The Ministries

A world where governments simply attempt to survive against revolution and counterrevolution.

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The World, 450-488 A.U.

The Ministries is a Roleplay style where the player takes the role of the president or a branch of government.

Their objective is at minimum to survive. There is not necessarily a win condition, as it will depend on the objectives and plans that a player has for the nation, but there is a clear lose condition, that being, having your ministry be dissolved.

House Rules

Contractors from The Ministries Are portable, and may play in Contracts in other Playgroups.
The Ministries grants 6 Experience points to GMs who achieve the Golden Ratio.
  • 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.

Full Setting Description

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