CSI: TRAIL
(aka: alcar is actually giving this some thought. Be scared.)
System: BESM3, 250 points, minimum 50
in skills. (Vanilla humans cannot get Dynamic Powers, no one can get
Resurrection.)
The PCs are people living in the land
of the Lords of Life and Death. Vampires and werewolves roam the
world, terrible in their power, while magicians slink about the edges
of the world practising their forbidden magics and the remains of the
once-mighty fae hide in shadows and dream of better days.
You are all a forensics team sent to
Trail to investigate the death of the last dragon. Because even in a
world where myths and monsters walk they still manage to die and
someone has to file paperwork, figure out what happened and survive
the attempt to arrest the perpetrators. Most humans are scared of the
monsters, thanks in part to the vampire publicity machine cranking
things up to 11 but you've dissected enough corpses to know that
anything that was born can die, no matter what it might become, and
that can be dangerous knowledge in such a place and at such a time.
Trail, as always, is a powder keg and the PCs have all the potential
in the world to be matches just by asking the right questions and
turning over stones to find out what lies beneath.
Note: Vampires and werewolves are the
top dogs of the setting. While this may not be true in terms of
actual power they are the humans of the supernatural world: they win
with numbers compared to other critters out there and, like humans,
have a wider variety of abilities and powers than the other kinds of
monsters who infest the world.
GM Note: Vampire and were PCs are not
allowed. You have Law on your side, a lot of skill, access to magic
and technology. Some of the PCs may know magic, others not be
entirely human at all or some other variety of monster in the employ
of a Crime Scene Unit. Players are encouraged to make characters
who'd fit into such a setting and provide useful skills for the group
as a whole.
Other PC Concepts: if a player doesn't
want to make a CSI-affiliated PC, there's always making a local guide
to the weird for the government agents and the like if need be. New
PCs can be agents sent into the game, or even from other government
departments.
Genre: LOLAD was first and foremost
about fun and adventure, and monsters being able to alter the world
and become powers in it, upstarts who shook the balance of the old
and established powers. They have done this, quite well in fact, and
now it it time for humanity to try and reclaim some lost power and
prestige of its own ...
While the game will begin with a
mystery (Who Killed Cecil?) this can be seen as akin to the Amanda
Palmer killing in Twin Peaks: it's an initial plot-thread but not the
impetus of the game and will likely slip into the background of plots
as PCs become involved in various going-ons in Trail and the attempts
by humanity to take back the night, or at least find a new status quo
for the world.
SETTING:
A century ago the world only knew of
monsters from stories, thanks to the stringent efforts of the
vampires. When you can live centuries and enjoy compound interest and
blackmail you can accomplish many things, and among those was hiding
the truth of the world from humanity. Some thing the vampires did
that because humans would destroy them, others that it was an amusing
game. The truth is probably somewhere in the middle of that.
A decade ago things began to fall
apart: the internet, camera-phones and twitter came into existence
and the vampires were old, and terrible, and not able to see the
shape the future was taking in time to truly stop it. Oh, they tried
– the RIAA is theirs, and SOPA and all things of that ilk – but
the truth about the world is now an open secret in many places, the
first among those was the small town of Trail in BC, Canada, where an
exceptionally strong group of were outed themselves to the media in
defiance of local vampires. How much of this was an accident is,
also, open to debate, but the town is one of the few places now where
the existence of monsters out of myth is not so much 'open secret' as
much as 'accepted fact' and the town deals with this as best they
can.
Property values have plummeted and yet
people move to the town, some hoping to become monsters, or slay
them, or attracted by high pay or danger, or simply being too damn
stubborn to leave. There are now enough monsters in the town to fit
into a major city and the clashes of new powers vs. old and the New
World vs the Old World happen often enough that the detritus left
behind must be cleaned up, catalogued and explained.
It's a plum job, if you make it out
alive: having Trail on the resume looks good almost anywhere, after
all ... if you can survive it here, you can make it anywhere.
THINGS THAT GO BUMP IN THE NIGHT
Weres and vampires have no desire to be
catalogued and understood – who does? – but some general facts
are relatively well known among those who know about them. (As with
the moon landing, there are a lot of humans who still refuse to
believe weres or vampires exist at all.)
Weres: In general, were are stronger
when they're younger and their powers fade with age; as such, were
Packs often have competent leaders being beaten by younger were and
don't become anywhere near as powerful or competent as they could.
All were heal phenomenally quickly and many can be harmed by silver
in one form or another. Most tend to be physical and dangerous
beings, not the least because they have senses humans don't and tend
to be driven by a sense of morality that often isn't human a all.
Vampires: Vampires do lack the raw
power of were and sunlight (and fire) are seldom their friends. While
a vampire can be active in sunlight their actual powers – which are
many and varied – tend to be much reduced. However, vampires can
live for decades and even centuries and only grow in skill and
cunning over time. It is said of the old master vampires that, while
they may not win, they never, ever lose. The downside of such a
mindset is that vampires tend to plan for the future and not the
short term, finding the acquisition of wealth and mutual funds – to
say nothing of influence – far more important than actual vampiric
powers.
Magicians: Magicians exist, human and
otherwise, individuals capable of making their desires real, of
manipulating energy and changing the shape of the world. While magic
is power it also takes a lot of energy, often time, and is
frustratingly limited against vampires and weres, though not other
kinds of monsters. Most magicians keep to themselves and try to make
their magics as mysterious and unknown as they can.
Humans: The problem of living centuries
lies in falling behind; the problem of having the raw power of a were
is forgetting other forms of power. Or, put another way, gun beats
spear. And magic. And often monsters. Human monster hunters do exist
and are generally terrifyingly good at what they do, at least up
until they get eaten – or worse.
TRAIL:
The lords of life and death are the
true powers of the town but divided into several factions which can,
in theory, be played off against each other. Certainly the mayor
tries his damndest to do so.
Cameron: an old-school vampire who
owns/runs a mansion just outside the town, he's been known to take in
any strays and has a wide range of alliances and allies throughout
the town and beyond. He prefers to consider a sheathed sword more
dangerous to one waved about and counts Frankensteinian monsters and
fae-damaged humans among his stranger allies.
Sophie: The leader of the Vampire Nest
in the city of Trail. Sophie and Cameron had a falling out years ago
and Sophie decided to become a Power in the city, whereas Cameron
preferred to work from behind the scenes. Sophie is young, as
vampires reckon things, but makes up for power with sheer brutality
and a willingness to do terrible and awful things at the drop of a
hat.
Simon: The leader of the foremost Pack
of were in Trail, he reputedly tries to avoid open war with Sophie
and is a friend to Cameron. It's said he was in Trail since the
beginning of things and knew Faline before they were even were but
there's a lot of stories about him and most of them are riddled with
lies.
Old Rabbit: A native american were who
still has some power over the weres in the local Tribe. His 'pack' is
rather small but fiercely loyal to the old man. He once ruled all of
Trail and the well of bitterness runs deep within him that so much
has been lost and will never come again.
Out Lady of the Claws: Faline is said
to be a goddess , something perhaps far more or less than human. Most
believe she was a were, though some think she was a fae in disguise.
Sightings of her are as rare as those of a bigfoot and whether she is
really any kind of god or not is a subject of much debate. That she
was real is accepted – though, as with Jesus, there are doubters –
but whether she is dead or something else entirely is a matter of
some debate.
Lyn: the local magician-in-charge of
the coven of magicians who operate in the town. (Well, she would be
in charge if they bothered to vote and since they haven't she is.)
Little is known about her save that she tries to keep her people out
of harm's way from the mightier forces abroad in the city and, like
everyone else, is said to have known Faline.
Edward D'Eath: A special police
constable who often deals with monsters and weirdness in the town. He
isn't liked by any faction and collects secrets like other men
collect STDs.
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