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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. |
− | [https:// | + | [https://goo.gl/ZY2Atc '''Theme music'''] This is the theme music for the campaign. |
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==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=== | ||
− | [https:// | + | [https://goo.gl/Mx6ww5 '''Theme music'''] This is 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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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==== | ||
− | [https:// | + | [https://goo.gl/R3N4E5 '''Theme music'''] This is the theme music for the angels. |
− | [https:// | + | [https://goo.gl/u9vH5M '''Theme music'''] This is 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==== | ||
− | [https:// | + | [https://goo.gl/Zo9Vjo '''Theme music'''] This is 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==== | ||
− | [https:// | + | [https://goo.gl/C3Q5jt '''Theme music'''] This is 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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=====Vampires===== | =====Vampires===== | ||
− | [https:// | + | [https://goo.gl/AqPgzv '''Theme music'''] This is the theme music for the vampires. |
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. | ||
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=====Werewolves===== | =====Werewolves===== | ||
− | [https:// | + | [https://goo.gl/uqCEKm '''Theme music'''] This is the theme music for the werewolves. |
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, freshly 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. | 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, freshly 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. | ||
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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 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. | 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. |