The Ineffable

A world in an inner turmoil. Powerful groups seek Artifacts to take over the world economy, criminal organizations exploit magical beings to do their being, and national governments hunt the supernatural to bring them to their secret labs and experiment on them. It's a terrible place, and it's now your job to make sure we get a clean slate.

Latest Journals

You cannot view any Journals written for Contracts that occurred in this Playgroup.

Latest Completed Contracts

0 Contracts have been run in this Playgroup

Loading...

Earth, Deepside

Set in the early 2018s in the ever-infamous United States of America, something shifts in the inner circles of modern society. When an unprecedented worldwide event called the 'Unseen Nova' forced the supernatural world to reveal itself in 2004, everyone and everything wanted a piece of that pie. At the same time, the public remains blissfully unaware of the shifts of power occurring just beneath the surface, something else wars above them.

You were just one of those amongst the public, living in the mundanity of your lives amongst the rest of the masses, unimpressive and unknowing. Yet, you all had one thing in common; ambition, the most driven and skillful individuals who will do anything to reach that goal, are chained down by their human bodies and lost without a proper goal. But then one day, amid your mundane lives, someone intervenes...

They give you an offer.

House Rules

Contractors from The Ineffable Are portable, and may play in Contracts in other Playgroups.
The Ineffable grants 6 Experience points to GMs who achieve the Golden Ratio.
  • 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 called it the Unseen Nova, for no one but them could see.

 

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." Certain 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.