Munroe Vickers & Frank

Player Name



Munroe Vickers & Frank


Misunderstood Scrapper/Inventor


Frank: Munroe has been infected with an instance of SCP-1471-A for the majority of his life to which he has affectionately named, Frank. Frank and Munroe have had a long kinship with each other and have grown to form a kind of symbiotic relationship. As such, it's in Frank's best interest to keep Munroe alive which is why Frank is inclined to warn Munroe about immediate harm toward him or a nearby teammate.

  • For an AP, Munroe is able to negate the most recently dealt Body damage by dodging or blocking in just the nick of time. In the case of a nearby teammate, he can push, pull, or warn them of incoming danger at the last second.
  • Frank can also be tagged for an AP to convey his occult knowledge, but would still require a roll of 4df+4.
  • For 2 AP, Frank can convey what is up ahead, around the bend, or inside that building to some degree and report back to Munroe as form of remote viewing.


Tunnel Vision: Munroe has a penchant for detail and can tune out most background distractions to concentrate on his task whether it's starting an engine under fire, leading a target, idly piecing a radio back together, or running through a dense forest. Sometimes he can lose sight of the bigger picture.
Unlikely Paladin: Much to Frank's chagrin, Munroe has a strong morale compass. He will usually push himself above and beyond to do the right thing. Although Frank's nihilistic perspective either fuels Munroe's determination or wears on his empathy.
Nature's Pariah: Animals have a keen sense of the unnatural, which Frank's presence emits. Most critters will scamper away or cower in the corner and piss themselves. Other times they go fucking berserk with rage and panic, which can be bothersome.
You Got a Friend in Need: Frank has learned from Munroe a considerable amount of knowledge and skills over their relationship, so he easily acts as an extra set of eyes in the field or while he's tinkering with something. It also makes it easier to deal with stressful situations with your lifelong companion always nearby.


  • Strength: 1 (Average)
  • Agility: 2 (Fair)
  • Perception: 4 (Great)
  • Engineering (Mechanical): 4 (Great)
  • Engineering (Electrical): 4 (Great)
  • Ranged Weapons (Shotguns): 4 (Great)
  • Ranged Weapons (Bows): 4 (Great)
  • Physical Defense: 2 (Fair)
  • Mental Defense: 3 (Good)
  • Body: 7
  • Mind: 3
  • Action Points: 3
  • XP Held: 0
  • XP Used: 0


  • Language: British Sign Language
  • Artistic Ability, Sketching: 6 (Fantastic)
  • Rolling Cigarettes: 2 (Fair)
  • Pep Talks: -2 (Terrible)


Personal History

Munroe grew up on a farm in Durham, England with his parents and older sister. At an early age, he learned sign language in order to communicate with his deaf sibling. He was also recognized to be rather gifted with machinery and electronics. By his 14th birthday, Munroe was collecting a decent amount of money from scrapping and tinkering with old equipment/components as a hobby. His childhood was generally happy on the farm with daily chores and trapshooting with his father and sister on the weekends. In school, he found he had a real knack for archery as well and even attended a national competition once.

It was around this time where he was haphazardly introduced to Frank. Munroe tried several times to remove Frank through drastic means but instead wound up having a psychotic breakdown in the process. After many months of therapy he decided that it was easier to keep him a secret and learn to cope rather than trying to separate from Frank.

Not fond of farming, he left home to pursue a career in the automotive industry in southern England. Munroe was still in college when "The Event" happened and was able to save himself and a few others by hopping on a plane and escaping the island. Over the last few years, Munroe has been hopscotching from country to country. He now peddles scrap and rabbit pelts in exchange for food and supplies.


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