Supernatural and Paranormal Organizations

 

     Most organizations, agencies, companies and groups that deal with the supernatural and the paranormal on a regular basis are usually well organized and have some support from another group, wealthy individual or even government.  Some of these paranormal investigation groups are sponsoring and keeping up the organization by themselves!  These groups are strong and the most dedicated.

     The following is an outline on how to make supernatural and paranormal type groups, for player characters or NPC’s.  It is very basic and it must be stressed that all the features that are listed in the following is only the core of what that feature can be.  It is only guideline to something along those lines or similar.  Feel free to modify them accordingly.

     There are six different options for each section.  Some will allow for multiple selections, although most don’t.  GM’s can easily roll 1D6 for each section to make a random agency.  Of course, some modifications may be necessary—so go ahead and modify accordingly.

 

Step One:

Size, Orientation and Points

 

     The size of any one group will determine how advanced and supported there organization is.  Orientation plays a minor roll in this section of the creation of a paranormal group.  The biggest part is the size, which will determine how many points the agency has to spend features.  There are six major sizes; all of them will be listed below, with a general guideline of how they should be played.  However, this is just a general guide to how it should be played.  It is very plausible that an agency of any size can still be very different from the description that is there.  Player Character Groups may roll 1D4 to determine the size of their groups—it is unlikely they will be bigger than size four.  However, if it is plausible GM’s, go for it.  Fun is what we are really striving for.  And just in case, players or NPC groups may be short three or four points of a feature, so GM’s just give it to them.  But be advised, not give more than 10 points.  For completely human groups the rule of thumb is no more than 20 points.

 

1.        Supernatural/Paranormal Private Agency: This type of agency is usually very small and consisting of no more than a dozen personnel—including field operatives.  Most of these groups will be into the paranormal and supernatural end of research, rather than tracking and combating them.  They rely heavily on research and use that primarily to track down their target and deal with it.  POINTS: They will have a pool of 90 points to spend on anything, 10 for the Library and 10 for Research.  Or you may just get 110 points to spend any where, if this is the size, but not the orientation you were looking for.

2.       Supernatural/Paranormal Investigation Agency: This agency is more concerned with how the paranormal and supernatural work as opposed to how to eliminate them.  They do a lot of research and have advanced equipment in there hands.  They usually study all ends and avenues of paranormal and supernatural activity and usually do not engage in tracking and combat, however, they will have some kind of group that does do it.  They mostly do research and investigations.  POINTS: 140 for general spending, 10 points for Research and 10 for Military Power.  Or they may get 150 points for general spending only, if this is the size, but not the orientation they were looking for.

3.       Secret Club or Society of Magic: This is usually a secret network or society of individuals that encourage not only the study of, but the practice of magic and psionics on a regular basis.  They will usually be composed of individuals with such powers.  Most are secret and sponsored by real wealthy benefactors or networked by word of mouth and oath.  They usually make money by hiring out their special services and skills.  POINTS: 160 for general spending, 20 for the Library and 10 for Research.  Or they may get 175 points for general spending only, if this is the size, but not the orientation they were looking for.

4.       Supernatural Busting/Slaying Agency: An agency this size is usually composed of individuals dedicated to hunting, tracking and slaying all supernatural creatures, paranormal phenomena and those who use psychic power and magic for evil purposes.  POINTS: 180 for general spending, 10 points for weapons and 10 for equipment.  Or they may get 190 points for general spending only, if this is the size, but not the orientation they were looking for.

5.       International Supernatural Busting/Slaying Agency: A group this size is basically the same as the previous noted, only this size tends to better funded, world wide and have a better selection of equipment and weapons at their disposal.  Most will be better recognized and have a many offices world wide.  POINTS: 230 for general spending, 20 for Offices and Distribution and 10 for Agency Credentials.

6.       International Psi-Espionage Agency: Organizations of this magnitude are usually involved with the worlds “Super Powers”.  They are raging supernatural and paranormal wars “in the shadows”.  The major concerns of these organizations are other world powers ability to summon and command the forces of the supernatural, magic and psychic individuals.  It will be involved with paranormal espionage, supernatural war and the rise and fall of magical and psychic individuals and powers.  POINTS: 360 points available for general spending.

 

Step Two:

Agency Features

 

A) Outfits—

 

     This section will determine just how much the agency has at their disposal for outfits, field and standard issue clothing.  This section also determines the availability of armor.

 

1.       None: The characters must provide their own clothing and armor; the agency won’t give anything.  Points: Free

2.       Utility Outfits: The agency will provide each employee with one standard outfits for work.  They will have plenty of replacements in all sizes and will provide free laundry for the outfits.  Points: 1 point

3.       Open Wardrobe: The agency will provide a standard out fit for every staff member.  Plus field agents will have access to a wide range of civilian and foreign clothes, disguises and uniforms.  Quality is cheap.  Points: 5 points

4.       Specialty Clothing: The agency provides standard armor, protective clothes, SCUBA gear and plus any other standard outfits are available—including a complete range of civilian clothes.  Quality is good.  Points: 10 points

5.       Gimmick Clothing: A full range of any clothing found all over the world.  This agency will provide any standard armor with up to $10,000 for modifications of armor and to make special clothes.  Quality is great, but anything really unique and/or special may take a few days to weeks to make.  Points: 30 points

6.       Unlimited Clothing: They agency provides anything you can wear, at any quality desired, in no less than 5 minutes (could be longer depending on what they are asking for).  All types of armor are provided and replacements are no big deal.  They have some of the world’s top designers on call to make any type of special clothes or armor.  Points: 50 points

 

B) Equipment—

 

     This section will determine what kind of and how much of any equipment is available to each agent.  Any replacements of equipment will also be noted.  Unlike other sections, this section will allow the agency for multiple selections.  And of course, they will still have to spend the proper amount of points to get each feature.

 

1.       None: All characters are responsible for providing their own equipment.  Points: Free

2.       Cheap Gear: Each operative is issued up to $2000 worth in equipment initially.  No replacements are provided.  Help yourself.  Points: 2 points

3.       Electronic Supplies:  Each agent is issued up to $15,000 worth in electronic equipment.  This includes computers, tape recorders, cellular phones and any sensory or communication equipment.  No replacements are given.  Points: 5 points

4.       Medical Equipment: Up to $100,000 worth in medical and field medical equipment is provided for the agency.  This includes, first aid kits, paramedic type equipment, EKG, EEG and pharmaceuticals (antibiotics, painkillers, anesthetics, etc.) and they will have a “sick bay” at each headquarters.  Points: 10 points

5.       Special Equipment: Each agent has up to $100,000 for equipment for at any one time.  This can include anything they need.  Silver bullets, stakes, herbs, magic components, optics, computers, etc.  Replacements are automatic, but the total amount must not exceed $100,000.  Points: 25 points

6.       Unlimited Equipment: Agents can take any and all type of equipment.  Anything ranging from herbs, magic charms, scrolls to optics, medical supplies, computers, etc.  However, this does not include weapons, clothing or vehicles.  They will also have up to $500,000 dollars to spend for making modifications and special gimmick equipment.  Specialists are working around the clock to serve your needs.  Points: 50 points

 

C) Weapons—

 

     This section will detail all weapon that are available to any one character.  The replacement availability will also be noted and how much of a budget is also available.  Ammunition is also replaced as long as they select any feature above one.  A final note—like the equipment section, multiple selections can be made.  And also like the equipment section all selections will have to paid for, with proper points.  Remember that any ammunition is automatically replaced, unless feature one was selected.

 

1.       None: The agents and characters must buy their own or provide their own weapons and ammunition.  The agency will provide nothing in this department.  Points: Free

2.       Ammunition: The agency will provide ammunition for the characters, but no weapons.  Even wooden stakes, arrows and silver bullets are provided.  Points: 2 points

3.       Armed Agents: Each agent is issued, initially, a budget of up to $10,000 to spend on weapons.  No replacements are available.  Ammunition provided.  Points: 5 points

4.       Ninja and Ancient Weapons: Any and all melee and any martial arts type equipment are available.  Ammunition free, but limited to shurikens, arrows and similar.  However, the total amount for to spend on such weapons is $15,000 (since silver weapons can be expensive).  Points: 10 points

5.       The Arsenal: Each agent is allowed $50,000 to spend on any weapons they want, per assignment.  Ammunition is free and one magic amulet/charm is provided free, pre assignment (amulet/charm varies according to mission).  Points: 30 points

6.       Unlimited Weapons: Those who are with this agency can get any weapons available to be sold.  Each agent will have a budget of up to $120,000 per assignment for weapons alone!  Ammunition of any kind is free and unlimited.  They also get one amulet/charm and one talisman with each mission (each will vary according to mission—however, the talisman does not have any spells higher than level 6).  Points: 60 points

 

D) Vehicles—

 

     The degree of transportation that they provide.  It will note all the vehicles available to agents.  This will also include the degree of vehicles for individuals.

 

1.       None: Can run? Fly? Swim?  We sure hope so, because you will not get any type of transportation from this agency.  Points: Free

2.       Public Transportation: The agency provides free tokens for buses, subways and transit.  They also reimburse as long as the necessary paperwork is provided.  They also pay for any train, ship rides and commercial flights.  Points: 3 points

3.       Company Fleet: The agency has a fleet of standard non modified vehicles.  This includes small cars, mini vans, utility trucks, small motor/sail boats, 1D4 single-engine propeller planes and one basic helicopter.  All vehicles are the cheapest kind.  Commercial flights are available upon authorization (they will pay for it).  Points: 10 points

4.       Personal Vehicle and Expense Account: Each character is given a vehicle worth up to $30,000.  Plus the agency will maintain a fleet of standard production line of cars, utility trucks, vans, small twin engine planes, helicopters and even a private jet (GM’s approval).  Points: 20 points

5.       Specialty Vehicles: The company has a fleet of company top of the line commercial vehicles, utility trucks and diesels.  Plus another fleet of helicopters, airplanes, jets and cruise ships.  And each agent has a top of the line vehicle of choice worth up to $75,000 and has up to $50,000 to spend in special modifications and gimmicks.  Points: 35 points

6.       Unlimited Vehicles: Any existing model is available to anyone in the company.  Agents will have a personal vehicle of choice with a budget of up to $500,000 worth in special modifications and gimmicks for their car.  The company also maintains a fleet twice the size of feature five and also has a special military type fleet, with APC’s, Hummers, ATV’s, small tanks, transport choppers, attack choppers, jumbo jets, submarines and warships.  Points: 60 points

 

E) Communications—

 

     This section will measure the degree of the organizations’ communications network.  It will determine how secure their communication channels and equipment is.

 

1.       None: Characters must use public phones, cell phones or the phone from home.  Points: Free

2.       Basic Service: The agency has telephones, 2-way walkie talkies and uses regular mail services.  Points: 2 points

3.       Secured Services: All the agency’s telephones and radios are equipped with basic scramblers.  The agency provides all agents with ear/mic radio receivers.  All important documents and mail go by bonded courier and armored trucks.  Points: 10 points

4.       Computerized: The agency maintains a real big network connection of computers and personal e-mail services.  Each agent has ear/mic radios with complex scramblers.  Phones and FAX machines also have complex scramblers and each agent has a cell phone with their e-mail provided on it.  All important documents are just software that each agent needs a personal password to access, use and send.  Points: 15 points

5.       Satellite Network: Like the previous mentioned, but with the addition of the agency having complex satellite services with scramblers for each individual agent.  Each agent has their own private channel from which they have their cellular phone, internet connection and e-mail (computer and cell phone) linked with.  As well as their ear/mic receiver linked.  Each agent is also provided their own top of the line laptop.  They can talk to any agent at any time anywhere in the world.  Points: 30 points

6.       Unlimited Connections: Basically the same as feature five, only the agency owns their own set of satellites (usually 3D4+4) that covers the globe.  This means they also have their own telephone service and network, cell phones us is unlimited and free as well as internet connections and e-mail services (and cell phone e-mail too).  They also have the big advantage of private visual and audio connection to any agent anywhere in the world (via computers and laptops).  Points: 50 points

 

F) Offices and Distribution—

 

     This section will detail how world wide (or lack thereof) the agency is.  It will determine how many offices there are and how common it is to see one of these places.

 

1.       None: All the agency, personnel and staff work from their homes.  There are no real offices anywhere.  Points: Free

2.       Urban: All the agency has is one office/building, in some city somewhere.  Nothing else.  Points: 2 points

3.       Regional: The agency has offices in 1D4+4 cities within a 1000 mile area.  Field agents cover all strategic areas in the country or state or province.  Points: 10 points

4.       National: The agency has offices in one country.  You will find an office in every major city of that country.  Field agents are uncommon, but can be found anywhere within that country.  Strategic locations may have up to three offices within that area alone.  Points: 25 points

5.       International: This magnitude is everywhere.  An office in every major city around the world.  Certain strategic areas may have up to five locations with an office.  Field agents cover the globe, but are still uncommon to encounter.  Points: 500 points

6.       Ubiquitous: This agency is every where, locations are found in every major to common city all over the world.  Any one city might have three to five different locations.  One can literally drive to the next city and find an office.  The agency tries to cover one office per population of 20,000 people.  A field agent can be anyone and they are semi-common to run in to.  Points: 70 points

 

G) Military Power—

 

     This is amount of military force the agency commands.  It includes how many men are ready to move out to if called upon.  This is only the force that that specific agency controls without needing authorization.

 

1.       None: The field agents, staff and player characters are the only force that can be called upon.  Points: Free

2.       Security Guards: A few security guard type guys are all the agency has (all level one and about 1D4+4 men).  Points: 3 points

3.       Field Team: The agency has a special team dedicated to being moved out and fighting.  This is usually composed of 10-15 men that are ex-military and ex-policemen (all levels 3 to 5).  Some may be psychic or have studied magic.  Each office is also protected by 1D4+2 security guards (all level 2).  Points: 10 points

4.       Militia: The agency can call upon a militia of 30-50 men, all of which are experienced mercenaries or ex-military (all are levels 2 to 6).  They all have access to standard military weapons and equipment.  Each office is also protected by 8 experienced security guards (all level 4-5).  Points: 20 points

5.       Private Army: A small army of 100-150 men is what this agency can directly command.  Usually the squad leaders have some degree of magical or psychic power.  All of the men range from levels 3-6.  The squad leaders are definitely levels 5 or 6.  All offices are protected by 15 ex-soldiers and all are armed and experienced (level 7-8 armed with one side arm and one shotgun).  Points: 40 points

6.       Armed Forces: This magnitude consists of the agencies that can directly command there own “mini” armed forces.  Such an army is usually 300-500 men per office!  Each man will be armed and have some military or combat experience (all are levels 2-5).  On top of that, each squad leader is an experienced mage or psychic.  And as a bonus, each office is guarded by 40 fully armed, experienced ex-military (levels 7 to 9 and armed with an assault rifle, a back up shotgun, a side arm and a survival knife, plus 10 grenades).  Points: 60 points

 

H) Sponsorship—

 

     This will determine exactly who funds the agency or how the agency is funded.  This will also determine who the agents have to answer to.

 

1.       Self: The player characters and the agents are the people who run and own the agency.  They are usually making it on a tight budget.  They will pay all the bills, finance all the field operations and even select their own assignments.  They may do as they wish.  Most will still have some sort of structure and leadership though, so it’s not like they all just run around wild.  Points: Free

2.       Secret: The player characters and agents really have no idea who funds the organization or how.  They don’t know who they are working for and don’t know the real motives for which this benefactor fronts money.  For the moment, players and agents are free to do as they please, as long as they are within the limits of the agencies’ rules and regulations and follow the assignments that are given.  Points: None, actually add 15 more points to spend on features—but remember that no one knows who the benefactor is (GM’s take advantage of this)

3.       Military: The agency is run and funded by the military in the country where the agency is.  If the agency is world wide then the players may choose a country.  Usually the agency sponsored by the military has access to better weapons and is usually a branch or team of Special Forces for the military.  Points: 4 points

4.       Private Industry: The agency sponsored by this type of benefactor knows who sponsors and funds the agency and why.  Usually because they have an interest in the paranormal and the supernatural and they have the money and time to put into such a project.  Sometimes the players may find that they will have to be sent on missions or assignments that will directly contradict their morals or something they believe in.  The benefactors often demand complete and full access to any and all information and facilities that the agency has to offer.  Points: 6 points

5.       Government: Agencies with this sponsorship are funded and run by one country government.  This type of agency is usually covered by the governments legal frame work and probably has access to some of the most experimental and prototype weapons and equipment in the works.  The agency with this sponsor is usually a secret organization or branch of the government that solves and deals with supernatural and paranormal occurrences and events in secret.  All the while, they try to keep the truth away from the general public, so no one will get panicky.  However, when dealing with any type of government you never know what kind of plans, plots and missions they want done.  Points: 8 points

6.       International Organization: The agency with this type of sponsor is backed by some benefactor that has to do with the entire world.  They are usually involved in many things, besides the paranormal and supernatural.  Usually they are free to set any goals they want and can even set laws for their agency.  Some even make rules that are “above the law”.  Points: 20 points

 

I) Special Budget—

 

     This section will determine how much is available for any emergencies, special assignments and special things that need to buy.  This budget will usually be replenished in about 1D4 months if it is every used.

 

1.       None: No money is available.  Points: Free

2.       Nickels and Dimes: Up to $5000 is available for any one operation.  Points: 3 points

3.       Small Potatoes: $50,000 available is available for any one operation.  Points: 10 points

4.       Large Potatoes: The agency can provide a budget of up to $500,000 dollars for special stuff.  Points: 15 points

5.       Big Bucks: This agency is pretty wealthy able to provide up to $5 million.  Points: 35 points

6.       How much do you need?  This agency seems as though they can provide any amount.  $5 billion available.  Points: 60 points

 

J) Administrative Control—

 

     This section will determine the amount of freedom agents and players have regarding the law and the protection that is to be provided if any agents should be charged with anything.

 

1.       Rigid Laws: All agents are to abide by the laws of the country in which the agency presides.  Not only that but most likely, this means that the agency is very strict about all of the rules and regulations they have, also (however, this is not in all cases).  Points: Free

2.       Loose Laws: The agency probably has good connections with the country in which it is based, because they can get away with simple law violations.  Things like parking tickets, littering, jay walking, speeding, loitering, etc.  Most of the time when such things happen the police will “turn the other cheek”.  Points: 10 points

3.       Free Hand: This level is just exactly the same as what the police can do or have.  This means anyone in the agency can carry weapons in the open public, use their weapons for self defense, can speed on roads and even perform search and seizures (if they get the proper authorization of course).  In the alternative, the agency can be “on the good side” of the local (or regional or national, etc.) authorities and allowing agents to break most of the laws that the local authorities can break.  Points: 25 points

4.       Agency Protection: This is similar to what the FBI or the DEA can do.  They have a little more freedom than feature 3, but also have more responsibility, since the only way to get this type of freedom is to directly involved or part of a certain country.  Even in third world countries, this type of freedom is not approved to everyone.  At this point the agents of this agency are protected against law suits of any kind and can do as they please as long as they don’t do anything real serious, like kill someone, deal drugs, etc.  Sometimes assault is ok, as long as it was justified and those who witness believe it to be justified (its still illegal though).  Points: 40 points

5.       License to Kill: Any agents with this kind of freedom are authorized to break any and all laws in the pursuit of any of their duties.  Murder, assassination, theft, any of it is fine, just as long as they get the job done right!  This is definitely not available unless sponsored by an official government.  This is not something that is just allowed.  Points: 55 points

6.       Above the Law: Those that are a part of this agency have the authority to do anything they wish.  This really means any thing.  They can kill, maim, rape, whatever.  Even if that has nothing to do with anything.  They can seriously and truly do as they please.  This is not possible in the U.S. only in third world countries.  Points: 75 points

 

K) Internal Security—

 

     This section measures the degree of security the agency has against espionage and infiltration.  This is the part where you have to figure out just how hard it is to get into your agency.  You know, what kind of security measures does the agency go through to filter out infiltrators.  So, does the agency have just a few security guards or do they have an DNA laser scan with duo key cards that have to be slid simultaneously.

 

1.       None: This agency has no security measures whatsoever; any person can just walk in and out without being checked or stopped for anything.  Most of the time, the secretaries don’t even ask questions.  Points: Free

2.       Lax: Well…it’s better than nothing.  Security guards are at each entrance is all the agency has.  Everyone entering and leaving the building must sign a time check sheet.  Time stamping all “in and outs”.  No types of mystical security or safeguards are available to the agency—other that any powers the any player characters possess.  Points: 5 points

3.       Tight: Armed security guards at each entrance and most important doors.  Keycards with a full name, picture and ID number are given to all employees so they can either use the cards as “slide cards” or “sensor cards”.  The agency also has a staff half as armed as the security guards that are educated so they can handle any supernatural occurrences; additionally a psychic sensitive will be constantly on watch, observing all who come in and out.  Using sense evil, see aura and similar to scan everyone.  Points: 15 points

4.       Ironclad: All doors are equipped with video surveillance (24 hours a day) and a fully armed security guard (assault rifle, shotgun and sidearm).  Anyone entering or exiting any door is checked for an ID card (includes ID number, name, thumb print, signature and picture).  They are to log their ID number and signature upon exiting or entering any building.  Clients are usually isolated to a certain room.  The agency maintains a staff (three to five) of psychics that are half as armed as any of the security guards are and they also have one or two mages’ that are working around the clock—using mystic alarms, see auras, and similar detection spells.  However, their repertoire must include the following: See the Invisible, See Aura, Turn Dead, Sense Evil, Sense Magic Detect Concealment, Mystic Alarm and Paralysis: Lesser.  Points: 25 points

5.       Paranoid: This has all the agency features of the previous and then some.  Each and every room and door will be under 24 hour video surveillance; each door will have a fully armed security guard with the main entrances having as much as two or even seven, fully armed security guards.  Any hallway that is longer than 50 feet has a check point midway, with two armed security guards.  The supernatural safeguards include a team of psychics (6-10) and at least four mages for each floor of the building!  Every room and hallway is equipped with a circle of protection and every door with some kind of mystic defense or alarm.  All of the supernatural security that was previously mentioned are well armed (either assault rifles or a few talismans and amulets).  Points: 40 points

6.       Impregnable: This type of agency is beyond paranoia.  It will include 2 to 3 lethally armed (light machineguns or gatling gun, a sub-machinegun sidearm and a few grenades) experienced security guards at every 25-35 feet, at every door, and in every room.  Each door will be equipped with a retinal scan, X-Ray scan and DNA identifier.  All of that in addition to key cards!  The supernatural end of security will include a force of experienced psychics (10 to 15) and a force of experienced mages (6 to 10) for each floor in the building.  Each and every floor will protected by a Sanctuary Spell of Legend.  All supernatural security will be fully armed and all are trained in combat and war.  Points: 60 points

 

L) Agency Credentials—

 

     This section will detail what kind of reputation the agency has and exactly what the authorities think of this group or in a more likely case, how much rank do they have under the law.

 

1.       Hunted: The agency is assumed to be conducting illegal investigations and crime-fighting.  They are wanted by local authorities and could possibly be wanted criminals.  They will not get any help from any authority figure.  Points: Free

2.       Unknown: Either this agency is completely legal or they have just put in enough effort to keep all operations secret.  In any case, the agency will get no help or assistance from any law enforcement agencies.  Points: 3 points

3.       Faceless: This agency is recognized as an agency and one that is real, but they are not really acknowledged.  They are regarded as just another bunch of people.  Many know about them, but just don’t care.  Cooperation from local authorities and law enforcements will be slow if any.  Or, an alternative can be that this agency is an illegal agency that is kept secret and revealed only to certain crowds and people.  This makes the agency an “underground” party.  Where only certain types of people and crowds learn or know about it.  Points: 5 points

4.       Known: This group will is recognized and acknowledged by law enforcement agencies.  They will assist the agency on all matters within their jurisdiction, but it stops there.  Most law enforcement agencies will not assist the group in hunts or combat situations that are the agencies concern.  Mostly they will offer information and documents.  Points: 10 points

5.       Recognized: The agency is either part of the government or is identified and known publicly as “good standing”.  They will receive help from most law enforcement agencies and can even request back up if things get out of hand.  However, if the latter privilege is abused, this feature will down grade to number four.  Points: 25 points

6.       Famous or Renowned: Any agencies with this reputation are regarded as heroes or legendary.  They will receive, from all law enforcement agencies, full cooperation.  Most will be public figures that the media gives a good name.  People from all walks of life has at least heard of this agency and their big reputation.  Points: 50 points

 

M) Agency Salary—

 

     This is the pay that those employed by the agency get paid.  Most of the time, it’s a monthly salary, but it can be weekly, or even daily.

 

1.       None: The characters must get a day job, or something, because this agency doesn’t pay you anything.  In this case, the agency is probably a secret society where the agents are people who believe in the “cause”, so they volunteer.  Sort of like resistance groups.  Points: Free

2.       Freelance: All agents are paid upon completing any type of mission they take up.  Pay for each assignment will vary drastically from mission to mission.  Staff members are paid a few dollars above minimum wage.  Points: 2 points

3.       Pittance: The agency does employ permanently and does pay out a salary, but they’re strapped for money.  Field agents are usually paid around $1500 to $2000 a month.  Sometimes, when things get really bad, the agency will go through money shortages.  It is best not to put too much trust in this agency, as far as financial support.  And staff members are usually paid minimum wage.  Points: 5 points

4.       Good Salary: This is a little on the realistic career type pay.  Agents will usually get around $4000 to $7000 a month.  Even staff members get a salary of about $1000 to $2000 per month.  Points: 10 points

5.       Excellent Salary: This is the equivalent of having a good career.  Agents usually bring in $9000 to $15,000 per month, depending on their worth to the company.  Staff members are even paid well—about $3000 to $6000 a month, depending on their job title and what they do.  Points: 20 points

6.       Outrageous Salary: This is what is usually made by the world’s top engineers, designers, artists, scientists, etc.  This agency pays well for only the best service.  Agents can make anywhere from $20,000 to even $100,000 a month!  It will all depend on how “valuable” that agent is.  Even the staff will be paid handsomely.  Somewhere in the regions of $7000 to even $10,000 per month!  Points: 50 points

 

N) Research and Information Gathering—

 

     This is basically the connections they have, as far as getting information and the staff that maintains the data.  It will also indicate the speed and available equipment for gathering any kind of information.

 

1.       None: The characters are responsible for gathering their own equipment for surveillance and intelligence purposes.  If anything, the agency might have a subscription to a local city newspaper.  Points: Free

2.       Cheap Resources: Each agent has up to $5000 to spend on equipment for the use of surveillance and intelligence.  All connections with any newspapers, radio or TV stations have to be the agents’ personal connection.  However, the agency will have at least 1D4 local newspaper connection(s) or one television network connection.  Points: 2 points

3.       Good Connections: Agents will get $25,000 to spend on surveillance and intelligence gathering equipment.  Company connections will include 2D6 national newspapers or 1D4 TV connections, plus a clipping service with a full time staff that update all data to the day.  Points: 10 points

4.       Excellent Connections: Agents will get $75,000 to spend on surveillance and intelligence equipment, plus each agent is automatically given a laptop (decent quality) for research and work purposes.  Each office will have 5D6 newspaper conne-ctions in all cities in the state/province they are based in and 3D4 national TV connections.  Each and every office has full time clipping services that update all data and information up to the hour.  Points: 25 points

5.       Superior Connections: Each agent will have $200,000 to spend on their surveillance and intelligence equipment.  This will be in addition to a top quality laptop and a personal home computer.  In addition to the same amount of newspaper and TV connections, this feature will allow for connections with either (pick one) Universities around the world or Scientific Research centers in the nation or limited FBI connections.  The clipping service mans a huge staff that updates all info to the half hour.  Points: 40 points

6.       Unlimited Connections: Like the previous, only doubled and the special connections include FBI, CIA, Interpol, DEA, etc.  Clipping service up to the minute.  Points: 60 points

O) Library—

 

     This will indicate the actual size, quality and the extent of the library and personal books of information relating to the agency goals, among other things.

 

1.       None: What ever the agency employees bring in over the years is all the agency has.  Points: Free

2.       Small: A very (very) limited library as pertaining to real and authentic books related to magic.  However, it does have about 500 books related to the occult, paranormal, ghosts and other things of the sort.  This entire library is valued at about 1D6x$10,000.  Points: 5 points

3.       Good Library: An impressive 1000 book library (give or take), with books dating back as far as 100 years.  It also has a few hard to find real material on the paranormal, magic and the supernatural.  The entire library is probably worth about 1D4x$100,000.  Points: 10 points

4.       Excellent Library: A huge selection of over 4000 books.  Some of which date back as far as 300 years.  It will include many reproductions of authentic diaries, scrolls, etc.  As well as a few of hard-to-get-a-hold-of books, with real information on the occult and the paranormal.  The library is worth about 2D4x$100,000.  Points: 20 points

5.       Superior Library: A massive library of over 9000 books, all with real information about paranormal, supernatural and related subjects.  Many of the books will date back as far as 500 years ago!  25% of the books are extremely valuable and rare, hard to find.  Valued about 1D4x$1,000,000.  Points: 40 points

6.       Library of the Arcane: One library of over 8000 books, all with authentic and cataloged information related to occult, paranormal, supernatural, religion and similar subjects.  This information will include legends, true and false statements about real subjects, etc.  Another separate library will house extremely rare, hard to find books, private authentic diaries, original letters and scrolls on subjects of magic and subjects that are similar.  This library has about 3000 items in it.  This library is priceless, if there was a price tag on it, it would read into the hundreds of billions.  Points: 60 points

 

Other Stuff

 

     All organizations should have there own personal insignias, names, order of positions, symbols and similar.  Player groups should be really creative and come up with key NPC’s, like the bosses, directors, staff, etc.  This is especially true of small agencies, where there might not be that many people.

     Player groups are usually not very big.  Usually they are a size 1-3 or even a four.  Most will not be any bigger.

     Note: Non-paranormal agencies can be structured using the guidelines in this section.  However, all things in each feature that is related to the paranormal will be substituted by things that are related to the non-paranormal agency interests and goals.  Also, add an additional 20 points for such agencies.

 

 

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