You are a registered agent of the A.C.R.E. Foundation — Anomaly Crisis Response and Evacuation. Whether you joined after surviving a deviation zone, being scouted for unusual talents, or simply wanting to protect people, you have been trained to respond when reality becomes unstable.
A.C.R.E. agents are not ordinary guards or soldiers. They are evacuation specialists, anomaly responders, field investigators, and public safety operatives trained to act during crisis events involving Devices, deviations, and other Rupture-born phenomena.
- Ability Scores: Ability Scores: Dexterity, Intelligence, Wisdom, or Charisma
A.C.R.E. Agents rely on quick reflexes, sharp judgement, situational awareness, and the ability to lead frightened civilians through impossible circumstances. - Feat: Feat: Anomaly Responder
You are trained to remain calm during anomaly events. You gain proficiency in Investigation, Medicine, Perception, Survival, or Arcana. You have advantage on checks to locate exits, guide civilians, recognise evacuation routes, or follow emergency protocols during a crisis. When you roll initiative, you may grant one creature within 30 feet temporary hit points equal to your proficiency bonus. You can do this a number of times equal to your proficiency bonus per long rest. - Skill Proficiencies: Skill Proficiencies: Choose two from Investigation, Insight, Medicine, Perception, Persuasion, Survival, or Arcana.
A.C.R.E. Agents are trained in crisis response, anomaly awareness, evacuation support, and field assessment, allowing them to keep civilians safe when reality becomes unstable. - Tool Proficiencies: Tool Proficiencies: Choose one from navigator’s tools, vehicles, thieves’ tools, tinker's tools, herbalism kit, or one gaming set.
A.C.R.E. Agents receive practical field training suited to evacuation, crisis response, anomaly navigation, equipment repair, and civilian support during unstable events. - Languages: Languages: Choose one language of your choice, or one specialised A.C.R.E. communication code such as A.C.R.E. Field Code, Deviation Sign, Emergency Signal Cant, or Fey Incident Notation. A.C.R.E. Agents are trained to communicate clearly during crisis events, even when normal speech is unsafe or unreliable.
- Equipment: Equipment: An A.C.R.E. identification badge, a field radio or comms device, a hazard-marking kit, a compact first-aid pouch, protective gloves, a protocol handbook, a civilian evacuation map, common clothes or an A.C.R.E. field uniform, and 10 gp or the modern equivalent. With DM approval, you may also begin with a registered Anima Gem containing one approved weapon.
Every A.C.R.E. Agent is shaped by the type of work they were trained for. Some specialise in evacuation and civilian care, while others investigate Devices, secure deviation zones, recover illegal Anima Gems, or act as the public face of the Foundation. Your assignment reflects your role within A.C.R.E. and how people may recognise your authority in the field.
| d6 | A.C.R.E. Assignment |
|---|---|
| 1 | Evacuation Officer — You are trained to guide civilians out of danger, manage panic, and establish safe routes during anomaly events. |
| 2 | Deviation Scout — You are sent into unstable zones to map shifting terrain, identify hazards, and report what reality is doing wrong. |
| 3 | Device Analyst — You study active Devices, anomaly triggers, and strange environmental effects before they become worse. |
| 4 | Gem Response Agent — You specialize in registered Anima Gem use, illegal gem recovery, and responder-level defensive action. |
| 5 | Public Liaison — You represent A.C.R.E. to the public through outreach, recruitment, crisis communication, and civilian reassurance. |
| 6 | Containment Support — You assist in securing anomaly sites, setting barriers, marking danger zones, and keeping people from entering restricted areas. |
As a registered A.C.R.E. Agent, your identification carries authority during anomaly-related emergencies. Civilians, emergency workers, and local officials are more likely to recognise you as someone trained to respond when deviation zones, Devices, or Rupture-born incidents threaten public safety.
During an active anomaly event, you can usually gain access to evacuation routes, temporary command posts, hazard reports, restricted safety zones, or official briefings, provided your registration is valid and you are acting within A.C.R.E. protocol.
You may also request limited support from the Foundation, such as emergency transport, civilian shelter access, Anima Gem verification, anomaly records, or backup responders.
However, A.C.R.E. is still an organisation with rules, paperwork, and oversight. Misusing your authority, ignoring protocol, or acting outside your clearance may lead to investigation, suspension, or consequences from the Foundation.
Spell List
A.C.R.E. Agent Spells: The following spells reflect the specialised training, anomaly exposure, and crisis-response techniques used by certain A.C.R.E. Agents. These spells are commonly used to detect danger, protect civilians, communicate during emergencies, stabilise hostile situations, and navigate unstable deviation zones. Your spellcasting may come from formal training, personal talent, Anima Gem interaction, or unusual contact with Rupture-born forces.
| Spell Level | Spells |
|---|---|
| Cantrip | light, spare the dying |
| 1st | cure wounds, feather fall |
| 2nd | hold person |
Extended A.C.R.E. Agent Spells: The A.C.R.E. spell list is designed for practical crisis response. These spells help agents detect anomalies, protect civilians, communicate across unstable zones, control dangerous spaces, and survive hostile encounters. Spell effects may be flavoured as Foundation field magic, Anima Gem protocols, emergency response tech, Rupture exposure, or specialised training. Agents are expected to use these abilities responsibly and in accordance with A.C.R.E. regulations.
Suggested Characteristics
A.C.R.E. Agents are shaped by what they have seen in the field. Some are calm, disciplined responders who trust protocol above all else, while others hide their fear behind humour, charm, or stubborn confidence. Whether they joined to protect their community, repay a debt, uncover the truth, or prove themselves, every A.C.R.E. Agent has learned one thing: when reality becomes unstable, hesitation can cost lives.
Their traits often reflect their relationship with the Foundation, their experiences in anomaly zones, and how they handle the responsibility of being someone others look to during a crisis.
| d8 | Personality Trait |
|---|---|
| 1 | I stay calm even when reality starts bending. |
| 2 | I quote A.C.R.E. protocol like a prayer. |
| 3 | I treat every civilian like they are someone’s family. |
| 4 | I use humor to keep people from panicking. |
| 5 | I always scan exits when I enter a room. |
| 6 | I hate when people touch unknown Devices. |
| 7 | I keep my Anima Gem polished and visible. |
| 8 | I pretend I’m not scared, even when I absolutely am. |
| d6 | Ideal |
|---|---|
| 1 | Protection. Power means nothing if you don’t use it to keep others safe. |
| 2 | Protocol. Rules exist because someone died before they were written. |
| 3 | Freedom. A.C.R.E. should protect people, not control them. |
| 4 | Truth. The public deserves to know what is really happening. |
| 5 | Duty. When others run, I respond. |
| 6 | Survival. Getting people out alive matters more than looking heroic. |
| d6 | Bond |
|---|---|
| 1 | A.C.R.E. saved me once. Now I owe them everything. |
| 2 | Someone I loved disappeared inside a deviation zone. |
| 3 | My Anima Gem belonged to someone before me. |
| 4 | I joined to protect my neighbourhood. |
| 5 | I know A.C.R.E. is hiding something, and I need proof. |
| 6 | My team is my family, even when they drive me insane. |
| d6 | Flaw |
|---|---|
| 1 | I follow protocol even when instinct says not to. |
| 2 | I don’t know how to stop working. |
| 3 | I secretly enjoy the authority my badge gives me. |
| 4 | I panic when my Anima Gem fails or is taken away. |
| 5 | I believe unregistered gem users are dangerous until proven otherwise. |
| 6 | I’ve covered up something A.C.R.E. told me to forget. |
Contacts
Contacts: You have connections within or around the A.C.R.E. Foundation, such as field agents, dispatchers, medical staff, Device analysts, emergency workers, Anima Gem registry officials, or civilians you once helped evacuate. These contacts may provide minor information, warnings, access to public reports, or limited assistance during anomaly-related situations, though their help is restricted by rank, clearance, protocol, and personal trust.
Not every A.C.R.E. Agent serves the Foundation in the same way. Some are trained for civilian evacuation, some investigate anomaly sites, some recover illegal Anima Gems, and others act as the public face of A.C.R.E. during recruitment, outreach, and crisis communication.
Your specialised role within A.C.R.E. grants you limited clearance related to your assigned branch. While your authority does not override senior agents, law enforcement, or Foundation command, you are trusted to access certain resources, areas, and information connected to your specialisation.
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