Note that everything here is directly copied and has not yet been edited - your mileage may vary. ====== Chapter 10: Cabals, Covens, and Agencies ====== ===== The Basics: Why, When, What ===== Institutions don't just appear out of thin air. They have goals, a history (during which the goals may take some turns or be hijacked across state borders), and members who shape it. When creating an organization, figure out those basic elements before moving on to the point creation bit. ==== Why: Goals and Agenda ==== What's the purpose of the organization? It can be something simple and generic, like "We help the helpless" (how lame is that?) or a bit more detailed, like "To stop the incarnation of the Dark God M'aabulthezar on this Earth." Whether you're building an organization of world-savers or a good arch-enemy for your latest adventure plans, you need to have a general purpose in mind. Hunting vampires for fun and profit is one example; acting as the self-appointed guardians of a specific location (town, city, Indian burial grounds, fast-food restaurant) is another. Maybe the group is thrown together in self-defense, to battle a common foe. Or its main goal could more "selfish," like protecting the interests of all club members. The Cast should give this some thought. Obviously, the group's goal should be something all its members can agree on, or belonging to it isn't going to make much sense (unless the pay is just too good to turn down, or you just need the job that badly). This is particularly important for the larger organizations-the ones where the Cast Members are going to be given marching orders more often than doing the ordering themselves. If you aren't square with goals and methods of the higher-ups, following orders is going to get ugly fast. The more structured groups have a charter or a statement of purpose, maybe even a business plan (forces of darkness looking pretty good right now, eh?). This may include a set of rules of behavior expected from members. Others play it strictly by ear and the goals may change from day to day. Angel Investigations is more like the second type. Still, just 'cuz that's how they run their show doesn't mean your group has to be that anarchic. And to add to the fun, many groups have a hidden agenda or secondary goals. Just about every large institution sets its survival and well-being as a major priority. Sometimes the original purpose is all but lost, as the group becomes focused on amassing power and influence instead of fighting evil or doing whatever it was intended to do. Large organizations also have factions, each with differing goals. That side is left to the Director to organize, as it will no doubt provide a lot of plot fodder for Episodes. ==== When: Origins and History ==== If the group is brand new, that's a cakewalk: the Cast Members are creating its history from the get-go. As you play, history gets written. Not too fascinating until some time has passed, but that's history for ya. But let's face it, an ancient mystical order of monsterslaying champions seems more interesting than a vampire hunting version of the Little Rascals. A group that has been operating more than a few years probably has an official history, and most likely a much more interesting unofficial one. Assuming the group didn't get started last week, when did it first appear? Who were its founders and what was the reason they started it? You players get to decide on the official history, and your Director can then install a few closets with skeletons along the way. You don't need to outline the entire backstory to the present day, just give some basic outline of when the group started and what it's been up to, more or less. The details will come up as needed in the course of the Series. ==== What: Current Affairs ==== So what's the group up to these days? Who belongs to it and what do they do? Here we start getting to the nuts-and-bolts bit. Once you've figured out what the group does, why it does it, and how long it's been doing it, you have a good idea of what its resources and abilities should be. A brotherhood of kung-fu monks who wander the world fighting evil is going to have a different set of abilities than a scientific foundation focusing on the supernatural in the hopes of understanding its principles ... or a culinary institute specializing in demon delicacies (imagine the Health Dept. regs for that place). Organizations are created with points, much like characters. You buy special abilities for the group and you get points for special drawbacks of the organization. The more points the Cast has to create their organization, the more powerful it is. The amount of points available is determined by the characters' position in the organization. Are your heroes chiefs or mere spear carriers? The more control the Cast has over the organization, the less points the players get to build it. On the flip side, if your heroes are in the lower ranks of the group, you get a lot more points to play with. This is a crucial decision for you players to make. Do the characters belong to a large and powerful society, at the price of having little say on how things are run, or would they rather be in the driver's seat, even if the driver's seat belongs to a rather clunky domestic car with a few too many miles on the odometer? Choose wisely, grasshopper. Generally, organizations are built with 10-30 points. At over 30 points, you have really powerful groups, something on the level of the Illuminati or the CIA. Typically, the Cast doesn't get to run such groups; they're just low-level flunkies, doing their job and not asking too many questions (if they know what's good for them). Your typical anarchy-oriented small organization is built with 10 points or less, giving your heroes a few bennies without too many responsibilities. Your Director may choose to give you a few more points to spend, or even less points than normal, just to make sure the group works properly. If the Cast needs a couple of points to get that extra level of Supernatural Clout they so richly deserve, we say your Director should show mercy and let you have it. Unless, of course, there's a very good plot reason for denial. Only your Director can make that call. ==== Director-Created Organizations ==== The rules in this chapter assume the organization is being created by players, not Directors. Still, your Director shouldn't be shy about using these guidelines to create whatever adversarial or supporting (or a little of both) group he likes. 'Course, he can pretty much decide what bennies or drawbacks an organization has and damn the costs. In that case, how powerful or what vulnerabilities a group may have are pretty much contingent on the plotline your Director plans. Still, the guidelines in this section should help significantly in giving depth and power to any organization. Furthermore, if your Director has definite ideas about the agency he wants all or most of the Cast Members to belong to, he can use the lists in this chapter to create the basic elements. He could then go further and set up the entire group by his lonesome, or he could let you players flesh out some of the details in a gang brainstorm. Wouldn't that be accommodating of him? Yeah, don't count on it. ==== Oh the Power! ==== Organizational capacities are specifically designed to be inverse in proportion to the amount of control characters have over them. This is an attempt to balance out the benefits and obligations of larger groups, and to provide plenty of adventuring opportunities to characters. A game could be structured to allow the Cast Members control over very powerful entities but that would radically change the nature of the playing experience. Group members at the highest levels do not regularly risk themselves traveling about in the night dueling with demons. Even if they had the time to spare from general organization, administration, and oversight, they are just too valuable to lose. It's questionable enough when the captain and his top advisors regularly beam away from hundreds of crewmembers to personally immerse themselves in a hostile or dangerous situation. It's worse when the organization is even larger and no "exploration" mission exists. In truth, no top player would be allowed anywhere near danger without a phalanx of armed bodyguards. Re-arranging the plot so a central group can "escape" their keepers and get down and dirty with demons gets old fast. Not doing so leaves the characters as order-givers and manipulators, not adventurers. **In Control:** The heroes run the show. Maybe one of them is the leader and everyone else has a vote on how things are run, or there's no leader and everybody is equal. The characters don't have to answer to anybody. On the other hand, they are the only ones responsible for running the organization. The buck stops at their desk. And the desk isn't all that big - the group has limited resources and influence. You start with five Organization Points, plus one point per Cast Member involved in the group. Your Director may also count important Supporting Cast Members who qualify to provide a few extra points. The group can get a maximum Clout level of two in any category. **Second Rank:** The group has a boss, and the Cast Members ain't him. The leader of the organization is a Supporting Cast Member, created and controlled by your Director, and the other characters work for him. On the other hand, it's just one boss and our champions are important enough to try and influence or persuade him directly - they do have a say on how things are run. The Cast Members are the seconds-in-command (though that doesn't mean much if there're no thirds-in command). On the plus side, the group will be a bit larger and more influential. At this level, you get ten organization points, plus one point per Cast Member involved in the group. The group can purchase a maximum Clout level of three in any category. **Agents:** The Cast are part of the rank-and-file. They don't give orders; they take them. Missions and assignments are handed to them. In other words, it's a lot like work, except with more late nights, back alleys, and violence. The Cast Members are the equivalent of field agents, with some influence on the organization but still bound by its rules. There should be at least two layers of oversight above the Cast (i.e., their boss has got a boss, and he might have a boss over him - and if that boss' boss' boss wants to see you, you're in deep kimchi). The characters should have a one- or two-point Obligation to the organization. You get twenty points, plus one point per Cast Member. **Bottom of the Totem Pole:** The Cast Members are grunts, salarymen, worker bees. They are at least three or four ranks removed from the top leadership (and they might not even know who the top leadership is). This doesn't mean the Cast Members don't have any say on what they do, just that they are a lot more constrained in their choices. Also, while the organization may have a lot of power and resources, the characters probably don't have access to much of them, and those they can tap, they need to justify using to their bosses. Characters belonging to this level of organization must accept a two- or three-point Obligation to it. You get thirty points, plus one point per Cast Member, to spend like drunken sailors. Alternatively, your Director could build organizations of this size and play "hide the assets" with you. The characters only know the group's reputation, public face, and certain of its abilities. When they have need of something, you must check with your Director (in the form of the characters' superior) to check to see if it's available and what they need to do to secure it (no doubt lots of paperwork). ==== Being A Member ==== Given the balance between control and organizational capacity discussed previously, there's no need for you to worry about including something like a Group Member Quality on your character sheets. Your character's ability to tap into the organization's assets is directly balanced by a matching Obligation Drawback to that group. Furthermore, the full benefits of a large organization are rarely realized by the lower level employees. This means that the characters need not view their group Obligation as all encompassing in the case of large organizations. They don't enjoy all the benefits so don't suffer all the drawbacks. If your Director wants to attach the Cast Members to an organization but somehow not balance the assets and obligations, care must be taken. Keeping the characters from enjoying all the benefits of a group is relatively easy, but they should be compensated by lowering the Obligation to the organization (and the commensurate Drawback points). On the flip side, if the characters can use company assets without matching responsibilities, they should be charged with a Group Member Quality equal to one-tenth of the organization's points (round down). We don't recommend this for groups with over thirty points in capacities (the rough guidelines begin to break down at that point and the benefits far outweigh the costs). ==== Gaining Organization Points ==== Basically, you don't. Assets can be gained or lost but these occur in the context of roleplaying and storyline developments. It's possible that folding a new member into the team would bring in a point's worth of change, or somehow adjust the group's capacities. Take it up with your Director after a couple of adventures. ===== Organization Abilities ===== So you want a cool car, loaded with weapons, and a secure facility to park it at night? Join the club. No, really, join the club. If it's the right club, you get all that and more. When creating an organization, let your fingers do the walking among the list of goodies on the following pages and buy what suits you. Much like a valley girl in a mall, your only limit is your line of credit (i.e., how many points you've got). ==== Clout ==== This ability is the group parallel to the Contacts Quality. It shows how much influence the organization has with different aspects of society. The more Clout the crew has, the easier it is to get help, information, or equipment. This ability combines things like reputation, connections, and sheer power. Clout gives a benchmark of what the group can accomplish. It also can be used as a bonus on certain rolls, mainly to determine if Cast Members in the group can get something done through their organization. Clout is measured in levels, ranging from one to five, each costing one point. The levels determine how much weight the group can throw around. Clout is divided into four spheres of influence: Criminal, Financial, Governmental, and Supernatural. Most groups have Clout in one or two areas; only the most powerful organizations pull strings in every walk of life. In some cases, levels of Clout subtract from the cost of some equipment and facilities. This is noted below. When creating an organization, up to half the total points available can be spent on Clout. === Using Clout === Clout levels can be added to a number of rolls. Namedropping works wonders in many situations. If you belong to the right group (and wear the right clothes), you can make a few phone calls and things just seem to happen. **Getting Things Done:** So you were out battling demons and the cops found your stash of illegal weapons; now there's a warrant out for your arrest. Who you gonna call? Or you've discovered that the only way to destroy this week's bad guy demon is to get your hands on a unique mystical dagger. When you need something that's not available from the Yellow Pages or Google, it pays to belong to the right outfit. In some cases, getting the stuff is going to take some roleplaying; the Cast has to make calls, find people, get all intimidating, bruise some knuckles ... all that fun stuff. In other cases, your Director may not want to take time from the butt-kicking and soap-opera, and a quick roll can determine if you can get the stuff ... or not. Use an Intelligence and Clout level roll, plus any levels of Contacts in the same area of influence, to determine if the Cast can pull strings to get what they want. Use the Cast Member with the highest Intelligence, unless one of the characters is the clear leader, in which case his Intelligence gets used even if it's not the highest (yet another reason to hate having a boss). **Influence:** When making Influence rolls, you can add the group's Clout if the target is someone who would be impressed or intimidated by the fact the characters belong to that group. A lawyer working for Wolfram & Hart is going to get more attention than a member of Skippy, Dippy & Bobo, Attorneys at Law. Obviously, a secret organization only provides that bonus if the influencee is in on the secret. Saying "I'm a member of the Holy Knights of Galbarash" is going to get a lot of blank stares from the local bartender ... or your average stoolie. Secret organizations do have that whole secret aspect to them. === Clout Spheres === Clout comes in many flavors. Some groups really know how to deal with criminals, while others are better at the "cops" side of the "cops-and-robbers" game, and neither group may be wholly comfortable dealing with demons and Things Beyond The Pale. Described below are the four major spheres of influence and what they are all about at each level. You can't amass Clout above a certain level in one sphere if you got no juice in other areas. Big time criminals usually have big time money, and having a lot of money gives you a measure of political influence. Beyond level three, some forms of Clout require a minimum level of Clout in other areas, just to be realistic. And these ain't freebies-you got to buy them separately. Such a cruel world. === Criminal === A group with Clout in this area has connections or influence in the criminal underworld. Maybe the group is itself a criminal organization, or just happens to work with a lot of criminals (thin line, sure, but it's there). Through a mixture of favors, bribery, or intimidation, the group can get criminals to provide information or services. **Level 1:** Street cred. The group has some measure of respect from local "businessmen." Informants and other lowlifes know the group and are willing to divulge what they know ... for the right fee (be thankful when it's only dollars). **Level 2:** Street force. The group is owed a few favors and has connections with a good number of underworld figures. Its connections allow it to find all kinds of illegal goodies, from illegals to information to special services (leg-breaking, arson, and the like), often at a discount. A medium-sized criminal crew (a drug dealing gang or a ring of car-thieves, for example) would have Clout 2. **Level 3:** Major connections. The organization is well known and feared in the criminal underworld. It can hire (or already has in its payroll) all kinds of "specialists" ranging from your basic "hired goon" to safecrackers, counterfeiters, forgers, hitmen, and the like. Your typical mob outfit is at this level. This group needs to have a minimum Financial Clout 2, just to meet expenses. **Level 4:** Big player. The group controls a small army of assorted thugs, mixed fixers, and various garden-variety sociopaths. They have fingers in many illicit pies. Few people knowingly mess with the group, unless they're looking forward to finding out what "execution style" really means. The organization likely has a lot of contacts and influence in "legit" businesses and agencies. Big players on the crime scene must have a minimum Financial Clout 3 and Governmental Clout 2. The largest organized crime group in a city or state would have clout at this level. **Level 5:** Crime-lord time. The group has national or multinational influence. Resources are as Level 4, but scratch the "small" bit from "army." At this level, the group can pretty much get anything that can be got, whether legal or not (and is probably involved in the sale and distribution of a lot of the latter). A minimum Financial Clout 4 and Governmental Clout 2 are needed to run with the crime lords. === Financial === Money talks and ... well, you know. A group with large bank accounts can afford to hire the best, provide your heroes with lavish expense accounts, and throw money at problems until they go away. Financial Clout represents the income and cash reserves of the group. The source of the money depends on the group. A criminal ring gets its money the old fashioned way- stealing, cheating, and deceiving. A scientific foundation may depend on a trust fund from a wealthy sponsor, or may need to regularly apply for government grants or bank loans. Angel Investigations gets its money from paying customers (who are always depressingly thin on the ground). If the group doesn't have even one level of Financial Clout, it means it has no money or source of income. It's Bring Your Own time for everybody concerned. In that case, the group doesn't support the members; the members support the group. **Level 1:** Struggling. The organization barely has enough money to meet basic expenses, and members get very little in the way of pay (a stipend barely enough to supply room and board, or minimum wage). Characters with high Resource levels are clearly getting their money from somewhere else (their day job perhaps). The group can disburse a few hundred dollars in cash for your basic bribes and pocket expenses, and can raise a few thousand bucks for an emergency, usually by pawning, selling off, or mortgaging its assets. That's about it. More scratch than that just ain't happening. **Level 2:** Holding its own. Represents up to a million dollars in assets (a lot less in cash, though). The group has enough money to pay members a regular salary or stipend. It can cough up modest amounts of dough (up to a few thousand dollars) in case of need, and maybe as much as $100,000 in a dire emergency (and the group would be bankrupt or nearly so after such an expense). Impressive, but not so much that the big boys are even going notice. **Level 3:** In the money. The organization has ample funds including at least a few million dollars in assets. Members are paid handsomely (associates should have at least Average Resources-probably one or two levels above it), and "petty cash" can cover things up to several thousand dollars easily. Major projects involving expenditures in the six-figure range are affordable, although only for good reasons (building a beach house for the chairman of the board is not a good reason-but might get done anyway). The group needs to have Governmental Clout 1 at this level, to reflect the influence all that money represents. **Level 4:** Big bucks. The group has tens or even hundreds of millions in assets, can pay lavish salaries for dozens or hundreds of people, and resources to match a major corporation. Assuming the expense reports can be justified, money is no problem for most things (up to a couple of million in cash). This level has Governmental Clout 2 as a prerequisite. **Level 5:** Powerhouse. The group has resources equivalent to a multinational corporation, with assets and holdings worth billions. The organization can pretty much buy anything that's for sale ... and a few things that aren't. That doesn't mean the Cast Members can go on random shopping sprees on the corporate card, of course. Expenses still need to be justified. Governmental Clout 3 is required as well; a group is hard pressed to amass this amount of money without having a few Congresscritters in its pocket. === Governmental === This sphere covers access to government services and law enforcement. Groups at the higher levels pretty much have to be government agencies themselves - nothing stopping them from being secret government agencies though. **Level 1:** Connected. The level group has some connections with local police or other authorities, and has access to a few official sources of information. The agencies know of the organization, and cooperate with it on occasion. Still, the group doesn't get a lot of slack unless it's in return for a favor or two. **Level 2:** Influential. These organizations have strong connections with the law, and enough pull to get some transgressions (misdemeanors or minor felonies) overlooked or forgiven. The group may have access to some government facilities and resources (either legally or through corrupt contacts). It also has some connections with important government figures (town mayors, state representatives, precinct chiefs) and has a few favors it can call on if needed. **Level 3:** Major contributor. The group can be effectively above the law if it wishes to be. Although overt crimes still result in arrests and investigations, a combination of political favors, soft money, connections with law enforcement, or legal tricks prevents most criminal convictions. The organization has major connections with state and national politicians. Gotta have some money to get this done though; this level has Financial Clout 2 as a prerequisite. **Level 4:** Agency. The organization has the power to conduct investigations and make arrests; it is equivalent to a local or national law enforcement agency. If the group is covert or secret, its members can commit all manner of illegal activities while on a mission and expect the more legit members of the government to cover them up. Members have the proverbial license to kill, within certain parameters, of course (no, you can't shoot people you don't like and claim you were on a mission). Contacts include senators and governors, maybe even the president. A Financial Clout 3 prerequisite grants the group the wherewithal it needs. **Level 5:** Shadow Government. The organization is the government, or might as well be. The group has almost unlimited access to government sources and facilities, and can do pretty much as it wishes, as long as it keeps things relatively covert. Its connections include heads of state, military leaders, and just about anybody who's anybody. This level has Financial Clout 4 as a prerequisite. === Supernatural === This sphere of influence deals with the occult underground-demons, undead, and practitioners of the dark arts, both on Earth and on other dimensions. Supernatural Clout represents the reputation of the group, its influence in paranormal affairs, and its magical "muscle." **Level 1:** Arcane. The group has contacts with assorted demons and other supernatural creatures, and knows all the "basics" (i.e., the abilities of vampires and the typical demon, the powers and limitations of magic, and so on). While in the know, it's not much of a player. Best to stay under the big boys' radar. **Level 2:** Occultists. The group has extensive occult knowledge, including a large collection of arcane tomes (minimum Occult Archives 3, purchased separately). Members have basic magical training. Contacts with the supernatural may include spirits or demons who are obligated or willing to offer information. **Level 3:** Exotics. Supernatural mercenaries or servants are available to act as agents, enforcers, or guardians. The group has direct access to powerful supernatural beings (greater demons, oracles, one or more of the Powers That Be administrative assistants) or is under the control of such a being. At this level, the group needs to have a minimum Financial Clout 2. Mystical, yes; cheap, no. **Level 4:** Potent beings. The group has a small army of magicians, psychics, and demons at its disposal. It is aware of several occult secrets and these are shared by few, if any, other groups in the world. Its contacts span dimensions and the group may have control over portals to other worlds. A minimum Financial Clout 3 (the really exotic is even more expensive) and Criminal Clout 1 (to supply some of the illegal needs of its members) are needed for this level. **Level 5:** Power, pure and simple. As above, but even larger. The group can routinely summon or recruit potent supernatural beings. At this level, the top leadership of the group cannot be human; only the most powerful demons and spirits qualify. The group needs a Financial Clout 3 and Criminal Clout 2 to meet its "mundane" needs. ==== Quarters ==== No one gets harsh in your house ... unless you want it that way. Nothing says player like having your own HQ. If it doubles as a place to sleep, eat, and throw the occasional bash, that's fine-as long as there's room for all. An HQ has three components: Size and Location, Physical Security, and Supernatural Security. If you are messin' with the arcane, deadbolts and armed guards just don't cut it. === Size and Location === How large and widespread is the organization's HQ? You guessed - the bigger it is, the more it costs. The more money and influence the group has, the better their quarters are: each Governmental Clout level and each Financial Clout level purchased previously provides one free point to spend in this section. **Small:** A small apartment or office; the gang can barely all fit in there at once. No point cost here. **Medium:** Decent office space (with multiple offices), a warehouse, or other large location. This costs one point. **Large:** An entire office building or hotel (the Hyperion, perhaps), with multiple rooms and storage space, maybe even covered parking. Three points must be spent. **Huge:** Something the size of a small shopping mall or military base. Plenty of room for parking, not to mention training facilities, shooting ranges, laboratories, and a bowling alley (if you're pinning for pins). This runs five points. **One Location:** The group has only one "home office." If the agents travel away from it, they have to make do with hotel rooms and expense accounts like us ordinary mortals. This does not cost points. **Multiple Locations:** The agency has several bases or branches around the world. A group with a Huge HQ gains an additional two to three Large branches, three to five Medium branches, and six to ten Small offices (smaller main HQs have a correspondingly lesser number of branches). At the lowest level, you get two Small offices. Multiple locations have a basic cost equal to that of the HQ or one point, whichever is higher. Thus, giving a group with a Huge HQ Multiple Locations costs five points (in addition to the five points that must be spent getting the Huge HQ in the first place). **Worldwide:** The group has quarters on at least three continents, and has dozens of facilities all over the globe. There're two to three bases of the main HQ size, twice that many one size smaller, and so on. This feature adds double the HQ base cost or three points, whichever is higher. A Huge HQ with worldwide facilities costs 10 points (plus the five points for the original Huge HQ). === Physical Security === How safe are the headquarters? Are the secrets of your group entrusted to a rusty lock you can pick with a credit card, or something just a bit fancier? Like the various forms of Clout, Security comes in five levels, each better than the last, costing one point per level. If no levels of Physical Security are chosen you got the aforementioned rusty lock and little more. Better be packing heat (or cutlery) yourself. **Level 1:** Standard. Decent burglar alarms, decent locks (penalties of -3 for Crime rolls to break in), walls that can withstand a ball peen hammer for more than fifteen minutes. For the do-it-yourself types who aren't overly worried about the law, there may be some spring traps or deadfalls. No guards, unless the Cast is up to doing the watchman bit their own darn selves. **Level 2:** Good. Good alarms and security devices (-6 to Crime rolls), security cameras in strategic locations, and, for Large or greater facilities, human security guards. **Level 3:** Excellent. The facility is really hard to get in to or out of - ID cards are required to open doors, and all the security devices are top-notch (-8 to Crime rolls). Large facilities also have a security force that is plentiful (at least ten professional guards) and well-armed. **Level 4:** Military-level. We're talking armed checkpoints, cameras everywhere, armed guards on at each corner, and so on. You'd need a small army or a master thief to break in here, unless you've got inside help. The security forces are large and as well-trained as any private military contractor. **Level 5:** Best money can buy. The whole place is locked like a bank vault (-12 to Crime rolls), retina or DNA scans are used for identification, and multiple secure doors (each requiring separate rolls to defeat) lead to any reasonably important area. This hardass stuff is supplemented by death traps like poison or knockout gas, electrified walls or floors, and other fun stuff. === Supernatural Security === With worlds where demons and warlocks are but a cell phone call away (or closer), supernatural devices are available to those with the right connections. Like Physical Security, there are five levels and each costs one point. Also, you need at least one level of Supernatural Clout to get any level of Supernatural Security. If no levels of Supernatural Security are purchased, you got nothing, nada, zip. You are supernaturally exposed. It sounds bad but it's basically the state the vast majority of us are in. No reason to protect against something that doesn't really exist, right? ... right? **Level 1:** Believers. Basic safeguards relevant to the world in question (like making sure the location is not a public place so vamps have to be invited in) and dedicated, and isolatable, facilities for conducting magical rituals. **Level 2:** Protected. Security systems that alert the owners if a supernatural being enters the area uninvited. This can be a spell or ward, a guardian entity that "sniffs out" supernatural presences, or even a scientific device that somehow detects abnormal life signals. **Level 3:** Warded. Protective spells like the one making violence impossible at Caritas or preventing uninvited beings from entering (much like the traditional limitation against vampires, but applied to all supernatural beings). Note that such barriers can be overcome by creativity and ruthlessness (like firebombing a place from the outside). **Level 4:** Invulnerable. Magical defenses that make it impossible for anyone to enter unless invited (or unless the place is physically destroyed). Or magic could have been used to place the HQ in a pocket dimension, reachable only through magical portals. **Level 5:** Otherworldly. The location is totally removed from this reality-there's only one way in and out, and only those with arcane and specialized knowledge can get through. The locale is effectively inviolable, unless a traitor brings enemies home to roost. ==== Gear ==== The one who dies with the most toys wins. The one who stays alive with the most toys gets to keep accumulating. One of the cool things about joining an organization is that you usually don't worry about where you'll get more stakes or a new sword. But there's more to it than that. You've got facilities, computers, and vehicles to go with all that sweet weaponry. Clout plays a big role here - for every level of Criminal, Financial, or Governmental Clout of the organization, one free point may be spent on Gear. === Facilities === A big centrally located HQ isn't worth much if the walls are bare and the rooms empty. Got to have some stuff to fill your digs with. We're not going to be too concerned with furniture and such. It's the special stuff that really gets the blood boiling (assuming the members are not all circulation-challenged). Unless otherwise noted, all Facilities cost one point per level. === Computers === A typical home computer is not much of a stretch. It goes up sharply from there. **Level 1:** Basic. About the same as a typical office, with networked computers or terminals for every employee. **Level 2:** Advanced. As above, plus some advanced workstations to assist in research. **Level 3:** Top-notch. Even better, with powerful systems that can run face recognition software, enhance video, and do all kinds of cool research. **Level 4:** Cutting Edge. Supercomputers good enough to play chess against a master while sorting through massive amounts of data. **Level 5: F**uturistic. Seriously high tech systems, maybe even with primitive (or not so primitive) Artificial Intelligence. Of course, the artificial being has a personality and no doubt engages in a bit of backtalk to keep the gang on their toes (or just to annoy the bejeebers out of them). === Laboratories/Research Facilities === Sometimes you need to run blood tests and don't want to go to a lab, mainly because the blood came from a supernatural being and the critter wasn't a, er, willing donor. **Level 1:** Basic. A basic lab facility, the kind of place where you can run blood under a microscope and perform some basic tests. **Level 2:** Advanced. This is a large lab facility (full chemical analysis). You still need to roll up your sleeves, curets, and test tubes and do it yourself. **Level 3:** Top-notch. Extensive lab equipment and personnel (an on-call specialist and assistants complete with Science Skills 3-5) are available. **Level 4:** Cutting edge. You can conduct original research in this level of lab. The area is festooned with all kinds of gizmos like electron-tunneling microscopes, MRI scanners, and more. A team of specialists (Science Skills 4-6) is available to spout technobabble at the drop of a hat. **Level 5:** Full-scale. With these facilities, the group has the equivalent of a university or corporate research laboratory at its disposal, capable of running hundreds of different projects at the same time. === Medical Facilities === A first aid kit costs nothing. After that, it costs ... more. **Level 1:** Basic. These moderate medical facilities are enough to conduct essential paramedic treatment (giving a +1 bonus to Doctor rolls). **Level 2:** Advanced. This medical room is as good as a doctor's room aboard a ship (giving a +2 bonus to Doctor rolls). **Level 3:** Top-notch. The basics above with a dedicated nurse on call. Okay, more than one nurse-up to three trained nurses and paramedics (Doctor Skill 3-4). **Level 4:** Cutting edge. These full facilities are equivalent to a small clinic, with up to five doctors on call (Doctor Skill 5-6) **Level 5:** Full-scale. Now we are talking mini-hospital - a full clinic, able to deal with several casualties at once, conduct surgery, and do all kinds of neat medical stuff that you probably don't want to watch. === Workshop/Repair Facilities === Keeping the company ride on the street takes some amount of equipment and know-how. If the company ride is a Lear Jet, it takes even more. Also, when a crazed vampire takes out your lobby plate glass window, it's nice to have a place to organize the rebuilding. **Level 1:** Basic. This room has some tools in it, space for the car or boat, maybe even a hydraulic lift. **Level 2:** Advanced. Large garage with fairly complete supply of hand and power tools, not to mention the electronic diagnostic ace in the hole. Strictly BYOM (bring your own mechanic). **Level 3:** Top-notch. Very large garage with extensive equipment, or hanger for smallish organizational plane. Personnel come in the package (on-call specialist and assistants complete with Mr. Fix-It Skills 3-5). **Level 4:** Cutting edge. As well as plenty of storage space, you can build complex machinery, including vehicles, from scratch here. Lots of gizmos with dials and flashing light, and probably a clean room or two. A team of technicians (Mr. Fix-It Skills 4-6) is available and eager for the next local Trek convention. **Level 5:** Full-scale. A "wow, that's big" facility that would make Bell Labs or Boeing proud, including more technicians and craftsmen than you can shake a wind tunnel at. === Occult Archives === This works just like the Occult Library Quality, but with twice as many available spells at each level. Better yet, everyone can use the place and its benefits are cumulative with any personal library. This costs one point per level. === Special Training === The group offers advanced training to its members. This is the equivalent of re-upping in the Army, a full stint at the Police Academy, or some other similar years long course of study. As a result, members have access to a special Training Package Quality. This costs two points. === Training Facilities === An empty room that can be used as a gym is free. A real gym with assorted equipment is one point; a full gym/martial arts/fencing area and equipment is two points. A shooting range costs two points as well. Or get the package deal gym/range for the low, low price of three points. === Vehicles === This gear is just the machinery. Storage, repair, and maintenance facilities are purchased elsewhere. Once you start dealing with a fleet of aircraft, the costs spiral like automobile insurance after a "no-fault" accident. **Company Car:** The organization has access to a single car, functional but otherwise unremarkable. This has no cost. **Vehicle Fleet:** The group has several cars at its disposal, about one for every five employees. This costs two points. **Tricked-Up Car:** The group's ride has some extra goodies, like mounted weapons, souped-up engine, and other tricks up its fenders. This baby runs two points. **Aircraft:** A company jet is available, and boy is it swank. Two points sets you up nice. **Air Fleet:** Your organization has multiple aircraft, including helicopters. Five points covers it. **Military/Exotic Vehicles:** The organization can get its hands on some military or exotic vehicles, like minisubs, military helicopters, maybe even some actual tanks or armored personnel carriers. This costs five points. === Weapons === Unlike vehicles, these bad boys come with those spiffy wall display racks that the camera loves to pan over. You also get all the supplies needed to keep the cache in good blasting, bursting, or bashing order. **BYO:** Members have to get their own implements of destruction. This costs nada. **Getting Medieval:** The group has a nice armory of archaic weapons, everything from basic pointy sticks to Bavarian fighting picks. One point gets this done. **Gun Bunnies:** This gives access to a small armory of legal firearms-pistols, shotguns, hunting rifles. This costs one point. **Paramilitary:** The organization can call on military small arms like assault rifles, sub-machine guns, and other "whoa, back away quick" stuff. This runs three points. **Full Metal Jacket:** Serious military weapons and explosives are available but you still need a darn good reason (say express orders from some major authority) to use them. All this for five points. The Morningstar Foundation Type: Goal-Oriented Number: 10,421 at last HR count Why: Officially, the Morningstar Foundation is a perfectly respectable philanthropic and scholarly organization. It funds a number of charities-everything from runaway shelters to soup kitchens. It also sponsors scientific research at many universities along the West Coast. Its goal is to "help humanity realize its potential free from fear, ignorance, and tyranny." Unofficially, the Foundation spends most of its funds on paranormal research and, to put it bluntly, monster hunting. The charities are not so much a cover as just a small part of what the organization is there for- to help humankind. When: Morningstar is the brainchild of billionaire Phil D'Agostino, a software engineer who hit it big in the mid-eighties, made his pile, and decided to do something productive with all his loot. D'Agostino used the foundation for charity but set aside a substantial amount of funding for unconventional research projects, including parapsychology. Some of the research uncovered some really scary stuff-y'know, vampires, demons, evil ghosts, some of the karaoke performers at Caritas. D'Agostino himself was nearly killed by a demonic monstrosity that crawled out of thin air. Realizing he couldn't go public, he shifted the foundation's focus to battling supernatural evil wherever it could be found. What: D'Agostino himself is largely removed from the organization. The man in charge is an old college buddy of his, Lawrence Kepler, an eccentric British archeologist and occultist. Under his supervision, the Foundation has recruited several dozen agents (the official term is "researcher") spread in several sites around the world. These researchers are drawn from law enforcement (mostly former cops and federal agents who saw too many strange things on the job-somebody much like ... say, Kate!), from science (psychologists, "ghost hunters," and the like) and from "fringe" fields (psychics, former priests with a penchant for exorcism, neo- shamans). The agents investigate claims of supernatural activity (ghost and UFO sightings, strange murders) and, if they find true occult forces at work, do their best to stop them. The group has a great deal of money and power, and over the last few years has developed a lot of connections with police agencies around the United States, Canada, and Mexico. Most members are normal humans, though a few psychics and even a handful of actual demons and half-demons (the nicer kind) can be found among their ranks. Total Value: 25 points. Clout: Criminal (Street cred) (1), Financial (Big bucks) (4), Governmental (Major contributor) (3), Supernatural (Occultists) (2). Total Cost: 10 points. Quarters: Large (3), Multiple Locations (3), Physical Security (Excellent) (3), Supernatural Security (Protected) (2). Total Cost: 4 points (reduced by seven from Financial and Governmental Clout levels). Gear: Computers (Cutting edge) (4), Laboratories (Top-notch) (3), Medical Facilities (Top-notch) (3), Occult Archives (2), Training Facilities (3), Vehicles (Vehicle Fleet) (2), Weapons (Getting Medieval) (1), Weapons (Gun Bunnies) (1). Total Cost: 11 points (reduced by eight from Criminal, Financial, and Governmental Clout). The Technopagan Alliance Type: Mutual Aid Number: Nearly one hundred Why: Despite the fancy name, this is mostly a collection of somewhat geeky magicians who like both magic and computers. Members regularly chat on-line in one of several members-only chat sites. While they have occasional physical meetings, geographic considerations keep all but a handful from any "face time" with other members. This group is a good place for young magicians to learn more about magic, but more importantly, it can also serve as a useful early-warning system about the troubles magic use brings. An interesting addition to the group would be a number of moderately powerful seers who openly share any predictions or warnings they receive. This would allow the members time to prepare for powerful attacks by black magicians and demons with nasty plans (and which demon doesn't?). When: The group has no set foundation, sometime around early 1990 is the accepted 'start' date of the group, having found each other though arcane chat rooms, forums, bbs and email. What: This extremely loose-knit group is open to any magical practitioner who pledges to use her magic for good, who is willing to share magical information on-line, and who is capable of performing virtual circles. Most members are Wiccan and almost no one in this group is over 40 (most in their late teens or early 20s). Clout: Criminal (Not a playa') (0), Financial (Struggling) (1), Governmental (Off the Grid) (0), Supernatural (Arcane) (1) (2 points) Quarters: Home users, based in individual homes. Varies depending on the member. Gear: Computers (Cutting Edge) (4), Laboratories/Research (Basic) (1), Workshop/Repair (Top-notch) (3), Occult Archives (Impressive) (3), Vehicles (Tricked-Up Car) (2), Weapons (BYO) (0) (11 points, reduced from 13 by Clout sources)