ARCAM Image

ARCAM Corporation is a company that was founded in the (INSERT NATION OF YOUR OWN HERE) and has branches covering all countries from across the globe. Its mission is to covertly secure and destroy all ancient artifacts (items, machines, ruins, etc.) from all known enemies that may use them for their own benefit. While they do turn them often into weaponry of their own, they are known for no true ulterior motive and in fact are heeding the warning of the past, holding a tablet they uncovered many a years ago that was made from a material they are yet to find, they had it translated with it saying, "Protect our relics from evil-doers.”   Often ARCAMs motives are unclear, and agents often work individually rather than together. While they all know each other to some degree and have run missions with one another, they don't know each other's lives or what they really do outside of ARCAM, and by just being an ARCAM agent, rival agencies place bounties on your head, of high reward. 

Its breakthrough was the refinement of Orichalcum, a strong metal that was used for ARCAM's Armored Muscle Suit. Rival organizations such as MJ-12 and Trident Corporation were able to refine their own Orichalcum suits, mostly from ARCAM's research. The spelling ARCAM is said to be a misspelling of Arkham

  • ARCAM Private Army. ARCAM's paramilitary wing whose duties vary. Their main purpose is to conduct operations on various artifact locations and its aggressors, ranging from private corporate military wings to national militaries.
  • Spriggans- One of ARCAM Private Army's divisions, consisting of special agents recruited for covert work in hostile areas without compromising the company.
 
Skill Proficiencies: Stealth, History, Survival, Slight of Hand.

Through training at ARCAM, you learn about the history the world, and ARCAM itself. They also teach you daily needs, to be an ARCAM agent, they teach you the necessary skills as such as lock picking, properly breaking and entering into a building without being caught all the way to how to properly walk and keep your noise down to a minimum. They sometimes would put you out into the world, without any help though honing your survival skills.

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Tool Proficiencies: Vehicles(Land), Thieves' Tools, Disguise Kit.

With being in ARCAM, you wind up moving around a lot. Which results in you getting pretty good at traveling around in any sort of transportive vehicle (Automobiles, Horse Carriages, whatever is mainly used in your campaign) Not only that though, but you get pretty good at breaking into places you shouldn't be, as someone has to get the information somehow, legally or illegally.

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Equipment: Firearms, Armored Muscle Suit (if applicable), Orichalcum Knife (if applicable)

The first thing they have you do at ARCAM, besides teaching you the History of it. Is put a firearm in your hands, and to teach you how to shoot. If you're lucky enough you won't end up as a simple soldier and wind up a Spriggan. If you do end up being one, they'll teach you how to operate and use the muscle suit, alongside providing you with your own Orchaliam knife. They also enable you to learn how to disguise yourself, as often people set bounties on your own head. Although, you will often need to purchase a new disguise kit or pay someone else to provide you with new paperwork giving you a new identity.

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Feature: Safehouses

In any city, ARCAM will have some presence in it, with it being just a simple safehouse or some agents working within it. Regardless, you are provided with safe housing for you and 2 others, with a very limited amount of food and water being able to last the THREE of you, to last 3 days within it. The food is like this for a reason, as if you bring others with you, you're only permitted to remain in the housing for 3 days. Whereas if you go alone, you are permitted to remain in the housing for 9 days. 

 
Suggested Characteristics
d5 Personality Trait
1 Easy going
2 Realistic
3 Reclusive
4 Energetic
5 Survivalist
d6 Ideal
1 Fate. The stars don't set our paths, but our blood surely does.
2 Aspiration. I seek to prove my self worthy of ARCAM by matching my actions with their teachings. (Lawful Good)
3 Intuition. My gut has gotten me further than my head thus far, so why change tactics?(Any)
4 Creativity. The world is in need of new ideas and bold action. (Chaotic)
5 Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
6 Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)
d5 Bond
1 My life should set an example for the novices that come after me.
2 After failing to protect my friend as a child, I vowed to protect the innocent at all costs.
3 After seeing what the Artifacts can do in the wrong hands, I'll never let another person touch them.
4 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
5 Somewhere out there I have a child who doesn't know me. I'm making the world better for him or her.
 
 
Contacts

ARCAM can communicate reach you no matter what, if they need to send a messenger or a pigeon to find you. No matter what, they'll find and give you a message if need be. In return, you're able to do the same whenever the opportunity arises. Alongside if you're ever caught, they'll have your back to either bail you out or they'll result in your death to ensure the information you know isn't released to anyone.

d1 Contact
1 ARCAM Agents
d1 Non-contact
1 ARCAM Corperation
 
ARCAM Image

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