Wonderground · Public Playtest

All things
have owners.

You had a life before the power. You still have something you Want. When ordinary effort failed, something stronger offered to help. In return, you promised it something.

Profession◆Power◆Promise

The central premise

Every character made a Deal with something stronger than them to accomplish something ordinary effort could not.
01Your Profession is yours.

Training, expertise, and hard-won instincts still function when the supernatural falls silent.

02Your Grant came through the Deal.

The Deal explains why power entered your life; its Promise creates story pressure, not a mechanical payment track.

03Your ending must be earned.

Power cannot finish the story. Achieve the Want and uphold the Promise to complete the character’s arc.

From first look to first engagement

Follow one clear path.

Seven short steps lead from the premise to a playable character and opening job. Sign in to save your drafts across devices, or continue as a guest in this browser.

01

Understand

Welcome to Wonderground

Learn what the city is, what crews do, and why every character needed a supernatural Deal.
Read the two-minute primer →
02

Keep

Who were you?

Describe your people and form, choose an Origin, and choose the Profession that remains yours without magic.
Write the Life Before →
03

Promise

Why did you make the Deal?

Give the character a visible Want, the crisis that defeated ordinary effort, a creditor, a Grant, and a finite Promise.
Make the Deal →
04

Belong

Who keeps you human?

Establish a Principle, an Anchor, a secret, and the crew relationships that make the character playable with others.
Bind the character to the crew →
05

Build

Finish level one

Assign abilities, confirm training, choose equipment, and turn the Ledger into a calculated level-one sheet.
Generate the character →
06

Learn

Know the table basics

Review the d20, movement, actions, attacks, damage, recovery, Profession resources, and Grant rules you need during play.
Open Quick Play →
07

Enter

Take the first job

Use the sample character as a model, gather the crew, and begin with a compact opening engagement built for level one.
Enter Wonderground →

The play chassis

Clear combat.
A harder kind of growth.

Wonderground uses six abilities, d20 checks, saving throws, Armor Class, hit points, actions, reactions, and five-foot grid movement. The distinction is what becoming stronger costs.

After level oneExperience
Invest it

Profession

Take the next rank in the work you learned to do without magic.

Sacrifice it

Power

Develop an approved node from your Grant tree while your Profession stays where it is.

The ending belongs to the character

Power does not complete the arc.

A character’s story reaches its ending only when they achieve the visible condition of their Want and demonstrably uphold the Promise they made. Developing more power satisfies neither. Whether the Principle survives determines what that ending means.

Want achieved
The thing they set out to accomplish is truly done.
Promise upheld
Their end of the supernatural bargain has been fulfilled.