Completed Contract

jamesdsoup ran The Hospital

This Contract took place in The Grand Dungeon on Mar 29, 2025 at 4:42AM


The Grand Dungeon House Rules

  • Citizenship: Active Players are expected to GM Contracts from time to time. If you have played as a Contractor in your most recent six Contracts, you are barred from playing in The Illumination again until you GM.
  • Supernatural Powers: All non-mastery, non-concealed Powers must be supernatural when activated or grant a mutation that marks the wielder as supernatural or bizarre if discovered.
  • Contractor Creation Rules

    • New Contractors must be submitted for approval in The Contract Discord server's #approvals channel before their first game.
    • At creation, Contractors cannot take more than a combined 5 Assets and Liabilities that cost/grant Exp. Free Assets do not count toward this limit.
    • Contractors cannot be direct ripoffs of pop-culture concepts, to the point that NPCs in-game would notice the similarity. For example: you could play a heroic strong-man or a famous weapons-developer but not specifically Superman or Iron Man.
    • Contractors may not start out as a concept that is likely to disrupt Contracts (e.g. being a walking, talking fox, being as notorious as Osama bin Laden, having a bomb in their chest that detonates when they die, etc).
    • Contractors are mundane people who would see their ambitions through regardless of access to powers. That is why a Harbinger offers Gifts, and why they are willing to risk their lives for the power to make their dreams come true.
      • Your Ambition must be a core driver to your character's actions, is a large point of tension for their story, and is likely to get them into trouble. Craft your Ambition carefully and be open to suggestions and changes from Endorsed GMs in order nail it.
      • Keep in mind, however, that Ambitions can (and will) change over time as your Contractor develops. It's simply part of character development! No matter what, Ambitions are why a Contractor risks their life continuing to participate in Contracts. 

 

Power Creation Rules

  • Cohesive Powers: Manifested Gifts must be in-line with Character Concepts and requires Endorsed GM approval. 
  • Logical Flavor: Players must be able to explain how and why their power works in a given situation, otherwise GMs have license to cause them to fail. 
    • For Example: a Blast flavored as a ball of fire might not work underwater. But at the same time, that same Blast power might do extra damage to enemies vulnerable to fire. GMs always have final say, but must remember to make Powers feel powerful. 

 

 

Downtimes

Interacting and addressing Loose Ends, Conditions, and/or Circumstances require Moves during the Downtime between Contracts. This connects your contractor with the world in some tangible way. 

  • Treacherous Loose Ends: A Contractor who waits for a Loose End's threat to manifest without taking any precautions against it during their Downtimes will see the threat revealing itself at the worst possible moment during downtime. Ask Endorsed GMs and Playgroup Leaders for Moves to help control Loose Ends before they control you.
  • Neutral/Unknown Loose Ends: Some Loose Ends are Unknown, meaning that they give the *Player* a hint of moving parts behind the scenes, but not necessarily the *Character*. A Neutral Loose End usually means that the dangers or benefits of the Loose End are obscured or up to the Character's actions once it manifests.
  • Investments: Some Loose Ends bestow benefits at the end of their clock. Investments are usually rewards for Moves and Hustles, but they might come from other sources as well. Ask Endorsed GMs and Playgroup Leaders for Moves to further your Contractor's goals.

 

 

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