Laws & Enforcement
The Basics
Here on Passing Strange, we strive for a mix of supernatural drama, player fun, and character consequence. As a result, some laws and regulations are laxer than you might expect and might skip some of the typical trial phases. We ask you suspend your disbelief just a bit in the interest of a game where putting every character in jail (or putting them through a lengthy NPC-based trial) would be kind of a bummer!

Laws on the supernatural

It’s not inherently illegal to be a were, vampire, or psychic. However, the supernatural lifestyle can be dangerous and messy, leaving people in these groups more likely to end up on the wrong side of the law.

Actions like murder or assault (which could include something like a vampire feeding without permission) are still illegal and will result in obvious police interest. If it’s illegal for a human to do it, it’s illegal for a supernatural to do it! Supernaturals should do their best to behave and cover their tracks carefully if they want to avoid the long arm of the law.

Law enforcement (and everyone in general) may inherently be more suspicious of non-humans. Supernaturals are not a protected class and can be discriminated against openly by employers, schools, and businesses. Weres and vampires are EXTREMELY unlikely to be kept on police forces after turning; talk to staff if this is something you're look to play and it may be accepted on a case by case basis.

There are no laws officially on the books regarding supernaturals yet as the result of tremendous political infighting. It’s not unlikely that those making (or denying) laws about the supernatural might have some vested interest in the results...

Supernatural Task Force

Created after a sharp spike in suspected supernatural incidents, the Supernatural Task Force is a group of specially armed and trained police. They seek to learn more about the supernatural, take note of which individuals fall into that category, and ensure those who commit crimes face justice. Their jurisdiction is far reaching, and they have a reputation among regional police units for swooping in and taking over cases. However, they don't make laws or set jail times. They simply enforce what's handed down to them, for better or for worse.

The Task Force isn't just about hard law and order. They also offer assistance to struggling supernaturals. They can provide mentor recommendations for weres who need help with their new affliction, up to one unit of blood per week for vampires who need help feeding, and power-negating ankle bracelets for psychics (or vampires) with powers out of their control.

The task force is equipped with specific tools to help them identify and protect them from weres and vampires. Supernaturals can refuse to be tested by these methods in an interaction, but doing so is essentially an admission of what they are:
  • A silver ring or coin (blended highly with other metals for limited burning effects) placed against the hand or wrist of a suspected were
  • A heartrate and body temperature monitor (a small, USB-stick sized device) placed against the wrist of a suspected were or vampire
  • Reflective transitioning glasses/sunglasses that protect against suggestion
  • Silver bullets and burning flare rounds to combat weres and vampires
  • Extra strength and highly adjustable handcuffs that cannot be broken by a struggling were or vampire and that negate the use of psychic powers
  • Body cameras (also used by Ridgefield Police Department) to record interactions
These items are standard issue for task force members, though standard beat cops may be equipped with some or all of these methods of protection.

Characters can contact the Supernatural Task Force through the tip line!

Joining the Supernatural Task Force

Want to play a member of the STF? It's highly encouraged that you first bring in a character with relevant experience (specifically, police work!) and then have them apply in character. When considering if a character is a good fit to apply for the STF, be sure to consider that:
  • Weres and vampires are extremely, extremely unlikely to be accepted as part of the task force, but characters are welcome to try! (At risk of outing themselves, as all applicants are tested for anything supernatural)
  • STF members should have a relevant background of at least a few years of police work and a clean record during that time. If your character is a loose cannon with a history of incidents or force, they won't make it into this specialized force
  • Applicants are also asked about and screened for psychic powers, but whether your character is honest about their abilities is up to them (getting caught lying during your application probably won't help you get accepted, though)
To apply for the task force, just create a Yellow Pages thread with your character's application, then tag @coppers in the tagging channel to draw attention!

If you'd prefer to play a character who is already established in the STF, they must be human. Reach out to an admin to talk about bringing in this kind of character!

NPC officers

Police characters on duty alone can have up to two NPC officers with them. These officers serve as additional witnesses (discouraging a supernatural from acting the way they might one-on-one) and can also aid in combat. (If two police characters are in a thread, they can have one NPC officer who will be written into one of the players' turns. If there are three police characters, there will be no NPCs.)

Assume NPC officers are your standard "lawful good" alignment. NPC cops cannot be used for "loose cannon" types of attacks.

In the event of a fight, these additional NPCs can roll attack rolls (using human dice odds) and attack on the police character’s turn. A cop player should specify when rolling which roll is for their character and which roll(s) are for the NPCs. NPCs cannot deal lethal damage.

In the event that the player’s police character is killed, the NPCs can also be killed or assumed to have fled (or allowed the killer to flee) and cannot make any more rolls.
Arrest and prison
As supernaturals make their sometimes ugly mark on the world, it’s inevitable that the police may catch up with them. Your character may face arrest and even prison time, but don’t panic! They won’t be serving life sentences here.

Arrest

Arrests happen using a system similar to Warning, Warning, Action. Here, it’s called Intent, Intent, Arrest. The process takes place over three posts and indicates, you guessed it, intent to arrest a character! Keep in mind that this process is optional: if your character would be willingly arrested, that can be a very compelling storyline in itself.

The first two posts consist of intention posts, delivered in thought or action. If you do not want your character arrested in a police interaction, you must have them exit the thread during one of the two intent posts. A character can automatically flee the thread during the intent stage (including breaking away from grabs, etc.) without it being considered powerplaying. Intent examples might include phrases like:
  • Officer McCop approached the house knowing he planned to make an arrest.
  • ”I’m going to place you under arrest,” said Officer McCop.
  • Officer McPolice reached for the handcuffs at her belt.
  • Officer McPolice began to place the handcuffs on Larry’s wrists.
After two intent posts, an arrest post can occur. The arresting officer rolls a dice in the tabletop forum. On a 1-40, your character will be successfully arrested and cannot break free. They will be transported to jail (see the section below for more info). If they roll a 41-50, your character can break free and escape.

If you're ever unsure how to get your character out while still in the intent phase, reach out to your writing partner or staff for help! Once the arrest phase is entered, no automatic exit is guaranteed. Your character can attempt to run away, but the other character is not required to let them go (and vice versa). Open communication with your writing partner is key!

There is an exception to the Intent, Intent, Arrest rule: Repeatedly escaping from the police using Intent, Intent, Arrest will result in a forfeiture of the intent posts for your third attempt. So if Larry flees from the cops during the intent stage in two separate threads, then Larry meets a police officer who recognizes him again, an arrest can be attempted immediately without any intent posts.

Remember that part of supernatural life is facing its consequences. Arrest is not the end of the line for your character and can serve as an amazing moment for character development! If your character is facing an arrest situation, seriously consider allowing it to happen if your character is willing. Some of the richest storytelling can come from these opportunities to have someone face the music!

Note: Intent, Intent, Arrest is not a replacement for Warning, Warning, Action. If your character (cop or potential detainee) wants to perform lethal actions, they will need to follow that process outlined in the rules. This can happen at the same time as Intent, Intent, Arrest!

Jail time

The trial process for supernaturals is currently nebulous at best. Their rights are largely waived in favor of short, immediate, drastically reduced sentences. This has helped to provide some sense to the public that measures are being taken against troublesome supernaturals, while the lack of due process and wildly shortened sentences are swept under the rug.

Offenses such as assault will receive between one to two months (depending on the severity) of jail time per instance. Any attack (attempted via dice rolls) on a police officer guarantees two months of jail time if arrested.

Murder will result in four months of jail time per instance.

A character who goes to jail, leaves, commits a crime, then is arrested again will receive double sentence lengths.

These sentence lengths are minimum and you’re welcome to play out longer sentences if you’d like! (This can also be a way to “sunset” a character rather than killing them off, if you’d prefer.)

Roleplaying a jailed character

Ridgefield County Jail is freshly equipped to handle supernatural prisoners. Cells are made impossibly strong and guards are ready with the tranquilizing drugs needed to put a potential escapee down for a nap and reflective glasses to prevent suggestion. Vampires are served meals at their required frequency in the form of cold blood in a cup. (Where does the blood come from? That’s upsettingly unclear!) Weres are granted larger, solo rooms to shift in as needed. Supernatural prisoners never have a cellmate.

Curiously, psychic powers (used by both psychics and vampires) do not work on the prison grounds. Is it something in the air? In the walls? In the food? The government is tight-lipped, but it seems to be very effective. As a whole, jail isn’t a fun experience for anyone, but supernaturals are treated no worse than any other prisoner.

Jailed characters can only be written in certain specific scenarios. General jail RP is not allowed. The scenarios are:
  • Visits by another character: These threads should take place in the Fringes forum. Visitors will be separated from one another via impenetrable glass and all interactions will be closely monitored.
  • Phone calls and letters from other characters: Yellow Pages threads between jailed and non-jailed characters can occur at any time! Keep in mind that all correspondence will be listened to and read, so keep your secrets secret.
Jailed characters cannot complete any leveling requirements, including time passed for full and new moons. Their leveling completely freezes until their release.