In AFM the background is mostly implicit, rather than explicit. The GM and the characters will create the (unreliable) lore of the world as they play. Even so, I felt some areas needed a little more definition. Monster hunter groups are likely to play a big role in any game that lasts long enough. The Inquisition is SO played out, so I went further afield looking for inspiration…
When Monsters are hurting, they can reach out for help, just like humans do. Monsters are usually not fortunate enough to find a helpful therapist and don’t often retain much in the way of contact with their families. If they don’t learn how to be self-reliant or can’t find some other way to exorcise their demons, they may well fall victim to cults, ‘occultism’ and pseudo-religions.
Some Monsters have found themselves unlucky enough to run afoul of a particular cult. This cult, primarily based around wealth and celebrity, has long sought some way – any way – to meet the kinds of promises it has made to its members. Monsters have provided that way, along with evidence of the supernatural and a dangerous enemy.
The cult believes that Monsters are thieves of the powers and abilities that humans should have at the highest levels of the cult. They consider Monsters to – by and large – be ‘exograms’, Frankenstein’s Monsters of bad experiences and soul fragments, bound around supernatural powers that are the birthright of ‘cleared’ humans. When they hunt Monsters, it is to destroy the exograms and free the powers.
The hunters from this cult are called ‘Deep Org’ and are secret, even for a cult that loves its secrets. The Org reports directly to the Chairman of the cult and is led by The Commander – a title that replaces their identity. The Commander oversees around fifty Deep Org agents around the world all of whom have a long history of loyalty to the cult and have some military or law-enforcement experience.
Type: Human NPC
Trio: Mind: d8, Body: d8, Spirit: d10
Mask: Fanatical Cultist d4 (Cult Teaching d10, Melee Combat d8, Firearms d8)
Powers: Arrogant self-confidence is a strange idea of a power, but members of Deep Org truly believe they are superior and to an extent that self-belief makes it true. Each member can choose a +1 bonus to one of their Trio on every roll that includes it. They often also believe they have other powers, such as immunity to poison and disease, telepathy and other psychic abilities. They don’t actually have them, just believe that they do.
Gear: Deep Org has access to firearms and equipment around the globe, safe-houses and top-notch legal representation as well as several large yachts and other vessels. They tend to dress in variations of navy or marine uniforms, or nautically themed attire such as blazers and deck shoes. They typically arm themselves with heavy automatic pistols, such as the Colt .45 and carry bags, cuffs and other kidnapping equipment. Their specialised EM meters can often detect Monsters, but only with skin-to-skin contact.