Veilbreak

A world where the supernatural is becoming more and more accepted in society.

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Fuck It, Super Earth

Veilbreak explores a world where the supernatural is real, known, and increasingly normalized—but still chaotic and flawed, much like the people who inhabit it.

In this world, about 1% of the population possesses supernatural abilities, only a small number of which are useful and/or potent enough to cause issues. Many people walk around with minor family curses that might cause them to turn a different color when they lie, or have defects and health problems that arise from being related to a folkloric creature like a vampire (most "vampires" being sunlight-averse albinos with iron deficiencies). But some very lucky (or unlucky) individuals find themselves with the ability to control their super-aspects. Whether that be hurling fireballs, communing with animals, or even turning an amphetamine addiction into supernaturally enhanced senses.

Nearly 50% of America’s outwardly supernatural population resides in Super-Safe Cities—urban havens like New Avalon (Previously San Francisco) and Haven’s Reach (New York City), where tolerance and legal protections encourage a more visible supernatural culture. In these cities, you might see gargoyle-like beings with stone skin walking proudly, shapeshifters twisting themselves into surreal shapes, or firebreathers performing extraordinary feats. However, superabled individuals still only make up about 5% of the population in these zones; the rest are mundane humans who range from accepting to skeptical, and sometimes openly hostile.

While life outside these cities is generally much harder for the supernatural, simply being supernatural doesn’t guarantee persecution. Many superabled individuals register with the Department of Supernatural Phenomena (D.S.P.), which treats them as normal citizens so long as they abide by societal laws. However, the D.S.P.’s policies often have a darker edge. For example, vampires who register are provided with just enough blood to survive, but not enough to thrive. This keeps them perpetually weak, and a little well known theory is that the system is designed to force vampires into desperation and criminality. Those who step out of line are sent to supermax facilities—supernatural prisons where rumors abound of unethical experimentation.

Globally, the rise of the supernatural has shattered old power structures. Superstates, ancient conspiracies, and corporate giants exploit supernatural individuals as resources, soldiers, or commodities. Hunter organizations target rogue superabled individuals and anyone seen as a threat to the fragile balance of power. Fraudsters and fakes flourish as well, making it difficult to separate genuine supernatural phenomena from clever hoaxes.

Despite the chaos, a new Cosmic Conspiracy is stirring. It reaches out to Contractors like you, offering the chance to claim extraordinary power and carve your own path in this fractured world. Whether you seek to protect, exploit, or simply survive in this new age of the supernatural, one thing is certain: in Veilbreak, the lines between the mundane and the extraordinary have never been thinner.

House Rules

Contractors from Veilbreak Are NOT portable, and may NOT visit other Playgroups to participate in Contracts.
Veilbreak 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.