Well today is my birthday and would rather give a present than ask for one. Here it is, a supernatural world/organization to deal with said problems.
I hope you guys enjoy and this gets people.
IC:
As there are things that go bump in the night, You get to make up leader and organization details. Operatives (Agents in field of notable talent) Are randomly made by me, unless pick perks that allow creation of said type.
Leader Perks and flaws:
Perks: Pick 6
1: Field Operative: The Boss worked in military. As a result can be fielded as a operative. Default of 5 perks (Which I will add on.) So a fighting boss.
2: Commanding Officer: Like the above, except while in military knew how to lead people in battle. (So less people die under command while storming the enemy.)
3: Occultist: Took some time to study magic and occult notes. Bonus in dealing with this stuff.
4: Lost World Connection: Spent time in a land of Fable and Myth. With trinkets and training from said place. Due to knowledge of where it is, can always go back to there.
5: Trained to the Extreme: Handy as an operative in starting off with more skills (The Bat Man method of badassery.)
6: Big Business: Start off with a ton of money and working as a CEO of yet another company to fund to monster hunting.
7: First World Politician: Used to dealing with politics of the upper countries. So, know their game plans, and how to work them to company’s favor. Also a connection to their stuff.
8: Third World Politician: Having deals with Third World Dictators, know how to exercise power and respect with force. Plus can sometimes buy their troops for numbers.
9: High Command Rank: In the military your character made it to rank of General. And due to connections there, can easily get hands on some military gear.
10: Alien Tech Wizard: For some reason capable of working alien technology easily. Outfit said reproduced tech.
11: Xeno Biologist: Know anatomy studies of every freakken critter killed by the company. Better to school newbies on how to get it done.
12: Super Soldier: Not only is the boss a operative, but a Augmented one too (Meaning can start with 10 perks.)
13: Family Business: Your family has been running this job for at least five generations, your number six. So plenty of paper work to draw inspiration from and lore/history.
14: Anti Magic Tools: Since a anti supernatural company. One knows how to dispel magic with items and not counter spells.
15: Personal Allies: picking this gives spare/free characters who wish to help boss out.
16: Mentor(s) GM rolls for number. But mentors willing to help with advice, or action.
17: Engineering Legend: The Boss in life time helped construct some of the most insane modern things in the world. With this, a plus towards crafting/building new gear.
18: Estate: The HQ in this case (main) is the family mansion. So the boss and personal staff live there. And since own the land, rent free for said space.
19: Genius: Leader plans always get a positive modifier, as the leader is very smart, competent and knows which way is up.
20: Ancient: Due to one reason or another, the boss may appear young, but in fact is more 200-300 years old. With some sort of treatment or another. Adds experience/lore and back ground history.
Flaws: Pick 2
.1: Vice: The boss has bad hobbies, and the underlings suffer due to a uncaring leader.
2: Flash Backs: Suffering from seeing serious stuff during time as chief. Sadly, you do not retire from this job, that sort of thing is considered “death.”
3: Rocky Relationship: Do not get along with certain operatives.
4: Messed Up Relationship: Good luck trying to have someone, you tried, it did not work and find it difficult to try again.
5: Fragile: Sickly youth, old, or just weak. Cannot take a hit and should not be a operative. Or attempt it.
6: Rival: A business rival, which leads to bad blood.
7: Atheist: Despite the fact God and supernatural things exist. Still brush it off as other stuff. Oh ye of little faith.
8: Newbie: Ohhh boy, you just started this job last month. Nd its going to be rocky. Prepare for trial and error and sometimes not being listened to and orders disobeyed.
9: Nonhuman: The boss is not human or half human!? Argh! Monster! Good luck getting the jobs, sure you can, but always well treated like a threat at board meetings. Good news is, got a legit reason to be a operative.
10: Addiction: Like Vice but worse. Here you need a certain thing to make you happy and willing to pay through the nose to get it.
11: Dependent: Maybe you have a family, children, a love? But still, must work extra hard to keep them safe in this dangerous world.
12: Touch of Madness; Your boss is ailing and in trouble. Because the boss has a mental disorder and trying to keep it in check while dealing with the bad.
Organization Perks and Flaws:
Perks. Pick 8.
1: Asset: Start off with a *really* powerful operative. Not the nicest guy/gal around. But does get the job done. Not a invincible hero unit though, has weaknesses. But for most part is a big shot supernatural being.
2: Big Money: Even normal levels you’re a millionaire. With this pick, your company is worth billions.
3: Arsenal: The staff are heavily armed for good measure.
4: Magic Crafter: Have someone on stand by who can craft/smith magic gear.
5: Eyes in the Sky: Have several spy satellites orbiting Earth.
6: Arcane Library: Have access to many interesting magic books on magic subjects.
7: Knowledge of the Flesh: Know how to kill the typical biological enemies with ease.
8: Top Secret Base(s): GM rolls, have that many extra bases. (1 dice 3 sides, so max is four.)
9: Lost World Connections: Can contact and do business with said place. (Mythical forgotten city in mythology.)
10: Space Ship: Yep, you guys could go to space if you honestly wanted to in a impressive space ship.
11: Fast Travel: Can respond to any threat quickly. Portal net work or hyper sonic air craft.
12: Wonder Crew: All main staff of the organization are “good” at their jobs.
13: Armies of Followers: With this perk your organization has massive amount of armed man power, or red shirts depending on how you look at it.
14: Converted Monster(s): Your organization has managed to reach out to creatures in line of fire and gave them a chance to proof themselves. (Start with Nonhuman operatives.)
15: Magic Relic Collection: Your company has collected many magic toys of the years. Get to use them too. Die roll decides how many and quality.
16: Body Shop: in this case it’s more turning people to cyborgs or genetic treatment, or even monster material implants into people. This makes Augmented Operatives more common, but at such a nasty price.
17: Trophy Room: A pride sort of thing. All infamous creatures that have been killed and left a body or body part. As a morale boost to let people know, the monsters can die.
18: Sci Fi Tech: Have higher than normal tech in comparison to the now. Power armor, home made energy weapons and such.
19: Tomes: Have big important books, big important info, can cause sanity damage though.
20: Government Sponsor(s): Roll, with number have set countries supporting your company. In secret of course.
21: Power Core: Never have to pay a electric bill again as you have access to a power source that will never run out and its safe.
22: Spy Network: Have net work of spies keeping a eye on things and report when they can.
23: Corporate Sponsors: like Government, this time big name companies. (Fictional ones though.)
24: Practicing Mages: Magic is alive and well. A training area for future combat magicians to led the fight against the unknown.
25: Resurrection Pits: Exotic knowledge of green pits. Anyone dead with a intact body goes in, heals and becomes alive again.
26: They Talk, They always Talk: If have captured a enemy, the boys back in home base will get the enemy to talk, it’s their job, its not pretty. But their the best at it.
27: Alien Tech: Have access to sweet alien gear at the start.
28: Weapon Supplier: In this case your company doubles as a weapons manufacturing company. Sellnig bang bangs and keep the good toys.
29: Huge Information Pool: With this you know maximum amount of free agents. So each time attempt to hire, big roster shows up.
30: Workshop: With this pick your home base makes new stuff (Technology base) Much faster than without it.
31: Alien Refugee Program: Secretively giving homes to aliens who lost their homes due to a problem or what not. Public does not know. In exchange they help us with their teachings and some even can volunteer for it.
32: The Black Chamber: A mystical room design of dark stone, runes and channeling gear. The result of this stuff is to bring beings out of the other dimensions into the chamber. As some symbols in the room go towards dispelling magic abilities to make them easier to deal with.
33: Pro Mutant Status: Can hire mutant characters due to know prejudice. Improves mutant relations over all.
34: Worm Hole Generator: A way to go across space and time, other dimensions and so forth to well do good there and stuff.
Flaws: Pick 4.
1: Secret’s Out: People know super natural exist, people know your company. Prepare for the public’s venom regarding how you do your job.
2: Rivals: Certain human orders exist, and they do not like you getting in on their business.
3: Radicals! Burn!: Given fact likely using magic and nonhuman operatives. Certain groups, do not like that and would love to see you die with the things you face.
4: Black Hole of Cash: Due to the destruction done by trigger happy operatives, have to sink a lot of money. This makes sponsors miserable.
5: Bad Rep: Basic government forces refuse to work together with your forces in a joint mission, bad reputation thanks to actions of team members.
6: Flunked in Craft Class: Your guys are so bad at building, must buy things, adds to prices as have to buy things and bad work in crafting usually. Not fit to field this stuff!
7: Superstitious: Your sponsors do not trust your nonhuman operatives. So, edgy about paying checks to such beings.
8: Magic illiterate: Good luck trying to have spell casting humans, only ones who get it are the ones who know what to do, because you know, not human.
9: Mercs: Gotta pay for that extra muscle.
10: Vault: Instead of a collection of stuff to use. Have access to things so bad, cannot be used and must keep it stored away. Pricey to keep it safe, but best not in wrong hands.
11: Pet Assault Dog: Apparently got to be used as a private army for sponsors, or no check. Getting into bad political waters now.
12: Keep the Wool: As in wool over the eyes, your sponsors want you to keep the public in the dark as much as possible. Including mind wipes or even paying people silence, or even murder!
hope you guys have fun here. Last game of three right now.