Roger Landsberg

Player: Lazar

Position: Troubled Bomb-Maker

Demeanor: He tries his best to be friendly! Sometimes it just falls a bit short. There's a certain weight this man carries. He tries his best to hide it, with only mixed success.

Nature: He's caught in a cognitive dissonance between actions he undertook before his service with the Foundation. He understands that what he did was wrong - but he also feels that his cause was just and that his actions were necessary. To him, there was, and continues to be something fundamentally wrong with society, something that couldn't be solved with votes and demonstrations. Whether it could be solved with explosives and bullets remained to be seen. If he's not careful, it's very easy for him to slip back into that "ends-justify-the-means" mindset he used to hold absolutely…

Description: Roger is short man. He is in perpetual need of a haircut, and tends to look like he is in moderate discomfort at all times. There's nothing particularly wrong with his appearance in the sense of aesthetics; but by his eyes, there is sorrow and confusion juxtaposed against an earnest friendliness. An awkward combination.


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:
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 2
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 2
    • Acrobatics
    • Stealth
    • Ranged
  • Charm:
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence: 3
    • Perception
    • Insight
    • Logic
  • Education: 3
    • 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.

  • Exit Strategy: 3. A decade on the run makes one acutely aware of their escape paths and pursuers. +3 to perception when trying to either escape an space with blocked or unclear exits, or when trying to spot pursuers, either at a distance or if they are attempting to conceal themselves. .
  • Technical Writer: 3. When writing manuals that may have to use euphemistic terms or be read in a particular way, reading dense or confusing material becomes normal. +3 to Engineering or History when attempting to read texts that are either naturally difficult to understand or intentionally obfuscated.
  • Compartmentalized Mind: 2. His troubles with his past has given him the peculiar ability to compartmentalize certain chains of thought from others. If Roger is ever in a such a disturbed (but controllable) mental state (such as petrified from fear etc.) that would prevent him from making a roll, Roger can instead roll at half stats (or GM penalty).


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

When appropriate:

  • Vz. 58 Rifle (normal)
  • Hand Grenades (explosive)
  • Semtex bricks with radio detonators, time-delay

Always/whenever possible:

  • Makarov PM (light)
  • Combat knife (light)
  • Small electrical toolkit (screwdrivers, wirecutters, etc.)
  • Small lockpicking kit
  • Binoculars


  • Painter's easel and painting supplies
  • A few okay-ish completed paintings
  • A modest personal library on a variety of topics
  • Antique chessboard

Personal History:

Roger was born in West Berlin in 1952. An excellent student, he seemed destined for success in West Germany's booming economy - but an unfortunate conflation of factors led Roger down a much more dangerous path. The first part was the ongoing West German Student Movement, which, while he was too young to participate, he looked on with horror as charismatic, but peaceful agitators like Rudi Dutschke and Benno Ohnesorg killed in apparent cold blood. This, in and of itself, likely would not have led Roger down the path he took - but in 1970, his ailing father had been outed as a concentration camp supervisor.

Roger's disillusionment with the West German establishment boiled over. There was something very wrong with his country, and it could not be fixed with votes or demonstrations.

In the midst of a college degree Roger began working first intermittently, and then consistently with a leftist extremist group Die Belasteten Volk, The Burdened People, a known Central Insurgency front organization operating in Western Europe. He discovered his aptitude for demolition - both in the procurement or production of explosives, and how they might best be used. Roger seldom participated in actions directly - but was a key player in many of the group's 'direct actions'. To him, they were the only people that could fight the all-powerful West German state. Roger himself would free West Germany, one pipe bomb at a time.

His support continued for years. Things became worse and worse, and stranger and stranger. Lenin may have said that breaking a few eggs was required to make an omelette, but Roger knew that too many eggs had been broken for too little progress. He had to get out, and soon.

Roger resolved to leave in 1978, having spent the better part of his youth looking learning the tools of a most dangerous trade.

The Foundation got wind of someone inside CI looking to get out and quietly scooped him up. For what purpose they kept him on after debriefing, no one knows.

But Roger knows he is not safe out there.


  • Roger speaks fluent English and German.
  • Steady drinker. Prefers gin and tonic.
  • Expert chess player. Perhaps enough to play competitively, but not enough to win.
  • Has certain (non-anomalous) rituals with his tools, such as placing them in a certain way or unpacking in a certain order - productivity can be significantly impeded if these rituals are prevented.


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.

  • Nanopatches: Reverse-engineered from some nenotech lifted off Promethean Industries back in the ‘70s. These 2” square patches can corrode through most non-anomalous woods, plastics, and metals given enough time, self-destructing and rendering themselves inert after eating through a surface. Safeguards prevent them from going hog-wild on living organic matter, though you might be able to leave a nasty acid burn with one in a pinch. 3/run.



Missions | Equip Points: 0

Run Name Points Given/Loot Gained Date
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