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Mission Operatives 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 obviously supernatural when activated or grant a mutation that marks the wielder as supernatural or bizarre if discovered.
Missions: Contracts in this playgroup are called Missions, and are only to involve one, or occasionally two Contractors (who are called Operatives.)
Professional Missions: Once an Operative reaches Professional rank they are not called to go on Missions with a partner. They can call upon a partner, but may have to incentivize them to join the Mission since their partner won't receive a Victory or a Gift for the Mission.
Veteran Missions: Once an Operative reaches Veteran rank they cannot have a partner at all.
Specialized Missions: The Missions in this Playgroup are meant to be for individuals, occasionally with a partner, nothing more. As such Missions should be balanced for, possibly even tailored to the individual Operative (with their partner if one is involved.)
Other Scenarios for this group
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TimeGremlin
Citizenship: TimeGremlin has played in
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in Mission Operatives since GMing.