JPCU

## Grasping at Straws

The Jexan Paranormal Containment Unit is humanity's attempt at containing and stopping the dangerous beings and entities that have been created as a result of the Fracture. The JPCU is openly racist against the mythical races, and is the American government's immediate response to riots and uprisings involving these beasts. The JPCU is trained in killing monsters, and was founded by a group of unknown individuals, including Dr. Jason van Hellsing. It has fired on humans as well, and operates outside of the law. They are the main antagonists of the K2 universe, and are very corrupt. The JPCU operates differently to the SCP Foundation, which also exists in K2. Unlike the Foundation, the JPCU do not act under the jurisdiction of any governments, nor do they worry about subtly. The JPCU are the primary reason normal people have become aware of the paranormal and anomalous, which has created tension between the JPCU and the Foundation. The JPCU also enjoy killing SCP’s and not containing or studying them. Do to their extensive resources and technological advantage, the JPCU has been able to almost entirely replace the Foundation, leading to conflict and violence between the two organizations. Despite their hostilities, the Foundation does have an greement with the JPCU, stating that any Containment Breach will be reported to the JPCU so that they may aid in the recovery efforts as well, even though it is likely that the JPCU will attempt to destroy any anomalies that escape.

### Known Employees:

1. The JPCU Board of Directors
2. Agent Iscariot Anderson- Agent formerly responsible for Database, and was meant to keep him in check. She was ultimately killed by the Demon Prince Ventrovus after Database failed to kill him.
3. Dr. Jason van Hellsing: High ranking JPCU official, with Wine-Level clearance. Operates out of New Orleans. Undying entity, claiming to have lived since the beginning of Earth itself.
4. Dr. Nathaniel Bostonbrook: Retired paranormal investigator and archeologist that has been hired by the JPCU to lead several key investigatons. Operates out of New Orleans, but has no qualms with travel.
5. Captain Charles A. Lee: Transportation specialist hired by the JPCU to transport both entities and teams alike. Operates out of New Orleans but has no qualms with travel. Related to old Caribbean pirate family that was cursed with Eternal life. Observation is mandatory.
6. Xuzoxen: Warlock that, after joining a demonic cult, gained the ability to polymorph into a demon at any time. Was imprisoned by the JPCU after numerous accounts regarding hus violent behavior towards normal humans. Still currently imprisoned underneath the New Orleans Headquarters, and has been incorporated into a team of JPCU Investigators as a means of testing the possibility of such entities as soldiers and servants to the JPCU.

### Consultants:

1. Sheriff Alan Giles: Captain of the New Orleans police department that has recently been made into an employee of the JPCU. Although he maintains his position as police officer of new Orleans, Sheriff Giles does take orders from the JPCU and alerts them to any potential missions or issues in the city's limits.
2. Captain Dyer Seifer: Captain of *The Kilbrachan* and expert navigator of the oceans. Experienced, weathered, and willing to aid the JPCU for a price, Seifer is also a family-friend of Captain Charles A. Lee and has aided him and the team of Investigators associated with him on more than one occasion.
### Clearance Levels (From lowest to highest):

1. Candy
2. Crimson
3. Garnet
4. Wine
5. Mahogany

### Subjects and Inmates

The following is a list of subjects and inmates imprisoned by the JPCU as a means of study, research, containment, and limitation. Some specimen on this list represent a race or type of creature, rather than one in particular. This list also describes magical or cursed items procured by the JPCU over the course of its existence.

#### List of Subjects:

* Subject #1: Database
* Subject #2: OutKast
* Subject #3: Xuzoxen
* Subject #4: Bostonbrook Estate
* Subject #5: Time-Altering Timepiece
* Subject #6: Lighter of Evil
* Subject #7: The Hanged King
	+ Subject #7A: Ambassador of Alagadda (Avatar of Nyarlathotep)
* Subject #8: Poseidon’s Trident
	+ Subject #8A: Roan
* Subject #9: Sadist’s Tumbler
* Subject #10: Murphy’s Lawbringer
* Subject #11: Samson
* Subject #12: Life’s Limit
* Subject #13: Story-Weaver, Warblade of the Lone Victor
* Subject #14: Hoarder's Dream
* Subject #15: Teyaco
	+ Subject #15A: Stregezor
* Subject #16: Hyper-Dense Salt Shaker
* Subject #17: Nova, the Last Phoenix
* Subject #18: Vampires
	+ Subject #18A: Thralls
	+ Subject #18B: True Vampires
* Subject #19: Chupacabra
* Subject #20: Wendigo
* Subject #21: Staff of God
* Subject #22: Saharan Dread Worm
* Subject #23: The Sole Variable
	+ Subject 23A: The Change Plague
	+ Subject #23B: Shift-Bringer
	+ Subject #23C: Discourse
* Subject #24: Ghouls
* Subject #25: Uplifting Cube of Tungsten
* Subject #26: Richard, The Living Dice Roll
* Subject #27: Heart Trees & Heart Tree Fruit
* Subject #28: Giant Burrowing Crabs of Idaho
* Subject #29: Lake Baikal
* Subject #30: The Werehouse
* Subject #31: False Snakeskin
* Subject #32: Thing From the Salt
* Subject #33: Codex Gigas
* Subject #34: [REDACTED]

### Events:

#### Types of Events:

1. IJ-Grade Incursion Event: A species, army, or force from another Realm, layer of reality, or Universe invades the Material Realm.
	1. DIJ-Grade "Demonic Incursion" Event: Demons invade the Material Realm, either on a small or large scale.
2. FPJ-Grade "False Prophet" Event: An individual, mortal, entity, or being labeled a "False Prophet Entity" declares themselves to be a god, prophet, judge, or other divine or demi-divine being with the ultimate goal of misleading, tempting, kidnapping, damning, or harming a large group of mortals.
3. DAJ-Grade "Divine Appearance" Event: A divine entity or being of similar strength interferes in the affairs of mortals directly, and often in-person.
	1. SJ-Grade "Smite" Event: A divine entity or other being of equivalent strength obliterates an individual or group of people.
	2. GJ-Grade "Gamorrah" Event: A divine entity or being of equivalent strength obliterates a settlement, region, country, planet, solar system, or galaxy.
	3. TJ-Grade "Theology" Event: A divine entity or being of equivalent strength attempts to or successfully subjugates humanity.
4. ARJ-Grade "Armageddon" Event: Something causes the end of the world, often referring to specifically the end of human civilization.
	1. SFJ-Grade "Sanguine Flood" Event: The Sanguine Sea floods the Earth.
	2. TVJ-Grade "True Vampire" Event: A True Vampire is about to be created or has already been created.
	3. GGJ-Grade "Gray Goo" Event: A self-replicating item, object, anomaly, entity, etc. destroys the world or otherwise multiplies out of control.
5. RJ-Grade "Rapture" Event: A large-scale ascension of mortals into the sky, either as a result of a divine force, malign entity, or Spell, to be taken into another Realm in either body or Soul.
6. SJ-Grade "Shift" Event: Some metaphysical layer, aspect, or concept of the Universe is drastically altered.
	1. ASJ-Grade "Apex Shift" Event: A non-divine, nonhuman species usurps humanity's place as rulers of Earth.
	2. ESJ-Grade "Existence Shift" Event: A major restructuring of reality occurs, either resulting in the end of the world or some drastic change to conventional reality/physics.
	3. CSJ-Grade "Clock Shift" Event: A severe disruption of the timeline occurs.
	4. LCJ-Grade "Loss of Concept" Event: A concept within the Universe is eliminated, drastically altering reality.
	5. CSJ-Grade "Cosmology Shift" Event: Some or all of K2's cosmology is changed or modified.
		1. LMJ-Grade "Loss of Element" Event: An element, represented in one (1) of the Elemental Realms, disappears or is eliminated, drastically altering reality.
		2. LRJ-Grade "Loss of Realm" Event: One of the Realms disappears or is eliminated, drastically altering the cosmology of K2.
7. PJ-Grade "Unconsciousness" Event: Human consciousness and higher thought disappears or is otherwise eliminated.
8. TBJ-Grade "Tower of Babel" Event: Something causes all human communication, including verbal and written, to break down into incoherence, either temporarily or permanently.
9. APJ-Grade "Apotheosis" Event: Humanity undergoes a mass-ascension to divinity and/or develops innate Magical powers on a large scale.
10. OJ-Grade "Obsolescence" Event: The JPCU and/or similar containment groups (e.g. Foundation, GOC, CBPA, etc.) are no longer needed to protect or defend mankind, or have been ordered to dissolve and cease operations by other government/public bodies.
11. MJ-Grade "Mundanity" Event: All Magic, Anomalies, and other forms of the supernatural are eliminated or disappear from the Material Realm.

#### List of Known Events:

1. Event #0: Fracture
2. Event #12: Halloween
3. Event #13: A Bad Day
4. Event #56: Sinking of the Titanic
5. Event #376: Soulwire Incident
6. Event #377: Stairway to Heaven Incident
7. Event #665: Death of Satan
8. Event #666: Razing of Heaven

### Facilities

The Facilities of the JPCU are divided into a number of categories, depending on their use.

1. Holding Facilities: Similar to prisons or work camps, these compounds house the humanoid entities under the JPCU’s control. Can range from low-security to maximum-security.
2. Branches: There is a JPCU Branch in every major world city, as well as any and all areas of particular paranormal activity. A branch can range in size from a small cornerstore to a towering skyscraper, depending on the importance of the city, its contributions to the JPCU, and the amount of activity the branch is expected to deal with. They always hold a formidable garrison of both JPCU soldiers, scientists, officials, and Staff. Branches also act as the main source of military power for the JPCU, as well as the main center for recruitment. Training is done in other facilities.
3. Research Facilities: Where entities of Ruby Level and lower are kept for observation, study, experimentation, and research regarding more efficient means of containment.

#### List of Facilities:

1. Orcatraz
2. Headquarters
3. Rake’s Island
4. Facility 8472A; Continent of Pilbo
5. Facility 7453 (The Foul Fen); Louisiana
6. Facility 5864 (Qúall Thàid Temple)
7. Miskatonic University
8. Mystery Flesh Pit National Park
9. Jexan Home for Troubled and Orphaned Youths
10. Saharan Regional Command
	1. Facility #7875 (Lost City of Nula)

### Equipment:

1. Norvoritch Reality Anchor: Designed by Dr. Mikhail Norvoritch; a series of engraved rods, coursing with electromagnetic energy, that stabilize reality in a small localized environment; series of rods can be linked together and placed in proximity to form "bubbles" of stable reality that can contain reality-bending anomalies or entities or allow for safe movement through unstable or magical environments.
2. Melgem Reality Sensor Device: Designed by Dr. Melgem for application as a means of detecting shifts in the localized reality of a given location; industrial-sized variants exist for long-range detection, although the most common models are designed for handheld use in the field.
3. Booth Personal Towline System:
4. Buchanan Banishment Bomb: Magitechnological explosive devices designed by Dr. Baxter Buchanan to forcefully return extra-planar and foreign entities back to whence they came, deployed sparingly and only when absolutely necessary due to their ability to banish all material caught in the blast zone, including materials and individuals from the Material Realm; collateral damage caused by the resulting explosion and large area of effect is common.
5. Annihilation Bomb:

#### Quick Reaction Forces:

The JPCU, like the SCP Foundation, establishes semi-permanent units of researchers, soldiers, spellcasters, anomalous individuals, and other specialists to conduct research and combat supernatural forces across the globe. Unlike the SCP Foundation, however, these QRF's are not given on-site command of Facilities or their operation like MTF's commonly are; QRF's are only given operational command during combat, but still must follow the JPCU's rules regarding the Veil and their rules of engagement. JPCU QRF's are split into 3 types: Containment, Militarized, and Surveillance.

Entrance into a QRF or other specialized JPCU Unit requires invitation from the Unit Leader of a specific QRF or assignment by a Regional Command or High Command. All JPCU Personnel start out unassigned to a QRF, but may receive an assignment or invitation to test out for one should their performance record pique the interest of their supeiors.

##### Surveillance Units:

1. SU-1 "Chroma Keys": Advanced recon unit specializing in urban and suburban environments, designed to blend in perfectly with city-goers so as to be almost entirely unnoticeable; known for their perfect record, high level of efficiency, and the proud achievement of having suffered 0 losses over the QRF's existence.
2. SU-2 "Bitter Actors": Unit comprised of actors, musicians, writers, dancers, and other artists designed to infiltrate schools, Magic Colleges, theaters, film sets, etc. as a means to combat cults and prevent the spread of Cognitohazards, Infohazards, and Memetic Hazards.
3. SU-3 "Wander Company": Unit comprised of members drawn specifically from nomadic/tribal groups around the world, designed to infiltrate nomadic/tribal societies; specializes in tracking, hunting, stealth, and infiltration.
4. SU-4 "Wretched Arachnids": Unit specializing in intrigue and subterfuge, designed to root out cults within legal organizations (*Note: Companies and governments*) and shut them down from within; also used by The JPCU Board of Directors as propaganda tools to sway an organization to the JPCU's favor; also called the "Webweavers."
5. SU-5 "Discrete Hosts": Unit designed to conduct clean-ups and cover-ups in the aftermath of JPCU operations; specializes in establishing cover identities, infiltrating communities, and producing front operations to hide JPCU Facilities.
6. SU-6 "Rebel Trail": Unit designed to investigate cases of treachery within the JPCU and affiliated organizations (GOC, SCP Foundation), root out, and exterminate the traitors by any means necessary.
7. SU-7 "Country Boys": Unit specializing in deep-cover infiltration of rural communities and environments as hunters or farmers, designed to root out cults and anomalous activity.
8. SU-8 "Waylayers": CBRN unit comprised of hazmat specialists, radiation specialists, physicists, and biologists trained for recon in areas of chemical, biological, radioactive, and anomalous contamination; most assets are deployed with detectors set to the various ranged of Magic radiation, and means of detecting anomalous materials; commonly deployed in conjunction with MU-8 "Northern Stars."
9. SU-9 "Reign of Silence": Unit designed to infiltrate and manipulate media outlets, online sources, social media, and other forms of communication to prevent breaches of the Veil and maintain operational security.
10. SU-10 "Stark Omen": Unit designed to apply Amnestics to populations of civilians, handle cover-ups, and ensure operational security; allowed to conduct executions and assassinations against non-JPCU assets as is deemed necessary.

###### Containment Units:

1. CU-1 "Flock of Spirits": Unit comprised of Undead individuals possessed by their own Spirits as a means of defense against possession, designed to combat and exorcize Spirits.
2. CU-2 "Pale Design": Unit specializing in the use of Necromancy for the purposes of finding and countering enemy Necromancers.
3. CU-3 "Aberrant Reach": Unit comprised of individuals specializing in the use of Psionics, designed to combat rogue/enemy Psychics.
4. CU-4 "Mind Sweepers": Unit comprised of individuals who lack the capacity to feel fear, designed to participate in operations against mind-altering anomalies.
5. CU-5 "The Box": Unit tasked with the recapture of escaped Subjects and anomalous entities known for the use of restraining Magic and toxins.
6. CU-6 "The Lock": Special Containment Unit tasked with the maintenance of JPCU Subject containment protocols and the enforcement of those protocols.
7. CU-7 "The Key": Unit responsible for the study of Subjects and known anomalous entities and the development of methods of containment and combat to counter those Subjects.
8. CU-8 "Rune Runners": Unit specializing in Runic Magic and sealing Spells, often combined with Nature Magic to facilitate the capture of anomalies and supernatural creatures.
9. CU-9 "Grand Sinners": Unit comprised of Helltouched, Demons, and similarly corrupted individuals, designed to combat Angels and Divine entities.
10. CU-10 "Closed Doors": Unit designed to contain, eliminate, and/or study anomalies related to liminal spaces and thresholds (e.g. stairs, doorways, tunnels, caves, hallways, etc.); specially trained for expeditions through portals, Wormholes, Black Holes, [REDACTED], etc.
11. CU-11 "Unfair Folk": Unit designed to counter, contain, and/or eliminate Fae creatures, primarily by exploiting their weaknesses (like Cold Iron, Silver, and lying).

###### Militarized Units:

1. MU-1 "Six Feet Deep": Unit designed to combat humanoid Undead threats (Note: Includes Zombies, Skeletons, Mummies, and Vampires); specializes in the burial of slain Subjects and the purification of the land following an operation, a habit which requires MU-1 to employ religious clergy from all major world faiths in order to conduct effectively.
2. MU-2 "The Bigger Boot": Unit specializing in the elimination of threats measuring over ten (10) meters (30 feet) in height; known to use heavy weaponry (*Note: Includes gun emplacements, high explosives, jets, tanks, and advanced technology*) and deploy in platoon-sized contingents.
3. MU-3 "Swift Shields": Defensive unit designed to react quickly and effectively to containment breaches and assaults against JPCU assets; known to use mechanized vehicles, attack helicopters, and advanced Magic and technological means of defense to support allies and Facilities of great importance.
4. MU-4 "Rabid Gods": Unit comprised of powerful Magical or anomalous entities that have been weaponized by the JPCU, commonly used as shock-troops against supernatural threats; previously led by Database prior to his defection from the company.
5. MU-5 "Last Faces": Offensive unit specializing in assassination of High-Value Targets with close-and-personal kills; comprised of Doppelgängers, Changelings, and other shapeshifters that assume the identities of the people they kill; the "last face" their target ever sees.
6. MU-6 "Deserted Masks": Militant division that is allowed to forego Veil Doctrine and operate with extreme prejudice; mobile, mechanized infantry with approval to use tanks, jets, APC's, and heavy equipment at the forefront of technology and Magic; deployment requires approval from the Board of Directors.
7. MU-7 "Hellfire Hold": Defensive unit designed to prevent and protect against Demonic Incursions.
8. MU-8 "Northern Stars": Combat unit which specializes in pathfinding and on-site recon, commonly deployed in conjunction with assets from SU-8 "Waylayers" in hazardous zones; designed to combat anomalies in low orbit or the void of space.
9. MU-9 "Ozymandias": Unit designed to withstand the dangerous effects of time travel, Chronomancy, reality warping, and other similar anomalies; assigned to specific Facilities around the globe which serve as Magic- and anomaly-proof fallout shelters in case of an apocalypse.
10. MU-10 "Junk Yard Dogs": Unit tasked with rapid response to breaches of containment by Subjects or Staff designed to assume on-site command during a Facility-wide Crimson-Level Breach; their primary objective is to secure research Personnel, recontain escaped Subjects, and terminate all Subjects outside of the compound.
11. MU-11 "No-Fly Zone": Unit designed to counter aerial threats, primarily by using aircraft of their own combined with anti-air Magic and anti-aircraft emplacements.
12. MU-12 "Burrowing Dragons": Unit designed to explore underground anomalous structures and environmental hazards, commonly sent into high-risk areas with unstable subterranean topography or reality; experiences high casualties and relies on cloning technology and accompanying Magic to supplement their ranks; currently involved in several classified operations at all levels of security.
13. MU-13 "Dogs of War": Unit designed to wage war against other paranormal containment organizations (Catholic Church, GOC, SCP Foundation) and devise methods of countering their known strategies.

###### Research Units:

1. RU-1 "Jötunn's Flesh": Unit dedicated to the study of Immortal, Divine, and Semi-Divine entities and understand the anatomical functions of undying and ever-living organisms.
2. RU-2 "Unwritten Talents": Unit dedicated to the study of "natural" humanoid mutations and the development of Magical affinity in the humanoid races.

## Rookie Tips and Personnel Uncommon Rules:

* Referring to Dr. Jason van Hellsing as Dr. Frankenstein, Dr. Jeckle, Hyde, or any other evil scientist‘s name may result in bodily harm or reassignment to one of our less-than-friendly Subjects. Sarcastically referring to him as a normal scientist is also not encouraged. The JPCU is not responsible for any injury caused by such a thing.
* Taking, renting, loaning, or stealing the equipment of an Investigator results in immediate termination. Stop asking them for their magical gear, as none will say Yes. If you catch Bostonbrook in a particularly heavy drunken stupor, maybe. The JPCU is not responsible for the damages caused.
* Do not ask Dr. Jason van Hellsing about the story behind the name of his sword. If you do not already know, it is of a security clearance far above yours. Bothering him may also see you at the business-end of said weapon.
* Please refrain from challenging a drunk Bostonbrook and/or Lee to a shooting contest or duel. Ignoring the fact that you are guaranteed to lose, you may also suffer bodily harm not covered by JPCU insurances.
* Never touch Captain Charles A. Lee’s belongings. He carries an assortment of weapons on his person at all times and is more than uncannily accurate with all of them.
* NEVER touch Lee’s apple juice stashes. He will most likely kill you for doing so, after he tracks you down.
* Do not play pranks regarding drinking glasses on Dr. Nathaniel Bostonbrook. He suffers from flashbacks and nightmares regarding his so-called “Tumbler Demons,” and as such may harm you or anything/anyone nearby. Verbal jokes may also resort in reassignment or worse.
* Pranking Dr. Jason van Hellsing is discouraged. His sadistic nature means that he will enjoy whatever living hell he places you in, almost as much as whatever painful rebuttal he puts you through.
* Unless you are an investigator, calling Dr. Jason van Hellsing a “puny Immortal” is never a good idea. He is known to carry his rapier at all times, and is very efficient with it.
* Do not stand near Dr. Jason van Hellsing and wonder aloud different ways to weaponize or create various dangerous obejcts. You will be held accountable for any damages.
* NO DRUNK SCIENCE. *EVER*. WE’RE LOOKING AT YOU, DR. BOSTONBROOK.
* Operate under the assumption that Hellsing can turn anything into a weapon, even if that means simply beating somebody with it.
* Do not work yourself up over any single threat. There is always a bigger fish to fry, and you should always assume you will, at some point, have to fight it. Think of it as an incentive.
* DO NOT, ever, say “What could possibly go wrong?” The JPCU houses an entity (See Subject #11: Murphy’s Lawbringer) that is known to cause any and every negative outcome upon the uttering of that sentence. This effect cares not about distance, walls, or time, so be careful.