CJS?
CJS, originally known as "Cursed Junk Solutions" by its founding employees, and later shortened to a fancy acronym once they needed to actually find investors, is a unique entity. Their specialization is in locating, collecting, containing, investigating and then either destroying, exploiting or locking away weird occult trash that would otherwise trouble everyone by turning them into raccoons, digging a hole through the Earth's core, initiating the final battles of Ragnarok or similar events. CJS Unlimited has branch offices in most nations and subsidiary corporations in the rest, as well as contracts with most major governments since privatizing things that should not be privatized is all the rage these days.
You are one of the latest CJS franchise-holders, which means you've been set up with a state of the art facility, a Human Resources Solution and a near-endless supply of awful things that may turn all human bones within five miles into ants on days ending in Y.
System Bullshit
Something has gone terribly wrong if you're going to be using your own stats, probably some sort of catastrophic containment failure that's left you hiding in your office while something that collects severed faces stalks the corridors of the facility or the nearest metropolitan area.
If you don't feel safe without some numbers telling you how likely you are to shoot yourself before a creature made entirely from clocks pins you down and replaces your brain with a gearwork facsimile, however, use the following:
Distribute 10 points between Body, Management and Science. Body is how good you are at running from danger or doing other athletic feats, Management is how good you are at convincing others of things that they should know better than, Science is how good you are at realizing that something is completely counter to all known laws of physics and then going to your office to drink before said knowledge drives you insane. You can have 0 in one of these stats. If you try to do something with one of these stats that doesn't have an obvious result(yes, you can walk up the stairs without a Body check, yes, you can remember the sky is blue without a Science check), roll 2d6+stat, and if you get over an 8, you succeed.
The Facility
Work out the following with your fellow administrators:
Where is your facility located?
Is it underground or aboveground?
How is it accessed?
Then pick from the following traits.
Disposable Employees
Aside from the facility technical squad who make sure the vending machines are stocked, replace the light bulbs that shatter every time the thing in holding cell five isn't fed human blood at midnight and fight a fruitless battle to keep the IT systems functional, you also have access to a near-unlimited supply of disposable employees which are used for prodding at and interacting with Cursed Junk to learn more about it. You can pick these disposable employees from several categories. It's possible to swap these later, but choose the type you start with.
Death Row Inmates: Generally have spotty consciences, but they do HAVE consciences. Physically tougher than the other categories.
Fintech Pioneers: Complete sociopaths. Will do anything as long as they're promised it improves their stock portfolio. Do not fear death, only financial consequences.
Literal Machines: Like those little bomb disposal robots that some police departments have. They lack a soul or flesh, and are thus ignored by some Cursed Junk, but their programmers have inexplicably designed them to feel pain.
Police Officers: Like the Literal Machines, they have no souls or ethics, but they do have flesh and blood. Also feel pain and take pleasure from violence.
Political Prisoners: Supplied by various states who want to get rid of their embarrassing challenges to their political establishment. Most of them have principles, families and other things they want to return to, and usually they also have spotless consciences. You'd have to be a real asshole to use these, but sometimes there are advantages to sinless test subjects.
Retail Employees: Anything is better than retail, but their souls have already been destroyed. They don't fear death, only forced social interaction. They die with a smile.
Facility Features
No two facilities are entirely alike, mostly because no two cheapest contractors are entirely alike. Nor do they all have all the optional features, because what do you think CJS Unlimited is made of? Money? No. That's the thing they keep at HQ and hack chunks off to pay management's bonuses. Therefore you can only pick one of these features to begin with:
Automated Turrets: In case of escaped Cursed Junk or panicking/rebelling employees, turrets can pop down from almost anywhere in the facility to protect it. They're only designed with motion sensors, though, so stay in your office if you activate these.
Chapel: Mostly for your peace of mind, but maybe something is repelled by holiness and good will towards men. Besides accountants and cops, that is. Also contains a holy water fount.
Commando Team: They know which end of a gun you point at danger, and have an unreasonable number of pouches. They're like Automated Turrets except full of blood and they usually won't shoot at you.
Cubicle Farm: Not actually used for any employees, but Cubicle Zones have been known to radiate a cursed aura that most sapient Cursed Junk is loathe to approach. Might be a useful place to hide, or if you really want to scare one of them into complying. May occasionally be used for employees to take a break somewhere you can't find them and smoke weed.
Gymnasium: Allows the disposable employees, the security personnel and you to work out in between brushes with death. Probably doesn't actually do anything useful.
Hardened IT Network: Prevents sneaky Junk from easily disabling security cameras and interrupting internal communications. They can still break the cameras, but now you'll actually see them doing it.
Morgue: Normal procedures require that dead employees be immediately cremated, but an investigative mind would sometimes like to know the details of how they died first. The morgue team helps with that.
Nuclear Failsafe: In case of catastrophic containment breach, vaporizes the entire facility with nuclear fire. Some sapient Cursed Junk may respect threats backed by nuclear weapons.
Shock Collars: Aside from recreational uses, these can also be used to enforce discipline when Disposable Employees panic or refuse orders. Due to a design error, the "power" setting doesn't work and they always deliver a completely debilitating shock that leaves the wearer convulsing for several minutes.
Superior Vending Machines: Rather than off-brand snacks, these actual contain the good stuff. Like Twix Bars.
Containment Cell Contents
Cell 1, Small: None
Cell 2, Small: None
Cell 3, Small: None
Cell 4, Normal: None
Cell 5, Normal: None
Cell 6, Large: None
Pending Containment Transfers
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