Scott "Spine" Foley

Player: TomRos

Position: Stealth and Recon Specialist [PSI-7]

Demeanor: Generally flamboyant and more effeminate than one might expect at first glance, but often can seem dry or indifferent due to an absentminded carelessness with words. Very little social inhibition. The soul of an overly cocky child.

Nature: Scott is friendly and loyal to those he trusts. He is borderline obsessed with solving puzzles, namely those involving some kind of danger. His quips and college-student-who-just-woke-up attitude can make people dislike him, but he generally has everyone's best interests at heart.

Description: As of recruitment to the Foundation, Scott stands at 5'10 and weighs 160 lbs. His skin is… well, Irish. His hair is a medium-long brown tangle, but he tends to keep it under an unassuming brown baseball cap. He tends to stay clean shaven. His eyes are dark brown. Usually wears pink flannels, denim jeans, and a pair of black sneakers. For field work, he switches to gray flannels and carries a black backpack. Can often be seen wearing red lipstick, black eyeliner, and black nails. His signature look.

Stats:

Health
  • Physical Health: 15
  • Mental Health: 12
  • Strength: 1
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 2
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 3
    • Acrobatics
    • Stealth
    • Ranged
  • Charm: 1
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence: 2
    • Perception
    • Insight
    • Logic
  • Education: 1
    • Science
    • Engineering
    • History
    • Survival
    • Medicine
Specialties
  • I Promise I Work Here: 3. Being a criminal can get you into some situations you have to talk your way out of. Or sometimes you set your eyes on a target you have to talk your way into. +3 to Bluff when used after a failed Stealth roll.
  • Caltrops: 3. Sometimes, escapes get sticky. In those times, Scott can call on a little help from an ancient deterrent of pursuers: tiny little spikes. Uses a Ranged roll and, if successful, debuffs the target's next roll by 3 if it is a Speed roll. Can only be used after a failed Acrobatics roll.
  • Just Gotta Jiggle It: 2. Lock picking comes in very handy when you make money by breaking and entering. +2 to rolls concerning lockpicking.

Gear:

  • Colt M1911 handgun
  • "Gray man" kit (quick disguise for getaways)
  • Lock picking kit
  • Leather gloves
  • Black bandana
  • Grappling hook
  • Caltrops
  • Pack'a smokes
  • Small makeup kit
  • Flashlight

Possessions:

  • Maps of several major US cities
  • The first dollar he ever stole, framed
  • Tabletop slot machine, no coins in it
  • A duffel bag of physical puzzles, from impossible locks to tiny vaults

Personal History:

Scott was born Pittsburgh, PA in 1953. He discovered an addiction to puzzles at an early age, usually spacing out in class trying to figure out some kind of maze or sudoku page. As he grew older, the puzzles grew more elaborate. He began buying puzzles from novelty stores and reading detective novels and trying to solve the murders early. Eventually, as a teenager, he found a substitute for puzzle solving.

On a dare, Scott broke into an abandoned house in his neighborhood. The other young teens would frighten kids by saying the house was haunted, but the rumor had existed for so long that they quietly believed it themselves. Midway through anxiously exploring the house, Scott heard sirens outside. Police were questioning his friends. They knew what he was up to, and it was illegal. Scott hid while the officers searched the house. There, while ducking behind furniture and quietly crawling his way behind armed lawmen to finally escape the house unseen, Scott discovered a passion. He realized that every un-trespassed property, every locked safe, every officer with limited peripheral vision was a puzzle to solve. But these puzzles were bigger, more complicated, and more adrenal to solve. The days of Rubik's Cubes were behind him. The detectives in the mystery novels solved puzzles, sure, but the puzzles for criminals were so much more fun.

As he progressed through his teen years, Scott found casing and sneaking into businesses particularly fulfilling, as it allowed him to solve for a complex series of confusing variables, which would lead to reward. Usually cash. Sometimes food or some small trinket from the store. In his adulthood, Scott found a small group of people who also enjoyed theft and sneaking about. They became his best friends: Carlos (Codename: Crane), Olivia (Codename: Omen), and Terrance (Codename: Tick). The four formed what you might call a touring heist gang under the guise of working for a shipping company, and quickly found success. They were all extremely adept at stealth and investigation to the point that they could easily make off with several thousand dollars from any bank and no one would be the wiser. Of course, their favorite scores were from corporate banks and offices. The four spent the entirety of their early and mid 20s driving around the United States committing robberies first in small Midwestern towns, and eventually in bustling metropolises.

During his tenure as a shipping-van-driving thief, Scott kept notes of all of the strange things he saw lurking in the dark as he peed on the side of the road, or hiding in the corners of abandoned buildings he would temporarily squat in. He had several encounters with strange and mysterious things on his travels, many of which appeared supernatural. Disappearing objects, whispers from thin air, one time even a levitating abandoned house. Scott, not being particularly superstitious, would investigate these happenings as he found them. He kept a journal of all of the "ghosts" he and his crew encountered. However, as was the nature of traveling burglary, his observations were often cut short. It became a running joke in the crew that they were being followed by some kind of strange Lovecraftian demon. They would laugh it off and move on, but they all knew that what they were witnessing was probably a bad idea to shrug off. They did anyway.

The four were on their biggest heist yet - the great Missouri Raid of '79 - when everything changed. The four were to sneak into the upper level of what they would call a "rich folk hotel" in St. Louis and steal as much from the sleeping guests as possible. However, Terrance had become an informant after becoming a father, concerned for his newborn son, and the heist was a setup. Carlos and Olivia were killed in a crossfire in the hotel lobby. Scott was taken into custody. Upon police finding his journal, and recognizing that he had essentially written years worth of guerrilla style research on SCPs, Scott was given two choices - trial, where the jury would certainly crucify him, or a position in something they simply called, "The Foundation." His choice was obvious. After 4 years of basic guard duty, The Foundation drafted Scott into MTF PSI-7.

Miscellaneous:

  • Blames himself for the deaths of Carlos and Olivia
  • Generally goes by Spine, his codename for heists
  • Fluent in ASL, as this was often how his crew silently communicated
  • Can easily get lost into overexplaining things
  • Spent way too much of his dirty money at discos
  • THEME: https://www.youtube.com/watch?v=dcCQsUNT0KA

Loot

  • PSi-7 Enhanced Franchi SPAS-12 shotgun

Contacts

Training

Missions | Equip Points: 0

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