ECB Layout v5 Pages02
ECB Layout v5 Pages02
       TOP SECRET
Names and logos for The Mythic Gazetteer and External
Containment Bureau are trademarks owned by Mythic
Gazetteer, LLC. All rights reserved.
                              4
ACKNOWLEDGMENTS
DEVELOPERS
• Writing: Eric Brunsell, Michael Elliott
• Editing: Lexi Antoku
• Layout + Publishing: Eli Kurtz
• Art Direction + Graphic Design: Justin Ford
CONTRIBUTORS
• Cover + Interior Art: Julianne Griepp
• Script Change RPG Toolbox: Beau Jágr Sheldon
• ePub Conversion: Michael Bleimeyer
• Vector Graphics: The Noun Project
• Playtesters: ema acosta, Ray Chou, Al Lukehart, Kelsey
  [REDACTED], Laurie O’Connell
PRODUCTION NOTES
This book was produced using Affinity Publisher, and makes
use of the following typefaces:
• Headings: League Spartan
• Body Text: Basier Circle
• Special: DJ Gross
INSPIRATIONS
•   Blades in the Dark (tabletop RPG, 2017)
•   Brindlewood Bay (tabletop RPG, 2020)
•   Control (video game, 2019)
•   CrashCart (tabletop RPG, 2020)
•   Cthulhu Deep Green (tabletop RPG, 2019)
•   Fringe (television series, 2008-2013)
•   The Magnus Archives (podcast, 2016-2021)
•   Men in Black (film, 1997)
•   SCP Foundation (collaborative web project, 2008)
•   X-Files (television series, 1993-2002)
                                5
TABLE OF CONTENTS
Intake Briefing.......................................................................................7
The Game .............................................................................................. 8
Rules of Engagement .......................................................................10
Bureau Directives ............................................................................... 11
Action Rolls ..........................................................................................12
Fortune Rolls........................................................................................13
Consequences.....................................................................................14
Resonance and Redaction ..............................................................16
Clocks.....................................................................................................18
Creating Characters......................................................................... 20
Backgrounds ....................................................................................... 22
Departments....................................................................................... 24
Paranormal Powers .......................................................................... 28
Missions ............................................................................................... 34
Theory Rolls ........................................................................................36
Mission Debrief.................................................................................. 37
Downtime ...........................................................................................40
Starting the Game ............................................................................ 43
Creating Missions .............................................................................46
                                                     6
INTAKE BRIEFING
SOMEONE OR THING
FAR BEYOND
External Containment Bureau
                              7
THE GAME
ECB is a tabletop roleplaying game about dealing
with paranormal phenomena and office bureaucracy.
You play characters who study and interact with
paranormal events and entities, develop world-
altering psychic powers, and deal with paperwork,
politics, and drama when you return to the office.
One player is the Game Master (GM). Instead of
playing a single agent, the GM plays as the various
Non-Player Characters (NPCs) and describes scenic
details of the game (the hum of the coffee machine,
the color of the carpet, the smell of ozone, etc.). The
GM also narrates the consequences of actions and
the complications of the world and the Bureau. They
give clues for players to solve and problems for them
to overcome.
                               8
      Materials
                              9
RULES OF ENGAGEMENT
A session of ECB is usually a slow burn. Intensity builds
throughout the investigation and culminates in an action-
packed confrontation and cover up. These sessions can be
divided into four phases.
1. The Briefing: A senior ECB employee describes what the
   Bureau knows about the incident that the agents will be
   investigating. After the agents have asked any necessary
   pre-mission questions, the GM presents the mission
   clock, representing the mission’s growing danger and
   complexity while they are in the field.
2. Identify: The agents investigate the incident by
   questioning witnesses, conducting research, and
   searching for evidence. When the agents feel they have
   enough clues, they come together to compare notes, and
   determine a working theory that describes the nature of
   the paranormal incident. The Identify phase ends with a
   Theory Roll to determine the accuracy of their working
   theory, as well as how difficult it will be to contain and
   obfuscate the phenomenon.
3. Contain & Obfuscate: The agents’ plan to contain and
   obscure the paranormal projection is put into action.
4. Debrief & Downtime: After the mission, the agents
   defend their actions during a debriefing with a senior ECB
   employee. The debrief will determine the amount of
   paperwork that the agents need to complete,
   commendations awarded, and demerits filed. Agents then
   have time to recover, train, and work on personal projects
   until they are assigned to a new mission.
INVESTIGATION QUESTIONS
Identify. What is the nature of the incident or phenomenon?
Contain. How can the phenomenon be contained for future
research or to avoid future incidents?
Obfuscate. How can the paranormal phenomenon be
obscured from the general public?
                             10
BUREAU DIRECTIVES
The Directors of the External Containment Bureau hold
agents to the highest standards. Your conduct is carefully
monitored. Commendations and promotions are contingent
upon good performance.
                    Identify. The purpose of the Bureau is
                    to study and identify paranormal
                    entities. The Bureau is a scientific
                    organization first and foremost. Agents
                    should endeavor to properly identify
                    each phenomenon they encounter for
                    further study, record-keeping, and
                    developing     and     enacting    ideal
                    containment procedures.
                                13
CONSEQUENCES
Consequences occur when a player rolls less than a 6 on an
action roll. If the action roll was a 4 or 5, the consequence
should not negate the success.
Consequences are not punishments. They drive the fiction
forward by introducing interesting twists and problems the
agents will have to deal with now or later.
COMPLICATION
Complications are new challenges or obstacles. These can
be tracked using a clock or just described as ongoing
troubles that the agents will have to contend with. A
complication may result in a worsened position for the
team’s next action.
  You convince the cop that you are an amateur paranormal
  investigator, but it turns out he loves paranormal stuff, and
  he’ll follow you around enthusiastically asking questions.
  Another employee of the Bureau notices your indiscretion.
  The silver bullets kill the werewolf, but not before it lets out
  a blood-curdling howl, alerting the nearby townsfolk. Start
  a 4-segment danger clock “Concerned Citizens”; you have
  some cleanup to do.
The severity of the complication should match the agent’s
position when they made the action roll. Play it Safe implies
mild complications, Risky might be noteworthy or troublesome
developments, and Danger Close implies dire complications
and the possibility of death.
  If an agent is trying to complete a ritual to bind a ghost to
  an oil lamp, a mild complication might be losing a piece of
  standard-issue gear. A Risky complication would be a wound
  or scar. Danger Close could be direct witnesses, or even the
  death of an agent, if the players are comfortable with it.
If a complication advances an existing clock, fill segments on
a clock based on the agent’s position.
                               14
LOOSE END
A loose end is something the agents did not address or
notice during the mission. This could be a witness,
paranormal evidence, Bureau gear left behind, etc. The GM
should note each loose end as they occur. Bring them up
again during the mission debrief, possibly as clues for the
Conspiracy Board downtime activity. The Bureau maintains
close watch on all agents in the field to ensure secrecy.
LOST OPPORTUNITY
The agents do not have the opportunity to take a different
approach to resolve the issue. This consequence is only
appropriate for a failed action roll.
  Not only is the witness not convinced by your cover story,
  but they clam up and refuse to answer any questions.
REDUCED EFFECT
Sometimes instead of attaining your stated goal for the
action, you get only part way there.
  He is willing to let you in but he’ll need to see ID first. The
  ritual is almost complete, it just needs one more sacrifice.
An additional action roll will be needed to complete the task.
The GM should use this consequence judiciously as it can
frustrate players.
MISSION CLOCK
The GM fills segments on the mission clock based on the
character’s position. When the GM selects this consequence
it becomes harder for the agents to identify, obfuscate, or
contain the situation. Each mission has different complications
that trigger when a certain number of segments are filled in
the mission clock.
                               15
RESONANCE AND REDACTION
Resonance represents your agent’s paranormal abilities and
exposure to paranormal phenomena. You gain resonance
whenever you use paranormal powers or when you redact
consequences. When you mark six resonance on your agent’s
character sheet, you clear your resonance track, mark one
power level, and gain a new paranormal power. As you gain
power levels, you gain more abilities, and begin to lose touch
with humanity.
Power levels describe your increasing level of ability and a
growing existential crisis. When you would mark your 4th
power level, your character is no longer an agent of the
Bureau. Their abilities and knowledge may fast track them
for transfer to a Bureau position that doesn’t involve
fieldwork; they may become so powerful that they must be
contained within the Bureau; or they may undergo something
more esoteric, like transcending mundane existence.
Whatever happens, your character’s life as an agent is over.
REDACTION
Redaction is a tool the players can use to impact the fiction.
When the GM describes a consequence that a player does
not want to happen, they may redact that consequence and
tell the GM what happens instead. You can redact any
number of consequences, no matter how dire, but a failure
cannot be made into a success.
What this entails is up to the player. Maybe they use
paranormal abilities to see an alternate reality. Perhaps they
retcon an action or make an incredible display of prowess.
When you redact something, roll dice equal to your
character’s current resonance, and then mark additional
resonance based on the highest die result:
•   1-3: Mark 3 resonance
•   4/5: Mark 2 resonance
•   6: Mark 1 resonance
•   CRIT: Mark 0 resonance
                              16
CLOCKS
Clocks are used to track ongoing effort against an obstacle
or the approach of impending trouble. Use clocks when you
need to track something over time—otherwise resolve it with
a single roll.
A clock is a circle divided into a number of segments based
on the complexity of the problem:
                             18
PROGRESS CLOCKS
These clocks track progress against an obstacle, like hacking
into a complex network, unraveling an international conspiracy,
or fighting a ghost. Mark 1-3 segments on a clock when agents
take action against these obstacles. When the clock is filled,
the agents overcome the obstacle.
DANGER CLOCKS
The GM can use a clock to represent a danger like a
spreading fire or the alert level of the local police. When a
complication occurs, the GM ticks 1-3 segments on the
clock. When the clock is full, the danger comes to fruition—
the police show up, loose ends are created, etc.
REDACTED CLOCKS
A WORLD GOVERNED BY GEARS AND clockwork IS NOT A
WORLD GOVERNED BY NATURE. CAN SUCH A WORLD BE
REAL, OR MERELY imagination?
MISSION CLOCKS
This represents the growing danger and complications of the
mission and is used by the GM to pace a session and
increase tension.
Mission clocks fill, one to three segments at a time, as a
consequence of the agents’ actions (or inaction). As the
clock fills, the agents find themselves in an increasingly
desperate situation. A full mission clock represents the worst
possible situation.
                              19
CREATING CHARACTERS
Each PC creates an agent by following the steps below.
                               20
THE RECORDS DEPARTMENT KEEPS DETAILED NOTES
ON ANY ADDITIONAL DEPARTMENTS. SOME OF THESE
HAVE BEEN Officially INSTITUTED THROUGHOUT BUREAU
HISTORY. SOME HAVE no CLEAR ORIGIN. SOME other
departments ARE INTRUSIVE, DECEPTIVE ENTITIES THAT
SHOULD NOT exist ON THIS PLANE.
                             21
   Backgrounds
CRIMINAL
Classification ECB-1015-X
Before you became an agent you flaunted the laws of the
land. Appropriate, then, that you would be recruited by the
Bureau.
• Academic: Art Forger, Lawyer, Private Eye
• Interpersonal: Con Artist, Mob Enforcer, Politician
• Technical: Assassin, Hacker, Pick-Pocket
TRADES
Classification ECB-1016-X
Before you became an agent you brought order to reality.
How might you apply your craft to the [REDACTED]
dimension?
• Academic: Architect, Cybersecurity Specialist,
   Instructor
• Interpersonal: Photographer, Musician, Sociologist
• Technical: Carpenter, Electrician, Programmer
INVESTIGATION
Classification ECB-1811-X
You specialized in solving mysteries, and uncovering and
processing knowledge. It all led you here.
• Academic: Archivist, Historian, Librarian
• Interpersonal: Detective, Journalist, Negotiator
• Technical: Archaeologist, Hacker, Forensic Scientist
                            22
   Backgrounds
OCCULT
Classification ECB-0002-X
Becoming an agent of the Bureau was not your introduction
to mysteries beyond our understanding. Occult personnel
please also complete form [REDACTED.
• Academic: Conspiracy Theorist, Mathematician, Skeptic
• Interpersonal: Medium, Pastor, Street Magician
• Technical: Disgraced Scientist, Ritualist, Witch
PUBLIC RELATIONS
Classification ECB-1035-X
Controlling for the human element is fundamental to the
Bureau's mission. Those with the ability to predict and guide
the behavior of others will do well here.
• Academic: Art Director, Museum Curator, Behavioral
   Scientist
• Interpersonal: Journalist, Spin Doctor, Social Worker
• Technical: Game Designer, Sales Person, Service Rep
SCIENCE
Classification ECB-1017-X
You are a highly educated specialist trained in the study of
the material world. Has knowledge of the paranormal fueled
your curiosity?
• Academic: Occultist, Physicist, Historian
• Interpersonal: Archaeologist, Psychologist, Technical
   Writer
• Technical: Chemist, Data Scientist, Surgeon
                             23
   Departments
           ADMINISTRATION
            The lawyers, managers, and enforcers of this
            department are tasked with the difficult job of
keeping the Bureau afloat. In broad strokes, they determine,
interpret, and make judgment calls about Bureau policy.
Special Ability:                      Standard-Issue Gear:
You can justify almost                •   Three Piece Suit
anything as being "by the             •   Radio
book" under Bureau policy.            •   Cover Identity
Depending on how brazen of            •   Deep Pockets
a claim you make, the GM              •   Direct Line to Central
will assign you 1-3 paperwork.
           FIELD OPERATIONS
          Field Operations, the only department authorized
          for general carry and use of armaments in the
Bureau, covers operational intelligence, threat assessment,
and emergency response.
Special Ability:                      Standard-Issue Gear
You work with a small team            •   Two-Piece Suit
of NPCs. Once per mission,            •   Radio
call on them to receive               •   Cover Identity
backup. Their quality and             •   Armory Access
timeliness is determined by           •   Simple Binding Ritual
the GM. Backup may provide
a bonus for being properly
equipped or impact the
position of an action roll.
                                 24
  Departments
           HUMAN RELATIONS
          This department is involved in hiring, witness
          interrogation,    agent      evaluation,   grief
counseling, and other tasks related to the human element.
          RECORDS
        These fastidious agents manage the Bureau’s
        enormous underground libraries, records vaults,
and the internal and external habitats for various
phenomena.
Special Ability:                 Standard-Issue Gear
Once per mission you may         •   Business Formal
draw a wild connection           •   Radio
between     the       current    •   Cover Identity
mission and a similar            •   Containment Checklist
phenomenon         in     the    •   Redacted Records
Bureau's records. It always
holds a kernel of truth.
                                25
   Departments
           SANITATION
          Never underestimate the importance of these
          agents. Operational cleanup, maintenance, and
evidence removal, are core to the Bureau’s directives.
                                26
27
PARANORMAL POWERS
All agents begin the game with a latent ability to reach out
and manipulate paranormal energies and dimensions. This
could include seeing other alternate realities, moving small
objects with their minds, clouding a civilian’s perception, etc.
These untested and raw abilities can be used during an
action roll (at the cost of 1 resonance) or to redact
consequences.
                 Each time an agent fills their resonance
                 track, their ability to manipulate the
                 paranormal becomes more robust. Select
                  a paranormal power from the list below.
                  These new powers are considered
                  uncertified until the Bureau has assessed
                   and approved your abilities. Using
                   uncertified powers during a mission or
                   within    the    Bureau     may     create
consequences or affect an action roll. Powers are certified by
completing a long-term project.
Mark at least 1 resonance when you use a
paranormal power. If a power does not
explicitly ask for an action roll, it does not
need one in and of itself. You simply mark
the resonance and get the benefit.
However, using a power does not negate
the need for an action roll in a dangerous
or stressful situation. Any action roll taken
while using any paranormal power has
                       +1d, as stated in the
                       action roll rules.
                              28
APPARITION
Mark 1 resonance to become partially insubstantial for a few
moments. Mark 1 additional resonance for each feature: it
lasts for minutes rather than moments—you become
completely insubstantial—you become invisible to other
paranormal entities.
  When you use this power to become partially
  insubstantial, state which part of you is affected (your arm
  for reaching through a vault, your hand to unlock a door,
  etc).
CONJURATION
Make an action roll to summon something small to you from
a short distance away. Mark 1 resonance for each additional
feature: you summon it from a significant distance—you can
summon something large and/or cumbersome.
  This power can summon anything reasonable over a short
  distance (animals, people, tools, weapons, paranormal
  objects). The action roll may determine how the thing you
  summon behaves and whether or not it functions or
  cooperates with you.
DOWSING
When you touch something that belongs to someone, or is a
piece of a larger whole, mark 1 resonance to know their
general location and condition.
  You can use this power to locate the owner of an object
  (keys, a photograph, hair, the belongings of the deceased),
  or the larger whole something is part of (a page torn from
  a book, a missing piece of a set of objects, ammunition for
  a particular weapon).
                             29
GEOMANCY
Mark 1 resonance to change the terrain near you to become
easy to traverse for a few moments. Mark 1 resonance for
each additional feature: it lasts a few minutes rather than
moments—you change the terrain far away from you—the
terrain is difficult for others to traverse.
  Geomancy can calm a roaring river, create friction on ice,
  or create easy handholds on a sheer cliff face.
LEVITATION
Mark 1 resonance to become light enough to float through
the air. Make an action roll and mark 1 resonance to do the
same to a different target.
  This power makes anything light enough to drift through
  the air, as if unaffected by gravity. The result of the action
  roll can determine any drawbacks or side-effects.
PARTHENOGENESIS
Make an action roll and mark 1 resonance to create a copy of
yourself, with their own thoughts and feelings. Whenever you
make a redaction, mark progress on any long-term project.
  The result of the action roll can determine any disparities
  or drawbacks in the copy. Copies who share your goals will
  occasionally work on long-term projects on your behalf.
  Make a fortune roll each time you make a redaction to
  determine progress on these long-term projects.
PHOTOKINESIS
Mark 1 resonance to manipulate a light source to change its
brightness, create distracting patterns, or project simple
visual illusions.
  Using this power while facing danger, manipulating a large
  amount of light sources, or light created from paranormal
  sources may require an action roll.
                              30
PRECOGNITION
Mark 1 resonance to receive a vision about something that is
about to happen in the next few moments. Mark 1 additional
resonance to stretch this vision to the next few minutes.
  Using this power allows you to see what is likely about to
  happen in the next few seconds or the next few minutes.
  The GM will state what is about to happen. These events
  may not necessarily come to pass depending on your
  actions.
PROWESS
When you make an action roll, you may mark 1 additional
resonance to perform a superhuman physical feat.
  A superhuman physical feat could be jumping from
  skyscraper to skyscraper, stopping a moving car, or
  ripping open a reinforced door.
PYROKINESIS
Mark 1 resonance to create or control small flames, Make an
action roll and mark 1 resonance to create or manipulate an
inferno.
  Controlling small flames lets you light or snuff candles,
  light cigarettes, or move a flame across a surface. An
  action roll is required to ignite or control a fire larger than
  a bonfire (lighting or extinguishing a house fire,
  manipulating a forest fire, etc).
RETROCOGNITION
When you search for clues, mark 1 resonance to see echoes
of past events in the area.
  This power may let you acquire clues from recent events
  or even ancient history, depending on the result of the
  action roll.
                               31
SHAPESHIFT
Make an action roll and mark 1 resonance to transform into
an animal or monster.
  This power lets you transform into any animal or
  paranormal monster you have witnessed (cougar, raccoon,
  cryptid, werewolf, etc). The result of the action roll can
  determine any drawbacks or side-effects of the
  transformation process.
TELEKINESIS
Mark 1 resonance to move something small using your mind.
Make an action roll and mark 1 resonance when moving
something large and cumbersome, or with lethal force.
  Small objects include things you could hold in one hand
  like a lighter, file-folder, or a magic 8 ball. When you make
  an action roll you move larger, heavier objects like
                              32
  refrigerators, a safe, or a car, or move an object with
  enough force to injure or kill something.
TELEPATHY
Mark 1 resonance to communicate telepathically with one
person you can see. Make an action roll and mark 1
resonance when you attempt to communicate this way with
multiple targets or someone you cannot see.
  When communicating telepathically you and the target
  can exchange thoughts as if you were speaking next to
  each other. This power does not let you read thoughts. The
  result of the action roll can determine any side-effects or
  miscommunications that result from this power.
TELEPORTATION
Mark 1 resonance to teleport yourself to a place you can see.
Make an action roll and mark 1 resonance to teleport
someone or something else.
  This power allows you to instantly transport yourself to
  any point you have line of sight to, no matter the distance.
  With an action roll, you can do the same to someone or
  something else. Anything you can comfortably carry
  comes with you when you teleport.
TRANSCENDENCE
When you select this power you immediately redact all of
time and space to conform to your own will for a few
moments. Afterward you transcend mundane existence or
otherwise vanish as if you had selected your 4th power level.
  This will kill or transform your character so that they no
  longer exist, or become an NPC within the background of
  the Bureau. This power lets you address a paranormal
  threat or entity, or even take on the entire ECB. This is the
  end of your character as we know them, so make it
  memorable.
                              33
MISSIONS
The Bureau sends agents to identify, contain, and obfuscate
paranormal phenomena that threaten people’s safety, and
entities that are in danger of discovery, exploitation, or harm
from people. Missions can take place in remote hotels,
bustling cities, or even inside the Bureau itself. Missions may
involve cooperation with other similar organizations, or
working alongside indigenous people and public offices. The
Bureau is not a global police force. Each mission has five key
elements:
THE BRIEFING
The briefing includes a code name, a concrete goal, and a
summary of what is known about the situation. This could be
rumors, myths and legends, or recent reports collated by the
Bureau. The GM can frame this as a scene, or assume it was
given to the agents beforehand. The GM can inject flavor
based on who is giving the briefing, similarities with past
missions, or using the agents’ details to explain why they
were chosen.
                              34
Fill segments on the mission clock when pressure mounts
due to consequences or the passage of time. Players can
redact the filling of a segment, as with any other
consequence.
A filled clock does not mean the agents “lose” or can’t
complete the mission. Instead, the agents face
circumstances that risk tumbling out of control. It is the edge
of an absolute worst-case scenario. Even if the agents
succeed, the Bureau will probably need to perform extensive
cleanup.
CLUES
Clues in ECB generally fall into three categories: clues that
help agents identify the nature of the phenomenon; clues to
provide insight into how to contain the phenomenon; and
clues for obfuscating the phenomenon. These clues may
include evidence, witnesses, theories, myths, and rumors.
NPCS
Each mission should have interesting people for the
characters to interact with. To help move the investigation
forward, these NPCs should be entangled with the
phenomena and could include witnesses, victims, conspiracy
theorists, amateur paranormal investigators, or even Bureau
contacts or other agents.
Each mission should have 3-6 named NPCs that are
described with a role (their job or place in the community/
area), pronouns, and a few traits that describe how they
behave or what they look like.
                              35
THEORY ROLLS
Agents explore locations, interview witnesses, research
history, and find evidence of the phenomenon until they are
able to develop a working theory. At this point players make
a theory roll to determine how well their theory matches the
facts.
Roll one die for each clue that the players use to answer the
questions below. Players may use multiple clues to answer
each question to get more dice.
•   What is the phenomenon?
•   How can you contain the phenomenon?
•   How will you obfuscate the situation?
This roll marks the end of the investigation and the beginning
of direct action to contain and obfuscate the situation. Use
the highest die to determine the accuracy of their theory and
the position when we cut to the action.
•   1-3: The agents’ theory is full of holes. The players work
    together to determine why their answers were wrong, and
    what the truth really is. When we cut to the action, the
    agents start at Danger Close and something may have
    already gone wrong.
•   4/5: The agents’ have a decent theory but have drawn
    some incorrect or incomplete conclusions. The players
    work together to determine which questions were wrong,
    and what the truth really is. When we cut to the action,
    the agents’ position should be Risky.
•   6: The agents’ theory is correct. The agents are able to
    act on the exact answers they deduced. When we cut to
    the action, the agents can Play it Safe.
•   CRIT: The agents were correct. Also the phenomenon is
    either less dangerous than expected, or the agents have
    found something specific that greatly mitigates the
    threat. When we cut to the action, the agents’ position is
    Play it Safe.
                              36
MISSION DEBRIEF
After each mission, a senior Bureau
employee       (a   department      head,
administrator, interrogator, etc. played
by the GM) reviews the events of the
mission by asking the team a series of
questions. A GM debrief sheet is
included to keep track of the PC’s
answers after each mission. Each player
should mark 1 paperwork for each "No"
answer, unless one team member
accepts sole responsibility for that
question. If they do, then only they mark
1 paperwork. If the answer is uncertain,
treat it as No.
        37
LOOSE ENDS
The employee (GM) should question the team about each
loose end that was noted during the mission. If one team
member accepts sole responsibility for a loose end, they
mark 1 paperwork. Otherwise all agents mark 1 paperwork for
each loose end.
COMMENDATIONS
The team should nominate one agent to receive a special
commendation as a result of exemplary service. If the player
accepts the agent’s commendation, they should mark it on
their character sheet. During downtime, agents may clear
one commendation to complete one long-term project (even
projects started that downtime phase).
Debrief Questions
                            38
PAPERWORK AND REPRIMANDS
After the debrief but before downtime activities are selected,
determine what disciplinary actions are enforced. Disciplinary
actions are based on the agents’ paperwork:
•   1-3 Paperwork: No effect.
•   4/5 Paperwork: You must have a meeting with your
    department head to review your performance.
•   6 Paperwork: Clear your paperwork track and mark 1
    reprimand.
                              39
DOWNTIME
Agents can do two downtime activities between missions to
work on personal projects, workplace training, or attend to
the other needs of their jobs. Agents may select any
activities listed below and may repeat them freely.
CONSPIRACY BOARD
Agents of the Bureau are encouraged to investigate
seemingly unconnected happenings. Players can use this
downtime activity to expand the lore of ECB, create new
mission opportunities, and tie loose ends together into new
stories.
Say what your character suspects about the world and make
a theory roll. Pieces of the conspiracy can be previous
missions, clues, NPCs, loose ends, etc. You get +1d for each
of these clues.
What PUZZLES BUREAU RESEARCHERS MOST WHEN
CONSIDERING deep mysteries and OTHER PHENOMENA IS
THE PRESENCE OF strange connections ACROSS MANY
BUREAU INVESTIGATIONS. ONE MUST ASK: WHAT will you
DO TO UNCOVER THE TRUTH? AND ONE MUST CONSIDER:
WILL YOU BE ABLE TO COMPREHEND WHAT YOU discover?
The result of the roll determines the nature of the mystery
you uncover:
•   1-3: Unsound. You were wrong or misled. Do you stop your
    investigation or take this as proof of a far more
    convoluted riddle?
•   4/5: Incomplete. There’s something missing that prevents
    you from putting the whole picture together. Additional
    downtime activities may let you uncover the truth.
•   6: Solved. You were right about everything, for good or ill.
    What happens now?
•   Crit: Dire threat. You uncover a significant secret, reveal
    the true nature of something, or solve an enigma far
    greater than you imagined. What is at stake?
                               40
FILE PAPERWORK
You spend time filing paperwork. Say how, make a fortune
roll, and reduce paperwork equal to the highest die result.
Maybe COMMON AGENTS CALL IT drudgery but THE
BUREAU IS NOT INTERESTED IN COMMON AGENTS. FOR
THE BUREAU, it’s MOST IMPORTANT TO DO honest work.
REQUISITION ASSET
Request specialized or paranormal
items from the Bureau. Describe what
you are looking for and the
department that provides it. The
nature of the asset is not determined
until it is put to use. Assets must be
returned after use.
Make a fortune roll to determine the
asset’s quality. You may take +1
paperwork after the roll to increase
the result level by 1. Say what you
do to receive a more reliable asset.
Asset Quality:
•   1-3: Flawed (Just using it or getting it to function poses
    problems)
•   4/5: Quirky (It's questionably sourced, unnecessarily
    complex, temperamental, intelligent, or volatile. It may
    have limited uses)
•   6: Adequate (No special issues)
•   Crit: Exceptional (It’s extraordinary)
                              41
LONG-TERM PROJECT
An agent can undertake a long-term project to complete a
task. Tell the GM what you want to do and they will tell you
how many segments the clock should have. Complicated
projects may need to be completed in stages using multiple
clocks. Make a fortune roll and mark progress as follows:
•    1-3: One segment
•    4/5: Two segments
•    6: Three segments
•    Crit: Five segments
RECOVER
You take time off or engage in self care. This can take place
at the Bureau or outside of work. Say what your agent does
to relax or feel more human and clear your agent’s resonance
track.
                              42
STARTING THE GAME
When you start your game of ECB, all players work together
to decide what they want out of the game. Minimally, you
must all describe the level of technology available to the
Bureau and its agents, the overall genre and themes of the
game, and any topics you wish to highlight or avoid.
TECHNOLOGY LEVEL
An important part of deciding what your version of ECB looks
like is the level of technology available to the agents and the
External Containment Bureau in general.
Is it a low-tech organization, like in the video game Control,
that doesn’t use smart devices, or anything that was made
after a certain point in history? Do these limitations come
from your game being set in the past or an alternate history?
Is it a modern tech organization that primarily uses gear and
devices we would recognize? Like in the television show
Fringe, agents may occasionally encounter strange tech or
science during missions or as redacted Bureau assets.
Is it a high-tech organization, like in the MIB films, that has
access to fantastical gadgets? These gadgets could be the
result of paranormal entities, other dimensions, or even
time-travel.
GENRE
The genre of the game determines the feel and tone of your
missions and life at the Bureau.
Will it be a slow-burn procedural like The X-Files, using
seemingly unconnected missions to build a conspiracy over
several sessions? Games in this genre spend time on the
internal politics of the ECB or between the Bureau and other
agencies and paranormal organizations. All players should be
on the same page for their expectations about what they can
or can’t learn from the Conspiracy Board downtime activity
and the theory roll.
                              43
Will it be an office drama, focusing on the politics and
relationships of the agents and their contacts? These games
focus on free play and downtime activities. They follow the
long-term changes in a complex web of PCs, their contacts,
and other ECB agents. Scenes that might be summarized in
other genres (“I phone my friend in records to ask if he’ll dig
through the files on talking dolls and see if this one is
something we might have seen before”) are more likely to be
played out in full detail.
Will it be a pulpy high-action game like MIB or Control, where
agents routinely put their lives in danger to save the world
from paranormal powers and malicious entities? These
games focus more time on missions and facing frequent dire
consequences. What consequences are offered and which of
those are (and aren’t) redacted is important for setting the
tone of these games.
ORGANIZATIONAL NORMS
Games of ECB can tell many different stories. Use a taste
menu consisting of two columns labeled Yes and No to
record what sorts of themes and content players want in the
game and what should be excluded.
Players take turns highlighting themes they want to focus on
(office politics, conspiracies, aliens, etc.) or wish to exclude,
as well as specific content they want to focus on or exclude
(gore, sexism, kidnapping, etc.) Continue taking turns until
players have nothing else to add. Review the taste menu
before each session and add or remove items as needed.
IT MUST BE SAID. They WANT YOU TO BELIEVE THAT
THERE are THINGS CALLED NORMS IN THIS CHAOTIC
REALITY BUT what you MUST KNOW IS THAT THIS MAKES
NO SENSE WHATSOEVER. REALITIES ARE WHAT WE make
of them. ANY NORMALITY DISCOVERED WITHIN IS SIMPLY
AND PURELY OUR MEAT BRAINS’ ATTEMPT TO BRING
ORDER TO A SYSTEM BEREFT OF IT.
                               44
SCRIPT CHANGE
To make sure the game adheres to your taste menu, and
explore the content of your game, ECB uses part of the
Script Change RPG Toolbox by Beau Jágr Sheldon. Say these
moves out loud, write them on index cards, or work out signs
or symbols players can use to signal them during the game:
                              45
CREATING MISSIONS
ECB missions should always include the following:
•   Mission briefing of no more than a few sentences about
    mysterious circumstances, strange situations, or threat,
    and what the Bureau wants the team to do about it. Also
    include a mission code name.
•   Mission clock with consequences when the clock is
    around ½ and ¾ full and a dire circumstance when the
    clock is filled
•   6 complications at the scene that the agents can respond
    to as the mission begins
•   At least 9 clues. Three minimum for each of identify,
    contain, and obfuscate.
•   3-6 NPCs. These can be affected by the phenomenon,
    can serve as complications, or help the team identify,
    obfuscate, or contain the phenomenon.
                               46
rare species of mundane wolf. All these answers are valid, so
try to put together a mission that allows for multiple
solutions to the core mystery.
The Bureau usually sends agents out on missions in
situations involving at least one of these three
circumstances:
1. There is a paranormal phenomenon (vortex, monster,
   item with unstable telekinetic properties) that threatens
   people’s safety.
2. There is a paranormal entity (cryptid, alien, vampire)
   whose safety is compromised by people, organizations, or
   just the nature of our reality.
3. There is a containment breach, intrusion, or subterfuge
   within the Bureau.
                              47
RENOVICTION
Mission Code Name
BRIEF
We have acquired information that
Atco Logging Ltd. have purchased a
few hundred acres of forest outside
Vancouver BC, Canada. The Records
Department indicates this area is
home to a rare cryptid. Locate the
cryptid, obfuscate its existence, and
either contain the logging company or
relocate the cryptid.
   MISSION CLOCK
                             4 ticks: Atco employees start
                             moving into the cryptid’s
                             territory.
                             6 ticks: Atco management
                             discovers evidence of the
                             cryptid’s existence.
                             8 ticks: Corporate execs order
                             Atco employees to detain the
                             cryptid and the agents.
                            48
CLUES
•   Identify: Large footprints • coarse brown fur • discarded
    food wrappers • scrounged garbage • local myths of a
    “Sasquatch”
•   Contain: Large swathes of protected forest outside the
    logging area • Strong environmentalist presence in the
    area • evidence of corporate malfeasance • a local
    millionaire owns a large bunker in the area
•   Obfuscate: Atco managers are easily bribed • local
    disproven myths of a “Sasquatch” • local psychedelic
    mushrooms
        NPCs
    Agent Keter (he/him)             Abigail Aston (she/her)
    A Bureau employee                Local cryptid hunter
    • Paranoid                       • Minor Celebrity
    • Survivalist                    • Lots of Gear
    • Huge Beard                     • Knowledge of the area
                                49
OPEN OFFICE COMPLICATIONS
Mission Code Name
BRIEF
A new Department has recently
appeared inside the Bureau. There is
no record of its existence here. It may
be an incursion from another reality, a
forgotten section of the Bureau, or
something more sinister. We need you
to identify the Department, contain it,
and if necessary, obfuscate it from the
rest of the Bureau.
     MISSION CLOCK
                              2 ticks: Rumors of the new
                              Department start to circulate
                              (loose end).
                              3 ticks: Someone from the
                              new Department is found in a
                              secure space.
                              4 ticks: The presence of the
                              new Department destabilizes
                              the Bureau (physically,
                              bureaucratically, or
                              existentially).
                             50
CLUES
•   Identify: Advanced/ancient technology • evasive and
    deceitful agents • strange corporate logos • people in the
    new Department and Bureau are related • memory loss
    technology
•   Contain: Renovations in the Bureau • time travel •
    containment cells in the Bureau • treaty with the new
    Department • memory loss technology
•   Obfuscate: Records of similar incursions • plots to
    infiltrate the Bureau • time travel experiments • powerful
    phenomenon contained within the Bureau • bureaucratic
    jargon • paperwork • memory loss technology
        NPCs
    Alan (he/him)                  Charles Kane (he/him)
    The intern                     A spy
    • Short                        • Disguised
    • Anxious                      • Deceitful
    • Clip-on Tie                  • Hunched
                              51
A STRANGE TRIP
Mission Code Name
BRIEF
Suspicious accidents have been
reported in and around the Golden
Oaks Retirement Complex. Some
residents have reported hearing
strange sounds and are becoming
anxious. Determine if the accidents are
paranormal, contain if necessary, and
provide residents and staff with a
plausible explanation.
MISSION CLOCK
                             52
CLUES
•   Identify: Reports of a baby crying • banging sounds •
    residents have fallen down the same staircase • a strange
    porcelain doll • dim and broken lights • ghost stories •
    malfunctioning electronics • several accidents in and
    around the Complex
•   Contain: Resident’s collection of porcelain dolls • a
    garbage can that’s always empty • gossip about
    relationships and romance • malfunctioning electronics •
    ghost myths and records
•   Obfuscate: The Complex is in disrepair • hallways are
    dimly lit • terminal illnesses • wills and beneficiaries •
    residents and their families arguing • ghost stories •
    prescription and illegal drugs
        NPCs
    Myra Morgan (she/her)          Joshua Twin (they/them)
    A resident                     Maintenance staff
    • Alluring                     • Thin
    • Widower                      • Superstitious
    • Greedy                       • Disheveled
                              53
                      IDENTIFY
                      CONTAIN
                     OBFUSCATE
                                                        .
                 ra n o  rm   a l  m anifestations
              a
Investigate p                                       e public
          n d o  b s c u re   them from th
Contain a                           s through ex
                                                       posure
                 s u al  a b ilit ie
 eye. Gain unu                                     the
          ra no  rm   a l. M   ove through
 to the pa                             ader conspir
                                                        acies,
               ,  u n c o  ve r   bro
 bureaucracy                                          anity.
            en   tr an  s c e n  d beyond hum
  maybe ev
                                                               au.
                                  rn a l C o n ta inment Bure
                  the Exte
  Welcome to
                                                FEATURES
                                                • Fast cha
                                                           ra   cter genera
                                                                              tion
                                                • Paranorm
                                                           a   l powers
                                               • Advance
                                                            ment that
                                                 increasing              balances
                                                              power wit
                                                 character                h
                                                             longevity
                                              • Investiga
                                                           tions drive
                                                choices an              n by playe
                                                             d guided to           r
                                               thrilling co               w a rd
                                                            nclusions
                                             • Mission
                                                         structures
                                               minimal pre            support
                                                            p
                                            • Make yo
                                                        ur own we
                                              creations             ird
                                                          with the R
                                             MATERIAL                 EDACTED
                                                          S license