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Worlds of OSR+

The Contract
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Spy vs. Spy

Who Watches the Watchers?

In the Contract, you play an elite assassin in the world's most dangerous criminal organization: the Graybreakers. The renown international thieves guild represents the blood and guts of geopolitical influence on the international stage. Their singular mission? To keep the leaders of the free world in check, and make a whole lot of money doing it. And that's all fine and good, except your latest contract... calls for you to take a hit on your fellow party members!

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Explore Featured Content

Your Highest Calling...

To Kill as Kingmakers

After the Great War, peace is tenuous, and nation states struggle to reclaim their power. The Lord's Alliance was meant to restore order, but who can be trusted to fulfill their oaths? That's where you come in. As a Graybreaker, you've left your ordinary life behind to fulfill the organization's highest calling: to kill as kingmakers, and force the Lords to honor their oaths on pain of death.

You Do the Dirty Work...

One Slit Throat
at a Time

Your assassin guild, the Hand of the Lonely Bastard, is nestled in the world's northernmost wastes, where you take on the Graybreakers' most sensitive jobs. There, you accept magical contracts that bind you to secrecy while fulfilling their terms. On the overworld, every successful mission moves the world's geopolitics toward a safer status quo. Build up your base's resources and use fate points to create flashbacks in your heists and assassinations.

Don't Ask Questions...

That You Don't Want to Know the Answer to

If you keep dancing with the devil, one day he's gonna follow you home. At the start of this adventure, you've received a contract that requires you to take a hit on your party members. You don't usually ask questions. But this one cuts too close to home. Who can you trust when everyone's against you? Will you betray your friends, or the organization that made you who you are?

Who Will You Be?


The Widow

Everybody wants something, but the real trick is manufacturing desire. When you weaponize attention, your victims' want, guilt, and curiosity become keys to locked doors.

The Fixer

When chaos reigns, you're in your element. People are a logistics problem, like chess pieces on a game board. You grease borders, bury evidence, and leave behind plausible deniability.

The Muscle

You end arguments with broken bones and silence foes with a fearsome glare. You know the only thing that hits harder than the last word is a closed fist.

The Ghost

You live in negative space: locked doors, missing footage, questions without answers. If they see you, it's too late. And when you're gone, you're gone.

The Face

Your superpower is getting people to do what you want them to do with pretty words. You’ve worn so many versions of your face that the truth feels like just another mask.

The Brains

Every corpse is a variable in the larger equation. You carry calculated risk like you carry the 1, and the sum of all things keeps the world from burning.

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Create Alliances
Silence Opposition. Skip section?

Build Your HQ
Create Alliances
Silence Opposition

The Contract is half mission-based intrigue (heists, capers, assassinations) and half overworld diplomacy. Each Lord in the overworld has his own agenda, determined randomly at the start of the game. Successful missions give you leverage on the international stage and yield rewards that help improve your base operations. The game ends when you've achieved world peace, or the clock runs out on your contract against each other.

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Spy vs. Spy

The Contract supports PVP, as the clock runs out on your contract against your fellow party members. Can you find a way to quietly dispose of the weakest links without tipping off the others?

Player vs. Player Action

Overworld Play

Each session, you manipulate international alliances in the overworld, using meta narrative resources gained from completing successful missions.

Overworld Play

Fate Points as Flashbacks

Fate Points in the Contract may only be used to create flashbacks on the fly: if you're in a tight spot, you can spend a fate point to narrate what you did in the past that helps you in this moment.

Fate Points

Base Building

Your base of operations is not only the place you return to after missions, but a party inventory that collects supply, gold, and magical resources. Save up for an airship to complete missions faster, or invest in spy tech that will help you on the ground.

About Airships

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Want to Play This World of OSR+?

We've playtested each of our settings extensively, and have a backlog of 20+ to release online and in print in the near future. But you don't have to wait to play OSR+—register for a free account and start partying like it’s 1974. Sign up for a new player session in our Discord, so we can show you the ropes. There, you can chat with other players, GMs, and the creators of OSR+.

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Get Started

Unleash Your Inner Hero

Access the Core Rules and every World of OSR+ in one place: the Character Creator lets you generate a hero in minutes. With over 4000 possible combinations of origins, classes, and kits, you can create almost any character concept you can imagine. Register now to create a free account!

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