There are certain genre tropes that have to be respected in Urban Fantasy and these are the game mechanics to enforce it.

Oaths When an oath is given by any supernatural being, it is something more than simply a few words. Oaths are “enforced” among the supernatural and when violated they can cause grave consequences. Violation leads to a ban. The effects of a ban vary but usually involve a penalty to all skill rolls (-2 Penalty Skill Levels) that do not relent until the violation is corrected. They may also result in diminishing powers. It is an important consideration that how the oath is obtained is immaterial and that only the letter of the oath must be fulfilled.

Thresholds Some places are invested with a spiritual energy that protects the inhabitants - homes, churches, and memorials. The Twilight, from which most supernatural powers come, actively defends these sanctified places by lessening the powers of those who do not belong there and in some cases outright forbidding entry. The two most common examples are “The Invitation” and “Consecration.”

Bindings Supernatural Creatures are subject to different laws because they draw their power from the Twilight. One of the primary examples of this is bindings and arcane circles. Mortals are totally unaffected by a powered circle but for the supernatural they are walls that simply cannot be broken down. A supernatural placed into a warding circle may not affect anything on the outside of that circle nor may supernatural creatures affect anything within a circle. It takes 2 phases to ad lib a warding circle.

Neutral Grounds In general, supernatural creatures respect neutral ground. Supernatural creatures, even those bent on total annihilation of others, must have some venue where they can meet to discuss important items without the constant threat of violence. Vampires call it the Law of Ahimsa, wizards have their Accordlands - the important point is that nearly every party understands the necessity of such places and act vigorously to punish those who violate the peace. Punishment for violations is usually death and even enemies will work together to see that it is swiftly carried out.

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Laws of the Arcanum

  1. Wizards shall not consort nor summon that which lies beyond.
  2. Wizards shall not tamper with the flow of time.
  3. Wizards shall not draw attention to our kind.
  4. Respect the Laws of Hospitality.
  5. Respect the Privileges Accorded to the Tribunes and Sentinels.
  6. All wizards in good standing shall attend the Sabbat and any Hunts.

Rules of the Pack