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Anomalous Investigations Pages v1.2
Anomalous Investigations Pages v1.2
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The Weird World............................................1
Rules Reference............................................2
The Panic Table........................................ 3
Character Creation.........................................4
Classes................................................ 6
Custom Character Classes............................... 7
Skills.....................................................8
Altered Abilities.........................................10
Missions and Downtime.....................................12
Field Requisitions.................................... 12
Political Capital.........................................14
Paperwork.................................................16
Security Clearance and Licenses...........................17
Security Clearance.................................... 17
Licenses.............................................. 17
Equipment and Standard Loadouts...........................18
Weapons............................................... 19
Armor and Personal Protective Equipment............... 19
Scientific Equipment................................... 19
Tools................................................. 20
Esoteric Equipment.................................... 20
Vehicles.............................................. 21
Special Assets........................................ 21
Anomalous Assets...................................... 21
Running an Investigation..................................22
Investigation Results................................. 23
The Setting...............................................24
Memorandum on Bureau Operations 201-4A................ 24
Hatzlinger-Boroff Theory.............................. 25
Anomalies and Paranormal Threats..........................26
The Bureau................................................28
F.B.A Org Chart....................................... 30
Working for the Bureau....................................31
The Unit.............................................. 31
Character Sheet...........................................32
The Weird World
1
Rules
This book details rules that differ from those found in the
Mothership RPG. In particular these are:
Skills (pg. 8-9): New skill rules for a “flat” skill list.
Paperwork (pg. 16-17): Working for the Bureau is not all weird
portals and monsters. Some aspects of the job are truly
terrifying.
2
Each player should have access to the following:
Two d10 dice, or one set of d100 percentile dice for Skill and
Stat checks.
3
Character Creation
1. Roll Stats
2. Roll Saves
Your three Saves are Sanity, Fear and Body, representing how
resistant and reactive you are to different kinds of trauma
and danger. Roll 2 ten-sided dice (2d10), add them together,
then add 10. Record the results for each Save.
If you like, you can use the trauma responses from the
Mothership RPG Marine, Scientist and Teamster for the
Ranger, Specialist, and Union classes respectively.
CLASS DESCRIPTION
Field Agent Detectives and investigators, the first in the
field to detect and assess new anomalous events.
Ranger Heavily armed response for hostile anomalous
threats. Also tasked with extra-dimensional
exploratory missions.
Specialist Scientists, technicians, and researchers of
anomalies.
Union General Bureau staff: administrators, research
assistants, emergency services, guards,
containment staff, and custodial.
Altered Anomalous humans, with an ongoing influence from
an anomaly, but stable enough to be employed in
service of Bureau operations.
4
4. Roll Health per Wound
5. Gain Stress
7. Choose Skills
8. Description
Mark name, pronouns, and any other description you like. You
are now ready to deploy on your first mission, agent.
5
Classes
Field Agent
STATS/SAVES SKILLS
+5 Intellect Firearms (Trained)
+5 Combat Investigation (Expert)
+15 Sanity Save 2 Trained Skills
+15 Fear Save
Trauma Response: Once per session when you panic, you can
choose to take 2 stress instead.
Specialist
STATS/SAVES SKILLS
+10 Intellect 1 Non-combat Master Skill
+5 To 1 Stat 1 Specialization
+30 Sanity Save 2 Trained Skills
STATS/SAVES SKILLS
+5 to all Stats 3 Non-combat Trained Skill
+10 to all Saves 1 Expert Skill or 1 Specialization
Altered
STATS/SAVES SKILLS
+15 to one Stat 2 Trained Skills
+20 to Fear Saves Altered Ability (pg. 10)
-10 to Sanity Save
4 Lucky. 1/Session you can transpose the result of any d100 roll (eg. 72 ->
27).
5 Gifted. You have [+] on checks to your highest Stat.
12 Nervous. When a close player makes a Fear save, make a Fear save at [-].
13 Credulous. When a close player makes a Sanity save, make a Sanity save at
[-].
14 Clumsy. [-] on Strength checks.
19 Indecisive. The first time you roll each save in a session, it is at [-].
7
Skills
8
TRAINED HISTORY
EXPERT ANTHROPOLOGY
MASTER ARCHAEOLOGY
ANIMAL HANDLING LAW
ESOTERIC ANIMALS OCCULTISM
ART PALEONTOLOGY
ATHLETICS INVESTIGATION
ASTRONAUT TRAINING CRIMINOLOGY
HAND-TO-HAND COMBAT FORENSICS
S.C.U.B.A. TRAINING LAW
BIOLOGY JURY-RIGGING
APPLIED ESOTERICS ESPIONAGE
BOTANY EXPLOSIVES
PALEONTOLOGY LINGUISTICS
PHARMACY APPLIED ESOTERICS
ZOOLOGY SIGNALS INTELLIGENCE
BUREAUCRACY MATHEMATICS
LAW ACCOUNTING
CHEMISTRY APPLIED ESOTERICS
APPLIED ESOTERICS ENGINEERING
ENGINEERING SIGNALS INTELLIGENCE
EXPLOSIVES MEDICINE
PHARMACY PHARMACY
COMPUTERS SURGERY
APPLIED ESOTERICS MILITARY TRAINING
HACKING ASTRONAUT TRAINING
SIGNALS INTELLIGENCE COMMAND
DISGUISE EXPLOSIVES
ESPIONAGE TACTICS
DRIVING PHYSICS
AIRCRAFT APPLIED ESOTERICS
ARMORED VEHICLES ENGINEERING
WATERCRAFT PSYCHOLOGY
ELECTRONICS CRIMINOLOGY
APPLIED ESOTERICS PARAPSYCHOLOGY
ENGINEERING STREETWISE
HACKING THEOLOGY
FIREARMS OCCULTISM
ESOTERIC WEAPONS WILDERNESS SURVIVAL
HEAVY WEAPONS DIMENSIONAL RIFTS
9
Altered Abilities
Altered who are cleared for field work by the Bureau only ever
have one Altered ability. Those rare people that have more than
one ability, or are more powerful, are usually proportionally
unstable (mentally or physically) and the Bureau would not employ
them for typical field operations even if they were.
11
Missions and Downtime
12
Seek Treatment. The Bureau retains specialist psychiatric and
esoteric therapists. Take this activity 3 times to remove a
permanent condition. All treatment is recorded in your Bureau
file.
14
After each mission the unit gains (or loses) an amount of
Political Capital based on the results and actions taken during
the mission. A general rule for PC gain or loss are the
following:
Negligence or insubordination: -5 PC
Going Rogue
15
Paperwork
16
Security Clearance and Licenses
Security Clearance
Licenses
17
Equipment and Standard Loadouts
The following are standard loadouts per class. You may swap out
equipment from the Equipment tables on a one-to-one basis, as
long as you meet the license requirements.
— Sidearm — Backpack
Ranger: Union:
Specialist:
— Anomaly Field
Scanner
— Sample Kit
— Portable Analysis
Kit
18
Weapons
Scientific Equipment
19
Tools
Esoteric Equipment
20
Vehicles
SPECIAL
VEHICLE LICENSE DESCRIPTION
ASSET
Rental Car N/A No Standard nondescript rental car.
Armored Car Armored Yes Standard car or SUV modified with armored
Vehicles panels and windows.
Armored Personnel Armored Yes Heavily armored vehicle for troop
Carrier Vehicles transport. Very conspicuous.
Helicopter Aircraft Yes Small helicopter, holds up to 5 people.
Special Assets
Anomalous Assets
21
Running an Investigation
22
Investigation Results
23
The Setting
Signed,
Sebastian Mathisen,
24
Hatzlinger-Boroff Theory
R. Hatzlinger, I. Boroff, et al
Abstract
Results
25
Anomalies and Paranormal Threats
27
The Bureau
29
F.B.A Org Chart
Sebastian Mathisen
DIRECTOR
Maximilian
Ludvik
PERSONAL ASST.
To DIRECTOR
Ilaria Jeffries
ASST. DIRECTOR
30
Working for the Bureau
Once someone is inducted into the esoteric and the truth of the
Weird World, there is no going back.
The Unit
31
FEDERAL BUREAU OF ANOMALIES
SPECIAL AGENT
APPLY CLASS TRAUMA RESPONSE
PHOTO
HERE
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 STRESS
WOUNDS
CONDITIONS IN TREATMENT CONDITIONS
CURED
TRAINED SKILLS
EXPERT
MASTER
SKILL TRAINING UNIT STATS
ALTERED ABILITY (SHARED ACROSS ALL UNIT MEMBERS)
FIED
TRAINED EXPERT MASTER
CLASSI
SPECIALIZATION
IN PROGRESS
POLITICAL CAPITAL PAPERWORK
EQUIPMENT
ARMOR POINTS
TOP SECRET
F.B.A. EYES ONLY
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