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AeroCore

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AeroCore

Aliases: #REDIRECT [[AeroCore]]

[[Category:Characters]]

[[AeroCore]] :: [[AeroCore Group]] :: [[Organization Team]] :: [[Engineering Team]] :: [[Falsification Team]] :: [[Restoration Team]]

Aspects
High Concept: We make flight systems so advanced no one else has even imagined them.
Trouble: Burnout: When we take on an all-hands emergency we tend to spend people. (Drop 4f+4 people to mental and 4f+4 to physical stress)
Aspects:
  • Paper Weight: So much paper to push to cover my ass! When am I supposed to do the work?
  • Split Brain: Staying coordinated can be challenging.
  • Another 'New' Direction: The new boss has big new ideas that just throw everything into confusion.
Fate Points
Refresh: 2 Current Total 2
Approaches
Careful Clever Flashy Forceful Quick Sneaky
0 +3 0 0 +5 0
Sophant Characteristics
Stunts
Magic: Spells and Powers
Augmentation: Genetic and Cybernetic
Damage Resistance and Healing
Teams:
Stuff
Stress: Mental Max {{{CHARACTER_StressMentalMax}}} Stress: Physical Max {{{CHARACTER_StressPhysicalMax}}}
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Consequences (Max )
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Appearance

Backstory

Each team has an individual profile. The AeroCore Group can operate as a single 60+ Team as well. The group aspects and approaches are noted in the relevant parts of this character sheet. The group has 70 +/- 4f staff at any time. Leaner teams - with just 15 people - risk burnout, dropping to 5+ size until they can staff up again.

SOP

These rolls represent the way the teams normally interoperate to achieve some objective. The base difficulty is 3, but this can be adjusted as defined by the GR.

/roll 4f [DC-3 *Organization Team*] [+2 Many Hands Bonus] [+3 Carefully Create Situational Advantage: _What you need right when you need it._]


/roll 4f [DC-3 *Engineering Team*] [+2 Many Hands Bonus] [+3 Cleverly or Quickly Overcome an engineering objective.]


/roll 4f [DC-3 *Falsification Team*] [+2 Many Hands Bonus] [+3 Forcefully Create Situational Advantage: _Eliminate dead ends and problems before they slow anyone down._]


/roll 4f [DC-x *Restoration Team*] [+2 Many Hands Bonus] [+4 Quickly Overcome a consequence (DC=magnitude of consequence) or remove stress (# points rolled)].

Organization (15/15)

High Concept: If someone hits a bottleneck we've missed or messed something.

This team handles logistics, documentation, supply chains, project management, budgeting, assignments, prioritization, adapting to discoveries, and so on. If someone on one of the other teams hits a bottleneck the Organization team likely missed something.

Troubles:

  • New Guy: The new guy has no idea how we do things around here.
  • Misaligned Objectives: The stated objectives and what the boss is really aiming for? Not the same at all.

Fate Points: 1/1

Many Hands Bonus: +2

Approaches (2@+3 or 1@+4)

  • Careful: +3;
  • Clever: 0;
  • Flashy: 0;
  • Forceful: +3;
  • Quick: 0;
  • Sneaky: 0;

Engineering (21/22)

High Concept: Continuous multidisciplinary integrative prototypes of extraordinary inventiveness implemented daily.

Working with the basic research teams across all of CAF, the 'Engineering' team works to apply every technology CAF can access to Chewie and other aircraft. So far they have designed and implemented μFusion, plasrams, a lightning weapon, and space proofing - but they've only been on the job for a week, so give them time.

  • Currently down one Engineer, who burnt out with the μFusion project.

Troubles:

  • Misaligned Objectives: The stated objectives and what the boss is really aiming for? Not the same at all.
  • Split Brain: Staying coordinated can be challenging.

Fate Points: 1/1

Many Hands Bonus: +2

Approaches (2@+3 or 1@+4)

  • Careful: 0;
  • Clever: +3;
  • Flashy: 0;
  • Forceful: 0;
  • Quick: +3;
  • Sneaky: 0;

Falsification (17/17)

High Concept: Mercilessly expose blind spots, biases, errors, and failures.

This team is explicitly tasked with playing devil's advocate throughout the design cycle. Unlike the other teams, this team does not have a reporting structure. People are assigned to it at random, drawing from the other three teams. The assignment usually lasts for a few weeks, and starts at the end of a project to avoid major disruption of work).

Troubles:

  • Office Politics: Personality conflicts and power plays make decisions painfully slow - or terrifyingly fast.
  • Dis-re-un-organized: Whoops! Re-orging again. You played with my chart, got lost in the game. Ooo, HR HR.

Fate Points: 0/1

Many Hands Bonus: +2

Approaches (2@+3 or 1@+4)

  • Careful: 0;
  • Clever: 0;
  • Flashy: +3;
  • Forceful: +3;
  • Quick: 0;
  • Sneaky: 0;

Restoration (15/16)

High Concept: We fix problems fast, to keep you in the air or get you back there.

It turns out Chewie and the other CAF aircraft take a lot of abuse while on duty. The Restoration team repairs damage and may make improvements while doing so. They work closely with the Engineering team, and are often at odds with the Falsification team.

Repairs are not just quick - they are often dirty too. It is very rare for this team to fail a repair roll. They are much more likely to accept the major or minor cost associated with a failed roll.

  • Currently down one Engineer, who burnt out with the μFusion project.

Troubles:

  • Office Politics: Personality conflicts and power plays make decisions painfully slow - or terrifyingly fast.
  • Reckless or Wreckless: We tend to have a quick and dirty approach to repairs.;

Fate Points: 1/1

Many Hands Bonus: +2

Approaches (2@+3 or 1@+4)

  • Careful: 0;
  • Clever: 0;
  • Flashy: 0;
  • Forceful: 0;
  • Quick: +4;
  • Sneaky: 0;

References



Personal Events

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Data for Category:Characters stored in Special:CargoTables/CHARACTER with the Form:Character Sheet and Template:Character Sheet