Aubrey Wash

Player: Cocoa

Position: Ghost Detective's Partner

Demeanor: What impression your character gives at first glance

Nature: What your character is actually like as people get to know them. What are their goals, ideals, and flaws.

Description: What your character looks like.


Characters have 15 points to spend. It costs one point to buy a rank in a stat, or to be trained in a skill. Trained skills are indicated with bold.

  • Physical Health: 12
  • Mental Health: 15
  • Strength: 0
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 2
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 0
    • Acrobatics
    • Stealth
    • Ranged
  • Charm: 2
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence: 3
    • Perception
    • Insight
    • Logic
  • Education: 1
    • Science
    • Engineering
    • History
    • Survival
    • Medicine

You have eight points to distribute among as many or as few specialty skills as you see fit (but at least three is almost always warranted). Remember to explain what each specialty entails.

  • The Forensic Remnants of Detective John Wood: 4. Aubrey has some minor psychometric talent that lay dormant at the time she was hired by the Foundation. Detective James Wood was a member of the American Secure Containment initiative in the early part of the twentieth century with the unique ability to embed ideas in inanimate objects. Contact with his wedding ring during an investigation not only awakened Aubrey's abilities, but triggered a psionic feedback loop that developed them further.
    • The Great Detective: When Aubrey rolls History, Perception, or Logic in an investigative context or when trying to recall information regarding the ASCI, she can forgo a normal fudge dice roll and instead roll 1d4+X.
    • Mind Meld: Aubrey can temporarily link her mind with another character's. Aubrey can communicate ideas telepathically if she is in close physical contact with someone (though it does work through clothes or other thin barriers).
    • Brain Blender: Aubrey rolls Determination against a target's Antipsychic. If she wins or ties, she picks one skill that target has expertise in. While she consciously holds the effect and until she uses this ability again, she gets a +3 to that skill and the target takes -3. If she fails the contest, she take MHP damage equal to the difference.
    • The Shadow Knows: Aubrey occasionally manifests shadowy, flickering illusions around her, most often what looks like a noir detective that follows her around. This is mostly fluff, though it could conceivably be channeled through a projector to show memories as videos.
    • Eh, just a nosebleed: Aubrey wouldn't normally be able to hold all the psionic power she does, and if it starts to become unstable the results aren't pretty. When Aubrey's MHP is lower than her PHP, she has a debuff to Intelligence skill checks equal to the difference. Once per round on her turn while she has this debuff, she can reduce her PHP by 1.
  • Specialty Two: Rank. Description.
  • Specialty Three: Rank. Description.


What your character brings with them on a normal day when out adventuring.


Things your character has at home or their base of operations.

Personal History:

The big points of what your character's life has been like from birth to the time the game starts.


Any other information you think would be interesting. Any sections you wish to add to your character sheet (inter-character relationships, pictures, achievements, etc.) go here.


Stuff you get from playing. To start off with, pick ONE piece of loot that matches your character's MTF from the very end of the unlockable equipment page.


Connections your character has made that they can call on.


Additional training your character has acquired.

Missions | Equip Points: 0

Run Name Points Given/Loot Gained Date
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