Setting

Location, Location, Location!
Our central role play hub will be Boston, MA - an area rich with supernatural activity and occult history.

Otherwise, all of the continental US, southern Canada, and northern Mexico are valid locations for role play. If you want to do RP elsewhere, by all means go for it, but events and major scenes need to be limited to areas everyone can actually access in-character. It will be said now that the bulk of role play will occur in the continental US, just as in the TV show.

There are several locations in Boston itself that are significant for one reason or another. A few are mentioned here.


 * Glanvil's Bed and Breakfast


 * The Reliquary

Basic Statistics
As with most other RPGs, our statistics exist as a tool to determine a basic scale of ability and provide a fair way to adjudicate conflicts. Unlike many other RPGs, our statistics are essentially peripheral: They are here to aid in character generation and conflict resolution, not dictate them.

Each of the five basic attributes consists of two parts: A dynamic value, and a static value. The dynamic value is how a character affects change on or through events, objects, or other characters. The static value is a character's resistance to those changes. Each attribute is assigned a rating on a scale of 1-10, and then its constituent parts are rated within that context on a scale of 1-5.

For our purposes, average is typically a "4" on the scale of 1-10, and a "2" on the scale of 1-5. Keep in mind that "average" in this context relates to characters "in the know." Typical mundanes who have no idea they live in the world of Supernatural would rate a "1" on both Lore and Puissance. Your average Hunter might rate a "4" on Lore and a "2" on Puissance. Conversely, an Angel such as Castiel might rate a "1" in Savvy (or "2" if we're being generous), whereas a Demon who exceeds at charming and manipulating humanity for dastardly ends would rate substantially higher.


 * Note: No, there is no ceiling on a character's total ratings. You could technically give them a 10 in everything. However, you won't, because then no one will RP with you. Generally, ratings 1-7 can be tossed around as you will. Once you start approaching 8 and higher, people get wary. So, Lesson is: Make sure you have a very good reason for a rating of 8+.

Finally, when rating the dynamic and static values of an attribute, remember that even though they still fall within the context of that attribute's general rating, they also represent and reflect a character's particular philosophy and talents. For example: A psychic with a Puissance of 4 and a dynamic value of 3 can be understood as being a fairly powerful human with a penchant for using her powers to affect other people, things and so on, be it through telepathy, psychokinesis, enchantment, etc.


 * Grace - Essentially deus ex machina; this is a rating of a character's agility, luck, and good fortune.
 * Dynamic - Making something happen despite the odds; striking a wounding or fatal blow; the moment where a daredevil stunt works.
 * Static - Surviving something despite the odds; dodging a wounding or fatal blow; the moment where the crazy plan works.
 * Lore - The totality of a character's learning and pool of knowledge.
 * Dynamic: Finding lost lore; determining a course of action; one's ability to cast spells, draw glyphs, wards, and so on.
 * Static: Seeing through supernatural illusions; a character's accumulated knowledge; composure when dealing with the unknown; ability to counter supernatural effects (spells, etc.).
 * Puissance - A character's supernatural potency.
 * Dynamic: The strength of one's dynamic supernatural abilities (causing damage, illusions, affecting reality, time, and so on); the effectiveness of one's spells, etc.
 * Static: The strength of one's passive supernatural abilities (resisting dynamic effects, resiliency to spells, and so on).
 * Savvy - The ability to blend into an unfamiliar setting and manipulate people.
 * Dynamic: Manipulating people to believe you are something you aren't (FBI, repair man, etc.); seamlessly appearing as if you 'belong'; persuasion; diplomacy; lying.
 * Static: Seeing through the dynamic savvy of others; composure; confidence; awareness.
 * Vitality - Absolute physical robustness.
 * Dynamic: Affecting the world through physical manipulation; feats of athleticism; manual dexterity.
 * Static: Physical resiliency; reaction speed.

Solving disputes based on stats is simple: First, compare general ratings. If any character is extremely outclassed (as to be determined by the players; generally by a factor of 2 or more), the highest rating wins (although this can be muddled somewhat by Grace to keep things interesting; see Advanced Rulings below). If this is not the case, compare the attribute's dynamic value to its static counterpart. Again, the highest rating wins. In the event where the dynamic value and static value match, the character with the higher general rating wins. Finally, in the unlikely event the characters are completely equal, flip a coin or roll a die if consensus can not be determined.

General Uses Include:
 * Grace - Dynamic: This has to work or I'm boned. / Static: Get the hell out of Dodge!
 * Lore - Dynamic: I'm trying to find out this thing. / Static: That's not real! (or) That's this thing.
 * Puissance - Dynamic: Zap! / Static: Counter-Zap!
 * Savvy - Dynamic: This is Agent Bob and I'm Agent Frank. / Static: Uh-huh. Yeah right.
 * Vitality - Dynamic: I hit you! / Static: Really? I didn't feel it.

Lastly, we recognize stats are fluid and do change, either as the character evolves, or as a player grasps a concept more firmly. We do ask that you just please don't change them too much or often.

Advanced Rules
For you people who want to bother with these, we have a few advanced rulings already prepared for those instances where strict rating comparisons don't have all the answers.
 * 1) When a power demands a supernatural alteration to an otherwise mundane attribute (such as superhuman strength altering Vitality) simply add the character's Puissance rating to the attribute in question for the purposes of that power. Then compare ratings as normal.
 * 2) In the event a character is adding their Puissance to their Vitality for purposes of staying power, ignoring wounds and so on (as is the case for most supernatural beasties), they lose all that Puissance bonus when affected by their defining weakness. For example, an Angel struck with an angelic silver sword would compare their normal static Vitality to the dynamic Vitality of their attacker. In the event their attacker is another supernatural with Puissance-enhanced Vitality for purposes of strength, sucks to be them. This is why defining weaknesses are A VERY BIG DEAL and most supernaturals take GREAT PAINS to keep them hidden.
 * 3) If a mundane character would normally be outclassed by a supernatural, but that mundane is taking advantage of the supernatural character's defining weakness, the mundane always adds his Puissance to their rating for the purposes of this action. See above why defining weaknesses REALLY SUCK.
 * 4) On Grace: What Grace allows is the chance for an outclassed individual to momentarily ignore the fact that something would happen, and instead perform some alternate action that might save their ass. If a character wins a Grace comparison, they may dodge, perform some amazing feat of accuracy, dramatically exploit a character weakness, and so on. However, Grace is not a carte blanche; having a high Grace rating means your character is agile, lucky, or blessed - not impervious. Grace only works if it makes sense in a scene: If you are caught unawares, are faced with overwhelming odds or supernatural power, or the environment doesn't practically allow for a quick getaway, Grace simply won't work. In other words: Still be smart; Grace is neither a free tactical nuke nor a get out of death free card. You have to work for it.
 * 5) If you simply must use dice, here's the process:
 * 6) For environmental conflicts, roll a d10 and add your general rating. You must pass a Difficulty Check set before you make the roll. 5 = Easy, 10 = Average, 15 = Difficult, 20 = Extremely Difficult, 25 = Crazy Difficult, 30 = Uh, no.
 * 7) For character conflicts, both characters roll a d10 and add their general rating. If the numbers are relatively close (as decided by the players), the players may break the standoff by rolling another d10 and adding their dynamic/static value as appropriate instead of the general rating. This is all considered the same action. Adding the general rating again would constitute a separate action.

Bobby

 * Grace: 8
 * Dynamic: 2
 * Static: 4
 * Lore: 6
 * Dynamic: 4
 * Static: 3
 * Puissance: 4
 * Dynamic: 2
 * Static: 2
 * Savvy: 8
 * Dynamic: 3
 * Static: 4
 * Vitality: 5
 * Dynamic: 2
 * Static: 2

Castiel

 * Grace: 6
 * Dynamic: 2
 * Static: 5
 * Lore: 9
 * Dynamic: 4
 * Static: 4
 * Puissance: 9
 * Dynamic: 3
 * Static: 2
 * Savvy: 2
 * Dynamic: 1
 * Static: 2
 * Vitality: 4
 * Dynamic: 2
 * Static: 2

Crowley

 * Grace: 4
 * Dynamic: 3
 * Static: 2
 * Lore: 8
 * Dynamic: 4
 * Static: 4
 * Puissance: 8
 * Dynamic: 2
 * Static: 3
 * Savvy: 8
 * Dynamic: 5
 * Static: 5
 * Vitality: 4
 * Dynamic: 2
 * Static: 2

Dean

 * Grace: 9
 * Dynamic: 4
 * Static: 5
 * Lore: 4
 * Dynamic: 3
 * Static: 2
 * Puissance: 3
 * Dynamic: 2
 * Static: 2
 * Savvy: 7
 * Dynamic: 3
 * Static: 3
 * Vitality: 6
 * Dynamic: 3
 * Static: 4

Gabriel

 * Grace: 5
 * Dynamic: 4
 * Static: 2
 * Lore: 10
 * Dynamic: 4
 * Static: 4
 * Puissance: 10
 * Dynamic: 2
 * Static: 2
 * Savvy: 7
 * Dynamic: 2
 * Static: 2
 * Vitality: 5
 * Dynamic: 3
 * Static: 4

Sam

 * Grace: 7
 * Dynamic: 3
 * Static: 3
 * Lore: 5
 * Dynamic: 4
 * Static: 4
 * Puissance: 5
 * Dynamic: 2
 * Static: 2
 * Savvy: 6
 * Dynamic: 2
 * Static: 2
 * Vitality: 6
 * Dynamic: 3
 * Static: 4

How to RP with us
Because we're lazy shut-ins or something like that, we don't have a MU* to RP on and generally stick to IMs, Emails, Google Docs, and so on as our mediums for RP. Logs are archived here. If you want to play, send a message through Wikia to one of our Wikia screen names. You can find them on character pages and in "Recent changes" amongst other places.

Yes, we're a bit elitist. Yes, we demand thoughtful ideas and mostly correct grammar, legible typing skills, and we disdain shorthand and a lack of punctuation.

You have been warned. <3