EE-52

A world where the strange still confuses and bewilders... though has become somewhat more normalized.

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Enlightened Earth

Years ago, man sought to become more than itself, sought to look upon the stars and wonder what more they could become. And yet they feared such things... such supernatural and alien powers at play. witch hunts, government experiments, black bags and black sites. all such things to keep those who had supernatural power in check. And yet... they prevailed. After the great acts of many great contractors coming out of the shadows and showing the world that there was nothing to fear, the world was seemingly at peace.

But the illusion of peace only lasts so long... and more than ever, now might be your chance.

House Rules

Contractors from EE-52 Are portable, and may play in Contracts in other Playgroups.
EE-52 grants 6 Experience points to GMs who achieve the Golden Ratio.

 

  • Supernatural Powers: All non-mastery, non-concealed Powers must be obviously supernatural or inhuman when activated or grant a mutation that marks the wielder as supernatural or bizarre if discovered.
  • Rulings on Robots: Robots or Robotic characters are allowed to be robots at the beginning with the power of the "Supernatural condition" Liability. Being a robot means that you ALWAYS count as a computer and require an alternative source of energy (Electricity, Solar power, a Fusion core, etc.) other than basic human requirements, unless you obtain Inhuman physiology. If you are to somehow lose power, you are considered incap until you can regain power. You may exert either mind or source to regain an hour of power. Robots also must be fixed using Technology or crafts in place of Medical, unless a power is used. 
  • Additional Stealth Actions and rulings: Actively going prone while in stealth gives a +2 Dice bonus to additional stealth rolls as long as you are not moving and limits your free movement to 15 feet. Additional environmental effects may boost your stealth further. If applicable, good camo will additionally give a +1 difficulty to perception checks against you. 

 

'Elemental' Properties: Weapons come in all shapes and sizes, and sometimes may have "Elemental Properties". This Playgroup is a Vanilla+ sort of experience, that hopes to allow for interesting and maybe avantgarde concepts. This means opening up the potential for Elementalists and Pyromaniacs. Here is a list of stock rulings for certain elements and the weapons they come with.

  • Fire and Incendiary Weapons: Fire works in combat much like the pyromancy power. Depending on the type of attack, it may deal additional damage based on how large the flame is. Fire damage is reduced by armor, and can destroy armor if the armor would be flammable. Fire does not mix with water.
    • Incendiary Ammo: Gives fire properties to a non-incendiary firearm. Reduces firearm range by 5 (HANDG.), 10 (SHOTG.), 100 (RIFLE), and 500 (SNIPE.R) respectively. Fire deals 2 damage. Different than normal ammunition.
    • Flamethrower: Stock Fuel Capacity of 1 minute (20 rounds). Damage and fire damage builds per successful, uninterrupted Dex+Firearms roll on target. Range of 150 ft.  Fire damage starts at 2. Penetrates 1 Armor. 2-handed and usually cumbersome. Barely concealable.
    • Blowtorch: Stock fuel capacity of an hour. Dex+Melee for non-incendiary or Dex+Firearms for incendiary. +0 weapon damage, 1 Fire damage per round, 10 ft range. 
    • Improvised Flamethrower: Stock Fuel Capacity of 30 seconds (10 rounds). Damage and Fire damage builds per successful, uninterrupted Dex+Firearms roll on target. Damage and Fire damage start at 0. Range of 75 feet. 

 

  • Electrical attacks and Weapons: While rare and... frankly you'd need a good reason as to why you're carrying a portable tesla coil. Electrical weapons usually have some sort of slight chain lightning effect.
    • If the target is struck with the attack and additionally fails to beat the outcome with body @ 7 + armor, the attack will chain to another target within 5 - 10 ft, dealing half as much damage.   Conductive materials will boost the outcome of Electrical attacks and damage by +1. Electrical attacks may be negated or have their outcome reduced via rubber, or non-conductive materials. There are currently no weapons that would specifically get this bonus. 

 

  • Cold/Frozen Attacks and weapons: Another odd one, though a little more understandable. If you were to... lets say spray liquid nitrogen on a guy, or if your attack was to freeze a man via frost or something... it would

 

Full Setting Description

The year is 20XX... in a time not unlike ours.

EE-52 is a setting inspired by the likes of Classic Megaman, The world of comics, Metal Gear Solid, a little bit of Earthbound and Yiik, and probably a couple more things here and there to be more open in how contractors can build themselves off the bat, while still somewhat sticking to the Illuminated Earth setting. (Also I want to let people do funny things)

You wanna robot? You can be a robot. You want to be a man on fire? Why not?

Of course, your choices will affect how people view you... but that's up to you.

 In the year 20XX (Really futuristic sounding, I know). The world is... mostly the same except for a couple main factors.

Advanced Robots are now semi-commonplace, the technology to make them is coming to fruition, and times are changing. Space travel is slowly coming together as world governments look to the stars for conquest and greater resources. The powers that hold everything together embracing the... 'useful' parts of the supernatural. Robots now help build cities, keep track of arctic conditions, work in power plants, travel the stars, are active in competition and even live amongst us... though their number is low and rather limited.

Many people with supernatural abilities find themselves inspired by the acts of glory of contractors of years past. Attempting to hone their own abilities with their own training and prowess. Some of them will be the ones to stop a bank robbery, others are the bank robber. Many find themselves with brand deals or perhaps even fame and fortune if used right... while others find themselves weeded out by those blinded by disdain and a fear that still exists within.

Wars are fought through proxy battles and the power of mechanized infantry and nanomachines. Specialized task forces and black ops squads of individuals with superhuman abilities and gear are common. Psychics help terrorists help their dark god worshipping leader help a US Politician make more money on the war machine.

The Nuclear arms race has yet to dissolve, taking on a new form in literal nuclear arms, as mechs with the capability to launch massive payloads are developed in black sites and secret. Only a whisper among the highest ranking officials of those who pull the strings. To get your hands on one alone is dangerous, and to get your hands on one in general makes you a target.

Cults, Cabals, the things that lurk in the shadows hide further into the depths of the systems at play. Becoming harder and harder to recognize... taking more power for themselves. 

Despite long-standing peace, evil will still exist and those who seek to gain power will too. 

And, while harbingers aren't what they used to be, when a job needs doing... you can always bet on a Harbinger to call upon those who would wish to make their ambitions a reality.

 

(Its just illuminated earth but now we aren't like... always bagging strange folk.)