Alaric Kos

Basic Info:

Player: Varren_Erelim

Position: Internal Affairs/Negotiator

Demeanor: Cool and collected in almost any situation. He doesn’t let anything get to him at all. Friendly enough but doesn’t go out of his way to be helpful to other people. Shows a mild distaste for larger groups or people that are overly friendly. Tends to keep to himself or very small amounts of people. Seems to put a lot of care into his appearance.

Nature: Alaric is a bit of a vain, self serving asshole. He dislikes most people as a default and considers them never as a real friend even if they do earn being his fake friend. He is the star actor on the stage of life and everyone else are just props with personality. Willing to pretend to able a person's friend and associate with them but never go out of his way for them. He prefers nonviolence and will generally attempt avoid openly antagonizing people unless he really dislikes a person.

Description: Alaric looks young for his age and is easily described as pretty in a general sense. He could be even be considered slightly feminine looking at the right angle. He is pale skinned and stands at 5’8” with steel blue eyes and naturally dark gray hair. His hair is style to fade from long in the front to short in the back. It is longest in the front, going from chin length to ear length from the left side of his face to the right and is parted so it is not in his eyes. Alaric is never seen in anything less than formal wear, almost always in a three piece suit with or without the jacket.


  • Physical Health: 7
  • Mental Health: 7
  • Physical Defense: 3
  • Mental Defense: 5
  • Perception: 5
  • Agility: 3
  • Strength: 2
  • Persuasion: 6
  • Intimidation: 2
  • Bluff: 5
  • Ranged: 2
  • Sneak: 3
  • Confidence is the Key: 2. Alaric is alright with a handgun but he is much more confident with it before the bullets fly. He feels powerful with a gun in his hand but not with someone else shooting at him, confidence evaporates then. [Alaric gains a +2 to Ranged twice per run so long as he has not been targeted by an enemy attack. Each time Alaric has been targeted by an attack he loses one available bonus, regardless of if it hits or not.]
  • I am not a fighter: 2. Alaric is not built for fighting in the slightest but he is rather thin and if injured he is very fast to avoid anything that can harm him further. [Alaric gains a +2 to agility when he falls below 3 PHealth.]
  • Silver Tongued Life Saver: 2. Alaric is even less of a fighter when he is on his own. He prefers to talk his way out of anything he can and when you are backed into a corner anything goes. [Alaric gains a +2 to Persuasion or Bluff when he is separated from allies while trying to get out of a situation where he may be harmed or killed. Must be above 4 MHealth]
  • I Can Read You Like A Book: 2. Alaric’s jobs is reading people and reacting, simple as that. He has become very good at it as well. A person might as well just tell him about themselves because he has learned to get it out of them whether they do or not. [Alaric gains a +2 buff to perception on reading for a person’s reactions to himself or another person in view in social situations.This can come as a general sense of attitude or feelings toward Alaric, his group, or the person causing the reaction. Results showing three positive rolls or higher can also reveal what the target might be thinking/feeling in a in a more specific sense according to their body language and speech patterns at GM discretion. Must be above 5 MHealth]
  • If I Can Read, Then I Can Influence: 4. Knowing the right stuff, Alaric can wrap people around his finger and get what he needs out of them. This is the basics of his job. He just uses them well. [With the success of I Can Read You Like A Book (ICRY) vs a target, Alaric gains a +4 buff to a selected social skill against a single person or small group effected by ICRY. For a group to be affected they must all have been marked by ICRY, if not buff is only +2 . Maximum of two uses per run. Must be above 5 Mhealth]


List everything your character carries on their person here. Be reasonable.

  • Menthol Cigarettes
  • Silver Zippo lighter (gold engravings)
  • Notepad
  • Pens and Pencils
  • Silver bill clasp
    • $100 in currency (usual currency for the destination of the mission.)
  • Pocket Watch
  • Switchblade
  • Walther PPK handgun
    • Additional mags/ammo
  • flash light
  • Water Canteen
  • Rations



List everything your character keeps in their room at Site-77. Anything that's not listed here or in the sections above will be difficult for the character to retrieve.

  • Photo album filled with photos of him shaking hands with various people. One image of a man and woman standing side by side as well.
  • Welrod Pistol in a velvet lined case.
  • Walking cane with a silver wolf's head ornament.
  • Numerous written praises by notable figures of the anomalous world hung on the walls.
  • Large number of full suits.
  • Moisturizers and other beauty care items.
  • Silver Tea set.
  • Six model ships of different variety and size on high shelfs.

Personal History:

Alaric was born into a well off family in Croatia that moved to London shortly after his birth. His father owned a business based in steel and his mother worked with MC&D. From a young age he was groomed with the intention of having him work alongside his mother. Alaric did as he was told and endured the all work no play lifestyle that was forced upon him. He was educated at home in line with standard schooling with the addition of being taught about people and how they work as well.

Alaric stayed with what his parents wanted for him because he accepted it as what he wanted as well. He grew up exposed to the side of the anomalous world where purchases and contracts were the focus. His teachings were private and he wasn't exposed to people very often until he was taught how to manipulate them. When he was a young adult he decided to become a negotiator and that he would use his mother's connection to get him into the field. It took time and practice, tutoring and sleepless nights. Eventually Alaric was hired by MC&D as a sales negotiator. By this time he had long stopped seeing people as anything but possibly useful to him because of how he was raised and taught. It made him very good at his job. Alaric negotiated for everything from minor sales to contracts for hitmen, anything they would let him go for.

Alaric was a well know negotiator by his 30's and he was often contracted out to well funded individuals for their negotiations. This is how he came into contact with a member of the Foundation. They took note of his skills and put in a recommendation for recruitment. After contacting him they spent and undisclosed amount of time negotiating his switching to the Foundation. He joined mostly because he had already been working for MC&D for years and the work had all become similar to him. The Foundation might be able to bring new situations to him that he could overcome with his skill set His particular skill set, while not useful in most field situation, was almost tailor to an Internal Affairs position. He was hired on as such with the understanding that he would partake on missions to both watch the agents around in in the field as well as assist in any missions his skills allowed him to.


  • English
  • Italian
  • German
  • Swedish
  • French


  • Alaric is fairly ticklish, which is why he avoids being touched.
  • Alaric dislikes sweet things.
  • Alaris enjoys a single hobby in his free time of building model ships.
  • Alaric's office has numerous things on the walls including his education degrees, framed official signing pages from his more difficult negotiations, pictures of him shaking hands with people of note, and a large model ship of the Flying Dutchman made to look like a ghost ship like with the legend.

XP: 3

Name of Source/Purchase XP Change Date
Uprooting +3XP 2/17/2018
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