By Derek Crews (waterstone@oaktree.net)
"I've called this meeting to bring you up to date on some new information that is of great importance to the survival of the human race. Since the birth of this organization we have protected this planet from the dangers of all alien activity. Well boys, we've been had. As of 1800 I have learned of what would be called the World of Darkness; for practical purposes to us it will be known as the WOD."
"What do you mean," asked Q? "I mean Vampires, werwolves and any other thing that shouldn't exist. We have been blind to our own problems right hear on earth. The creatures that I'm speaking of have already taken a substantial hold on this planet. Therefore, I have no other choice then to place supernatural life forms on the top of our list also. We will begin monitring and identifying any and all supernaturals that we can. I want tabs on every last one of them. I even want tabs on the ones that we can't confirm or deny; this is too important to fumble so check into everything!"
"We barely have enough people to keep up with what we have now how are we going to handel this," asked R?
"I have already started seeking out recruits for a new branch of the MIB. The WOD branch will be in charge of the supernatural section of the MIB. I will be issuing new temporary assignments to present agents in the field. Those of you that receive the new assignment will be in charge of training the new people in MIB ethics. The other thing I want completely understood is that this is not a witch hunt. There is good and evil among them just like everybody else. Dismissed."
We are the best kept secret in the universe. Our mission: monitor extraterrestial activity on the earth . We are your best, last and only line of defense. We work in secret. We exist in shadow. We are THE MEN IN BLACK.
Attributes: 7/5/3
Abilities: 13/9/5
Backgrounds: 7
Willpower: 3
If you role up an older more experienced agent like K (10+ years) raise all abilities starting points by 3 and backgrounds by 2.
MIB Position (Background)
* | Not well-known; recent recruit. |
** | 3 year veteran; you know the ropes. |
*** | You have some influence in your region. |
**** | MIB recruits study your exploits in the training annual; you're a legend. |
Notoriety (Background)
* | You will be watched. |
** | Accomplished agent. |
*** | You are on the edge. |
**** | You are feared among certain alien groups. |
***** | You are the Judge Dredd of the MIB. |
Regeneration (10 point merit)
Due to some extremely dangerous missions that we have had to send agents on, a choice few have been injected with what we call nanites (thanks to friends from out of town). The nanites reconstruct damage done to the body and effect repairs as needed at a rate one health level per turn. It is believed that given time they can effectively regenerate the human body even if 60 percent is destroyed. Luckily we haven't had to find out yet. The distribution of this tech has been extremely limited among agents but, in light of these new development that may change.
These nanites could be a mechanical way to immortality, unless some alien totally disintegrates you. You may also suffer psychotic fits; having a limb disintegrated tends to do that and unless you're brain dead, you feel all the pain of regeneration.
Cyber Tech (10 point merit)
Due to some accident in the field you may have lost something (e.g. eye, hand, leg). thanks to our friends you can now have it back. Of course there could be a draw back. Your body may not fully accept the new part. This will cause it to act funny or just not work (50/50 chance). Have your ST roll to see everytime something new is added. If you get one that doesn't always work, every time you use it strenuously the ST should roll to see what it does. The base is 6 points but can be raised depending on what is replaced (ST call).
Enemy (1-10 point flaw)
You have made an enemy of a very dangerous alien/aliens. With one point, it will get to you when it can while with 10 points it will find what you care about most and kill it (dog, cat, person -- they're all targets).
Disease (10 point flaw)
You have contracted an alien disease that will kill you in 1-2 years unless there is a cure is found. The nanites will work but they will not be able to carry out their main function. They will be to busy repairing the damage done by the disease; if a cure can be found the nanites can then go back to work on other things.
The Noisy Cricket: Being roughly the size of a Derringer, the Cricket is extremely versatile. Different settings produce energy blasts ranging in intensity from the blast of a J2 to the destructive potential of a Carbonizer. Agents should use the energy settings cautiously since higher settings use subtantially more power in the energy cell. Difficulty 6
Settings:
Due to time I won't go into detail of the DeAtomizer, Pulsar Blaster and Carbonizer. You can just use the write ups above.
The Arquillan Arm Cannon: This three-barreled member of the pulse family is the most destructive infantry weapon ever to find its way to Earth. Only the most experienced MIB weapon handlers are permitted to carry or operate the Arm Cannon. Dam. 30 / Rate 1 / Clip 5 / Conceal N (Diff. 7) / Range high orbit. It is believed that an errant blast brought down Skylab.
Neuralizers: Neuralizers are used by MIB agents to erase the memories of human citizens who have witnessed illicit alien activity. Neuralizers block memory impulses in the human brain, rendering human subjects motionless and confused for several moments. It will work on most supernatural with the exception of high power vampires and those that were never human to begin with. The ST has final decision. Diff. 2 / Settings are days, months, years. Will not work on non-Terran species. Magic can restore lost memories.
Utility knife: Never dulls; single edge alien alloy will cut steel cable; nearly unbreakable.
Spectral Analyzer: Used to scan samples and determine alien life forms. Needs to be updated from time to time as needed.
MIB-LTD: The Ford LTD with slight modifications. The MIB-LTD is capable of traveling safely at speeds in excess of 514 mph. (at sea level). Faster speeds have been clocked, but are discouraged due to possible damage to the fragile skeletal structure of humans. Agents are required to wear seatbelts at all times.
MIB-CUV: Containment Utility Vehicle. While not as sleek as the MIB-LTD, the MIB-CUV can comfortably seat up to 9 agents with a full complement of MIB equipment.
Magna Train: This I saw on the MIB cartoon. I can't remember what it was called so I'll call it the Magna Train. This is the train that the MIB use to transport dangerous aliens or dignitaries across country. The train is 5 cars long not counting the engine and is capable of speeds around the sound barrier. The train travels in a straight line through the middle of The United States starting in LA and ending in New York. There are various places to stop in between, ST choice.