Mark Williamson

Player Name




Mark Williamson


Scout for hire.


{A character’s power is unique to that character. Most often it’s one or two things that a character is particularly good at in a way that might set them apart from others, and is represented mechanically as a +3 bonus to one of two skills, activated by the expenditure of an Action Point, but a Power can also be something a little more exotic or nonstandard. You'll need to work with a GM on this particular section. Feel free to get the rest of your page filled out. It may be easier to come up with an idea for this once you have your character rounded out, and a solid background put together.}

Sportsman: Mark has always been very much into his sport. He's played AFL and Rugby most of his life, along with plenty of surfing. As such, he's in great physical shape. He can run and jump and climb with the best of them.
Wild one: Mark's job is to survive and track and generally be a fantastic outdoorsman, and you don't get hired by the Foundation if you're anything less than the best. Mark can take +3 to a survival roll for the expenditure of 1 AP.
Shoot to eat: When you're living off what you can manage to scrounge up off the outback desert, you learn to take advantage of every opportunity that presents itself. Especially the chance to put a hole in some feral bulls head at a fair distance. As such, Mark can take +3 to a ranged roll for the expenditure of 1AP.


Aspect 1: Half feral: After his time living in the bush, Mark excels at surviving on his own in the wild for weeks at a time, often unobserved. However, this has led to the degradation of his social skills, often to the point of seeming very odd and his following of any self justified impulse.

Aspect 2: I'm indestructible: This is a man who lives with the idea that he's indestructible, and will often continue on with whatever he happens to be doing at the time regardless of his injuries, leading to a certain recklessness. If he is seriously injured or incapacitated, it will be a severe blow to his mental health.

Aspect 3: In the tall grass: After living off the land for so long, Mark has a knack for spotting just about everything in the area. Whether this is noticing the glint of sunlight on the scales of a distant snake, or catching the scent of something hidden from view, there's a good chance he'll notice it. He just needs to learn that in the pool, not everything is going to be as easy to handle as it was in the wilderness and that he probably shouldn't ignore what he saw.


  • Agility: 3
  • Strength: 3
  • Perception: 3
  • Survival: 4
  • Ranged Weapons: 4
  • Melee Weapons: 3
  • Physical Defense: 3
  • Mental Defense: 3
  • Body: 6
  • Mind: 6
  • Action Points: 3
  • Load Limit: 11
  • Current Load: 6
  • XP Held: 9
  • XP Used: 3


Magic eyes: +1 to Perception.


Possessions are organized by two sections:


Load is what a character takes with them on a run. Anything not listed in Load may not be used during a mission, and any new additions to Load must be gone over with the GM. The GM will assign basic load points to the equipment filed under this

  • Combat knife. +1 load
  • M4 Assault rifle. +2 load
  • Glock 17 +1 load
  • Ammunition.
  • Pocket: Small radio, PDA.
  • Survival package. +2 load
    • Rope
    • Canteen
    • Flint
    • Fishhooks
    • Matches
    • Zippo lighter
    • Binoculars
    • Needle/thread.


Possessions left in the character's room, such as fluff, may be listed here.

  • Photograph of himself, looking younger, holding a small German shepherd puppy which is licking his face.
  • Dog collar with tags. Tags have the name "Johno" engraved on them
  • AFL football
  • Surfing magazine
  • Wire figurine given to him by Dan
  • Monkey plushie given to him by Eriko- Named Geoff
  • Things recovered from work
  • Jar of desert dirt- From windy desert
  • Jar of jungle dirt- From Burma
  • Tiger skull- From Burma
  • Crocodile skull- From Burma
  • Empty fire extinguisher- From space
  • Pink and teal sword- From Wonderland
  • Two Bandersnatch fangs- From Wonderland
  • Jar of mars dirt- From Mars

Personal History

Mark was born and raised in Victoria, where he lived until he was 15. He and his father then moved to the Northern Territory where he barely passed high school, and joined the police as soon as he was able. Although he was the academy's champion boxer, he was booted out after a brawl with another cadet two weeks prior to his deployment. After this he lived in the wilder parts of the Northern Territory, living off the land and exploring, until he returned to civilization a few years later, when he started hiring himself as a scout and wilderness guide.
His time with the foundation began simply enough, when he applied for a job in what turned out to be a Foundation front. He ended up at Area-354 after accidentally applying for a transfer to the area, mistaking it for a Euclid class site on the form.


Mark stands at about 6" 2', with a wiry build.
He has many tattoos, including:

  • A large dead tree on his front
  • A compass on his back
  • A football club logo on one bicep
  • Full sleeve on left arm. Has vines and tree roots along with a few other things.
  • The epitaph, "Johno, 1997 to 2009". This is inside a dogs paw print on the back of one hand.
  • A crow on his upper arm
  • Various small symbols on the knuckles of his right hand

Has long hair and a scruffy beard. Looks a bit feral.
Enjoys smoking, surfing and AFL.
Listens mostly to folk, blues and rock music, but has started liking metal since his return to society

Lived at coordinates: 13.529, 129.846.

Tends to have a fairly laid back attitude, and is rather friendly. Prefers to wear old survivalist gear when active. Shorts and singlets when inactive.

Video diaries

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License