The Department of Supernatural Affairs (DOSA)

A world where governments battle to put their flag on every supernatural phenomena and location.

Latest Journals

3 days, 3 hours ago: Justin Case wrote a Downtime Journal for Anti-Piracy Hardware

Potential Clientele.

So it's time to converse about my trusty companions, soon to be clients I'm sure. Maybe even friends? I haven't had much luck in that department really, I always end up getting into bother with them because of this silver tongue and lust for money and fame. Anyway, let's begin:

- Selene Hollow first. She's a sarcastic, charismatic tattoo artist. I've never been much interested in tattoos. A man as short as me only has a limited amount of surface area on this body. What story can a little drawing tell on my body that I can't with my voice box? Anyway, Selene. She's actually quite...normal. I didn't expect that with this ragtag group of weirdos. Normality is especially important in this entirely unique and weird situation. She will, I expect, keep us grounded and engaged with the task at hand. You know what? I actually quite enjoy her company. It balances out the absolutely insane elderly man that I find so much joy from.

- Onto said elderly man: Uncle Ben. Is he a pirate? Is he a privateer? Is he a pensioner? Is he a hitman? Is he Neo from the Matrix? Honestly I've no idea. I've stopped guessing now, and have just accepted that whatever he wants to be, he is. But damn, the man can shoot. He has this insane gat in his back pocket that shreds anything and anybody in its way. The man never misses too. I feel somewhat more comfortable with him around, and I get my entertainment from him, definitely. I suspect he and I will become very close friends indeed. If I need somebody gone, I'm sure I can spin the situation in a way where he also wants them gone. Clinically insane? Yes. Funny and unique? Absolutely.

- Speaking of Funny, we move onto another one of my new companions. Funny Harvester. Now what I did notice is that Funny sort of disappeared on this boat, we found her snoozing in a cell, in the company of a Tapir. I was honestly speechless. Whilst we were working hard, firing our 9mm's (Or for Uncle Ben, a 50kal Handgun), Funny was asleep in the hay. Though, it doesn't take away from the fact that this Tapir took a great interest in her. Could it be some magical mumbo-jumbo to somehow influence animals? I'm not sure, but it is certainly interesting. I'll have to find out more. She seems to be great with animals, and from what I understand she's a farmer of sorts. However judging from what I've seen, she's got the charisma of a door. Ah well....Not everyone can be as perfect as I am....

- Next up, Danny Plentitude. As the subtle name suggest, the man is LOADED. He's also American, the only non-British individual in the group. The man is clearly an intellectual, and has quite the silver tongue himself. He helped us out a lot, using some strange technique to sort of influence people to do his bidding. Now that is a power I've always dreamed of! If I could gain this man as a client, then it's a life of wealth and glory for me. He's a hater of the, 'Woke'. Now me, if a person has cash in their pocket that they're giving to me, I don't care if they're asleep or awake. Nevertheless, Danny is a bright spark within this group, and will absolutely be useful in the coming future.

Loading...

Earth, Modern day

The year is 2025: the world had been mapped, humans have risen to space, sunk to the deepest depths of oceans. Governments of all nations debate and argue over claiming any unclaimed phenomena leading them to the strangest places. Cryptozoology, Folklore and Mythos join the potential spoils to battle over.

House Rules

Contractors from The Department of Supernatural Affairs (DOSA) Are NOT portable, and may NOT visit other Playgroups to participate in Contracts.
The Department of Supernatural Affairs (DOSA) grants 6 Experience points to GMs who achieve the Golden Ratio.

DISCLAIMER: As we've not done a session yet I have not play-tested these rules, meaning they're likely to change. Feel free to suggest or protest these rules if you've got ideas. 

1. Scheduling:

  1. Sessions will be held every Thursday unless stated otherwise.
  2. Continuous attendance will be rewarded via an extra gift improvement every 5 sessions (unless absences are due to medical or family matters).
    1. If the GM (Kian) misses a session for whatever reason, that week will be counted towards player's extra gift improvement. 
  3. If we are missing 2 or more players that session, the remaining players are forbidden from starting new main missions. Already began main missions are fair game.
  4. If we are missing 1 player, it is up to the missing player to decide on whether the remaining players can start new main missions.

2. Campaign Structure:

  1. The Contract RPG™ system is designed with episodic sessions in mind. Think continuous DnD One-Shots with returning characters, rather than long form campaigns like in typical DnD. This playgroup is an attempt to explore how a long form campaign could work in this system and to introduce you guys to my favourite system.
  2. Throughout the campaign main missions and side missions will be uncovered. Some Side missions will be written whilst others may be entirely invented via player drive to do something, go down any rabbit hole you desire. 
    1. Main missions: All main missions will always grant the players a gift point (via a victory) and/or trophy alongside giving pushing the narrative forwards. These are longer missions and may take multiple sessions depending on your pace
    2. Side missions: Not all side missions will grant the players with a trophy but will move the players towards a gift point and experience (using a milestone system the GM will be tracking). Side missions may not directly push narrative forward but may make main missions easier in the form of clues, trophies or party members. 
  3. This is a new system for most of you so please please please ask questions when you have them. 

3. Rules on Gifts:

  1. Gift are what make your character extra special, go wild and crazy.
  2. Make your gifts whatever you want, you can focus on flavour and find what best fits your backstory or you can completely min max this and make yourself as powerful as possible, whatever sounds fun to you: do that.  
  3. Gift points earned from main missions and accumulated from side missions will be granted to players via victories. Victories give a singular gift point and a small dosage of experience. More importantly, victories push your character towards becoming Seasoned and then eventually Veteran, which are ranks that allow you to choose more powerful gift types and gift enhancements.
  4. Please do not use seasoned and veteran gift types or enhancements without GM permission.
  5. Please do not improve, change or grant new gifts during a side or main mission with GM permission. Do this between sessions or at the end of a mission. 
  6. Please keep track of your gift costs (usually an exertion of mind or source), that is your responsibility as the player, not the GM (honest mistakes are ok though, its a brand new system for most of you).
  7. Please become familiar with your gifts, purely just to make it easier for the GM. Feel free to ask questions.

4. Changes to the system (WIP):

  1. Player Recap Act 2005
    1. At the start of every session, the GM will ask the players for one of them to recap what happened previously. The first volunteer will receive a Moxie token upon the recap.
    2. Moxie tokens are tokens that remain on a player until spent or until the end of that session. A player cannot hold onto more than one Moxie token at a time.
    3. Moxie tokens have the following effects when spent:
      1. 1-4 Victories: Counts as an exertion for that round (AND ignoring penalty, adding +1 Outcome).
      2. 10-24 Victories: The roll cannot be Botched.
      3. 25+ Victories: If applicable, Will to Survive is reset for the current mission.
  2. Repeated Action (Non-Combat) Act 1993
    1. A character attempting the same non-combat action under identical conditions will always achieve the same result. To attempt again, something meaningful must change. A new tool, a circumstance, a piece of knowledge, or external assistance. The world is not a slot machine; it's a puzzle to be outwitted.
    2. As combat is inherently fluid and reactive, players may repeat actions freely; circumstances are assumed to shift moment by moment, even if subtly.

Full Setting Description

THIS IS A PLACEHOLDER. I WILL FINISH THIS LATER!!!