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Department 13If the world knew the truth, if they knew that the only thing standing between them and their deepest fears, was you bunch of punks, they'd never be able to sleep at night. And they certainly wouldn't walk down to the 7/11 at 2 AM to get a Coke. -- The Director. Welcome to the world of Department 13, a secret government agency that very few in the government know of and none will admit to. The conspiracy theorists that suspect Department 13 exists think it's protecting us from the alien menace. They are wrong. Department 13 is protecting us from the Darkness. Not to mention the occasional kook with an axe.The DepartmentHello, Mrs. Baskerville? I'm agent Smith of the Food and Drug Administration. I'd like to ask you a few questions about the, um, "biker gang" that trashed your house last night. -- Agent Alex Smith. Department 13's job is to fight monsters. It's a never-ending job, slaying vampires, banishing demons, and bashing in the heads of the walking dead. Somebody's got to do it, and while they're at it, they try to keep the world from finding out the truth of the horrors that dwell in the Darkness. Something of a red-headed stepchild, Department 13 gets shuffled around from budget to budget, landing in the lap of whoever touched it last. The Department is currently a branch of the Food and Drug Administration. Their last job for the FDA involved alchemically modified candy bars, or something like that, and the FDA hasn't been able to get rid of them since. No other agency wants to pick them up, but any time the FDA tries to cut them off entirely, they get a special vistor "from the top" who convinces them of the rashness of such an action. Hence, the Department's budget could be described as "slim to non-existent." They don't have a fancy monster-fighting lab, they don't have lots of nifty weapons to fight the monsters with. They don't fight the Darkness with technology, they fight with blood, sweat, and tears. And bad puns. You'd be amazed at how damaging a bad pun can be.The OperativesJoin the Army and see the world, join Department 13 and never see your famil... nevermind. Welcome aboard. - The Director There are two recruitment paths into Department 13. Through one door of opportunity come experienced field operatives and soldiers. Ex-CIA, FBI, Green Beret, and black-ops from that other secret branch the government won't admit to. These operatives are easy to come by. The Department recruits the undesirables, those who don't fit in, or otherwise find their careers in jeopardy and are looking for a place to serve that will still provide them a paycheck. Usually provide them a paycheck, at least. Here recruiting happens in cloak-and-dagger style, with a mysterious agent representing a mysterious government agency approaching the potential recruit with veiled intentions, carefully feeling them out, while at the same time playing out a hook that a recruit with any imagination cannot help but bite. Because the operatives they recruit have to be convinced of the existence of the supernatural, many of these operatives have active, and even over-active, imaginations. Through the other door of opportunity come the more interesting operatives of Department 13. These are the witches, the seers, the natural-born demon hunters. They come without formal field training, but they bring an essential element to the Department's arsenal, the ability to fight fire with fire. The Department is constantly watching for those rare individuals who have a gift of supernatural power and at least a general leaning toward using it for the good. These potential recruits are easier to approach. They're already grounded in a world of supernatural occurences. They're not wary of the recruiter being a foreign spy. But they can be harder to recruit. It takes a lot of convincing to get them to work for "the Man". Already dabbling or immersed in a fringe element, they're outsiders and used to their freedom. What usually brings them around is convincing them of the benefits of working as a team with financial backing. The lone vampire slayer finds benefit in having someone to cover their back. Too bad the bit about "financial backing" was exaggerated.Non-player OperativesCandice Collier
Alex Smith
Sofia Martinez
Anthony Brown
"You took off its head with a hubcap!" "Okay, so I just put a little english on it..." -- Anthony and Candice Anthony is a natural-born demon hunter (see Forces of Light). He grew up in an orphanage and never knew who, or what, his parents were. When he was twelve, he ran away from the orphanage and lived on the streets, hunting vampires until Department 13 recruited him. Anthony is wary of the Director's attempt to be "fatherly" to him, but his high-than-average Light gives him the gut feeling that the Director, however mysterious, does have his best interests in mind. He's also very protective of Candice, waffling between being brotherly and something more. He's very cautious about Sofia, and has been contemplating having a serious talk with the Director about what the magic has been doing to her. He senses her slow slide into Darkness and wonders why the others don't see it as well. He tolerates Smith well, though he wishes the guy would go easier on them. The Director
The LabOh, I'll just run this through the DNA analyzer and we'll have your results in a jiffy!... We have a DNA analyzer?! Nah. I'm really going to let Bruno sniff both samples, and if he thinks they're from the same person, he'll bark twice. -- Jenkins and Alex While they may not have the latest in fancy crime-fighting equipment, the Department does have a basic laboratory with enough equipment to analyze blood samples, identify common materials, do basic forensics work, and generally get annoyed at not having enough fancy equipment. If any serious work needs done, it gets sent out of house. And analyzing anything suspicious usually requires calling in a marker or two. The LibraryYou'd think the Tome of Orisis would be in the computer by now.What, and miss out on the sun-fun experience of reading a book bound with human skin? -- Alex and Sofia The guys in the lab will tell you that the Department spends far more money on books than on proper lab equipment. And they're quite right. Department 13's library is vast and old, full of rare books on all subjects arcane and mystical. A few of the more common works have been scanned into the computer, but library work generally requires late nights poring over old tomes. EquipmentI told you, only adult agents get a sidearm.You just won't let me have a gun because I'm a girl! That's right, I don't give guns to agents who pout. -- The Director and Candice Every agent of eighteen years or older is issued a standard sidearm. Bullet-proof vests are available when necessary. Don't ask for more than that. If you start thinking about silver-nitrate rounds, shotguns that shoot wooden stakes, and high-powered tasers, just remember, you're lucky to get bullets. The Dirty Little SecretSecrets? Everybody's got secrets! Question is, which ones are worth knowing, and which ones would just cause you trouble? -- The Director So why does the Department seem to be the center of so much supernatural activity? There aren't branches all over the continent, just one little office and so much Darkness to be found nearby. While the occasional cross-country excursion does happen, the operatives of Department 13 rarely have to look outside their own city limits to keep their hands full. Why is that? At the bottom level of the lab, there's a secret staircase. Only the Director and two other people know of its existence. At the bottom of the staircase, there's a secret vault made of cold iron. In this secret vault is the Codex of Malloch. It is the ultimate tool of Darkness and it cannot be destroyed by mortal man. If it found its way into the hands of those with evil intent, the utter destruction of mankind would be at hand. So this is the Department's ultimate purpose: to guard the most powerful artifact in the world without even knowing it exists. The Codex isn't satisfied with this situation of course. It yearns to be free and to fulfill its purpose. It calls to the servants of Darkness, and they come. They don't even know why they come, don't even know the Codex is there, they just come. Some know they're being called, but of those, none have deliberately sought the Codex... yet.Magic and the SupernaturalMagic
Because there's no such thing as white magic. -- Candice and Alex Magic in the world of Department 13 comes in two flavors, black and blacker. In order to cast magical spells, a witch must call upon the forces of Darkness to do her bidding. The so-called "white witch" treads a thin line, calling on the Darkness to fight the Darkness. With every incantation, the white witch sells a little piece of her soul. If the black witch works things right, she sells someone else's soul instead of her own. But even she doesn't always get so lucky. When it comes right down to it, "black and blacker" really isn't a joke. There are two sources of power a witch can call on, and one is a lot uglier in the long run. These two powers are spirits and greater demons. SpiritsHave you been calling up evil spirits again?What, you think I summon up evil spirits just for fun? You did, didn't you? Well, yeah.... -- Alex and Sofia The spirits of Darkness are more a force of nature or personifications of emotion than they are beings. They have no clear will of their own and most are easily summoned. Spirits are generally called upon to control the elements or someone's emotions. A fire spell is easily performed by calling upon a fire spirit to set something ablaze, or a spirit of anger to enrage a target. The price of calling on the spirits to do ones bidding is a potential loss of Light, the basic force of goodness in the soul. Some examples are spirits of fire, anger, death, jealousy, wind, obsession. Some bear some discussion. Spirits of the elements. These are probably the safest among the spirits, and the closest to being neutral in nature. The white witch will concentrate most of her efforts here, but note that these spirits can be very destructive if the spell goes wrong. Spirits of love. There aren't any, nor are there any spirits of the emotions of Light. The witch foolish enough to call upon the spirits of "love" (and many do, as love spells are much sought after) will instead get a spirit of lust, obsession or jealousy. No love spell is truly successful because of this. The same goes for any spell that tries to make someone act out of an emotion of Light. Spirits of death. All too easily summoned, even the worst of black witches will avoid these if they have any sense. Difficult to control, they are more likely to turn on their summoner than any other spirit. Greater DemonsHello, Hecate... are you listening? Yoohoo... like, I could use some help today, ya know? ... Pff -- goddesses! Never around when you need them. -- Sofia Hecate, Abraxis, Pan, Amdusias, Loki, Housoku, the Nameless Ones... these are but a few of the known greater demons. Considered gods by the common witch, these beings wield raw power and can lend a portion of it to mortals. (See Greater Demons below.) The greater demons channel their power through the witch, creating nearly any effect imaginable. Notably, no spell can return the dead to real life. The greatest danger to most novice witches dealing with the greater demons is that they think these "gods" are relatively harmless or even on their side. This naive view has led many a white witch down the path to the side of Darkness. The price a greater demon exacts in exchange for its power varies. Some willingly give power to witches whose activites align with the demon's purposes, some will require a sacrifice or other bargain before they will grant power. Regardless of the price exacted, the witch always risks losing Light in the process.Casting SpellsThe time it takes to call upon the spirits varies depending on how powerful the spirit is, how skilled the witch is, and how large of an effect the witch is trying to accomplish. Small spells involving spirits can be cast quickly enough to be effective in combat. Calling upon a greater demon always involves a long and complicated ritual. But if the witch is willing to enter into a long-term contract, usually at the cost of her immortal soul, she can call upon the demon's power with simple spells quickly enough to be effective in combat. Any moderately powerful magic takes time, a ritual, the proper components, and often more than one witch. See the sample spells later in this article.The Sight
Personal LightEvery mortal being possesses a soul, and that soul can be good or evil, full of Light or Darkness. Most mortals have a balance of Light and Darkness in them, possessing neither great good nor terrible evil. Most people have a Fair Light. The virtuous have a Good or higher Light. The depraved and evil have a Mediocre or lower Light. The amount of Light a soul possesses dictates how well it resists temptation or domination by Darkness. The further away from Fair a being's Light is, the more sensitive that being is to Light, or lack of light, in others. A person's Light can change over time. Consciously going out of one's way to do good will slowly raise one's Light. The fall into Darkness is far easier, and often starts with good intentions.The Forces of LightUnfortunately, the balance of power seems to be in favor of the Darkness. As far as the Department knows, there are no greater beings on the side of Light. For the most part, mankind stands alone in this battle. (Maybe. See the section on Religion in Department 13 for an alternative.) Rarely, there are individual humans the Department calls demon-hunters. Gifted with some combination of great strength, speed, endurance, healing and supernatural senses or abilities, these incredible individuals are called to fight the forces of Darkness. Some respond willingly, others grudgingly, and some not at all, but each of them feels, at a gut level, the call to do battle with the creatures of Darkness. Just as there are men devoted to Darkness, there are just a very few creatures of Darkness that have switched sides. Most often because they see some kind of gain in it, but occasionally because they are mutants among their own kind, genuinely good, and willing to risk their lives for the welfare of mankind.The Forces of DarknessThe UndeadVampires
ZombiesBraainnsssss.... -- Jones over in Accounting The most familiar of the living dead, zombies never occur "in the wild" the way vampires do. They are always created, either through alchemy or other black magic, to do some evil power's bidding. They can range from the mindless, shambling corpse to the looks-good-enough-to-be-human simulacrum of a living being. The former are good for overwhelming the heroes, the latter for subtle plot twists.GhostsMaybe it was a ghost?Keep up, Eintstein, ghosts don't wear Nikes. -- Alex and Candice Ghosts are not very common in this world, and they rarely can cause any harm, poltergeists being the worst of them. When a ghost is encountered, it's usually held here by unfinished business, and nine times out of ten you can bet it was because they were murdered and they're hanging around in hopes to see justice. They often seek out those with the Sight in an attempt to find a champion for their cause. (Don't confuse ghosts with evil spirits. The former are the essense of mortals trapped on this earth, while the latter are insubstantial creatures of Darkness.) DemonsEuugh... Those squid-face things again?Yeah, those squid-face things again. What, are you alergic or something? - Candice and the Director Demons abound in the universe of Department 13. There are almost as many types of demon as one could dream up. They come in all shapes, sizes and origins, but they can be broken up into two broad categories lesser demons and the greater demons. Lesser DemonsLesser demons are not unique individuals, but races of demons. They may possess minor magical powers, such as dimension travel, invisibility, or the ability to walk through walls. Generally, they're usually just mean, nasty things with tough hides and lots of muscles and horns.Greater DemonsThe "gods" of ancient myth are in reality unique demons of great power. Most of them can manifest in corporeal or non-corporeal forms, can hear their names spoken across the dimensions if the right rituals are performed, and can supply magial power through those rituals. All exact a price for lending their power. Under normal circumstances, all the greater demons dwell in the outer realms, also known as the underworld, and cannot directly influence this world. Unless they can physically travel through one of the 365 gateways, they won't be encountered in physical form. Here are just a few...AbraxasOnce considered the Supreme Being by a Gnostic sect, Abraxas is actually the guardian of the 365 gateways to the underworld. His position is rather interesting, because he's as adamant about keeping the greater demons on their side of the gate as he is about keeping mortals on their side. He is obviously as evil as any of the greater demons, yet he must have some compelling reason to guard the gates as he does.HecatePatroness of black magic, night and darkness, Hecate is the most common source of dark power among female witches. She gives power readily, but exacts a steep price in the long run.PanPatron of strong drink, wild dancing, lust, and wildness. A favorite among the fraternities, of course, Pan is also favored among many nature cults.AmdusiasDemon of war and conflict, Amdusias is quick to lend strength in battle, but is a poor choice in the more subtle arts.LokiThe trickster, patron of chaos and trickery. Loki is called upon by many black male witches, and occasionally by the white witch in hopes of fouling up an enemies plans.HousokuDemon of magical knowledge, science and astrology. A patron of scholars and more recently, computers and the Internet.The Nameless OnesLook not upon the faces of the Nameless Ones, for to see them is to invite madness. They will give power beyond your wildest dreams, but those dreams will turn into nightmares of endless, unimaginable terror. If circumstances require that you call upon them, cast yourself into the depths of the Abyss. Better the eternal tortures of the damned than to gaze for even a moment into the depths of those thousand dead eyes.MenYes, many of mankind are on the side of Darkness as well. These are perhaps the most frightening of foes because they represent the potential for evil in all of us. They're also the most difficult to dispatch out-of-hand, for legal reasons if not for moral. If the operatives of the Department kill the mayor without sufficient evidence that would be believable in a court of law, they may find themselves left high and dry. "Because he was about to turn into the incarnation of Hoshepatawa himself!" is not a valid legal defense.Gamemastering Department 13Something you should note right away is that the operatives of Department 13 are a mixed bag. Here you have seasoned Green Beret's, FBI, and CIA agents working alongside street-smart teen witches, seers and demon hunters. If you don't see the inter-party roleplaying potential in that, you might oughta pack it up and go home now. Here are some other factors you might want to consider...ToneDeparment 13 is meant to be a dash of serious work mixed with a liberal dose of humor. Death of the main characters is extremely rare, death of secondary characters is rare, and death of innocent bystanders can happen almost every episode. Yet it doesn't have to be played that way. Department 13 can range anywhere from down-and-dirty, no-holds-barred, main-characters-die-regularly, to a campy romp in which the red shirts die but that isn't really important. However you want to run it, pick a direction and stick with it, otherwise you'll confuse and frustrate your players.BudgetHow much money, and hence what kind of neat gadgets does the Department have? That depends on who is providing them with their budget and how much they can spare. Or for a more practical answer, it depends on just what you want the campaign to look like. Department 13 was written with a low budget in mind, but if you want action-adventure stories where the operatives to wade in with shotguns that shoot silver-tipped wooden stakes, holy water grenades, and sophisticated body armor (complete with neck shields), and you want them to have access to fancy computers and lab equipment, pour on the dough. On the other hand, if you're looking for a more thoughtful, low-key, stakes-and-crosses approach, keep the money tight and make them scramble for their existence.AlliesDon't forget that there are forces of Light outside the Department. Some are potential recruits, some have already been approached and chose to stay solo. There's even the occasional creature which has somehow gained a measure of Light and fights on the side of the good guys. Or at least that's what they'd have you think.Religion in Department 13What role does religion play in a setting like this? In our most familiar, traditional vampire lore, it is the holy symbols of the Catholic church, the crucifix, St Andrews medallion, holy water or holy wafers, that harm the vampire. In the Buffy the Vampire Slayer TV series, the vampire is harmed by the Christian cross, but darned if the heroes don't turn to black magic instead of Christian prayer when they need supernatural aid. If you want vampires (and maybe other forces of darkness... why should vampires cower at the sight of a crucifix while demons laugh at it?) in the more traditional mode, you'll want to consider why the holy symbols have their effect. (And while you're at it, maybe Department 13 is a branch of the Catholic church, and its operatives the equivalent of holy paladins.) What is the role of the religious faith of the heroes when fighting the forces of darkness? More recent fiction expands from the symbols of the Catholic church so that any holy symbol of any faith will do the trick, so long as the bearer has faith in their religion. Loss or lack of faith makes the symbol useless. Conversely, those with strong faith (perhaps a Gift of True Faith?) may make the symbol more effective. Or maybe the holy symbols only work because of willpower, and the vampire's psychic mesmerising ability make it vulnerable to psychic attack. So anything could be a "holy symbol" if the weilder really believed it would harm the vampire. Finally, there's no reason that vampires and demons have to be linked to modern or real religion. Perhaps holy symbols and prayers have no effect on vampires and demons at all.Do Your Own ThingDepartment 13 is just a springboard, a stepping-off point, for a campaign that should be uniquely yours! Don't feel constrained by anything here; tear it apart and reassemble it to your liking. Make Department 13 your own. Staff it with NPC agents and office personell for the PCs to interact with. Concoct conspiracies, create vampire factions, throw in some sexy demons to lure the heroes to the dark side, do whatever "sharpens your stake." Then go out and kick some vampire butt!The RulesSuggested Attributes
Sample SkillsIt is suggested that skills detail for Department 13 be kept fairly high-level, to keep character sheets simple and play focused on the action. Feel free to adjust this sample skill list to fit your campaign.
Sample SpellsFires of HadesFire, alright, but not really from the netherworld. This simple spell calls on spirits of fire to set flame to the target. Difficulty is Fair, or Mediocre if there is already fire present (which increases the intensity of a backfire should failure occur). Takes one round of concentration and the proper incantation. Failure often results in an out-of-control fire. (So does success.)The Lost is FoundCalling upon the winds of the four directions, this spell gives the witch an "intuitive" understanding of how to find a lost item or person. Requires a personal article of the lost person, a pentacle with appropriate symbols, candles and twenty minutes of incantation. Difficulty is Good. Failure often results in wind damage in the area of casting.Rites of the ZombieNo grimoire would be complete without a recipe for creating the walking dead! This ritual spell requires a corpse (fresh is good, but even an intact skeleton will do in a pinch, raising the difficulty one level), a branch of the yew, an embalming oil of stinging nettles, powdered bone, and oil of cedrium; the proper pentacle drawn on the floor, about three hours of preparation and incantation, and a piece of your immortal soul. Difficulty is Legendary. Failure often results in an out-of-control zombie, intent on killing its creator.SourcesObviously, this setting wasn't made up of whole cloth. It's a patchwork monster, with body parts gleefully stolen from the graveyards of many books and shows. You know most of them (do I have to say Buffy...?), so here are a few slightly obscure ones.
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