Dr. Harold "Hal" Garr

Basic Info:

Player: snorlison

Position: Researcher (Cognitohazardous phenomena, preternatural compulsions)

Demeanor: A laid-back, likable guy with a disarming affect. Pretty liberal with the warm smiles and gentle nods. A picture of studied cool and approachability.

Nature: A coolly calculating mind coupled with a genuine, if abstracted, love of human foibles. Rejects the idea of authentic intrinsic identity, believing that all personalities and convictions are constructed through interactions between peoples and groups.

Description: Hal is a portly fellow of mixed race given to dressing in tweed and vests, though the outfit of a black sweater and jeans is not unknown. He hides his eyes behind lightly purple-tinted lenses. His dark brown hair is tightly curled, and his skin is light brown.

Stats:

You have 36 points to distribute among Basic and Pseudo-Specialty Skills. Please follow the guidelines on the Game Mechanics page. Erase any skills you have no points in.

Health
  • Physical Health: 7
  • Mental Health: 7
Basic Skills
  • Physical Defense: 2
  • Mental Defense: 6
  • Agility: 3
  • Perception: 4
  • Persuasion: 6
  • Bluff: 3
Pseudo-Specialty Skills
  • Ranged: 2
  • Melee: 2
  • Academics: 6
  • Science: 2
Specialty Skills:

You have twelve 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.

  • "I'm ready to believe you.": 4 Hal is pretty good at sussing out what people want to hear, and what they want to believe. He's become an expert at identifying what ideals of honor, compassion, or cynicism a subject would be most responsive to. +4 to Perception to suss out people's motives and desires, +4 to Persuasion when using motivations to manipulate someone.
  • "Our minds are constructs.": 5 Hal's main working skill — the results of his studies in psychology, art, antropology, and manipulation. Hal has a large corpus of knowledge how people are compelled or motivated, as well as the factors that shape their beliefs and politics. Through work experience with the Foundation, he has a small understanding of how some cognitohazardous items influence the human mind. +5 to Academics for relevant checks
  • "Identity is negotiable.": 3 Hal has developed a habit of constant self-interrogation of his motives, assumptions, and cognitive biases. This ends up granting a modicum of protection from minor cognitohazardous effects, as well as making him a great lucid dreamer. +3 to Mdef when resisting Persuasion and Cognitohazards

Possessions:

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

  • His glasses — circular lenses, tinted purple.
  • Spare, clear glasses, for examining fine detail.
  • A handkerchief, replaced daily.
  • A bag of small candies.
  • A notebook, filled with handwritten shorthand. Contains Hal's various observations on the members of Psi-7.
  • Ballpoint pen, tucked into the spine of the notebook.
  • Foundation issued identification.

And everything that they keep in their room at Site 19. Anything that's not listed here or in the section above will be difficult for the character to retrieve.

  • His Foundation-issued sidearm, usually kept in a lock box. Retried for training or missions.
  • A flashlight with a change of batteries. Retrieved for missions.
  • Several books — on psychology and cultural anthropology, a few books on spiritualism and parapsychology, and some science fiction books.
  • Some magazines, most of recent copies of various psychological journals and Astounding Science-Fiction. However, there can be found a few old issues of Victory from the 1940s.

Personal History:

Harold Garr was born in 1922 to Joe Garr, a civil engineer and and Mary Washington-Garr, a muralist. Hal family grew moderately wealthy participating in San Franciso's rebuilding after the 1906 earthquake and expansion during the 20s and 30s. By 1942 Garr was a sophomore psychology major at Stanford University. After FDR formed the Office of War Information, Garr put his degree on hold and got a job helping to peddle propaganda. He floated through a few OWI projects as a clerical aid during the first year, learning well the techniques and ideas of both the artists and the admen.

Those employed with the OWI had been initially encouraged to remain vigilant for artists and works that could help to serve the war effort. Being a San Franciso native, Garr maintained loose (and occasionally uneasy) social ties with some of the local artistic communities. When, in 1944, a sudden and spontaneous-seeming trend of antisocial isolationism started dissolving these carefully cultivated social ties, Garr attempted to privately investigate.

After the War, Garr returned to his studies in psychology. Having become broadly interested in the way historical peoples generated and enforced compliance with societal norms, he also pursued a degree in cultural anthropology. In 1951, Garr was awarded his Ph.D in social psychology.

Marveling at the strange events he had been a party to, Garr never stopped pursuing independent, discrete study of parapsychology and psychical phenomena. It was only a matter of time before these interests brought him to the attention of the Foundation or another like-minded group. By 1955, Garr's experience in psychology, propaganda, and the preternatural made him a candidate for Foundation recruitment.

Miscellaneous:

Garr believes that the human mind is not a deterministic mechanism with a clearly definable intrinsic state. He took a strong line against ideas of authenticity, claiming that perceived qualities of a person's internal self are not really relevant, and that the mind is a construct formed in the interactions with people and society at large. Identity and personality are strongly contextual, deeply influenced by social interactions and perceived participation and role in social group.

XP:

How much XP your character currently has.

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