A message from the Director of Many Things: Welcome
Database Logs:
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leaked files
Warning: The following files may or may not have been leaked from high security database of PZPRS, or from a hostile organization. Refer to the following with caution.
Database Logs:
PZPRS, pronounced Papers, is an organization founded to keep the supernatural in check. Before its appearance, groups intending to protect themselves from supernatural disasters were formed all around the world, loosely organized and lacking proper funding. Most were a form of militia, and at least one is the basis of the modern Syndicate: The Preternatural Marksmanship Society, a hunting club formed in the 1840’s that aimed to target prey even deadlier than man, and often less understood to boot. In this respect, they began holding some of their captures rather than merely slaughtering them, using the knowledge they gleaned from research to hunt with greater efficiency.
Nearly a full century and several other absorbed supernatural groups later, the knowledge began to surpass the hunt in importance, and after a brief interregnum in 1931 courtesy of the Great Depression, it reformed as The Foundation for the Study of Supernatural Sciences, also known as the FSSS or simply the Foundation. Of course, the Foundation’s morality had not quite caught up yet, and research into effectively supernatural eugenics ran rampant for a while around this time, amongst other ethically-concerning experimentation that almost superseded the original point of the group in turn.
Some fifty years later, in 1983, the organisation shifted focus again, this time with much stricter protocols in place to ensure it did not lose track of its intent: to acquire those anomalies which demanded it for the greater good; to keep the anomalies in question from interfering with the wider world’s safety and general stability; and to research them only insofar as doing so would not result in undue harm. Under these principles, and considering the majority of subjects involved restructuring of either physics or biology, the group took on a new title: the Paranatural Zoology and Physics Research Syndicate, or PZPRS.
Nearly a full century and several other absorbed supernatural groups later, the knowledge began to surpass the hunt in importance, and after a brief interregnum in 1931 courtesy of the Great Depression, it reformed as The Foundation for the Study of Supernatural Sciences, also known as the FSSS or simply the Foundation. Of course, the Foundation’s morality had not quite caught up yet, and research into effectively supernatural eugenics ran rampant for a while around this time, amongst other ethically-concerning experimentation that almost superseded the original point of the group in turn.
Some fifty years later, in 1983, the organisation shifted focus again, this time with much stricter protocols in place to ensure it did not lose track of its intent: to acquire those anomalies which demanded it for the greater good; to keep the anomalies in question from interfering with the wider world’s safety and general stability; and to research them only insofar as doing so would not result in undue harm. Under these principles, and considering the majority of subjects involved restructuring of either physics or biology, the group took on a new title: the Paranatural Zoology and Physics Research Syndicate, or PZPRS.
Teams of PZPRS agents are mostly either Soft Cover or Hard Cover. There are some exceptions, though most fall under either. You, the players of this rp, will be a part of a Hard Cover team.
Due to the subjects PZPRS handles, the average mortality rate of agents usually hang over 50% like it's going out of style.
Soft Cover teams focus mostly on office work. They stay within PZPRS facilities. Most of their duties are Containment Control, Occurrence Research, Database Management, Security and so on.
Hard Cover teams spend more time out of facility, and deal with problems that (usually) occur out of the facilities. They keep an eye on occurrences that cannot be brought within a facility, and help discover/contain ones they can. Compared to most Soft Cover teams, Hard Cover teams tend to have higher mortality rate.
Due to the subjects PZPRS handles, the average mortality rate of agents usually hang over 50% like it's going out of style.
Soft Cover teams focus mostly on office work. They stay within PZPRS facilities. Most of their duties are Containment Control, Occurrence Research, Database Management, Security and so on.
Hard Cover teams spend more time out of facility, and deal with problems that (usually) occur out of the facilities. They keep an eye on occurrences that cannot be brought within a facility, and help discover/contain ones they can. Compared to most Soft Cover teams, Hard Cover teams tend to have higher mortality rate.
A mysterious man himself, usually seen operating in his custom made seemingly hazmat suit. He is the face of the organization for insiders to see, usually the highest power you'll ever get to meet in any occasion. While he mostly deals with decisions that may effect PZPRS greatly, the Director may sometimes appear in the field/labs when things require a special attention. Cases include the epiphany of a FUBAR occurrence.
The extent to which a given entity or phenomenon is considered "paranatural". One might consider this a weirdness measurement of sorts - the more distant from standard accepted models of zoology or physics (S.A.M. for short), the higher the paranatural degree. Conveniently, one can also utilise appropriate letters for this classification, as cited below:
Banal - Anomaly conforms to S.A.M. in full. Not of notice in paranatural terms.
(This covers normal things, like humans, animals, and typical stuff that happens on Earth and in the wider universe. The "baseline" if you will.)
Abnormal - Anomaly possesses paranatural properties, but otherwise conforms to S.A.M. Understanding of paranatural properties encouraged.
(Mostly used to refer to beings or events that are otherwise similar to a Banal entity structurally, but possess modest paranatural effects such as throwing fireballs around or irradiating snow and ice. Alternatively, it can refer to phenomena or entities that technically fit into S.A.M., but are disconnected from proper order of events somehow, e.g. an artificial general intelligence created decades sooner than current technology should allow for, or aliens that are otherwise biologically sound.)
Strange - Entity is highly paranatural, conforming only loosely to S.A.M. Understanding of paranatural properties encouraged only if containment will not be threatened.
(This is freaky stuff, something that in theory could happen, but in practice really shouldn't be. Think self-aware cancer, any planet-killing structure or architecture, or most creepypasta monsters. Incidentally, this should also be the greatest degree of paranaturality your character ought to possess.)
Esoteric - Entity is extremely paranatural, disregarding S.A.M. entirely or almost entirely. Understanding of paranatural properties not encouraged for risk of psychological damage.
(Beings that shouldn't actually exist, or events that simply should not be happening. If a ghost that tries to kill you with a video game is Strange, a sentient white dwarf star that projects fragments of itself to Earth as energy beings to whom exposure induces a desire to advance the cause of space travel so that Earth can start feeding its population to the star is Esoteric. Most Hard Cover Agents will recognise this classification largely on the understanding that encountering one accidentally should be responded to by calling in the appropriate special team to contain the anomaly, then keeping well away from the area in question.)
Banal - Anomaly conforms to S.A.M. in full. Not of notice in paranatural terms.
(This covers normal things, like humans, animals, and typical stuff that happens on Earth and in the wider universe. The "baseline" if you will.)
Abnormal - Anomaly possesses paranatural properties, but otherwise conforms to S.A.M. Understanding of paranatural properties encouraged.
(Mostly used to refer to beings or events that are otherwise similar to a Banal entity structurally, but possess modest paranatural effects such as throwing fireballs around or irradiating snow and ice. Alternatively, it can refer to phenomena or entities that technically fit into S.A.M., but are disconnected from proper order of events somehow, e.g. an artificial general intelligence created decades sooner than current technology should allow for, or aliens that are otherwise biologically sound.)
Strange - Entity is highly paranatural, conforming only loosely to S.A.M. Understanding of paranatural properties encouraged only if containment will not be threatened.
(This is freaky stuff, something that in theory could happen, but in practice really shouldn't be. Think self-aware cancer, any planet-killing structure or architecture, or most creepypasta monsters. Incidentally, this should also be the greatest degree of paranaturality your character ought to possess.)
Esoteric - Entity is extremely paranatural, disregarding S.A.M. entirely or almost entirely. Understanding of paranatural properties not encouraged for risk of psychological damage.
(Beings that shouldn't actually exist, or events that simply should not be happening. If a ghost that tries to kill you with a video game is Strange, a sentient white dwarf star that projects fragments of itself to Earth as energy beings to whom exposure induces a desire to advance the cause of space travel so that Earth can start feeding its population to the star is Esoteric. Most Hard Cover Agents will recognise this classification largely on the understanding that encountering one accidentally should be responded to by calling in the appropriate special team to contain the anomaly, then keeping well away from the area in question.)
Unworldly - Entity's paranatural properties do not conform to known variations of S.A.M. or actively alter the S.A.M. in their area of effect, and attempts to comprehend them by entities of lesser Paranatural Degree is likely to have severely detrimental effects on physique and/or psyche.
(The sort of eldritch horrors H.P. Lovecraft was talking about when he brought up things that drive you mad simply to know about their existence. Bear in mind that your characters are unlikely to know about this classification at all - it is not the B.A.S.E.U. Degree, after all. Also note that an Unworldly abnormality is not necessarily directly dangerous, just so far beyond Banal understanding of reality that it breaks the brain to try and comprehend it.)
(The sort of eldritch horrors H.P. Lovecraft was talking about when he brought up things that drive you mad simply to know about their existence. Bear in mind that your characters are unlikely to know about this classification at all - it is not the B.A.S.E.U. Degree, after all. Also note that an Unworldly abnormality is not necessarily directly dangerous, just so far beyond Banal understanding of reality that it breaks the brain to try and comprehend it.)
Threat levels show how dangerous and/or manageable paranormal occurrences are. There is no clear objective standard for judging these levels; they are given relative to the individual occurrence's potency. Threat levels are as follows:
All-clear - Containment is exceptionally simple, and/or risk upon breach is so low as to be comparable to Banal entities.
(Almost universally contained for scientific purposes rather than threat prevention. Some occurrences in this category may be close to entering S.A.M., and they are generally not dangerous unless improperly used. Paranatural agents in this level likely have minor effects at most, and are likely kept in check with no more than a weekly check-up meeting with a supervisor.)
Basic - Standard containment procedures will suffice, and/or risk upon breach is simple to mitigate without casualties if proper procedure is followed.
(As stated, the anomaly should be readily contained with the standard procedures used for all contained anomalies, though failure to contain can still have serious consequences. Expect most paranatural agents to fall into this level by default; their paranatural effects will be noteworthy, and observation will involve both frequent meetings and likely invasions of privacy.)
Concern - Particular care is required to ensure containment, and/or risk upon breach is substantial but not heavy and only likely to result in small numbers of casualties.
(The start of dangerous things, no matter the paranatural degree - maybe the paranatural effect is quite extreme in nature, or the entity with that power is unpredictable in nature outside of certain parameters. Paranatural effects for agents can be quite potent at this threat level, but the corresponding degree of observation also increases accordingly, demanding constant attention up to and including UAV recording of each mission where possible. For safety reasons, threat levels beyond this are very unlikely to be offered agency.)
Deadly - Containment is highly specific and/or dangerous, and/or risk upon breach is great and likely to result in high casualties.
(One could easily compare Deadly threats to, for instance, a self-activated missile silo with no sense of who or what its opposition is, demanding particular controls just to keep it in check. This is likely the greatest threat the typical Hard Cover team will face off against under normal circumstances.)
Extreme - Containment is fragile and prone to failure at the slightest miscalculation, and/or risk upon breach requires excessive resources to ensure recontainment and likely to result in mass casualties.
(Disastrous if containment is breached, incredibly difficult to contain in the first place, or very likely both at once. Standard Hard Cover squads and Soft Cover teams are very unlikely to meddle with Extreme threats, specifically because they are so dangerous or require such difficult-to-execute protocols to contain effectively.)
Agents, Hard or Soft Cover, usually hold a threat level up to Concern should they bear a paranatural degree beyond Banal. Keep in mind that the higher threat level an agent is, more eyes would be kept on them to make sure nothing gets out of hand.
All-clear - Containment is exceptionally simple, and/or risk upon breach is so low as to be comparable to Banal entities.
(Almost universally contained for scientific purposes rather than threat prevention. Some occurrences in this category may be close to entering S.A.M., and they are generally not dangerous unless improperly used. Paranatural agents in this level likely have minor effects at most, and are likely kept in check with no more than a weekly check-up meeting with a supervisor.)
Basic - Standard containment procedures will suffice, and/or risk upon breach is simple to mitigate without casualties if proper procedure is followed.
(As stated, the anomaly should be readily contained with the standard procedures used for all contained anomalies, though failure to contain can still have serious consequences. Expect most paranatural agents to fall into this level by default; their paranatural effects will be noteworthy, and observation will involve both frequent meetings and likely invasions of privacy.)
Concern - Particular care is required to ensure containment, and/or risk upon breach is substantial but not heavy and only likely to result in small numbers of casualties.
(The start of dangerous things, no matter the paranatural degree - maybe the paranatural effect is quite extreme in nature, or the entity with that power is unpredictable in nature outside of certain parameters. Paranatural effects for agents can be quite potent at this threat level, but the corresponding degree of observation also increases accordingly, demanding constant attention up to and including UAV recording of each mission where possible. For safety reasons, threat levels beyond this are very unlikely to be offered agency.)
Deadly - Containment is highly specific and/or dangerous, and/or risk upon breach is great and likely to result in high casualties.
(One could easily compare Deadly threats to, for instance, a self-activated missile silo with no sense of who or what its opposition is, demanding particular controls just to keep it in check. This is likely the greatest threat the typical Hard Cover team will face off against under normal circumstances.)
Extreme - Containment is fragile and prone to failure at the slightest miscalculation, and/or risk upon breach requires excessive resources to ensure recontainment and likely to result in mass casualties.
(Disastrous if containment is breached, incredibly difficult to contain in the first place, or very likely both at once. Standard Hard Cover squads and Soft Cover teams are very unlikely to meddle with Extreme threats, specifically because they are so dangerous or require such difficult-to-execute protocols to contain effectively.)
FUBAR - Containment is nigh-impossible without neutralisation of anomaly, and/or risk is high enough that damage caused by public PZPRS activity is lesser than that of the anomaly in question being left free to act.
(Fucked Up Beyond All Repair, as the saying goes: such a classification is about as close to a declaration of war by PZPRS as they get, and even then it's likely to be a losing war considering how much must be poured into keeping such a threat from causing irreparable harm to the world as a whole. As stated, public activity from PZPRS would probably be less damaging than letting a FUBAR threat roam free.)
(Fucked Up Beyond All Repair, as the saying goes: such a classification is about as close to a declaration of war by PZPRS as they get, and even then it's likely to be a losing war considering how much must be poured into keeping such a threat from causing irreparable harm to the world as a whole. As stated, public activity from PZPRS would probably be less damaging than letting a FUBAR threat roam free.)
Agents, Hard or Soft Cover, usually hold a threat level up to Concern should they bear a paranatural degree beyond Banal. Keep in mind that the higher threat level an agent is, more eyes would be kept on them to make sure nothing gets out of hand.
Name: What you go by in general.
Callsign: How you’ll be referred to on-mission.
Paranatural Degree: Refer to Database Log "The B.A.S.E. System, a.k.a. Paranatural Degree". Standard humans are Banal.
Threat Level: Refer to Database Log "Threat Level". Only applicable to paranatural agents.
Age: The length of time you’ve lived or existed for, if applicable.
Appearance: What you look like, including off-mission outfits if applicable.
Personality: Your psychological profile - general traits, likes and dislikes, etcetera.
Background: The events of your past, and more specifically what has brought you to PZPRS. Exacting detail is not needed for unimportant stretches of time.
Specialty: What role you take on in the squad.
Gear: The equipment you utilize for missions, including weapons, armour, and general utility.
Paranatural Effects: List abnormal features the agent possesses here, if any. Bear in mind that these are not outright superpowers - at best, most people viewing somebody throwing fireballs from their hands will be disconcerted if they are not used to them, plus you’ll be scolded for reminding the world that there are things they don’t want to think about out there. (Also, for balance’s sake, try to avoid making your character too strong with these. You’re agents, not superweapons.)
Callsign: How you’ll be referred to on-mission.
Paranatural Degree: Refer to Database Log "The B.A.S.E. System, a.k.a. Paranatural Degree". Standard humans are Banal.
Threat Level: Refer to Database Log "Threat Level". Only applicable to paranatural agents.
Age: The length of time you’ve lived or existed for, if applicable.
Appearance: What you look like, including off-mission outfits if applicable.
Personality: Your psychological profile - general traits, likes and dislikes, etcetera.
Background: The events of your past, and more specifically what has brought you to PZPRS. Exacting detail is not needed for unimportant stretches of time.
Specialty: What role you take on in the squad.
Gear: The equipment you utilize for missions, including weapons, armour, and general utility.
Paranatural Effects: List abnormal features the agent possesses here, if any. Bear in mind that these are not outright superpowers - at best, most people viewing somebody throwing fireballs from their hands will be disconcerted if they are not used to them, plus you’ll be scolded for reminding the world that there are things they don’t want to think about out there. (Also, for balance’s sake, try to avoid making your character too strong with these. You’re agents, not superweapons.)
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leaked files
Warning: The following files may or may not have been leaked from high security database of PZPRS, or from a hostile organization. Refer to the following with caution.
Classified taskforce deployed in some of the situations declared FUBAR. Consisting of occurrences with varying threat levels(many being FUBAR themselves), they interfere with happenings that may cause devastating consequences. All records related to their deployments are not to be made.
Director of Many Things is yet to comment on the existence of this Task Force.
Director of Many Things is yet to comment on the existence of this Task Force.