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[[Category:Wicked Pacts]] | [[Category:Wicked Pacts]] | ||
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+ | PAGES UNDER CONSTRUCTION | ||
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+ | The campaign these pages are being created for is not planned to start until the fall of 2018 at the earliest. | ||
This is a wiki for Supernatural Law, a Wicked Pacts campaign about officers of the law who have the ability to work magic and who investigate crimes related to the supernatural. | This is a wiki for Supernatural Law, a Wicked Pacts campaign about officers of the law who have the ability to work magic and who investigate crimes related to the supernatural. | ||
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But no plan survives an encounter with the player characters. :) | But no plan survives an encounter with the player characters. :) | ||
− | The game will be set in Boston, the Hub of the Universe. The nickname has additional meanings in the game. Boston stands on an arcane crossroad where paths to many realms other than our own converge. Because of this, events and disturbances of an arcane nature are far more common than in most other large cities, and the number of supernatural visitors and inhabitants higher than usual. | + | The game will be set in Boston, the Hub of the Universe. The nickname has additional meanings in the game. Boston stands on an arcane crossroad where paths to many realms other than our own converge. Because of this, events and disturbances of an arcane nature are far more common than in most other large cities, and the number of supernatural visitors and inhabitants higher than usual. |
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− | + | A placeholder for the theme music for the campaign. | |
==Player Characters== | ==Player Characters== | ||
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==Non Player Characters== | ==Non Player Characters== | ||
[[Supernatural_Law:NonPlayerCharacters|Non player characters encountered during the campaign ]] | [[Supernatural_Law:NonPlayerCharacters|Non player characters encountered during the campaign ]] | ||
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==Game System Related== | ==Game System Related== | ||
The campaign cosmology has Devils in addition to Angels and Demons. Anything rules related in the game rules that refer to Demons should be assumed to refer to Devils instead. For example, Demon Blooded bloodline is Devil Blooded instead. Demons in the game are a separate bunch of nasties opposed to both Angels and Devils. | The campaign cosmology has Devils in addition to Angels and Demons. Anything rules related in the game rules that refer to Demons should be assumed to refer to Devils instead. For example, Demon Blooded bloodline is Devil Blooded instead. Demons in the game are a separate bunch of nasties opposed to both Angels and Devils. | ||
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==Background== | ==Background== | ||
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===Mages=== | ===Mages=== | ||
− | + | A placeholder for the theme music for the mages. | |
Since the ability to perform magic is genetic in nature, mages tend to come from families of mages. In case of full blooded mages, nearly all of their family members tend to be mages. Half blooded have more variance. The majority of the family could still be mages. Or the gene could be so weak that it hasn’t surfaced in generations, coming as a complete surprise. Or anything in between. | Since the ability to perform magic is genetic in nature, mages tend to come from families of mages. In case of full blooded mages, nearly all of their family members tend to be mages. Half blooded have more variance. The majority of the family could still be mages. Or the gene could be so weak that it hasn’t surfaced in generations, coming as a complete surprise. Or anything in between. | ||
− | The powers of the | + | The powers of the Hosts are not terribly compatible with beings of our world and the gene giving access to them tends to disappear rapidly. Therefore, for Angel- or Devil-blooded, the most common situation is to have a single parent or grandparent as the source of the gene. Sometimes that person is, in truth, not human at all. The bodies the Hosts use in our world are perfectly capable of breeding, in order to maintain their proxy bloodlines. |
A small number of private schools specifically teach the offspring of magical bloodlines. Mainly the children of full blood mages, but also a small number of various kinds of half blooded, and even an occasional werewolf. Whatever schools of magic a mage is versed in, she has been taught either in such a school or in private tuition. Private tutelage is in most cases done by a family member. | A small number of private schools specifically teach the offspring of magical bloodlines. Mainly the children of full blood mages, but also a small number of various kinds of half blooded, and even an occasional werewolf. Whatever schools of magic a mage is versed in, she has been taught either in such a school or in private tuition. Private tutelage is in most cases done by a family member. | ||
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The head of the division is Detective Captain Kiara Graves. A fit, middle aged African American woman who normally wears masculine looking suits to work. She is not a mage herself, but possesses a good academic knowledge of the subject. To hear her tell it, she got involved with a wrong case, got drafted to the OCD, started educating herself and rose through the ranks. | The head of the division is Detective Captain Kiara Graves. A fit, middle aged African American woman who normally wears masculine looking suits to work. She is not a mage herself, but possesses a good academic knowledge of the subject. To hear her tell it, she got involved with a wrong case, got drafted to the OCD, started educating herself and rose through the ranks. | ||
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===Arclight=== | ===Arclight=== | ||
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Arclight, the occult task force of the FBI was founded during the Hoover era. They are well funded and provisioned, with their own separate budget and facilities. They deal with federal investigations, and on the occasions when there is overlap with local investigations, they have a reputation for being a bit pushy. On the other hand, sometimes there is a reason to call on them for assistance, for they have superior resources, including specialized laboratories and their own SWAT team specialized in supernatural threats. And on the occasions when their help is asked, they tend to be quite professional. | Arclight, the occult task force of the FBI was founded during the Hoover era. They are well funded and provisioned, with their own separate budget and facilities. They deal with federal investigations, and on the occasions when there is overlap with local investigations, they have a reputation for being a bit pushy. On the other hand, sometimes there is a reason to call on them for assistance, for they have superior resources, including specialized laboratories and their own SWAT team specialized in supernatural threats. And on the occasions when their help is asked, they tend to be quite professional. | ||
− | One thing that is within Arclight’s jurisdiction is suppressing the knowledge about magic. If an ordinary cop gets too curious or | + | One thing that is within Arclight’s jurisdiction is suppressing the knowledge about magic. If an ordinary cop gets too curious or and OCD detective uses magic too blatantly, Arclight may step in. |
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===Cosmology, Politics and Supernatural Beings=== | ===Cosmology, Politics and Supernatural Beings=== | ||
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====Angels and Devils==== | ====Angels and Devils==== | ||
− | + | A placeholder for the theme music for the angels. | |
− | + | A placeholder for the theme music for the devils. | |
Heavens and Hells are the most powerful realms, and the oldest. It is possible that they have always existed. Among the multitude of Other Side realms, they are the nuclear armed superpowers that no one wants to provoke. | Heavens and Hells are the most powerful realms, and the oldest. It is possible that they have always existed. Among the multitude of Other Side realms, they are the nuclear armed superpowers that no one wants to provoke. | ||
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====Demons==== | ====Demons==== | ||
− | + | A placeholder for the theme music for the demons. | |
Some beings you should never enter into pacts with. Demons being the most well-known example. They are notorious soul poachers who subsist on suffering. | Some beings you should never enter into pacts with. Demons being the most well-known example. They are notorious soul poachers who subsist on suffering. | ||
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====Elementals==== | ====Elementals==== | ||
− | + | A placeholder for the theme music for the elementals. | |
Volatile and dangerous beings. Except for earth elementals, who are deeply philosophical and devout pacifists. For a long time, mages used to summon them to do their bidding. Even after the treaties, for the elementals have little society, no government, and no force to represent them. They are, however, self-aware and intelligent. And summoning them away from their native environment causes them physical and mental anguish and robs them of their freedom of action. So it did not take long for the Elemental Rights Movement to form. The summoning of elementals was banned in most parts of Europe after World War II, and in Canada not long after that, but in US an influential lobby group funded by wealthy mages and corporations specializing in arcane or alchemical products has resisted such legislation, citing the damage it would do to US business interests. | Volatile and dangerous beings. Except for earth elementals, who are deeply philosophical and devout pacifists. For a long time, mages used to summon them to do their bidding. Even after the treaties, for the elementals have little society, no government, and no force to represent them. They are, however, self-aware and intelligent. And summoning them away from their native environment causes them physical and mental anguish and robs them of their freedom of action. So it did not take long for the Elemental Rights Movement to form. The summoning of elementals was banned in most parts of Europe after World War II, and in Canada not long after that, but in US an influential lobby group funded by wealthy mages and corporations specializing in arcane or alchemical products has resisted such legislation, citing the damage it would do to US business interests. | ||
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Modern era has brought the third alternative. The Homunculi. | Modern era has brought the third alternative. The Homunculi. | ||
− | There have always been people who have mixed magic and science. Alchemy, the mixing of magic with chemistry, is the most widespread and well known. But magic has also been combined with other fields of science. Many names have been suggested for different combinations and some, such as technomancy, have caught on. But in | + | There have always been people who have mixed magic and science. Alchemy, the mixing of magic with chemistry, is the most widespread and well known. But magic has also been combined with other fields of science. Many names have been suggested for different combinations and some, such as technomancy, have caught on. But in commom parlance, and somewhat misleadingly, people tend to just add “alchemy” to the name of the field. Mixing biology and magic would be called Bio-Alchemy, and so on. |
Homunculi are created by Gene-Alchemy. They are half way between Flesh Golems and clones. In effect, a homunculus is a lab-grown human body with just the most basic autonomous functions and no consciousness of its own. Ripe for possession. | Homunculi are created by Gene-Alchemy. They are half way between Flesh Golems and clones. In effect, a homunculus is a lab-grown human body with just the most basic autonomous functions and no consciousness of its own. Ripe for possession. | ||
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=====Vampires===== | =====Vampires===== | ||
− | + | A placeholder for the theme music for the elementals. | |
Physically powerful and capable of enduring damage that would kill a human twice over, vampires can still die of injuries other than decapitation and a stake through the heart, although anyone who has faced one can understand where the rumors about their unkillability come from. Vampires also eat food just like anyone else, but they also need a daily diet of fresh blood to keep from wasting away. The blood needs to be from a human and freshly drawn from the veins. Animal blood is useless to a vampire and stored human blood rapidly loses the mystical qualities a vampire needs. | Physically powerful and capable of enduring damage that would kill a human twice over, vampires can still die of injuries other than decapitation and a stake through the heart, although anyone who has faced one can understand where the rumors about their unkillability come from. Vampires also eat food just like anyone else, but they also need a daily diet of fresh blood to keep from wasting away. The blood needs to be from a human and freshly drawn from the veins. Animal blood is useless to a vampire and stored human blood rapidly loses the mystical qualities a vampire needs. | ||
− | Vampires are also vulnerable to sunlight and certain symbols. Particularly holy symbols. And this does not in any fashion depend on the religious views of a vampire or the person brandishing the symbol. An atheist vampire would be repelled by a | + | Vampires are also vulnerable to sunlight and certain symbols. Particularly holy symbols. And this does not in any fashion depend on the religious views of a vampire or the person brandishing the symbol. An atheist vampire would be repelled by a buddhist waving a crucifix. In fact, the symbol does not need to be brandished by anyone. Stepping into a house of worship or a cemetery would be impossible for a vampire. At least a young one, for they build up resistance as they age. A young vampire would suffer burns at sunlight and recoil hissing from the sight of a cross, but an old vampire would merely suffer extreme discomfort at sunlight or within a church. |
Vampires do not breed in normal fashion but they can create new vampires by draining a human of blood and then infusing the victim with some of the vampire's own blood - and a hefty amount of the mystical power that courses within a vampire's veins. The process is taxing, but even a single vampire can eventually repopulate their numbers. Despite this, they are rare creatures. Largely because their vulnerabilities make it difficult for vampires to hide if people become aware of them. Yet they cannot live far away from humans either because of their daily need for human blood. A single vampire needs a herd of several hundred humans to feed from without adversely affecting their health. For a long period of history this made vampires solitary creatures, because another vampire in the area meant competition for the blood source. So they lived far apart, either as warlords ruling over a territory and exerting a tribute in blood, or as champions of primitive tribes, protecting their people and being supported by them. The spread of civilization largely brought such arrangements to end. Either vampiric lords and protectors were no longer needed or wanted and they perished in uprisings, or they died defending their territories against more numerous and better armed opponents. | Vampires do not breed in normal fashion but they can create new vampires by draining a human of blood and then infusing the victim with some of the vampire's own blood - and a hefty amount of the mystical power that courses within a vampire's veins. The process is taxing, but even a single vampire can eventually repopulate their numbers. Despite this, they are rare creatures. Largely because their vulnerabilities make it difficult for vampires to hide if people become aware of them. Yet they cannot live far away from humans either because of their daily need for human blood. A single vampire needs a herd of several hundred humans to feed from without adversely affecting their health. For a long period of history this made vampires solitary creatures, because another vampire in the area meant competition for the blood source. So they lived far apart, either as warlords ruling over a territory and exerting a tribute in blood, or as champions of primitive tribes, protecting their people and being supported by them. The spread of civilization largely brought such arrangements to end. Either vampiric lords and protectors were no longer needed or wanted and they perished in uprisings, or they died defending their territories against more numerous and better armed opponents. | ||
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=====Werewolves===== | =====Werewolves===== | ||
− | + | A placeholder for the theme music for the elementals. | |
− | Werewolves have an easier time passing off as human because although they are capable of turning into fearsome monsters, they look outwardly human. And their vulnerability to silver is not as blatant as the vampiric vulnerabilities. But they have their own dietary needs. Every week, a werewolf must eat copious amounts of raw, | + | Werewolves have an easier time passing off as human because although they are capable of turning into fearsome monsters, they look outwardly human. And their vulnerability to silver is not as blatant as the vampiric vulnerabilities. But they have their own dietary needs. Every week, a werewolf must eat copious amounts of raw, fresly killed meat. It does not have to be human flesh, animals work just fine as a food source, but the meat must be unprepared and from a fresh kill. Stored or cooked meat loses its usefulness. |
Another problem for werewolves is that their change is in part instinctive. Although they can fight the instinct, they feel an urge to turn at stressful situations and when they are physically injured. | Another problem for werewolves is that their change is in part instinctive. Although they can fight the instinct, they feel an urge to turn at stressful situations and when they are physically injured. | ||
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Boston sees an occasional vampire visitor and has three long term residents. | Boston sees an occasional vampire visitor and has three long term residents. | ||
− | Siobhan is the | + | Siobhan is the oldesta vampire in Boston. She claims to have been around when the City was still just a frontier town, although back then she was running a traveling brothel in a wagon train. These days she gets by as a high class call girl and feeds on her customers, most of whom are rich visitors to the City. She regularly changes her surname. At the moment, she is going with Dunn. And has a habit of announcing her arrival for her check up visits to the station with a "Dun Dun Dunn!" |
Siobhan is a somewhat short redhead. As tends to be with older vampires, her apparent physical age is difficult to pin down. She looks like she might be anything from mature twentysomething to well preserved fortysomething. | Siobhan is a somewhat short redhead. As tends to be with older vampires, her apparent physical age is difficult to pin down. She looks like she might be anything from mature twentysomething to well preserved fortysomething. | ||
− | Alfred Bloom, the second eldest, arrived in the 1800s from | + | Alfred Bloom, the second eldest, arrived in the 1800s from Eurpoe as an industrialist. He claims to be British, and certainly speaks with such an accent, but the truth is that Bloom's original name, history and country of origin are not known to anyone. He still runs his company, even if it is through a proxy acting as the real owner. The company is known for goot pay and benefits to the workers, especially healthcare. The company has its own infirmary. There is just the additional condition that everyone has to donate blood regularly to keep the infirmary stocked with the correct blood types. |
Joe is the youngest. He still gets a bit twitchy in presence of holy symbols. As he is fond of telling to anyone who listens, he is the sole survivor of the volunteer unit formed close to the end of World War II when Nazis got desperate and started turning the SS troops into vampires in droves, and the Allied command felt they needed their own bunch to counter that. The final battle was epic, Joe tells, bemoaning that he has been geased not to tell about it. And the post war treaties banned vampires and werewolves from military positions because no one wanted to see that shit again, and Joe was let go. | Joe is the youngest. He still gets a bit twitchy in presence of holy symbols. As he is fond of telling to anyone who listens, he is the sole survivor of the volunteer unit formed close to the end of World War II when Nazis got desperate and started turning the SS troops into vampires in droves, and the Allied command felt they needed their own bunch to counter that. The final battle was epic, Joe tells, bemoaning that he has been geased not to tell about it. And the post war treaties banned vampires and werewolves from military positions because no one wanted to see that shit again, and Joe was let go. | ||
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Joe still looks close to his original age of early thirties. As a veteran he has a small pension and government-arranged living quarters in the campus of a federal research facility where the staff sees to his dietary needs. | Joe still looks close to his original age of early thirties. As a veteran he has a small pension and government-arranged living quarters in the campus of a federal research facility where the staff sees to his dietary needs. | ||
− | Joe is a bit of a problem case. He tends to miss his regular check ins and needs to be reminded, and on occasion he gets reported as missing by his minders. As a rule, he is found drunk somewhere, either hanging out | + | Joe is a bit of a problem case. He tends to miss his regular check ins and needs to be reminded, and on occasion he gets reported as missing by his minders. As a rule, he is found drunk somewhere, either hanging out some winos telling war stories to them, or sitting in a bar telling the same stories to an empty chair. Joe is a peaceful person with a respect for authority though, so he is more of a nuisance than a serious problem. |
Boston sees werewolf visitors more rarely. At least announced visitors. Unannounced visits can be a problem, because if a werewolf from the countryside visits the city, gets into trouble and flees back home, then no matter what he did, his clan will protect him. Although they may never allow him to leave home again. | Boston sees werewolf visitors more rarely. At least announced visitors. Unannounced visits can be a problem, because if a werewolf from the countryside visits the city, gets into trouble and flees back home, then no matter what he did, his clan will protect him. Although they may never allow him to leave home again. | ||
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The Boston region has some of America's oldest cemeteries, with a handful stretching back to the early 1600s and a goodly proportion launching well before the 1900s. The cemeteries also contain a huge number of notables: presidents, poets, war heroes, jurists, academics, athletes, musicians, Benjamin Franklin's parents. | The Boston region has some of America's oldest cemeteries, with a handful stretching back to the early 1600s and a goodly proportion launching well before the 1900s. The cemeteries also contain a huge number of notables: presidents, poets, war heroes, jurists, academics, athletes, musicians, Benjamin Franklin's parents. | ||
− | And there is one big problem with the cemeteries. They attract ghouls. The | + | And there is one big problem with the cemeteries. They attract ghouls. The gouls are not native to our world, but something about especially the oldest cemeteries attracts them, and occasionally a pack slips through from the other side. Ghouls are usually not dangerous to living people unless starving or threatened, and prefer to avoid people. But the authorities are not happy about them taking up residence in the graveyards, so periodically they need to be eradicated. And for an ordinary groundskeeper this would be a highly difficult and dangerous job. Ghoul burrows are difficult to find, narrow and filled with traps, and ghouls can be deadly if they attack. |
− | A werewolf, however, makes short work of a pack of ghouls and can literally sniff out their presence. So the | + | A werewolf, however, makes short work of a pack of ghouls and can literally sniff out their presence. So the grunwalds make regular circuits of the cemeteries. Often at night when they can work unhindered. This is occasionally a rude surprise for young mages who decide to take advantage of the ambient energies within the old cemeteries for some ritual. The groundskeepers won't allow that either. The smart mages depart peacefully when caught. If they are not smart, the department may get a nightly call to come pick up some very frightened young mages for trespassing. |
The Grunwalds rarely cause problems themselves. The family owns a number of artifacts. Collars that prevent transformation. They nicely prevent accidental werewolfing, but are somewhat conspicuous. Although this is not much of a problem for the present day family. They play the part of middle aged metalheads with their like-minded children, which is not far from the actual truth, and dress like a metal band, with lots of leather, chains and spiked studs. The collars do not stand out at all. | The Grunwalds rarely cause problems themselves. The family owns a number of artifacts. Collars that prevent transformation. They nicely prevent accidental werewolfing, but are somewhat conspicuous. Although this is not much of a problem for the present day family. They play the part of middle aged metalheads with their like-minded children, which is not far from the actual truth, and dress like a metal band, with lots of leather, chains and spiked studs. The collars do not stand out at all. | ||
There are very likely unannounced vampires and werewolves in Boston. Recently, Charlestown Mob, a largely Irish organized crime group dating from the prohibition era, has been clashing with a group of Hispanic newcomers calling themselves Red 13. Judging by what has been arriving in the Morgue, Charlestown Mob is wielding at least one vampire, and Red 13 appears to include werewolves. | There are very likely unannounced vampires and werewolves in Boston. Recently, Charlestown Mob, a largely Irish organized crime group dating from the prohibition era, has been clashing with a group of Hispanic newcomers calling themselves Red 13. Judging by what has been arriving in the Morgue, Charlestown Mob is wielding at least one vampire, and Red 13 appears to include werewolves. |