Wicked Pacts

Wicked Pacts- rulebook

At 21:05 a stiff comes into the morgue. 

He's middle-aged. White. No ID. Covered in lacerations. 

At 21:15 he reanimates and tries to take a chunk out of the medical examiner. Luckily, the medical examiner is a necromancer, and she's one of your people, so that's how you get the call. The stiff is still thrashing when you get there, despite him being harpooned to the floor with an Angel-forged broadsword, and the medical examiner says she hasn't ever seen a reanimation like this. Together you call up the man's soul, now trapped in endless replay of the moments leading to his death, but all it does is scream.

"And I was beginning to think," the medical examiner says dryly, "that this was going to be a slow week."

You're only half-listening at this point, because all you can think about now is motive. Was this a Syndicate job? A failed possession? An unregistered artifact? A natural death near a Ley Line? 

You're still thinking about motive when a blood-curdling howl shreds the night and a werewolf comes through the front windows of the office upstairs, broken glass raining down around it, claws skidding on the tiles. You've been expecting this attack for weeks, ever since you shut down that smuggling operation, and your pistol is already in your right hand--a spell forming in your left. 

"You might want to get down," you tell the medical examiner and hurl a fireball at the stairs.

Welcome to the world of Wicked Pacts.

Wicked Pacts is a tabletop roleplaying game about mages, criminals, and about how far you'll go to see that real justice gets done--all set against a backdrop of covert wars, occult powers, and supernatural menace. It is the third game by the Polyhedral Knights, providing players with an easy-to-learn system, satisfyingly deep gameplay, and a pulpy, old-school feel--all set against a backdrop of magic, mistrust, and gun smoke.

$24.99

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Wicked Pacts-NPC BOOK

This world is much like our modern times, but well-entrenched and steeped in a long, secret history of magic practitioners.  In normal society, the ungifted and the enchanted ilk live among one another.  But of course, you must keep your skills a secret so the ungifted do not spread fear and anger toward your kind. 

Wicked Pacts is a modern-day game of magic in which the Players create magic users who practice different types of magic. In this secret world of magic, various organizations band together to work toward their agendas. Globally, the Hermetic Order is the most powerful of the ruling groups. They have a long history of protecting their kind and ensuring the magic surrounding us all does not spill over in full view for the ungifted to witness. 

Players take on the roles of magic users, such as warlocks, seers, and demon-hunters,  just trying to get by in this world. Due to the multi-lateral cold war between factions covertly fighting over territory and influence, the players must align themselves with a faction for safety.

Within these pages are a wide variety of NPCs for gamemasters to use in an existing game or to spawn a whole new mission-based around one of these NPCs. There are categories of Good, Bad, and Neutral—each character with a brief background and three plot seeds to spawn a mission or side mission.

This supplemental book is intended for use with the Wicked Pacts rulebook. It can also be used for any other modern urban fantasy or horror game.

$8.99

 

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