"There are things under Myndd Duhb that even the Lord Protector isn't cleared for. Rumour has it some of the stuff down there even scares The Charmer … to be honest I have no idea why anyone would want to investigate the place too closely, but let me make this abundantly clear: anyone crosses the perimeter without authorisation, you shoot them. No matter who or what they look like or which direction they are going it. Shoot, and worry about it later."
What happens when the government - or The Conspiracy or The Agency - or whoever lay hands on something paranormal and dangerous and want to store it safely? Well, they send it to the paranormal waste repository - like a nuclear waste repository but with the added wrinkle that the contents may actively try to escape and are probably a lot harder to contain and at least as dangerous. Actually in all but the most divergent, overt fantasy settings the PWR is probably disguised as an atomic waste store (or something else mundane that no sane person would meddle with) to maintain The Masquerade whilst still having an excuse for massive containment.
The contents can vary from sealed evil in a can to very dangerous guinea pigs - because by the nature of the paranormal, there will always be some idiot trying to use it to their advantage.
Mundane defences (fences, minefields, CCTV, armed guards, vaults etc.) are liable to be substantial and given the nature of the site it will probably need to be secure against some or all of the following as well:
- astral projection
- remote viewing,
- scrying and other forms of divination magic,
- gate magic ,
- reconaissance or attack by spirits allied to hostile forces or
- possession of people who are cleared to enter the facilities.
As with more mundane techniques, a mixture of active and passive defences will be needed and, unlike some places, the facility will need to be secure both coming and going. Where possible ward magic may be extensively practiced.
Those mundane techniques that are used will also need to account for the fact that potential intruders (and/or escapees) may be of supernatural character and thus harder to detect and/or stop - for example infrared motion detectors are unlikely to pick up an undead creature with a body temperature at or close to ambient and the sort of vampire that doesn't show up in mirrors might well not appear on CCTV either. Cameras might need to use esoteric techniques such as kirillian photography to detect invisble entities or the possessed … that sort of thing.
May overlap with and/or have some elements of a SCIF.
If the PWR isn't a bad place already, it's liable to become one.
The SCP Foundation are made of this and have applied significant levels of creative genius to hunting down and containing the wierd, uncanny and downright horrific from all over the planet.
Game and Story Use
- Very stupid (or desperate) PCs may end up breaking into one of these.
- A breach at a facility like this could kick off a whole campaign as centuries worth of occult hazards are all released at once.
- Even if only one or two entities escape - or someone goes on the run with an artifact (or hitch hiker) they picked up - things could get nasty.
- PCs could make a career out of acting as supernatural bounty hunters, rounding up occult creatures and artifacts for one of these.
- or, could end up recruited to a wainscott agency or conspiracy when the evil that they've temporarily subdued is collected by the staff from such a facility.
- PCs with excellent connections could end up with research and/or user access to one of these places.
- Alternatively a suitably wierd PC could have escaped from one of these.
- Organisations like Hellboy's BPRD often work with - or even out of - one of these and make excellent patrons for PCs in the right sort of campaign.