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The Dark Mirror resembles our own world on the surface, except for one key difference: Radio Waves of any kind fail to penetrate the stratosphere. This small yet crucial difference means a world without radio, without radar, without cellular phones. It is a world where people fear to take flights, as many disappear never to be seen again. Xenophobia rules as nations lack clear means of communication.
It is a Horror setting, where the Supernatural is certainly known by some, but the lack of communication implicit in the setting makes putting a finger on what that means difficult at best. It certainly has it's own Artifacts, that function separately from powers if you are brave enough to wield them.
Contractors from Dark Mirror
Are portable, and may play in Contracts in other Playgroups.
Dark Mirror grants 6 Experience points to GMs who achieve the Golden Ratio.
Approval: All Restricted Assets MUST be approved by me before a Character is permitted to play. A Contractor that is deemed unsuitable to the setting will not be allowed to participate. As always, I reserve the right to disallow or even ban Characters or Players without warning or reason given
Characters: Contractors will flatly be denied residence in this (or Netherworld) settings if they cannot explain how & why they have Powers. "Gifts lol" is NOT good enough. A character should have some narrative about what made them interesting to the Harbingers in the first place.
Dread: Dread is my own House Rule that applies in my games alone. Essentially, if I deem a Player speaking out of turn or otherwise being disruptive, they will get ONE (1) warning. After that they will take Cumulative levels of Mind Damage for each occurrence, as the inescapable grasp of death closes around their throats, leaving them blithering idiots.
No Spectators: You will not be permitted to play in Netherworld games if you have played in 7+ games but not yet run one (any World, Side Games count if verified). This number "resets" to 0 every time you run a game. An exception will be made in the event a given PC has filled out ALL of their Game Journals & Downtime reports.
Haunts: A Haunt is similar to a Trauma or Battle Scar, in that is is a self-contained Supernatural effect that you can be "contaminated" with when visiting Haunted places. The severity of a Haunt varies, from merely annoying to potentially lethal. Haunts apply fully in all Netherworld Compatible settings
This is a Horror setting. Players entering this setting should be prepared for harsh realities with no concern given to how there Contractors feel about it. If you have a concern regarding potential disturbing content, contact me before game & ask.
This setting is Netherworld Compatible
The Dark Mirror resembles our own world on the surface, except for one key difference: Radio Waves of any kind fail to penetrate the stratosphere. This small yet crucial difference means a world without radio, without radar, without cellular phones. It is a world where people fear to take flights, as many disappear never to be seen again. Xenophobia rules as nations lack clear means of communication.
It is a place where light struggles against encroaching darkness, pollution & acid rain choke what light does make itself known. The rich & powerful rule from mighty gothic edifices towering over trash strewn, graffiti covered alleys. The wilderness is a savage place, with generations cut off from contact, grown strange in isolation. The crumbling highways are hedged in by looming impenetrable forests. These are places of savage desperation & ancient secrets.
Culturally the world resembles a modern era that never was. Media comes from massive corporate & state conglomerates, brought by cable terminals. Underground journalists & conspiracy theorists fight to reveal secrets to an uncaring populace. Power is frequently lost, plunging whole regions in darkness for days on end. Revolution is frequent, & crushed with extreme brutality. Technology is both a bit archaic & extremely advanced. Isolated enclaves hold the secrets of advanced technology closely & guard such jealously. The average person dresses warmly. Hats are common, as well as sturdy umbrellas for Acid Rain. The working class has a tired, 1940's look about them, with grey or dull brown coats to match their drudging lives. The rebellious underground is much more colorful, akin to the Punk scene of the early 80"s...wild hair, piercings, tattoos...a culture built from & idealizing the trash in which it dwells. Life is short for both working class & punk dregs, with only the wealthy & powerful enjoying long lives.
Magic, as it is known, is both everywhere & nowhere. People fear the Evil Eye, the Mortal Curse or the Haunted House. Everyone knows someone who knows someone who has seen these things. You will not find bands of Werewolves, or clans of Vampires. You will find multiple evil souls who could be *called* Vampires or Werewolves, due to obscene powers they have invoked & terrible sacrifices they have paid...but each would be unique, with little to nothing in common. Some rare places even teach the "Dark Arts." Creatures of pure spirit swim through the stratosphere, invisible to us, feeding off our joys & sorrows, & then our souls upon death. In doing so, they come to know us, & mimic our worst fears & hearts desires...they have many names, but most in the know call them The Nephilim.
Beware, not all is as it seems. Those who would disrupt the tenuous status quo would be wise to vanish quickly: the Police of the world are hardened brutes, more Tactical Squad than Peacekeeper. The Contracts exist here, largely out of sight. The last Harbinger from this place fell in a pitched battle with the cabal of Veteran Chosen he created: That was over a 100 years ago...only now, in the new millenium, has the Path to Ascenscion opened once again.