The Far Corners

A world The supernatural is a thing of myth and legend, mainly because technology hasn't progressed enough to document what is happening in the dark corners of the earth.

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Earth between the 1800s and 1990s

Time and space are relative. This will span to different times and locations as things progress, but over all, the supernatural doesn't exist, and when it is shoved in your face, not only does it test your perspective of your place in the universe, but it tests your very sanity in attempts to understand and cope with it.

House Rules

Contractors from The Far Corners Are portable, and may play in Contracts in other Playgroups.
The Far Corners 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

WiP