Completed Contract

WintrFate ran Mushroom Hunt

This Contract took place in Earth Unveiled on Jun 09, 2024 at 7:09AM


Earth Unveiled House Rules

A full list of rulings, errata, and further nuance, can be found on-server.

 

Earth Unveiled is a "High Power High Speed" variant of The Contract RPG.
Contractors have the potential to be much more powerful, much earlier on, and generally are able to begin making Moves towards their Ambition and/or challenging the Status Quo, much much sooner then they normally would.

Earth Unveiled's Rules Reference can be found here.

https://docs.google.com/document/d/1z3cbaSyKHvHbk0eMJlzdRr5qpW946ac-8gPBLAMIXKM/edit

 

Below are some core concepts.

Earth Unveiled is a High Speed High Power Playgroup that reimagines The Contract as less Oceans 11, and more The Boys, Jujutsu Kaisen, Chainsaw Man, and so-on so-forth.

We have a "soft" Citizenship Requirement.

Contractors are not Portable.

You start with a free Gift.

Seasoned Gifts (and Parameters / Enhancements) are available from the start.

Veteran Gifts (and Parameters / Enhancements) are available starting at 20 wins, after a Contractor passes their Vet-Gate (19 Wins, solo game / test).

 

Brackets are strictly systemed / maintained.

  • Newbie: 0–3 Wins.
      • Capped to 4 Players from here on out.
        • 3 is recommended, however, especially for newer GMs.
      • Seasoned Gifts available from the get-go, along with a single free Gift Point.
      • Harbingers generally must transport Newbies to, and from the Contract (upon a safe completion).
      • Mandatory combat obstacles should generally be approachable by a team of Police Officers, or similar.
      • Novice Rework unlocked at 4 Wins.
  • Newbie-Novice: 3-6 Wins
      • Newbie Novices generally must transport themselves to and from Contracts. Harbingers generally must provide an option for those that literally are incapable of transporting themselves--though it needs not be pretty, or fair.
        • The standard “price” is half a Contractor’s Mind & Source (rounded up).
        • Failure to show up at the given deadline, or at all, typically results in a Declined Harbinger Invite–and sometimes, Loose Ends.
        • Information about the Objective typically should be reserved for when / if the Contractor is able to arrive at Briefing by the Deadline–if at all.
      • Mandatory combat obstacles should generally be approachable by a SWAT Team, or similar.
      • Novice Rework unlocked at 4 Wins.
  • High Novice: 6-9 Wins
      • Capped to 3 Players from here on out.
      • Mandatory combat obstacles should generally be approachable by a Squad of Soldiers, or similar.
  • Low Seasoned 9-12 Wins
      • Mandatory combat obstacles should generally be approachable by a special ops squad, or similar; the absolute best of the mundane world.
        • In other words; games no longer require that anyone except for specialized / highly skilled and resourceful, yet mostly mundane, people are able to solve / approach their obstacles at all.
      • Seasoned Rework unlocked at 10 Wins.
  • Seasoned 12-15 Wins
      • Capped to 2 Players from here on out.
      • Mandatory combat obstacles should generally be approachable by a super special ops sqaud, or similar.
        • In other words; games no longer require mundane solutions, or that mundane people are able to solve / approach their obstacles at all.
      • Seasoned Rework unlocked at 10 Wins.
  • High Seasoned 15-18 Wins
      • Mandatory combat obstacles should generally be approachable by a specialized super spec ops sqaud, or similar.
  • Vet-Gate Test 19 Wins
      • Strictly solo, one Player from here on out.
      • Generally, should be specifically oriented to test the Contractor themself. 
      • Winning this, and each game past it, unlocks one Veteran Gift Slot per win. 
      • Vet-Gate Rework unlocked at 20 wins.
  • Professional 20-23 Wins
      • Mandatory combat obstacles should be generally approachable by your average country’s best. 
  • Vet-Test 24 Wins
      • Mandatory combat obstacles should be generally approachable by a superpower nation’s best. 
      • Veteran Rework unlocked at 25 Wins.
  • Veteran 25 & 25+
    • Mandatory combat obstacles should be generally approachable by the world’s finest. 

 

Recovery Rules

Do not recover anything on your sheet, unless a GM tells you it is okay–you MUST get Permission to do this, from a GM. 

When it comes time to actually recover–ask the GM, and if necessary, point them to this section. 

 

Injuries

  • Injuries
  • You recover 2 Severity Levels off every Injury you have upon the beginning of Downtime (your first Move). Upon attending the next Contract, all your Injuries heal; you will be at full health. 
    • If you obtain any Injuries during Downtime; these heal by that same rate at the start of the next Contract.
    • Ask your GM if it is okay to recover this, as usual, at the start of a Contract during Introductions / Pre-Game.

Mind

  • You recover all your Mind at the beginning of a Contract or Downtime (your first Move)
  • You recover 1 point of Mind per night of restful sleep. You begin every Contract with full Mind (No expended Mind). 
    • “Restful Sleep” means a night where you are not woken up by anything, a night where you actually get a full night of sleep, uninterrupted 
    • Your Mind does not recover to full at the start of each Move, but rather at the start of your entire Downtime.
    • You may NOT spend a Move entirely just sleeping to recover resources; if you are idling in a Move for this purpose, the Cosmic Conspiracy would just Contract you. 

Source

  • You begin a Contract, Move, Hustle, or similar, with full Source. 
  • You recover 1 point of Source per day (generally coincides with Mind recovery rate), or by fulfilling your Source Regen conditions.

Finances

  • Financial cycles start / reset at the beginning of a Contract, and carry over into a Contract’s Downtime–Finances are NOT Cumulative. 
    • Any money you do not use, goes back into your Finances so that you have it later.
      • You cannot withdraw X amount of money a Downtime, to cumulatively stack your money–if you do not use it, you “lose” it.
  • You may “Overdraft” and spend over your Financial Circumstances allotted amount, if you do so, the following happens.
    • If you go over it; you will be dropped an amount of Financial Levels for, and, an amount equal to how many "X times" you went over it's threshold--represented by a Loose End w/ a Cutoff of X times you went over.
      • If you are Wealthy (100k) and spend 250k; you would have gone over twice how much you usually are able to--and would be dropped from Wealthy -> Comfortable -> Average for 2 Contracts.
      • If dropped past Poor; receive a Loose End called Debt with a Cutoff of 5 - [times over] (Threat is Prison from Fraud / etc)

ETC.

  • Resets at the beginning of a Contract.
    • You may Will to Survive Once per Contract or Downtime; meaning you could Will to Survive on a Contract, and then on a Move in the Downtime following it–but no more until you attend the next Contract.

 

Liability Limit

You may have no more than 5 total Liabilities in Earth Unveiled.
(Example: You could have Weak Willed, Ugly, Group of Enemies, Vengeful & Delusions of Grandeur.)

 

Citizenship"

Earth Unveiled Players are not required to GM.

 

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