious problems with his own creations that seemed to be in perfectly fine condition.It was absolutely draining.There was nothing else he could do other than thinking about other steps he should be taking. Should he try again with heavy impacts? Dropping it from measurable heights? Hitting it with remotely controlled rifles?He didn't want to think any further. Fuze closed his eyes and relied on surrounding noise to drown his own thoughts out, except he noticed there was nothing. The lack of noise felt uncanny, and he looked around to find no one else here.The outside felt no better, and worsened his panicked state. Why was there a lake outside? How was he feeling the grass beneath his feet?Where was he?

COMBAT STAT 
■ HP 90■ Armour 20 -1 ini
■ Phys atk 16
(+melee weapon of choice)
■■accuracy 84%
■■ Phys Crt chance 14.5%■■■ Ranged Crt chance 14.67%
■ Evasion 52% scouted evasion 71%■■ Neg Stat Res 49.75%
■ ■ ■ ■ buffs   
Fixing hand
until the end of the day
■con+1 ■int+1'...more at ease with the workings of machines than those of people.'He genuinely enjoys fixing anything that is broken. When Fuze sits down to repair something, his gains stat boost until next day and +1 morale.
Shy spotlight
until the end of the day
■int+1 ■cha+1'Field reports mention that Kessikbayev readily makes himself available in team planning but often falls into a cone of silence during operations.'Has 20% chance of activating. When people actually chooses to listen to him during team meeting, it makes him happy. +1 morale.
Situational awareness
until the end of next day. unstackable
■dex+1 ■str+1'While hard-hitting, Kessikbayev does possess good situational awareness.'When his prototypes hurts enemy with criticial damage, he gains +1 morale and stat boost.
.Hunarmand: Craftman.
when he or his allies wield his creation
■int+1 ■wis+1 ■str+1'Developing his own weapon and his ability to improvise in the field with scrap materials and minimal tools made Kessikbayev a legend among his fellow recruits.'Once a day, with enough materials, Fuze can make basic long-ranged weapons that can be used during combat or protecting the base. Mastery increases more he makes them, making sturdier weapons.
■ ■ ■ ■ nerfs   
Unintentional
until the end of next day
■con-1 ■cha-1"Move, right now!"Prototypes are, in fact, prototypes. When it misfires and injures his allies, he loses confidence. -1 morale on him and allies.
Restrained
3 days
■con-1 ■wis-1"Lower your voice."He stews in whatever bothers him. After -3 morales, Fuze is unavailable to be chatted.
Cone of silence
until the end of next day
■str-1 ■dex-1'It's critical that he maintains communications with his team...'He is alright when people don't listen to him, but if he's treated like an invisible man for more than once? There goes his esteem. -1 morale.
.Untaken road.
5 days until he either becomes a lover or not
■con-1 ■cha-1 ■int+1'He was engaged for two years but the wedding was called off after he decided it was "not the road to take."'Fuze ceases up when he is about to become a 'lover' with an ally. Broken engagement. Losing his brother. He is not cut out to have a deep and meaningful relationship. Lasts 5 days, then finally accepts that he can love and be loved.

Hunarmand: Craftman


What can Fuze make?





Prototype: Pitching machineSpin the lever and most round shaped projectiles can be shot out at a high speed to cause damage, to either walls or enemies. Any shot that an operator misses hits the ally. -10% accuracy.
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Prototype: Makeshift rifleIt shoots, it harms. Can be shot from long distance. Any shot that an operator misses hits the ally. -10% accuracy.
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.
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Prototype: Makeshift crossbowIt shoots, it harms. Close range weapon. Any shot that an operator misses hits the ally.
-10% accuracy.
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Prototype: Lackluster chargeA sorry attempt at imitating his Matryoshka Cluster Charge. It can anchor on to puncture thin walls and unleashes anything that can explode or scatter to harm whoever is on the other side.
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Fuze's relationships


Fuze is able to gain or lose 1.5 points per social interaction.




Proficiencies


List of skills that Fuze is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Fuze has, and what he chose from the part of base that he came in.


NameType.
Metal pipeWeapon/Material
[Two handed]
Damage 22.8
(base damage 12 with Proficiency 100%)
-1 Initiative
Crudely cut sheet metalShield/MaterialFuze made a hasty cut of sheet metal and attached a strap to use as a shield. Can take 50 damage until completely broken.
Prototype: Lackluster chargeWeaponCurrently loaded with bags of sharp metal scraps. Causes Bleed status to whoever got caught in the blast. Damage over time, 3 unless mended.
Fuze's toolboxToolThankfully he has his own set that stayed intact. Drill, wrenches, saw, screws etc.
Fort Defender 2 Low Profile ballistic body armor vestArmourHeavy. 20 armour. -1 initiative
Makeshift crossbow (50% done)Ranged weaponIt is as described. Fuze is still making it, but needs more material.

KAPKAN


  • ■ constitution 15

  • ■ strength 15

  • ■ dexterity 15

  • ■ intelligence 16

  • ■ wisdom 18

  • ■ charisma 15

  • stat explanation AO3


So his EDD didn't detonate at all. Three rounds in a row, costing ultimate defeat for his team. Fantastic. Kapkan had come to realise how much he was relying on these gadgets when he was the one that kept tripping up wherever he hid for an ambush. Clumsily falling in front of the opposing team's line of sight, and then caught in the middle of unscrewing his traps to reset them.Kapkan found himself a secluded spot in the barrack. Shame and humiliation were secondary feelings, because he was mainly concerned with his powerlessness. His senses were dull and there seemed to be milliseconds of delay whenever he moved his body.He was not drunk. As far as he knew, he hadn't eaten or drank anything out of the ordinary.This wouldn't have been a problem if he provided his own food. Own shelter and own schedule. Kapkan briefly thought of those days where he was out in the wild by himself without a worry from his family and work. Nature provided everything he needed and as a human, he never took more than what he could find.Kapkan could leave the military at any given point in his life, but he didn't. Humans are social animals. He too, knew where he truly belonged and the people he could protect. He trained to be the better version of himself ever since the Beslan incident, so he still had jobs to do.Then he felt a shift in the air. Kapkan ducked and leaned against the wall, and was surprised that he was mildly pressed into it.A tiny peak out the window had his heart skip a beat. It was the kind of environment he avoided spending too much time on. An open plain, where predators and prey could see each other if they weren't careful.The question of 'how' felt even more terrifying because he couldn't see the base at all.

COMBAT STAT 
■ HP 90■ Armour 15
■ Phys atk 15
(+melee weapon of choice)
■■accuracy 90%
■■ Phys Crt chance 15%■■■ Ranged Crt chance 16%
■ Evasion 60% scouted evasion 76%■■ Neg Stat Res 58%
■ ■ ■ ■ buffs   
Wolf pack
until the end of the day
■con+1 ■cha+1"The lonely and the mad deserve our pity, not our scorn."He is happy to be working well with allies. After a successful expedition, the likelihood of having a good conversation with his allies increases. +1 morale.
Realist
throughout the entire expedition
■wis+1 ■dex+1"There are many different kinds of cunning. Fortunately, survival requires only one."When an ally have failed to dodge attacks three times in a row, or has lost more than half their total HP, he gives them a crash course on how to defend better. Increase allies' dodge chance by +20% until the end of combat.
Prey on sight
during combat
■int+1 ■dex+1"Remain on target at all times."When Kapkan spots an enemy, he makes a quick judgement how likeable their victory may be. He gives himself and his allies the stat buff.
.Hunt.
until the end of expedition or base defense phase
■dex+1 ■con+1 ■wis+1"Let's hunt."Kapkan can choose to leave the base for 5 hours by himself to go out for a hunt, and gain meat, bone and leather when he comes back. Successful hunt (either 2 large game or 3 small games) gives him +1 morale. He still gains stat boost even if he fails to hunt, as he have laid traps that he can check 1 day later.
■ ■ ■ ■ nerfs   
Cynic
until his teammates are feeling better
■con-1 ■cha-1"Now is not the time to ask those kinds of questions."When there are people who has negative traits due to morale loss, it puts him on a bad mood. No morale loss, but he gets stat nerf because in his heart he wants to help but anything out of his mouth will sound too harsh.
Rough spar
until him and allies are healed
■cha-1 ■wis-1"Lower your voice."When he trains with an ally, there is a 20% of him and ally injuring each other. Nerf disappears as soon as they are both healed.
Don't you dare waste!
until the end of next day
■str-1 ■dex-1'For Basuda, life is harsh - made harsher by humans. 'When team wastes any kind of food, he is agitated. -3 morale, and becomes unmotivated to go for a 'Hunt.'
.Lone wolf.
until he finds more allies
■con-2 ■int-1 ■str+1'Given his explanation, I wondered if he may feel somewhat lonely. A wolf without a pack.'If there is only one ally with him in the base, or there are more than 3 deaths/abandonment, Kapkan becomes extremely alert. -1 morale everyday until he finds more allies.

Kapkan's relationships


Kapkan is able to gain lose 1.5 points or lose 1.2 points per social interaction.




Proficiencies


List of skills that Kapkan is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Kapkan has, and what he chose from the part of base that he came in.


NameType.
Bed metal pipe cut into shape of knifeWeapon
[One handed]
Damage 14
(base damage 7 with Proficiency 100%)
Causes Bleed. Damage over time 3, unless mended.
BlanketItem/MaterialCan throw to block enemy's vision. Originally from bed.
NailsMaterialVersatile usage. Can use for construction. For traps. To be modded into weapons.
Nylon cordMaterialCan use to strangle enemy. Can be used to craft.
Fort Defender 2 Low Profile ballistic body armor vestArmourMid. 15 armour.
NetToolHe has been weaving this net, but isn't quite fond of the colour. May as well dig a shallow hole and pull it from under when a prey steps on it.

TACHANKA


  • ■ constitution 16

  • ■ strength 19

  • ■ dexterity 11

  • ■ intelligence 15

  • ■ wisdom 18

  • ■ charisma 15

  • stat explanation AO3


There was only one business that Tachanka had in the barrack. His pride and joy, his handiwork of indulgence. Cartons of kvass bottles were well hidden under one of the beds that he claimed to be his years ago. No one dared to touch wooden crates that had his names on, so this was where he usually sat down for a quick rest in between missions and practises.Had he drunk any of them? No.Alcohol calls for occasions. Tachanka gave himself a mental restraint to enjoy with people who were close to his heart, and that was his principle.He had many of these rules in younger days, and they mostly related to discipline. It often made friends and sour-faced acquaintances, but they all respected the choices he made.His comrades. Tachanka's mind often travelled back to familiar faces who would be as old and wrinkly as he, but he hadn't seen them in years so such images were just speculations.His current comrades were far younger than him. They had places to be and jobs to be done, well after the Rainbow. But him? Tachanka was past his prime. He was just an old man holed up, lazying around and thinking about the good old times.Such thoughts didn't sit right with him. Tachanka shook his head and grimaced at himself for sounding so defeated.Was he a dragon sitting on top of his hoard? Snapping his toothless jaw at passerbies and living in the illusion of feeling all powerful and mighty? A useless trophy of power that was gathering dust on the shelf.He stood from the bed and rubbed his face. This was not like him. Perhaps the drowsiness was dragging him down.He then sat down back on the bed. Not that he wanted to, but a shake pulled his centre of mass back.When he looked out the window, it felt like the whole barrack was moving. As if he was on a train and the images outside blurred in motion.Then it came to halt. Instead of the base and other buildings, he saw a vast field of... wheat? Barley?Was he on some kind of foreign plain?

COMBAT STAT 
■ HP 96■ Armour 20 -1 ini
■ Phys atk 19
(+melee weapon of choice)
■■accuracy 81%
■■ Phys Crt chance 15%■■■ Ranged Crt chance 16%
■ Evasion 44% scouted evasion 59%■■ Neg Stat Res 57.75%
■ ■ ■ ■ buffs   
Slap on the back
during combat
■wis+1 ■str+1"I like the way you think."Upon witnessing an ally or allies who manages to land a critical hit on enemy, Tachanka gives them a slap on the back with laughter at the start of his turn (but he can still choose his own action to end the turn.) +1 morale and STR boost to ally.
You will live
until the end of the day
■wis+1 ■con+1"Stay with me, bratukha."Shit happens. He has a safeguard against an event that warrants -1 morale as group, because he isn't disheartened. Instead, he decides to wisen up and thinks of better way to focus his strength.
Kvass night
until the end of next day
■cha+1 ■con+1"Relax, malysh, when it's over, I'll buy you some vodka."He did promise to buy vodka, right? Well, suck it up. We've only got kvass here and that's the best y'all gonna get. At the end of any expedition, he can choose to throw a party. A shot of vodka and +1 morale for everybody in the party. Vodka is still shared if there was a death of ally, but morale level won't go below 'Sad' until next day.
.Wagon on fire.
during combat, stackable
■str+0.5 ■con+0.5 ■int+0.5"Don't worry. Tachanka is here."Every time he gets hit, there is a steady increase of following stats. He stays calm despite physical stress, solely aiming to deliver stronger blows at enemies.
■ ■ ■ ■ nerfs   
Blunt
until the end of the day
■cha-1 ■wis-1"Go ahead, impress me."He may try to give a pep talk to an ally who is on morale level of 'Uncomfortable' or below, but only have 30% chance of success regardless of their relationship status. +2 morale for him and ally when he succeeds. -3 morale for him and ally when he fails.
Inadequate potential
until the end of next expedition
■dex-1 ■int-1'...Senaviev feels he has potential that he doesn't know how to maximize.'Tachanka gets frustrated if his party retreated even once during combat during the expedition. Upon returning to the base, he will be feeling 'uncomfortable,' unless someone manages to successfully chat away the mood.
Withdrawal
until he finds alcohol/until he overcomes alcohol addiction (takes 4 weeks)
■str-1 ■con-1"Do not ask, what you don't want to know."When there are no more alcohol in the base, Tachanka can survive with his secret flask, which lasts about 3 days. After that, he gains stat nerf and -1 morale every day (unless he overcomes his alcohol addiction)
.2 minute phoenix.
during combat
■str+10 (during current combat)"They told me I'd died. They were wrong. I was reborn."Only once ever since the start of this game. Upon death, Tachanka rises again and stays combat active for 2 turns. After that, he becomes downed and needs to be carried back to base ASAP.
.ashen phoenix.
permanent
■str-1 ■con-1 ■int-1'Senaviev was declared clinically dead for two minutes following an operation on the field.'He has lost the '2 minute phoenix' trait. He gains permanent stat loss after being revived back at the base. He won't be revived even when he dies from now on.

Tachanka's relationships


Tachanka is able to gain lose 1.5 points or lose 1.2 points per social interaction.




Proficiencies


List of skills that Tachanka is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Tachanka has, and what he chose from the part of base that he came in.


NameType.
Wooden plank board malletWeapon
[Two handed]
Damage 40
(base damage 20 with Proficiency 100%)
stun chance 20%
Steel wiresMaterialCan be used to bind and craft.
Kvass carton x 4ConsumableStash of kvass he made and stored. Each carton has 24 bottles. Can be used to consume and let a group gain +1 morale. Can be used to sanitise, but not the most sterile solution.
Vodka flaskConsumableCan last 30 sips. +1 morale per sip, stackable within 3 hours intervals. NOT TO BE SHARED.
Fort Defender 2 Low Profile ballistic body armor vestArmourHeavy. 20 armour. -1 intiative.
Stones x5MaterialHe needs more. A lot more to make a decent furnace if he wants to melt steel and metal alike.

BLITZ


  • ■ constitution 17

  • ■ strength 18

  • ■ dexterity 18

  • ■ intelligence 13

  • ■ wisdom 13

  • ■ charisma 15

  • stat explanation AO3


When was the last time Blitz felt any kind of body ache? Not ever since he started to exercise like an athlete back in high school, that's for sure.Then how was he laying his sore body across the spare beds inside the barrack, completely exhausted to beyond after a simple rep of upper body and quads? It was his usual routine. Push up and leg raise. He had done them two days ago, and yesterday's weightlifting was far more intense than these exercises.Blitz raised his leg and winced. Were there ruptured muscles? Calisthenics. They are your stay-at-home gym kind of activities. Blitz did them for warm ups.He stood for a little hop and grimaced at the pain. Fearing for the worst, he wanted to make a quick trip to the medical bay for a check up, which he usually enjoyed when the medical personnels gawked at his physical prowess.Blitz mildly tapped on his cheeks. He often fell into fleeting arrogance, and while such emotion could be masked with humour, this time it felt... dangerously close to heart. Was he going through a hormonal imbalance? Alarm bells rang and he decided to jog rather than walk.A shift briefly had him lose balance. Blitz fell on his right, and his hands firmly landed on the barrack's floor. He wasn't sure of what he was feeling - was it friction? As if the ground was rubbing against the bases' concrete foundation?Blitz pushed himself off the floor and ran towards the door. He did not see the usual buildings of their base.It was a field. A vast plain of beige stalks.The oddity had his blood run cold with apprehension.Where was this?

COMBAT STAT 
■ HP 102■ Armour 15
■ Phys atk 18
(+melee weapon of choice)
■■accuracy 100+% (105)
■■ Phys Crt chance 18+5%■■■ Ranged Crt chance 16.33+5%
■ Evasion 72% scouted evasion 85%■■ Neg Stat Res 42.25%
■ ■ ■ ■ buffs   
KaPOW
combat passive, when equipped with shield
■con+1 ■dex+1(Laughs)When Blitz blocks and counterattacks the enemy, he uses his shield to strike their eyes and lower their accuracy.
Compassionate lookout
until the end of the day
■cha+1 ■int+1"Looks like you could use a hand!"Blitz naturally gravitates toward anybody who recently lost morale point or feeling sick/injured. He sits down for a genuine chat, helps ally to recover the lost morale and gives them a boost of CON+1.
Another day to live, ja?
until the end of the day
■int+1 ■wis+1'Kötz has seen his share of battlefield horrors but is mentally resilient.'Surprisingly, he isn't phased by failure/death. Blitz reminds himself to be a better version of him next time so he can save whoever may fall down.
.Radiant body.
during combat, stackable
■str+1 ■con+1 ■dex+1"Come freund, we need to move."Blitz can include up to four allies during his conditioning session. He gives 10% boost to his and allies' accuracy, dodge and both of critical chances for physical and ranged. +1 morale and all allies gain relationship point.
■ ■ ■ ■ nerfs   
Don't be like that
when he fails, lasts until the end of the day
■cha-2"Remember. Point your gun at the bad guys!"When he witnesses an argument among allies, he tries to break them apart. Success rate is 50/50 - but failure results in -1 morale for him and he loses relationship point. I guess humour and good will don't always work.
Oh, don't mind me
until the end of next expedition
■int-1 ■wis-1'It makes me wonder if he harbors some guilt because he's in perfect health.'Blitz feels guilty that he is in a good shape when his allies are sick/injured. He feels conscious to exercise, so he works out quietly alone in a secluded area. -1 morale if the said sick/injured ally sees him exercising.
Another day to die
7 days
■con-1 ■dex-1"Let's look alive out here."However, if he is in the party that fails/witnesses death of allies the second time, it takes greater toll on him. -3 morale. His morale level stays 'uncomfortable.'
.Disruption of routine.
until the end of the day
■con-1 ■wis-1 ■str+1'Of course I realize these specialists are in a class of their own but even there, Kötz stands out as exceptional.'Blitz must consume food, exercise and then consume again. If not, it throws off his whole cycle that maintains his top notch physique. -1 morale.

Blitz's relationships


Blitz is able to gain 1.5 points or lose 1.7 points per social interaction.




Proficiencies


List of skills that Blitz is proficient at.



Starting items


Items that Blitz has, and what he chose from the part of base that he came in.


NameType.
Bed metal pipeMaterial/Weapon
[One handed]
Damage 10.2
(base damage 6 with Proficiency 70%)
Broken locker doorShield/MaterialBlitz took a locker door off to have it serve as a shield. Can take 40 damage until completely broken. +1 initiative.
Light bulbMaterialA single light bulb. He picked it up and hoped to give his shield a flashlight effect, but there is only so much it can do.
Air hornItem30 charges. It can draw the attention of enemies to him rather than his teammates.
5.11 VTAC LBE (Load Bearing Equipment) VestArmourMid. 15 armour
Pull up barFurnitureHe has found more metal pipes. Surely we can make a pull up bar for more exercises - wait. Blitz places it low, where the ankles should be. Now they have a trap for any possible intruders - well, at least for the bipedal ones.

JÄGER


  • ■ constitution 16

  • ■ strength 14

  • ■ dexterity 19

  • ■ intelligence 22

  • ■ wisdom 15

  • ■ charisma 7

  • stat explanation AO3


Helicopters. Fascinating and beautiful piece of technology that provides freedom and stability of airborne traveling. Maple seed. Bamboo dragon fly toy. DaVinci's aerial screw. Years and centuries of inspirations came together to build this magnificent aircraft.Jäger loved helicopters to bits. He was drawn to the hangar to make sure all of their vehicles are in tip-top condition. It was almost becoming an obsessive behaviour because there was something in his heart that told him to check up on them. He often spent some nights there inside the terminal office until he was needed elsewhere.A few of his colleagues were worried and told him to be at ease. Go back to his residence or out for a walk, because this was an unhealthy attachment.Jäger refused to listen. Only on the seventh day he had to leave, because there were some parts back at the garage that needed to be fitted into the helicopters.He set a foot inside and momentarily felt the odd sensation. Absolute silence. Frozen, no, more like engulfed in a vacuumed atmosphere. Jäger looked back to find a bright moon, and the lake that reflected its cold body. He dared to not speak. Merely retraced his steps back to hear rustles of grass, and how the skies were dark. Jäger left the hangar 1300 on the dot, so this was abnormal.Nothing was normal. His behaviour. This environment. The gentle waves from such a strange lake.And yet, the helicopters kept tugging him and it was driving him insane.

COMBAT STAT 
■ HP 96■ Armour 10 +1 ini
■ Phys atk 14
(+melee weapon of choice)
■■accuracy 100+% (105)
■■ Phys Crt chance 16.5+5%■■■ Ranged Crt chance 16+5%
■ Evasion 76% scouted evasion 98%■■ Neg Stat Res 50.5%
■ ■ ■ ■ buffs   
Dear So-and-so
until the end of the day
■cha+1 ■dex+1"I expect you to perform like a well-tuned engine!"Jäger is eager to walk around the base and check on his allies. 50% chance of having a successful conversation that doubles the gain of relationship point, 25% of having a so-so chat (default amount of relationship point gain,) and 25% of having an awkward conversation (no gain, no loss.) All three options raises +1 morale because allies know he means well.
Trap net
from the moment he crafts them and uses them all up
■int+1 ■wis+1"You can stop worrying about grenades- wait, I mean, anything flying at us now!"He may not have the state of art technology, but that won't stop him from making something to help his team. Jäger can make a net launcher that binds onto projectiles or traps enemies.
Where does this lead to?
until the end of the expedition
■str+1 ■con+1'Specialist Marius "Jäger" Streicher has a creative curiosity that's reflected both in his operations and his daily life.'Jäger's natural curiosity may injure him, but he succeeds to find a new course to different route, or even secret passages.
.That's interesting!.
until the end of next day
■cha-1 ■int+1 ■con+1 ■dex+1'That was only the start of our conversation. Streicher discussed other documentaries that he found fascinating.'Jäger reads a book or listens to a radio, then feels a dire urge to talk to an ally about his findings. He gains buff and nerf alike, along with giving his ally INT +2 buff, but has 50% chance of lowering a relationship point.
■ ■ ■ ■ nerfs   
Strictly speaking, I'm not finished
until the end of next day, in both cases of being forcefully stopped or not
■int-1 ■dex-1 ddddddd"They said it could not be done. They said it was designed for tanks. They said I could not make it smaller and more accurate. They were wrong."Jäger is one of operators who can craft faster than the others. He just loves to make things. The problem is that he just won't stop. He will keep on going, improving, modding. It's not perfect yet, that's what he says. He needs to keep on fine tuning things, unless he is convinced to finish it off. -1 morale when he is forced to stop, +1 morale when he is left alone to finish it, which may take from 1 to 3 days - quality of the craft is guaranteed to be supreme.
Curiosity killed the cat (not yet)
during the triggered combat
■con-1 ■dex-1'Streicher's lively energy made for a dizzying meeting.'Jäger has tendency to gather items that results in attracting stronger enemies. Chance of the item being rare 20%, uncommon 50%, common 30%.
Out-of-pocket
7 days
■wis-1 ■cha-1"I would not have said it like that, but, it is cool."Jäger has 25% of making an out-of-pocket statement with allies during expedition. Loses relationship point.
.Infodump.
until the end of the day
■cha-2 ■wis-1 ■int+1'I'm sure they were all equally interested, if maybe not thrilled to be contacted so early in the morning.'Okay, dude. That's enough. When the party or base loses more than 3 morale, Jäger attempts to lift the mood by sharing more info that people may deem interesting. His effort is counterproductive and brings the morale down further. -2 morale.

Jäger's relationships


Jäger is able to gain or lose 0.7 points per social interaction.




Proficiencies


List of skills that Jäger is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Jäger has, and what he chose from the part of base that he came in.


NameType.
HammerWeapon/Tool
[One handed]
Damage 16.2
(base damage 9 with Proficiency 80%)
A Disposable Short (ADS) net x5ItemJäger made it to catch enemies' projectiles. Also a nice drape on them if they choose to ambush his allies.
Jerry canFuelYes, it's needed to power generator. But why can't we use it to pour under enemies' feet and let them dance?
Jäger's toolboxToolHis toolbox that is kept in immaculate condition. All the tools necessary for crafting and upgrading are here.
MOLLE plate carrierArmourLight. 10 armour. +1 initiative
Dial pocket watchItemWithout any charging port to revive their soon-to-be-flat phones and smartwatches, Jäger sees the dire need for good old geared-clocks. Portable one, so his allies can keep track of time out there.

BANDIT


  • ■ constitution 15

  • ■ strength 15

  • ■ dexterity 18

  • ■ intelligence 15

  • ■ wisdom 19

  • ■ charisma 13

  • stat explanation AO3


Every night, because of these damned dreams. Bandit hadn't had a quality sleep in a while but he refused to call it a nightmare. The room, people and what they talked about.They were usually the same details, the kind Bandit forced himself to remember to a T. The irony of having a mental cassette tape rewinding on repeat was that he felt in control. He felt comfort in his own paranoia.Until it began to change. Bandit usually took his short naps at a secluded corner of the garage, as the stench of patrol did soothe his nerves. The dream - first they weren’t in a room. He was not in the Hell's Angel's bike club. The people and their conversation remained the same, but they were out in the open field of grass.The next night, the same dream had different details. The people, those bikers, were drenched. Reeking with a damp, soaked stench of poor sods that got water boarded. They continued on having the same conversation while their dripping wet beards busily moved, spraying water everywhere. Bandit touched his own body and began to hyperventilate that he was also wet as well.For a while he didn't want to sleep at all. Unfortunately he wasn't an experienced insomniac, so the eventual exhaustion caught up to him.This time, none of the people were talking. They were droopy. Standing idly as if the weight of water glued them on where they were standing, except those eyes. They were following Bandit who walked past them to see the full scope of this strange dream.Bandit didn't get to find out, because he woke up. Sudden change of his real world's environment sent him a subconscious warning, and he immediately noticed how the garage went so quiet. No more clinking, no more mild chatter. It was as if liveliness vanished within seconds. Bandit stood still to catch any other noises, and he heard a mild roar. Roar of... waves? He peaked out from the slit of a tiny window, and frowned at the view. When did it become night time? And how- why- why was he seeing a lake instead of their base?Was he still dreaming?

COMBAT STAT 
■ HP 90■ Armour 10 +1 ini
■ Phys atk 15
(+melee weapon of choice)
■■accuracy 99%
■■ Phys Crt chance 16.5%■■■ Ranged Crt chance 17.3%
■ Evasion 72% scouted evasion 87%■■ Neg Stat Res 60.75%
■ ■ ■ ■ buffs   
Get a grip
during combat
■int+1 ■dex+1"It's not time to lose focus."When an ally has less than 10% HP, he pulls ally along to help them dodge. Successful dodge gives him counterattack, unsuccessful - he takes the damage himself.
Donar's hand
until the end of the day
■int+1 ■wis+1"Device activated!"No power source? Don't you whine. With some basic materials, Bandit can make makeshift batteries and powerpacks (small Milliampere-hour.)
Match their freak
during combat
■str+1 ■any stat+1'Brunsmeier described the challenge of remembering the real "you" when immersed in another persona.'When Bandit is fighting against a scouted enemy, he can choose to match their intensity and fight like them. He gains stat boost of STR and any stat that is highest of the said enemy. He has 10% chance of accidentally harming his ally.
.Lightening McBandit.
until the end of next day
■wis+1 ■con+1 ■dex+1'...he would spend four years embedded with the Hannover Chapter of the Hells Angels as an outlaw biker,'He can ride a motorbike for a quick scout at any given time, during expedition or from the base. Can take one more person to ride with him, and they have higher chance of returning unscathed. Buff applies to him and his ally.
■ ■ ■ ■ nerfs   
Harmlessful prank
until the end of next day
■wis-1 ■cha-1'A prankster, Brunsmeier honors and humiliates his brother's memory... the weapon responsible for Cedrick's early retirement from the BGS.'He likes to throw prank.
Success - no one is injured. +1 morale, no nerf.
Someone gets injured. -1 morale, nerf, and lose relationship point.
The real me
until the end of next day
■con-1 ■cha-1"You want it to look real? I’ve got some bad news for you."During expedition, when he hurt his ally while using 'Match their freak' he is reminded of the Hell's Angel undercover days and how easily he shifted into volatile hostility. -1 morale.
Anything for survival
until the end of the day
■con+1 ■str-1 ■dex-1"I would not have said it like that, but, it is cool."If there is no food or water, Bandit goes out to find meat. Questionable meat, but he reassures that this isn't the worst thing to eat if you're desperate enough. Has 5% chance of getting food poisoning and take nerf.
.Weltschmerz.
3 days
■con-1 ■dex-1 ■wis-1"I don’t have nightmares. I never did. My dreams are more like overactive situational awareness."Pessimism eats him alive. He dreams a nightmare once every week and wakes up feeling shitty. Why are they here? Just to suffer? He is more likely to be injured for 3 days.

Bandit's relationships


Bandit is able to gain 1.3 points or lose 0.9 pointsper social interaction.




Proficiencies


List of skills that Bandit is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Bandit has, and what he chose from the part of base that he came in.


NameType.
Drive chainWeapon/Tool
[One handed]
Damage 17
(base damage 10 with Proficiency 70%)
stun chance 20%
Car battery x4MaterialCurrently flat. Can be used once recharged.
Metal rodMaterialGarage has a lot of these lying around. Bandit is planning to make lightening rod out of them, hoping to power his dear old batteries.
Bandit's toolboxToolMostly full of motorcycle parts and corresponding tools, which can be used to fix other vehicles too.
5.11 VTAC LBE (Load Bearing Equipment)ArmourLight. 10 armour. +1 initiative
A penToolIs this just a normal pen? Or will it zap you? One way to find out.
+/-1 morale, depending on the chances.

FENRIR


  • ■ constitution 16

  • ■ strength 15

  • ■ dexterity 14

  • ■ intelligence 21

  • ■ wisdom 16

  • ■ charisma 12

  • stat explanation AO3


The barrack was a hiding place. Funnily enough, he could coop himself up in the Research and Development department or any remote area in the outdoors, but barrack is the closest to anywhere else in the base if someone paged him on the spot.Fenrir needed some time to close his eyes. The F-NATT gas had no effect on his opposition, and he risked himself to take a full whiff to confirm that the chemical lacked its potency. He thought it was malfunction from the canister, then panic engulfed him when he tested out the concentrates.His hard work. The magnum opus that cost his social life and any meaningful connections - it simply vanished.He really shouldn't be here. Rather than wallowing in despair, Fenrir knew it was more productive for him to be at the laboratory and fix whatever went wrong. God, he was so exhausted, though.Just as he thought about the absurdity of being able to teleport without moving a muscle, he felt a shift in the air, and the bed post bumped against his scalp. He didn't move an inch - it was as if his body was dragged by friction.When he rose from the bed, the outside showed a clearer view. Not the buildings, not the concrete path. There were brown stalks and blue skies, as if he was on some unknown plain.Fear crept within his heart. Pure, original and organic fear.

COMBAT STAT 
■ HP 96■ Armour 15
■ Phys atk 15
(+melee weapon of choice)
■■accuracy 90%
■■ Phys Crt chance 14.5%■■■ Ranged Crt chance 15%
■ Evasion 56% scouted evasion 77%■■ Neg Stat Res 53.25%
■ ■ ■ ■ buffs   
Analysis: Mental Support Strategy
during expedition
■cha+1 ■wis+1"Prepare for the worst, hope for the best."After each hostile encounters, Fenrir supports an ally who took the most damage and gives them 1 safeguard against losing a morale point.
Hmm, interesting
until next day after the expedition
■int+1 ■dex+1"There's a thought, huh...perhaps."When he finds materials with medical properties, he takes a sample and tries to find whether it has any psychochemical properties.
Calm, min vän
during combat
■con+1 ■int+1"You can only control yourself, start there."When his ally is under a negative status, Fenrir spends a turn to cure the status away.
.Dark mist.
during combat upon succession
■wis+1 ■dex+1 ■int+1"Setting a Dread mine- I mean, mist."He may not have the exact chemicals or components, but Fenrir knows a way to induce fear within his enemies. Blackened smoke and weird noise. Blinds enemies and lowers their accuracy. Has 75% success rate unless the enemy has higher INT stat than him.
■ ■ ■ ■ nerfs   
Tunnel vision
during expedition
■wis-1 ■dex-1 ddddddd"We won't learn by standing around."He must study! He needs more samples. When he has lost 2 morale points during the expedition, Fenrir becomes obsessed with collecting more materials and ends up hoarding them.
Untrusted
until the end of the day
■cha-1 ■int-1"I know my place."Some operators are still wary of him. If he makes a choice that results negatively to the party, -1 morale to all.
I can take it
until the end of the day
■con-1 ■wis-1"We can't afford to dawdle."When he is feeling 'uncomfortable,' he wants to prove his worth in the group. He applies materials with psychochemical property to himself under the guise of 'research.'
.Sinking in the marsh.
3 days
■con-1 ■str-1 ■int-1"Fear is a fascinating emotion. It stares into the core of a person and forces a choice: grow, or forever be trapped."When he becomes 'close friend' with an operator, he becomes anxious because it has been a while since anybody put some kind of trust in him. +1 morale when him and ally becomes just friend, but -1 morale every day for 3 days. -1 morale for 3 days when they remain 'close friends,' and then gain relationship point after he endures the 3 days.

Fenrir's relationships


Fenrir is able to gain 1.2 points or lose 1.1 pointsper social interaction.




Proficiencies


List of skills that Fenrir is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Fenrir has, and what he chose from the part of base that he came in.


NameType.
Broken table legWeapon/Material
[One handed]
Damage 5.4
(base damage 3 with Proficiency 80%)
BlanketItem/MaterialCan throw to block enemy's vision. Originally from bed.
Clean waterConsumable/MaterialBefore the water got cut off, Fenrir managed to salvage some from the tap He needs to boil it to preserve its integrity.
Vials x5ToolEmpty. They can be used for research or gathering.
5.11 Tactical All Mission Pack CarrierArmourMid. 15 armour.
Vitamin C x30ConsumableWhat is the best solution to keep one's self happy? To not get sick. Reduces the chance of gaining sickness by 50%.

FLORES


  • ■ constitution 15

  • ■ strength 13

  • ■ dexterity 17

  • ■ intelligence 18

  • ■ wisdom 17

  • ■ charisma 16

  • stat explanation AO3


Here he was. Rolling out the dough, filling it full with deliciousness and sealing it with curved wavy fold. On repeat. Ever since their recent argument, his husband hadn't been calling him at all. It was a rough patch, like many others they had gone through, and yet it felt different this time. Absence. Cold responses. The gravity of the situation didn't go unnoticed, and Flores was at a loss of what to do.All he could do was to keep on making empanadas at the cafeteria so he didn't have to think about anything else. It was working to some degree until he half-mindedly overfilled some of them, so he had to make them again and again.If life was so simple - if he could conceal errors with a piece of dough. He could shape himself anew whenever he wasn't happy with what he had now.A loud bang had him flinch in reaction, completely ruining the empanada he was making. Flores ran outside to see what happened, but quickly took a step back when the outside seemed so dark.He saw rocks and smelled damp air. When he took off his red sunglasses, it was easier to see the environment that surrounded the cafeteria. Was he inside a cave?How and why? Flores sprinted back to the counter and quickly counted how many kitchen knives there were.He had to be prepared.

COMBAT STAT 
■ HP 90■ Armour 15
■ Phys atk 13
(+melee weapon of choice)
■■accuracy 96%
■■ Phys Crt chance 15%■■■ Ranged Crt chance 15.67%
■ Evasion 68% scouted evasion 86%■■ Neg Stat Res 55.5%
■ ■ ■ ■ buffs   
Magic Food Van RIde
until the end of next day
■con+1 ■str+1"I'll throw you a party, with a buffet. I owe you that."He is a really good cook. Any food he cooks gives allies the stat buff of CON+1 and STR+1 when consumed.
Slippery feet
during combat
■dex+1 ■wis+1"Don't you worry, I know what I'm doing."Years of running away and heist trained him to stay out of enemy's line of sight. When he throws an explosive at enemy, he stays hidden on the spot until he moves.
Something for us (wink)
during expedition
■int+1 ■cha+1"I've got a job to do. There's more than one way to feed my community."When the party has an encounter with hostile NPCs, Flores beguiles them and swipes their item(s.) +1 morale to party.
.Something for them.
when an enemy dies from his explosive, during the expedition
■dex+1 ■str+1 ■int+1"They won't see this one coming."Flores is able to plant an explosive within enemy's party, or enemy's building. It will detonate within 2 turns or 10 seconds.
■ ■ ■ ■ nerfs   
Blurred line
during expedition
■con-1 ■int-1 ddddddd"Sharp knives and big guns. In my line of work, only the best will do."Flores often cannot relax even after the expedition or base defense if his party got ambushed. He insists on being on the patrol for 3 days, but loses morale point each night.
Means to survive
until the end of the day
■dex-1 ■wis-1"Is there a plan or..."If his party doens't have any medkit/first aid in their inventory, he becomes demotivated. -2 morale.
What is love?
until the end of the day
■con-1 ■cha-1"Sometimes, doing nothing is the best option."Lost his mother and divorced by his husband - Flores has become apprehensive with the concept of love. He feels resistance with the idea of being someone's lover - relationship gain is halved, and any attempt to move a relationship status forward results in -1 morale. Lasts 1 week.
.Llife is feeble.
3 days
■wis-1 ■str-1 ■cha-1"Half the battle is how well you react to chaos."When he witnesses a death of ally, he is nerfed for a whole week, but refuses to stay in the base. He must go out on expeditions at all cost. Another ally's death results in him leaving base.

Flores' relationships


Flores is able to gain 1.6 points or lose 1.4 pointsper social interaction.




Proficiencies


List of skills that Flores is proficient at.

Please note that these skills are specialised. Other operators can also craft, scout, cook, gather, use tools and have survival skills. This panel shows talents. Who can be faster. More efficient. How some people can do some things better than the others.



Starting items


Items that Flores has, and what he chose from the part of base that he came in.


NameType.
Steak knifeWeapon
[One handed]/Tool
Damage 9
(base damage 4.5 with Proficiency 95%)
Causes Bleed. Damage over time 3, unless mended.
50% efficiency when cooking
Frozen empanadas x30ConsumableThe stash he made and stocked in the fridge days before the chaos happened. Since it is made by Flores, any operators who consumes this gains +1 for both Constitution and Strength. Non stackable within same day.
Clean waterConsumable/MaterialBefore the water got cut off, Flores managed to salvage some from the tap He needs to boil it to preserve its integrity.
Lockpick toolsToolEssential item of Flores'. He can lockpick chests and locks faster than anybody else, and this item exists for him to teach the skill to other operators.
Flores' armour + Trench coatArmourMid. 15 armour.
Cigarette x12ItemGain +1 morale. Non stackable within same day.