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  The International Center for Ethereal Containment and 
  Control (ICECC) has the ﬁrst and only professional 
  parapsychological investigation team of its kind, worldwide. 
  The ICECC team is comprised of the world’s most 
  recognized experts in paranormal ﬁeld research (including 
  entities, ghosts, hauntings, poltergeist activities, and psychic 
  abilities), combining both scientiﬁc, and psionic abilities. 
  Individually and collectively, the ICECC team is the most 
  recognized, televised and respected team of professionals in 
  the ﬁeld. They are sought after by private clients and media 
  alike, as well as high proﬁle clients like tabloid newspapers, 
  horror writers, and governments who are ashamed to admit 
  that ghosts don’t pay taxes.
  Agenda: To capture and contain ethereal entities before 
  they harm the living.
  Structure: Series of scattered franchises that report to a 
  centralized headquarters.
  Symbol: A blue ghost with an expression of horror and 
  one bugged out eye.
  Most Common Allegiance(s): International Center for 
  Ethereal Containment and Control
  Requisition Limit: (30) licensed.
  Overview
  The Holbrooklyn Research Institute (HRI) International 
  in Holbrooklyn, New Jersey was originally founded to 
  investigate psychic phenomena in 1972. The program’s 
  primary focus was on remote viewing research.  The 
  original founder eventually left the organization to start 
  up a psi research program in 1979 at Princeton University 
  in the School of Engineering. The Princeton Engineering 
  Anomalies Research (PEAR Laboratory) lab made many 
  advances in the application of advanced technologies 
  to spiritual phenomena, including “precognitive remote 
  perception” experiments and theoretical work attempting 
  to link metaphors of quantum mechanics to psionic 
  functioning. 
  Three members of PEAR had their research grant taken 
  away and were evicted from their ofﬁces at Princeton 
  University.  Taking their experimental technology with 
  them, the group started the ICECC in 1984 and expanded 
  the scope of the organization to control and contain ethereal 
  beings, seeing them as a threat to the world as a whole.  
  This view was not popular amongst parapsychologists, who 
  considered them a “lunatic fringe group”…until New Jersey 
  experienced such an upsurge of ethereal activity that the 
  ICECC could not keep up.
  The ethereal wave subsided, nearly bankrupting the 
  ICECC.  It wasn’t until 1988, when another wave of 
  paranormal activity manifested on the East Coast, that 
  the members wisely incorporated their organization and 
  branched out.  Ghost hunting caught on like wildﬁre and 
  the ICECC became a global phenomenon, with franchise all 
  over the world.
  Today, the ICECC operates in over 30 different countries.  
  The ICECC Corporation spends most of its cash ﬂow on 
  technology and then lets the franchises fend for themselves, 
  with varying degrees of success. In turn, these franchises 
  funnel money back to the corporate ofﬁce, which produces 
  and maintains the electron packs and ghost containers.  
  Structure
  The ICECC is a large corporation with a corporate ofﬁce 
  and a series of franchise ofﬁces scattered around the globe.  
  The ICECC categorizes psionic phenomena as extrasensory 
  perception (ESP), psychokinesis (PK), and survival of 
  bodily death (SBD). The ESP division is dedicated to 
  developing and utilizing telepathy, clairvoyance, and 
  precognition in containing ethereal entities.  The PK 
  division similarly encompasses poltergeists, telekinesis, 
  and even teleportation and their application in containing 
  and controlling rogue ethereal beings.  Finally, the SBD 
  division is trained in the use of the electron packs and ghost 
  containers, classiﬁcation of ethereal beings, and their use in 
  the ﬁeld.
  Bases of Operation
  ICECC Headquarters is currently located in Holbrooklyn, 
  NJ. It has franchises operating in over 30 different countries. 
  Resources
  The ICECC earns just enough to maintain its nuclear-
  powered electron packs.  There has been little in the way 
  of technology development since the 1980s, a fact that 
  many franchise owners often lament.  Franchise owners 
  vary greatly in their success, depending on the location of 
  ethereal phenomena and their marketing savvy, and their 
  relationship with the locals who hire them.  
  Beyond monetary resources, the ICECC has a cadre of 
  parapsychologists and even fringe physicists of all stripes 
  who join after becoming dissatisﬁed with the scientiﬁc 
  community. The ICECC is also popular with psychics, 
  mediums, and practitioners of arcane arts, who enjoy a 
  steady day income with the organization.
  THE INTERNATIONAL CENTER FOR
  ETHEREAL CONTAINMENT AND CONTROL
  
  Page - 2
  Involving the Heroes
  Typically, new ICECC franchise costs range from 466,000 
  to 955,500 USD. The size of the franchise facility, area 
  of the country, pre-opening expenses, inventory, storage 
  equipment, signage, and style of decor and landscaping 
  will affect new franchise costs. These costs are paid to 
  suppliers. In addition, at the time of opening, an initial fee 
  of 45,000 USD is paid to the ICECC Corporation for all 
  new franchises. The initial cash investment is a minimum 
  of $175,000 for a conventional purchase or $100,000 for a 
  Business Facilities Lease.
  Heroes who start their own franchise receive startup 
  equipment and a recommended location in their area.  
  Unfortunately, the level of ethereal activity can ﬂuctuate 
  drastically; the haunted house of today might be the 
  shopping mall of tomorrow.  Thus, some franchises move 
  every few years or expand their scope to encompass entire 
  states, causing the heroes to range far and wide.
  If the heroes are not running an ICECC franchise 
  themselves, they are very likely to encounter a local 
  franchise interested in any paranormal phenomena that 
  might hint at an ethereal breach.  ICECC franchises compete 
  with each other (and other agencies) to “stake out” ethereal 
  hot spots.  This competition sometimes escalates into 
  pitched battles over haunted places, especially if one ICECC 
  franchise claims ownership over it ﬁrst. 
  Using the ICECC
  The ICECC is the largest organization likely to take a 
  ghost sighting seriously.  Heroes who have paranormal 
  experiences that become public will inevitably be contacted 
  by a local franchise.  If a major display of psychic 
  phenomena takes place, an ICECC franchise might show up 
  with electron packs blazing.
  The ICECC has zero tolerance for spiritual entities of any 
  sort and is wholly dedicated to their capture.  Any heroes 
  who trafﬁc with such beings will be considered competitors 
  at best and opponents at worst.  The ICECC has a competent 
  legal staff to deal with such clashes, but for the most part 
  franchises are on their own if they get into trouble. Although 
  most ICECC members will not attack rival heroes outright, 
  they will certainly use their abilities and technology to 
  hinder the competition if they think they can “bag the ghost” 
  ﬁrst.
  Learning about the ICECC
  The heroes can gather information about the ICECC through 
  the use of the Gather Information, Knowledge (popular 
  culture) or Research skills.  The charts below represent the 
  amount of detail a hero can collect by using each skill.  
  Gather Information
  The ICECC is fairly visible, having produced several 
  documentaries about ghosts and parodied in a variety 
  of popular 80s ﬁlms.  Most people have heard of the 
  organization and a few know of a franchise in their area.
  DC 1: The ICECC is some sort of ghost hunting 
  franchise.
  DC 5: The ICECC is held in disdain by “serious” 
  parapsychologists who believe that they should be 
  channeling their funds towards understanding ghosts instead 
  of trying to capture them.
  DC 10: Ethereal activity in the tri-state area skyrocketed 
  after the attacks of September 11.
  DC 15: The ICECC is currently paying several ﬁnes in 
  a variety of countries involving the usage of its nuclear-
  powered electron packs.  
  DC 20: With the release of a new reality TV series based 
  on their exploits, the ICECC has become so popular that it 
  has increased the startup costs of its franchises.
  DC 25: The ICECC is developing a massive database 
  of spiritual entities that it uses to further its research in 
  containing ethereal beings.
  DC 30: The ICECC developed “pocket dimensions” of 
  border ethereal it uses to contain ghosts and spirits in its 
  ghost containers and Ether-Containment Units (ECUs).  
  Knowledge (Popular Culture)
  Through movie spoofs, reality television, and heavy 
  advertising, the ICECC is more popular than other, smaller 
  groups that also hunt ghosts.  
  DC 1: The ICECC has a reality show titled “Hunting 
  Ghosts.”
  DC 5: The ICECC offers online certiﬁcation programs for 
  those interested in becoming a Paranormal Investigator and 
  Paranormal Researcher.
  DC 10: The hero knows the location and cost to hire a 
  local ICECC franchise.
  DC 15: The hero knows in which cities the ICECC has 
  major franchises and roughly how many people operate 
  each franchise.
  DC 20: The hero knows the URL of the ICECC Web site: 
  http://michael.tresca.net/icecc.  
  DC 25: The ICECC’s budget increased considerably as 
  the New Age movement became pouplar.
  DC 30: The GM can provide information about the 
  rumored locations of hauntings around the world.
  
  Page - 3
  Research
  Research checks represent a hero’s ability to collect data 
  about an organization through fact-ﬁnding efforts like trips 
  to the library and browsing the Internet.  The ICECC has its 
  own website at http://michael.tresca.net/icecc. 
  DC 1: The ICECC’s website provides helpful tips on how 
  to deal with a haunting.
  DC 5: The hero knows the attributes of ghosts and can 
  identify one at a glance.
  DC 10: The ICECC is unofﬁcially supported by a group 
  of online citizens at http://www.zombiehunters.org. 
  DC 15: The ICECC provides advice and assistance 
  to local law enforcement authorities on paranormal 
  investigations.
  DC 20: The ICECC has contained thousands of ghosts 
  over the years and several spiritualist groups are lobbying to 
  have them freed.
  DC 25: The ICECC is operating in the black for the ﬁrst 
  time in a decade; several of its founding members are now 
  millionaires, even though the franchises themselves are 
  barely proﬁtable.
  DC 30: The ICECC has a network of webcams linked to 
  the most haunted areas all across America.
  Members
  When a haunting is suspected, the local ICECC franchise 
  will be mobilized to investigate, but not without negotiating 
  a fee ﬁrst.  Most ICECC teams consist of at least one 
  Parapsychologist (Smart/Dedicated), Fringe Scientist 
  (Smart/Dedicated), and possibly a Clergy member 
  (Dedicated/Charismatic) from a pagan group. The ICECC 
  Corporation encourages franchises to have at least four 
  members, but there are often more in franchises located in 
  highly populated areas.
  
  Page - 4
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  System Reference Document Copyright 2000-2004, Wizards of the Coast, Inc.: 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based 
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  The International Center for Ethereal Containment and Control  2005, 
  RPGObjects; Author Mike Tresca
  Open Gaming Content
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: Blood 
  and Brains, Blood and Spooks, National Center for Reanimation Prevention and 
  Control, The International Center for Ethereal Containment and Control.
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  The Skill check DCs are open content.  All other text is closed content.
  
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