TransXPTTRPG

A world where videos of the supernatural go viral every day.

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Latest Journals

4 months ago: Alex E. Clipse wrote a Downtime Journal for The Fight

A blender of wax and jello

I almost threw up the first time I tried this power out. Skin crawling and melting for a whole minute like I was John Carpenter's The fuckin Thing. I thought I hated posing for pictures but this was waaaaay worse. Gross. Absolutely awful.

Other than that... damn I look good. With this I can forget about doing a face reveal, I can just pretend to be my own guest star and rake in a few hundred more rich suckers. I thought catfishing idiots was easy before, now it's just pitiful.

Change only lasts for a couple hours though, might have to keep a timer or something on my desk. Last thing I need is shifting back to my real face dressed like a titty streamer. Doing it more than a few times gives me a headache too, gotta keep that in mind.

 

I got a feeling my bills are gonna be looking /pretty/ covered for the next long while.

4 months ago: Alex E. Clipse wrote a Downtime Journal for Bubblegum Pink

No more paper cuts (or bite wounds)(or glass scars)

I'm gonna be honest. I thought the way my shapeshifting looked in the mirror was SUPER fucked up before, but this new trick I learned is probably worse. I'm not gonna be able to eat rice or pasta for a while.

 

Found out how to patch up some of my scars and cuts by using my shapeshifting but just partially. It looks like what would happen if someone took a blowtorch to a beaker of ants and tried to pour it down a drain. Incredibly disgusting, but better than walking around looking like a bear tried to take my neck off. I feel dizzy as fuck though. Better that than cuts and bruises though, just gotta drink a little water and I'm fine after a while. Not sure how I feel about using this mid-fight, could cause problems.

 

Wondering if I could use it on M and Nik's wounds too... just gotta get them to not look at their injuries for a minute, don't know how squeamish they are.

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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 TransXPTTRPG Are portable, and may play in Contracts in other Playgroups.
TransXPTTRPG 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.