So, here's what I'm working on for my upcoming "Eternity House" game.
Eternity House is an ancient fraternal organization of people dedicated to keeping the general populace unaware of things that go bump in the night, the things that the general populace is not ready for.
Throughout history, magic and alternate sciences were practiced in cloistered houses. When the Church began their crusade against Satanism, magic, and witchcraft, those houses became secret societies. Unfortunately for the Church, not only did their crusade target actual evildoers, it also snared those who fought against evil in their nets. And the Church was woefully unprepared for the aftermath of their actions.
At that point, In Domum Aeternitatis was founded; the ultimate "secret society", In Domum Aeternitatis brought together the greatest wizards, ritualists, alchemists, and shaman of the day to fight on behalf of the Church without their knowledge.
In Domum Aeternitatis exists to this day. Now called "Eternity House", its members fight to protect the world from those things it's just not ready for. Its membership has grown to include psionicists and transhumanism (essentially, cybernetic enhancements). Eternity House still operates behind the scenes, unknown to Church and government alike.
Character Creation notes:
Career: each player must choose a career for their character. This is what the character does for a living when they're not acting on House business. The player can test with advantage for anything related to the character's career that is not already covered by another trait.
School: each player must choose a school for their character. This is what the character studies and practices within the House. The available schools are:
Alchemy (The character gains the Alchemist trait - incantation rules are used for mixtures. Three other traits can be chosen.)
Psionics (The character gains the Psionic trait and one psionic discipline. Three other traits can be chosen.)
Ritualism (The character gains the Spell Reader trait and can create rituals using the incantation rules. Three other traits can be chosen.)
Shamanism (The character gains the Shaman trait. Two other traits can be chosen.)
Transhumanism (The character gains a cybernetic trait. Three other traits may be chosen, but the character can start with a maximum of two cybernetic traits.)
Wizardry (The character gains the Spell Touched trait. Three other traits can be chosen.)
The incantation rules I'm referencing are from one of the Tiny Dungeon settings; basically, you assign a "magic number" to an incantation. The player must roll that many successes before the player rolls that many failures. For my purposes, that will also be the number of days needed to complete it. So, for instance, a Ritualist wants to create a teleportation ritual with a magic number of 10. It will take 10 days to create the ritual, and the player must make 10 successful rolls before they make 10 failure rolls.
Alchemy would be the same way. A healing potion? Maybe... a MN of 3; so it'll take 3 days and require 3 successes before 3 failures are rolled.