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6 months, 4 weeks ago: Celeste Jitto wrote a Downtime Journal for Don't Blink

My aching hand!

My Lady was not joking about the remedial classes! She even made flashcards! Freaking flashcards! And if I got a question wrong she whacked the back of my hands with a ruler! Then she made me heal my own bruised hands with my own magic for practice. I don't think I ever tried this hard at magic school or my short apprenticeship but at least My Lady isn't stingy with power like those were. She even promised a brand new power tatoo if I do well enough, she says my mind needs to be properly prepared to recieve the Gift. I can't wait to see what it is! Maybe another attack? Or a further mobility option? Whatever it is it has to be more useful than what I got out of that apprenticeship (oggled by a creepy old man, four ruined cauldrons and an urg ut infestation in my trunk)

7 months, 3 weeks ago: Celeste Jitto wrote a Downtime Journal for Beware the Assassin!

Learning to aim

Now I've never used a gun or any kind of projectile weapon before but I've seen people do it and it never seemed hard. Boy was I wrong. Or maybe weapons are easier to aim than magic power? I'm probably just coping.

I was so bad at aiming the energy attack my lady gifted me that she forbade me practice it in her domain. She made my practice in my home, to give me motivation to improve fast I suppose, an effective, if annoying method.

I quickly got better, until I was able to hit a soda can accurately from twenty paces. Any further than that and my aim goes to shit. I prefer magic in the academic sense than for combat but my lady insisted I have a way to defend myself is escaping a situation isn't an option. I'd prefer to simply fly away from danger but if needs must...

7 months, 3 weeks ago: Celeste Jitto wrote a Downtime Journal for Sugar & Spice

Learning to heal

Turns out healing people requires a lot more than just a spell, you actually have to have some idea how the damaged area works. I basically spent the last month taking a crash course on a general practitioner's med school. Let me tell you, there's a reason that shit usually takes four to eight years to learn. My lady ended up having to directly put much of the knowledge into my head as her coomlaen companion watched on. It felt like my head was going to explode until she tapped my forehead putting me to sleep for a few days while my brain sorted and stored the information. Needless to say I lost yet another job to that little situation. I'd say it was worth while though as now I'll be able to heal my allies as long as they follow the First Rule for a month or the magic will come undone.

8 months, 4 weeks ago: Bob Ross wrote a Downtime Journal for Bobasaurus

Knitting, but for People

I wasn't really expecting to have to stop a guy from bleeding out when I took on a favor for a friend, but here we are...

 

I've come to the conclusion that, if I'm going to do any more of these "favors," I'm going to need to be a bit more prepared than I was that day. I took a quick course online for first aid practices, but I think something about the experience I had made things stick a lot more than they ought to for spending that little time on it.

 

I'm confident that, if anything like that comes up again, I'll have an easier time getting whoever I'm working with patched up.

 

Alas, all this drama is reflecting poorly in my program. I'm not quite sure I'm able to give the art I'm making the attention it deserves, these days. Plus, I heard that someone saw a look-alike in the Boston area; I'd best be careful not to stand out too much, at least not when we're pulling a sneaky on any upstanding citizens, y'know?

9 months ago: Ian Moone wrote a Downtime Journal for Bobasaurus

An untitled Journal

I can sense the presence of Tim Drake since the sting, about 250ft away and I just know where they are. 

I studied how to take out someone's kneecap. A definite must for interrogation.

Latest Completed Contracts

9 Contracts have been run in this Playgroup

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Illuminated Earth

Illuminated Earth is a twisted reflection of the modern world where the advent of smartphones and the internet confirmed the existence of the supernatural instead of disproving it. Here, witch hunts have merit. Billionaires and Senators employ paranormal advisors and bodyguards, and everyone knows. Charlatans become pop culture icons, and each revelation inspires a new cult. The world is changing. The secret societies that pull humanity's strings scramble to adapt.

Now's a good time to move up.

House Rules

Contractors from DC plus Are portable, and may play in Contracts in other Playgroups.
DC plus 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

They named that time The Illumination, and it was by the flash of a camera phone.

 

The year was 2004. Until that point the Earth was as we had always known her. We filled her cruel vastness with legends, superstitions, and rumors. Warlocks, monsters, and gods lurked on the edge of the collective consciousness, always a possibility but never more. We lacked evidence. That evidence came as humanity filled its pockets with technology equipped to capture and transmit.

 

An iPhone found on High School senior Nate Klienman’s mangled corpse held a video of his girlfriend’s bone-snapping transformation into a monstrous wolf creature. A Brazilian widow documented a series of conversations with the misty figure of her late husband. A Chinese fishing boat caught a mermaid in a net and put it on display in the Beijing aquarium.

 

Each week brought a new revelation that we were not alone. Superstitions reversed their slow death overnight. Salem held their first witch trial in a century. The jury rendered a verdict of “guilty on all charges” and sentenced Maxibelle Horux to death. A week after her lethal injection, half the jury died from a tainted batch of flu vaccine. A fearful, populist movement arose to rid humanity of the creatures lurking in its ranks. Suspects are forcibly subjected to bizarre tests of their humanity, and the results are often open to interpretation. A mob’s justice is swift.

 

Yet the paranormal is not merely relegated to a persecuted class. Where some see monsters, some see sentience, and others see opportunity. If a vampire can sustain themselves on cloned blood and work the graveyard shift, why not legalize and tax? Politicians and Aristocrats employ odd-looking individuals as "advisors" or "protection." Entertainment magazines publish revelations every week about which celebrities shed their human skins at home. Charlatans of all stripes, from palmistry mediums to televangelists, have flourished despite the risks. The treatment of the paranormal varies from place to place, person to person.

 

Long have cabals, cults, and secret societies thrived in the shadows. Their roots run deeply through humanity’s oldest systems of power. Machinations are challenged, and sleeping dangers awaken. The world is changing, forcing long-dormant powers into desperate action. And it is in the midst of this great period of change that The Powers That Be have once again turned their attention to the blue marble. For the first time in two hundred years, Harbingers approach worthy individuals with an offer they won't refuse.

The Games have returned, and a new generation of Contractors are being forged.