Teams

Let The End Times Roll is set up using a format based on teams, or organizations. The two terms can and are used interchangeably, though 'team' tends to connote a smaller group that comes together on its own and uses its own resources, while an 'organization' is often well established, has significant resources, and usually has some form of hierarchy. As example, you might call the Scooby Gang a team, whereas the employees of Wolfram and Hart are part of an organization.

Overview

All teams and organizations are built using the Organization Points System from the Angel Corebook. This system is documented in the following news files. See news orgs in particular. Each team receives their own +bboard, as well as their own channel, in addition to the resources that can be bought with their team points.

PC's may be part of up to two teams/organizations. Does this mean that you are restricted to only playing with those two groups? Of course not, anyone is free to roleplay with anyone else at any time. But as far as being able to take advantage of the resources, and be beholden to the obligations of any given group, two is presently the limit, and any more could become a serious case of divided loyalties. However, there's always an exception to every rule, so please contact staff if you feel that your PC has good reason to be part of more than two organizations at any time over the course of RP. You must have a minimum of three (3) people in your group, there is no maximum.

Two important positions must be designated: that of IC Leader, and that of OOC Leader. The IC Leader is the person who more or less calls the shots - Buffy was the leader of the Scoobies, Angel was the leader of his agency, Glory was the leader of her cult. Your OOC Leader is the person who handles stuff like recruitment, organizing scheduled RP, and basically dealing with the out of character administrative details. Your IC Leader and your OOC Leader can be the same person, but sometimes, particularly if your group is large, you may want to have two different people attending to these tasks.

Organizations

Every team, group, organization and cult on Let The End Times Roll is statted out using the Organization rules found in the Angel corebook. These rules allow us to know, at a glance, what a team has access to, what they're capable of, and how they can get things done.

Also note, these rules have been modified slightly to fit into an online RP environment. We've made some changes and adjustments to make being part of a team an attractive thing.

Organization Levels

In Control: You or one of your friends is the one in charge of the team, calling all the shots. You don't have to deal with people telling you what to do, because you're the one telling others what to do. On the downside, this means you're part of a smaller organization, and don't have access to all the Big Boy toys that the other guys are getting. You start off with 5 points, + 1 per cast member (maximum +5). Maximum Clout 2 in any area. Example: the Scooby Gang.

Second Rank: You've and your ragtag bunch of friends have been gathered together by a strange man during a dark and stormy night. Or you've got a boss. Either way, you're not the head honcho, but you're real close to the one who is. The leader of your team is an NPC controlled by Staff, who steers the direction of the team, though he's far more accessible than the bosses below. You have a chance to interact him, persuade him to your side, or even get him to sign off on things that the bigger groups wouldn't allow. You start off with 10 points, plus 1 per cast member (maximum +5). Maximum Clout 3 in any area. Example: Glory's Cult of minions.

Agents: You're part of a bigger group, though you're not completely at someone's beck and call. You have a boss, and that boss has a boss, but you're given enough authority to do your own thing, within reason. Directives from on-high come down fairly frequently, however. The direction of the Agency, as well as communication with the higher ups, is handled through Plot Staff. Characters in a team like this are required to take a 1 to 2 point Obligation drawback. You start off with 20 points + 1 per cast member (maximum +5). Example: the Initiative.

Bottom of the Totem Pole: You have bosses. And your bosses have bosses. And even their bosses have bosses. You're so far down the totem pole, you're kissing dirt. These teams are typically large companies or groups, where the cast rarely or never gets to catch a glimpse of the Big Boss. These teams are under the direction of Plot Staff, who will handle communication from the team to their higher ups, and orders from the higher ups on down. Cast members are all required to take a -2 to -3 Obligation drawback as part of this team. You get 30 points, plus 1 point per cast member (maximum +5). Example: Wolfram & Hart.

Organization Sheet

Each team has the ability to use their points to purchase resources, connections, or tools to help them in fighting the good fight. The amount of points you have to spend on your team will vary by the number of people in your team, and it's structure. Most PC teams will fall under In Control - the PCs run the team themselves, and are the final word.

The Organization sheet is broken up into sections. Clout, which covers how much influence (and in what areas) your team has. Most teams starting out won't have a lot of Clout. Headquarters - where you're located, how big it is, etc. Facilities - what sorts of equipment and resources you've got. And Equipment - all those fun toys. All of these things are elaborated on in the following news files.

Clout

A team's clout works much like contacts; it is how much influence the team has, and the more Clout a team can throw around, the easier it is for them to get assistance in the form of information, equipment, or having their butts pulled out of the fire when things go south.

Clout is divided into four spheres: Criminal, Financial, Governmental, and Supernatural. There are five levels which cost one point apiece (the higher the level of Clout, the more influence the team has). Each level of Clout in the various spheres are bought separately and a team cannot have more than level three in any one Clout sphere without having a minimal level in another. The costs of some equipment and facilities are lowered if the team has purchased Clout. A team can spend up to half their total available points on Clout. Most teams will only have Clout in one or two areas. Only the most powerful organizations (Wolfram and Hart, for example), can pull strings in every walk of life. Clout is used by rolling Intelligence/Clout, plus any applicable Contacts levels of the character attempting to get something done. Clout levels can also be used in some situations where a character is attempting to use Influence to get information.

Criminal Clout

A team with criminal connections or influence in the underworld. Through favors, bribes, or intimidation the team can get the criminal element to provide information or services.

Level 1: Group has some measure of respect from local criminals. Informants might be willing to share what they know, if the price is right.

Level 2: Group is owed a favor or two and has a number of connections with various criminals. They can find all sorts of illegal services (information, arson, kneecap-busting) and the like — generally at a discount. A medium-sized crew like a drug-dealing gang or a group of car-thieves would qualify for this level.

Level 3: The group has major connections in the underworld; they are well-known and feared. If it doesn't already have specialist "goons" on its payroll it knows where to go to hire them. Typical mob outfit. Must have a minimum of Financial Clout 2 to meet expenses.

Level 4: This group is a big player in the criminal underworld. It controls a small army of assorted criminal-types and their fingers in many illicit, if figurative, pies. They also likely have a lot of contacts in legit businesses and agencies as well. Largest organized crime group in a city or state. Requires a minimum of Financial Clout 3 and Governmental Clout 2.

Level 5: Group has national or multinational influence. Same resources as Level 4, but there's nothing small about the army. Whether legal or not, this group can pretty much get whatever they want. Requires a minimum of Financial Clout 4 and Governmental Clout 2.

Financial Clout

This Clout sphere represents the income and cash reserves of the group, though how they acquire such income in up to the group. If the group does not have at least one level of Financial Clout it means they have no money or source of income. The members support the group, not vice versa.

Level 1: The group has just enough money to meet its expenses or pay its members minimum wage. They can disburse a few hundred dollars in cash for basic bribes or pocket expenses, and possibly raise a few thousand dollars for an emergency (generally by hocking or selling off its assets).

Level 2: While the group may be worth up to a million in assets it has access to a lot less in cash. It can afford to pay its members regularly and could scrounge up modest amounts of money in case of need; up to ten thousand dollars in a dire emergency, but the group would likely bankrupt.

Level 3: Group has ample funds, can afford to pay its members rather well, and several thousand dollars of petty cash. Projects with expenses in the six figure range are affordable, though only if they are worthwhile. Requires Governmental Clout 1.

Level 4: Group has up to hundreds of millions in assets and can afford to pay its members lavish salaries If the expenses can be justified then up to a couple million dollars could be spent on projects. Requires Governmental Clout 2.

Level 5: Group has resources equivalent to those of a multinational corporation with assets, stocks, and holdings worth billions. Expenses still need to be justified, but the sky is the limit for those that are. Requires Governmental Clout 3.

Governmental Clout

Governmental: Groups with this sphere of Clout have access to government services. At the higher levels the group needs to be a government agency (either secret or not).

Level 1: The group has some connection to the local authorities and a few official information sources. The local agencies will, on occasion, cooperate with the group. Unless there's a favor or two in it for the authorities they aren't likely to be getting the group any slack.

Level 2: The group's connection to the law is strong enough that they could get some misdemeanors or minor felonies overlooked or forgiven. They may have access to some government resources or facilities (whether through legal or corrupt channels), and are owed a favor a or two.

Level 3: This group can effectively operate above the law if they wish to. Though overt acts of law-breaking will result in arrests and investigations, the group's members can prevent most criminal convictions through favors, bribes, connections, or other tricks. They have major connections with state and national politicians. Requires Financial Clout 2.

Level 4: The group has power equivalent to a local or national law enforcement agency; they can make arrests and conduct investigations, and members have, within certain parameters, license to kill. Contacts may include senators, governors, and possibly even the President. Financial Clout 3 is required.

Level 5: The group is the government, or close enough to it, that it has almost unlimited access to government sources and facilities and can do pretty much what it wishes as long as it is done covertly. Group has connections to just about anybody who is anybody. Requires Financial Clout 4.

Supernatural Clout

Supernatural Clout deals with the occult underground and represents the reputation of the group therein, its influence on paranormal affairs, and its magical "muscle". The occult underground is not strictly tied to the Earth dimension, but spans across many.

Level 1: Group knows all the "basics" and has some contacts with assorted demons and other supernatural critters. Not much of a player in the big picture.

Level 2: Group members have basic magical training and contacts with the supernatural may include spirits or demons who are either obligated or willing to offer information. The group has extensive occult knowledge and a sizable Occult Library. Requires Occult Archives 3, purchased separately.

Level 3: The group has direct access to supernatural mercenaries, servants, and direct access to powerful supernatural beings (demons, oracles, the PTB's lackeys); or, they are under the control of such a being. Requires Financial Clout 2.

Level 4: Group's contacts span dimensions and they may have control over portals to other worlds. It is aware of many occult secrets that are unknown, or not well-known, to other occult organizations. They have a small army of supernatural entities at their disposal. Requires Financial Clout 2 and Criminal Clout 1.

Level 5: Much the same as Level 4, but on a grander scale. They can routinely summon or recruit potent supernatural beings. The top leadership of such a group cannot be human, but must be a powerful demon or spirit. Requires Financial Clout 3 and Criminal Clout 2.

Gear

A team's gear consists of their toys (and by toys, we mean weapons), computers, facilities, and vehicles. Clout is important here — for every level of Criminal, Financial, or Governmental Clout of the organization, one free point may be spent on Gear.

Facilities

A headquarters just isn't complete without nifty stuff to aid in the battle against the forces of evil (or good, if that's your thing). Unless otherwise noted, all Facilities cost one point per level.

Medical Facilities

A basic first aid kit doesn't cost anything (except what you paid for it at the drugstore).

Level 1: You and your trusty first aid kit to the rescue! You can conduct ordinary paramedic measures. (+1 to Doctor rolls)

Level 2: Slightly more well stocked than the average first aid kit, youve got more medicine and bandages available to you - like a doctors private stash. (+2 to Doctor rolls).

Level 3: On top of what youve already got, you have up to three trained nurses or paramedics on your payroll to handle the healing.

Level 4: Your facilities are more elaborate, comparable with a clinic, with up to five doctors on call.

Level 5: Did someone call the Mayo Clinic? You've got the equipment for surgeries, in depth diagnoses, and a staff of doctors to handle all that.

Occult Archives

This works the same as the Occult Library, at the same levels. Twice as many available spells available per level than OL, and combines with a personal OL for the purpose of research. (1 pt per level)

Organization Computers

Any team can have one, basic home PC for team use. Things go up from there as follows:

Level 1: Your basic home office with enough computers for all team members, connected via a network..

Level 2: A few more high tech computers, great for playing the latest games. Or possibly assisting in research.

Level 3: A system that can run face recognition software, enhance video, and more in depth research than a normal desktop would allow.

Level 4: Were in supercomputer territory.

Level 5: Seriously high tech systems, possibly with its own AI.

Organization Lab

There are times when you just can't send the bloodwork (or organic matter sample) into the lab; maybe the creature who "donated" the sample doesn't bleed red, and MediCorp doesn't accept glowing neon purple blood for testing. That's when having your own lab comes in handy.

Level 1: Your basic laboratory. My First Chemistry Set has nothing on you, with your fancy high school setup.

Level 2: A larger lab facility that can handle more in depth chemical analysis.

Level 3: Much more extensive equipment, comparable to most hospital research labs - it even comes with your own research personnel.

Level 4: This is the area of cutting edge stuff. MIT and other high tech facilities are only slightly better than this. You have a full team of specialists working for you, as well.

Level 5: A full out research lab, that can research hundreds of different projects with a fully stocked team to handle all of them.

Special Training

Your facility offers specialized training to strengthen and hone the natural abilities and skills of those who work for you. Members can purchase a specialized Training Package Quality tailored to this organization. (2 point cost for Special Training - package qualities purchased separately).

Training Facilities
  • Empty room (0 points)
  • Gym with assorted equipment (1 point)
  • Full gym/combat area (2 points)
  • Shooting Range (2 points)
  • Full Gym/Shooting Range combo (3 points)
Workshop

Whether you need to service the team's El Camino or the corporation's Concord, you'll need somewhere to do it.

Level 1: You've got a few tools, and space to work in.

Level 2: This is a large garage with tools, equipment, and supplies on hand.

Level 3: An extensive garage or personal hanger, complete with personnel to offer repairs.

Level 4: A large facility where you can build complex machinery, vehicles, or gadgets. You have a whole team of technicians to help with projects.

Level 5: Holy cow, is this a lab or a Star Trek convention? You've got a whole room full of people working under you, and the top gadgets and gear.

Organization Weapons

  • BYO: bring your own. (0 points)
  • Getting Medieval - archaic weapons (1 point)
  • Gun Bunnies - a gun bunnys armory (1 point)
  • Paramilitary - military small arms (3 points)
  • Full Metal Jacket - serious military weapons, used with permission only. (5 points)

Vehicles

  • Company Car (0 points)
  • Vehicle Fleet - 1 per 5 employees (2 points)
  • Tricked up car: mounted weapons, hydraulics, etc. (2 points)
  • Aircraft - the company jet (2 points)
  • Air Fleet - multiple planes and helicopters (5 points)
  • Military/Exotic - minisubs, helicopters, tanks or personal carriers (5 points)

Quarters

Location

The bigger the headquarters, the more is costs. Each level of Governmental Clout and each level of Financial Clout purchased provides one free point to spend on the size and location of the headquarters.

Small: An apartment or small office that the group can barely all fit into at once. No point cost.

Medium: Decent office space, a warehouse, or other large location. Costs one point.

Large: An entire office building or hotel with multiple rooms, storage space, its own parking. Three points.

Huge: Something along the lines of a small shopping mall or military base. Parking's no problem. There's plenty of room for training facilities, shooting ranges and labs. Five points.

One Location: There's only one "home office". Costs no points.

Multiple Locations: The group has several bases or branches all around the world. Groups with Huge headquarters get an addition two to three Large branches, three to five Medium branches, and six to ten Small offices. Smaller main headquarters have a correspondingly lesser number of branches, with a minimum of two Small offices. Basic cost is equal to that of the headquarters or one point, whichever is higher. Location is purchased separately from size.

Worldwide: Group has quarters on at least three continents and dozens of facilities worldwide. Two to three bases of the main headquarters size, twice that many one size smaller, and so on. Costs double the headquarters base or three points, whichever is higher, purchased separately from size.

Physical Security

Like Clout, Physical Security comes in five levels. It is a measure of just how much security your headquarters has (obviously, non?). If a team chooses not to take any Physical Security levels, then they are basically left with a rusty lock and whatever weapons they've got on hand to protect their stuff.

Level 1: Decent burglar arms and locks (-3 penalty to any break-in Crime rolls), semi-sturdy walls. May be some jury-rigged traps or deadfalls if the team members are into booby-traps (and not so worried about who might get caught in them). No guards unless the team is doing their own guard-duty.

Level 2: Good alarms and security devices (-6 to break-in attempts), security cameras in strategic locations. Human guards for Large or greater facilities.

Level 3: Top notch security devices and ID cards to open doors (-8 to break-in attempts)

Level 4: The kind of security youd see in a military facility: armed guards at check-in, cameras all over the place, and security swarming the place. (-10 to break-in attempts)

Level 5: Nothing better. Retina/DNA scanners, several security doors (each requiring its own roll to pass through), while the place itself is locked down like a bank vault. The building is also likely booby-trapped, with a variety of measures to suppress any and all criminals trying to break in. (-12 to break-in attempts).

Supernatural Security

Just like its physical counterpart, Supernatural Security comes in five levels. It is a measure of just how much security your headquarters has (obviously, non?). If a team chooses not to take any Supernatural Security levels, then they are basically left with a cross or two lying around, and no nothing in the way of wards or mystical defense - anyone can walk or teleport right in. Even if you're in the shower.

Level 1: The facility is nominally secure - its a private domicile of some sort (or warded as such) and has a private area specifically for ritual work.

Level 2: A system of some sort is in place that detects and alerts the owners if a supernatural entity enters the premises without permission. The actual method of this can vary.

Level 3: The building is in some way warded against either supernaturals in general, or something more specific (such as violence). Demons and other supernaturals cannot enter without permission. There are ways to get around such a ward, but they require a creative brain.

Level 4: The mystical defenses at this level are much stronger. All entrance to the facility requires an invitation, or perhaps the building has been mystically hidden or shifted into another plane, and is otherwise inaccessible except by those who have permission to enter.

Level 5: There is only one way in and out of the headquarters, and it is otherwise inviolable. Demons cannot teleport there, or out from there.

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