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I like to RP!

You'll find that I tend to like running games, rather than playing in them.

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Introductions are made, and there’s an hour or so of time to kill under fluorescent lights before doctors return to check IVs and examine each candidate. Eventually, after a half-day of lying around, the girls are released from care and taken back to their dorms. The journey isn’t exactly pleasant, each having to get used to the aching pain and dizziness that comes as they readjust to moving on their own. There’s at least some relief once they make it to their dorm beds, a much more comfortable resting place than the hospital cots.

The next two days get better, but it comes slowly. The aches and nausea persist, as does the overwhelming lack of energy. The most offensive part of it all is that their Armagus seem, for the moment, entirely useless. No matter how much effort they make the small stones seem lifeless and dull, bereft of the magic that they were promised.

By the third day they begun to return to something resembling normal, just in time for the mission briefing in the assembly hall. A holographic map of the city is on display at the front of the room, slowly rotating under the touch of a uniform-clad woman at the front of the auditorium.

“The exercise will take place in the Palmyra Military Exercise Zone, or M.E.Z. There, under controlled conditions, your Armagus will be activated.” A pregnant pause, and the officer continues: “This activation will require the presence of a Void.”

Quiet whispers ripple through the crowd of assembled young women.

“We will be lowering the diffusion of Nox in the exercise area to a level sufficient for the manifestation of low-class Voids. Your Armagus, an anti-Void weapon, will respond accordingly. The exercise will be supervised by military personnel to mitigate the danger to yourselves, but I won’t lie to you: Any encounter with a Void has the potential for disaster.

This is your first real trial as an Ars Magi, prepare yourselves accordingly. Ignis aurum probat.”





𝙿𝚊𝚕𝚖𝚢𝚛𝚊 𝙼𝚒𝚕𝚒𝚝𝚊𝚛𝚢 𝙴𝚡𝚎𝚛𝚌𝚒𝚜𝚎 𝚉𝚘𝚗𝚎
𝙰𝚋𝚊𝚗𝚍𝚘𝚗𝚎𝚍 𝙳𝚒𝚜𝚝𝚛𝚒𝚌𝚝

𝙰𝚙𝚛𝚒𝚕 𝟷𝟻𝚝𝚑, 𝟷𝟷𝟽 𝙰𝚅
𝟿:𝟶𝟶 𝙰𝙼
Masuzu Chie, Crystal von Caelestis, Rivka Sokolov, Selma Rosmarie

Music: Tension



“Three. Two. One...”

The voice is small and static-laced, a quiet buzz from the earpiece you’ve been equipped with.

“Now lowering diffusion level. Nox levels rising.”

You stand in the middle of an abandoned street, rows of empty buildings hemming in on all sides. This is Military Exercise Zone, an older part of the city abandoned and later reclaimed specifically for Imperium purposes. It’s a ghost town, not a single soul dwelling within. The only sign of movement are leaves blowing in the chilly afternoon air, dried and brown foliage that rustles quietly down along the narrow streets.

The candidates have been broken into groups of five, the girls finding themselves together once again. Your companions wait in an observation tower some ways behind the exercise area, observing you the same way you did them during their respective turns.

But now, it’s just you.

“Nox levels still rising.”

Something is wrong. It’s like static in your brain, gentle at first, growing louder as time goes by. Things begin to feel fuzzy and indistinct.

“Manifestation of Voids detected.”

They look similar to the thing that attacked the Laurus. Humanoid, impossibly thin, inky black, geometric patterns etched along the flesh. Black clouds of Nox roll off their bodies as they take shape, three in total, seeming to blur and twist into existence out of the air itself. Air that is becoming steadily thicker as small wisps of Nox begin to form.

They advance.

The static is worse now, the world around hazy and indistinct. Hard to focus.

And then you feel it. A single point of clarity, something bright and powerful just barely within the grasp of your consciousness. All you have to do is reach your mind out and take it.

All you have to do is change.



Secundi Lux

- - -

One hundred years ago the First Void appeared. A towering beast made of darkness itself, no one knows where it came from, but its goal quickly became apparent: The destruction of humankind.

From the First Void came Nox, the rawest form of what humans now call magic. Deadly in large quantities, Nox quickly spread and covered most of the planet, warping and twisting everything that it touched. Humanity was scattered, forced to retreat to higher elevations and behind hastily erected walls.

Until they learned to harness magic for themselves.

The Twelve Heroes were the first individuals born capable of harnessing raw magic. Together with the first magitech weapons they destroyed the First Void, ending the immediate threat to humanity.

In the aftermath of the Dark War the Novus Orbis Imperium was established by the first of the Six, an organization that would quickly take charge of the remains of civilization. They established, help fortify the Sancum Cities and became the unifying government.

However, though the First Void is gone the threats it left behind still remain. Where Nox gathers other, smaller Voids manifest. The Sanctum Cities are still threatened by periodic Void attacks, and not even the technomagic shields can always prevent the buildup of Nox.

That's where you come in. Ars Magi, transforming soldiers with the power to fight the Voids. Selected to be trained at Nova Lux Academy, you are the brightest hope for the future.





Hello friends,

I'm looking for one player to fill an open slot in an ongoing magical girl game. It's a de-constructive mishmash of post-apocalypse, military, and magical girl genres. You can check out further setting details here and the current thread progress here.

Thanks for looking!

For those interested, please post/submit characters in the game's OOC thread. Thank you!
They find a simple meal in the mess hall, enough to tide them over for the evening before they return to their bunks. They eat alone, left to themselves before their escorts return them.

The next day the four girls are informed that the Nox front has passed far enough that travel is safe once again. Their luggage has yet to be recovered, but they group is informed that if it is it’ll be forwarded after them. They are, however, on a tight schedule and set to ship out immediately.

The airship commissioned is smaller and sleeker than their previous transport, made for moving quickly between two nearby cities. The trip itself is only several short hours before the sprawl of Palmyra appears on a peninsula below them. In the early morning it’s easy to see the waves of inky black clouds that encircle the city, thick streams of Nox warded off by tall walls and glowing diffusers installed atop them.

The air is brisk and windy as they disembark from the airship, but they have little time to enjoy the fresh air or the sight of the waterside docking area. Within minutes they’re spirited away into another transport, driven through the hilly streets of the city and toward the northern side. Their destination is a large medical facility, clearly military in nature judging by the guards, empty parking lots, and enhanced security as they’re checked in.

Thanks to their earlier delay there’s no time to rest or check in at the academy before their initial tests, and the doctors get right down to it. Each girl is poked and prodded with a myriad of instruments. Blood is taken and physical examinations follow, mental evaluations made after that. The whole process drags on for what seems like half the day before, at last, each candidate is given the ‘all clear’. Each is given a time to report for their procedure tomorrow.

They arrive at Nova Lux academy in the early evening. It’s a sprawling stone building with wide glass windows, a lush garden, and Imperium logos decorating every inch. Across from it stands it’s the Imperium’s Officer Academy, the lights of that sister-school shining almost as bright as those coming to life around Nova Lux itself.

There’s enough time for a quick tour of the facilities before the girls are escorted to the dormitory buildings. They’re quartered two to a room, the rooms themselves of decent size for a dorm. Two beds, two desks, a small kitchen and bathroom, colors in muted blues and golds. Sleep will find them eventually, until each is awakened by the morning call.

It’s actually not until late in the evening until their surgeries are scheduled. Another consequence of their late arrival.

Each girl in turn finds themselves escorted deep into the bowels of Nova Lux, past secure doors and winding passages, deep beneath the earth into the forge where Ars Magi are made. They find themselves in a circular room, an observation area outside of a small surgical chamber. The walls gleam sterile white and the lighting is bright and harsh, reminiscent of the hospital that they visited earlier.
Several final checks are done, and the last thing each remembers is a small cluster of white-coated doctors gathered around them, and the gleam of metal instruments before they sink into darkness.




Unlike the other four girls, Sadie arrived at Nova Lux without any notable issue. The airship ride was a long and uneventful journey, finishing with the arrival at Nova Lux and a pomp-filled orientation for the newly arriving class.

She too had to take the scheduled medical examinations, physicals, and jump through the same hoops that the rest of the arriving candidates did. Like her classmates she was given the go-ahead, though unlike them her surgery was delayed a day. The reasons weren’t entirely clear, but it’s a day later and late in the evening by the time she’s finally escorted down into the bowls of Nova Lux.

Soon she too drifts away into peaceful slumber as the doctors do their work.




Each of the five girls awakes in another gleaming white room, each lying in a small hospital cot. Harsh fluorescent lights illuminate the sterile room, the rectangular space empty save for a table full of medical equipment and the beds containing the other candidates. The four latecomers may be surprised to find Sadie among them, a fifth and unfamiliar body.

Surprise, if it’s there, will soon give way to an uncomfortable soreness. Each feels like they’ve just finished a marathon, their muscles exhausted and nerves aching with dull pain. The fuzzy-headedness doesn’t help, and it’s not entirely clear if that’s a side effect of the surgery or the IV drips attached to each of their arms.

Underneath the blankets and thin surgical gowns something else has changed. Inset in each girl’s navel is a small and gleaming gemstone: their Ars Armagus.

There’s no sign of the doctors they saw earlier, though it’s likely they’ll return at some point. For now, however, they are left to themselves.

“Me?” Priya asks, considering Dana’s question carefully. She taps her chin, smiling brightly after she’s given it some thought. “A sword!” She pauses, adding, “I guess that’s kind of boring, right? But I want to be a dashing swordswoman.” She waves her fork around in motions that are probably supposed to be swash-buckling.

“Mmm.” Says Cara, “I’m not gonna guess, we’ll just find out tomorrow.” She nods to Penny. “I guess we just wait, for now.”

Quiet conversation continues around the tables for the next several minutes, mostly speculation on transformations, weapons, and outfits. Some are more enthusiastic than others, but the mood overalls seems positive—with some small exceptions.

When dinner is finished there’s not much left to do but return to the dorms, most of the on-campus facilities by now closed and no student yet allowed outside into the city. This time at least the girls from the Laurus have more time to sleep before the morning bells wake the candidates once again at some ungodly hour of the morning.

Today is the day.

Each girl in turn finds themselves escorted deep into the bowels of Nova Lux, past secure doors and winding passages, deep beneath the earth into the forge where Ars Magi are made. They find themselves in a circular room, an observation area outside of a small surgical chamber. The walls gleam sterile white and the lighting is bright and harsh, reminiscent of the hospital that they visited earlier.
Several final checks are done, and the last thing each remembers is a small cluster of white-coated doctors gathered around them, and the gleam of metal instruments before they sink into darkness.



“Three.”




The next couple days are spent in recovery. It’s a strange sensation at first, to have this foreign object inside of the body. Inset in the navel, each gem is a smooth and gleaming invader that feels notably unnatural for the first 24 hours.

This is before mentioning the uncomfortable soreness, the periodic dizziness, and the fits of nausea that come as the body adjusts to whatever magic is now coursing inside of it. Each girl was warned of these side effects and given even worse news to go with it: They can’t even transform yet. The Armagus requires a specific trigger, and is nothing more than an uncomfortable lump until their bodies have adjusted to it.



“Two.”




“This will be your first exercise as a Nova Lux cadet.”

The nausea is starting to pass on this, the third day. Candidates have begun to return to something resembling normal, just in time for the mission briefing in the assembly hall. A holographic map of the city is on display at the front of the room, slowly rotating under the touch of a uniform-clad woman at the front of the auditorium.

“The exercise will take place in the Palmyra Military Exercise Zone, or M.E.Z. There, under controlled conditions, your Armagus will be activated.” A pregnant pause, and the officer continues: “This activation will require the presence of a Void.”

Quiet whispers ripple through the crowd of assembled young women.

“We will be lowering the diffusion of Nox in the exercise area to a level sufficient for the manifestation of low-class Voids. Your Armagus, an anti-Void weapon, will respond accordingly. The exercise will be supervised by military personnel to mitigate the danger to yourselves, but I won’t lie to you: Any encounter with a Void has the potential for disaster.

This is your first real trial as an Ars Magi, prepare yourselves accordingly. Ignis aurum probat.”





𝙿𝚊𝚕𝚖𝚢𝚛𝚊 𝙼𝚒𝚕𝚒𝚝𝚊𝚛𝚢 𝙴𝚡𝚎𝚛𝚌𝚒𝚜𝚎 𝚉𝚘𝚗𝚎
𝙰𝚋𝚊𝚗𝚍𝚘𝚗𝚎𝚍 𝙳𝚒𝚜𝚝𝚛𝚒𝚌𝚝

𝙰𝚙𝚛𝚒𝚕 𝟷𝟻𝚝𝚑, 𝟷𝟷𝟽 𝙰𝚅
𝟿:𝟶𝟶 𝙰𝙼
Dana Noel, Penny Grenoble, Nicole Cognoscenti, Diana Khay Vanna, Astrelle Lennox


“One.”


The voice is small and static-laced, a quiet buzz from the earpiece you’ve been equipped with.

“Now lowering diffusion level. Nox levels rising.”

You stand in the middle of an abandoned street, rows of empty buildings hemming in on all sides. This is Military Exercise Zone, an older part of the city abandoned and later reclaimed specifically for Imperium purposes. It’s a ghost town, not a single soul dwelling within. The only sign of movement are leaves blowing in the chilly afternoon air, dried and brown foliage that rustles quietly down along the narrow streets.

The candidates have been broken into groups of five, with the Laurus crew finding themselves together once again. Your companions wait in an observation tower some ways behind the exercise area, observing you the same way you did them during their respective turns.
But now, it’s just you.

“Nox levels still rising.”

Something is wrong. It’s like static in your brain, gentle at first, growing louder as time goes by. Things begin to feel fuzzy and indistinct.

“Manifestation of Voids detected.”

They look similar to the thing that attacked the Laurus. Humanoid, impossibly thin, inky black, geometric patterns etched along the flesh. Black clouds of Nox roll off their bodies as they take shape, three in total, seeming to blur and twist into existence out of the air itself. Air that is becoming steadily thicker as small wisps of Nox begin to form.

They advance.

The static is worse now, the world around hazy and indistinct. Hard to focus.

And then you feel it. A single point of clarity, something bright and powerful just barely within the grasp of your consciousness. All you have to do is reach your mind out and take it.

All you have to do is change.



“Oh, for real?” It’s clear that Cara’s a little disappointed with that answer, possibly having expected something more exciting with the rumors of disappearing girls swirling around. Nicole and Dana’s extra praise does seem to at least elevate the redhead’s opinion, and she adds: “You must be pretty strong, busted hand or not.”

“A chair, huh?” Interrupts the spectacled blonde girl, taping her fork against the tray in front of her. “Was it her highchair?”

Her olive-skinned friend snorts, a hand quickly covering her mouth. When she recovers she chastises her companion, sputtering, “Amanda!” The girl clears her throat, giving an apologetic look toward the Laurus crew before she offers: “I’m sorry. I’m Priya, nice to meet you. I’m super excited to become an Ars Magi too, being able to transform is going to be totally amazing.”

“Yeah yeah,” Agrees Cara, “Ignore her. When you’re an Ars Magi you’ll be even stronger! And, you know, they wouldn’t use their most powerful weapons to just dig holes or clean toilets or whatever. We’re gonna be heroes!” The girl flexes a bicep, to indicate just how strong and heroic she intends to be in the future.

Amanda, the blonde girl, makes a derisive snort. “We’ll see who gets that lucky.” She comments, returning to picking at her meal afterward.

A chime rings out from somewhere in the distance, warning that dinnertime will be coming to a close shortly.
“Gunslinger Alexis?” One of the nearer pair of girls asks, drawn by the stray bits of conversation from the Laurus bunch. The olive-skinned girl speaking turns to the group nearby, continuing, “I used to watch that all the time—”

“Isn’t it a kids show?” The girl across from her, short-haired and blonde, peers over a pair of rectangular glasses at Dana and Penny, “How old are you two? That stuffs not like real life. You know that, right?”



Conversation is interrupted briefly by the clatter of a tray as another girl joins the table, taking a seat next to Vanna. Her roommate, Cara, offers a bright smile to the small group of girls gathered there. “Vanna, are these your friends? You all came in together, right?” It was clear she wanted to ask more the night before, but politeness kept her from pestering an obviously exhausted Vanna.

It did not, however, keep the girl from remaining awake. It’s unclear when exactly or if she did sleep, but she doesn’t seem at all tired if she didn’t.

“I’m Cara.” The red-haired girl introduces herself shortly after. “From Aquileia.” Her introduction is short, and she barrels on to more interesting things after: “I heard a few candidates didn’t show up, along with you all being late. Did something happen?” The girl leans forward, expecting some juicy gossip to be soon imparted.


The van rumbles through the empty streets, heading steadily toward its destination. Its passengers can feel the heavy winds buffeting against the vehicle and see the small trees planted along the street sway, shaking and shifting shapes in the dim streetlights.
“I don’t know who they were.” Wei responds, “But I know what.”

“They were corrupted. That’s what happens to people who’ve been exposed to too much Nox--or a Void. Sometimes they turn.” This isn’t common knowledge, the official line being merely that overexposure is poisonous to the human body. Not many civilians get to see the actual effects, and this one seems to be uncommon.

“An Ars Magi will investigate this further. You four are going to be held under guard until we can ensure a safe transport.”

She has little else to say on the matter, turning her attention a static-filled radio afterward. Several more minutes and dark streets pass until the transport arrives at the gates to Calcaria’s military base. It’s a cramped series of buildings and hangers, the roads between lit by small bulbs installed in the cement. The group is unloaded near the barracks, a spare room having been hastily prepared for their arrival.

Captain Wei ensures that Crystal’s wound is attended to by a medic before she takes her leave, promising to return in the morning. The guards too make their exit, with several being posted outside for safety. The girls are left alone in their temporary quarters soon enough, just the four of them and several small cots that will serve as their resting places for the night.
There’s enough ambient Nox for Chie to draw on, invisible pollution waiting to be transformed into magical power. The trapped soldier finds the debris—and everything else—become lighter as gravity begins to shift. Not much, but enough to get the job done. The man makes another desperate push, the force this time enough to shrug off the slab of metal pinning him down. His rifle is lost, but he rises unsteadily to his feet afterward.

The man hardly has time to thank Chie before Selma arrives to sweep the smaller girl up. He’s soon stumbling after, letting the big girl lead the way. Their path will intersect with Crystal’s, back toward the enemy before they can loop back aground.

The crack of gunfire still rebounds through the subway station, each shot from Rivka’s borrowed rifle lighting the dark space. So too do the rounds from captain Wei’s pistol, and those of the guards who are still armed. All of it together is enough to ward off further attack, the path made clear for those still caught behind. Soon Crystal and the others can wave their way to the stairwell, joining together with Wei and the small vanguard.

“Up, go!” Wei’s hand flags the small party up the stairwell, taking up the rear. The stairwell is long, and the lack of a working escalator means it’s a jog to the top. Once they clear the exit they’re greeted by a rush of cold air and a view of the darkened city streets, the road barely illuminated by flickering streetlights.

Captain Wei and the soldiers join them shortly, just in time for the chunky, square-shaped military vehicle that pulls up in front of the subway entrance. After a quick shouted order the rear doors of the vehicle open, and Wei hustles the group inside. As soon as the doors shut the vehicle lurches to life, peeling off down the street.

There’s no pursuit from inside the yawning darkness of the subway exit. The masked figures do not emerge to give chase, and soon the structure is lost from sight.

“Take us to base.” Wei instructs the driver, her attention turning back to the prospective Ars Magi after. “Are any of you injured? You-“ She gestures toward Crystal. “Your arm. Come here.”

After some digging a first-aid kit is found. It’s not especially helpful, but some bandaging can be done.

Wind buffets the car as it travels onward, navigating through the darkness. It seems, for the moment, the group has reached safety.



𝙽𝚘𝚟𝚊 𝙻𝚞𝚡 𝙰𝚌𝚊𝚍𝚎𝚖𝚢
𝙰𝚙𝚛𝚒𝚕 𝟷1𝚝𝚑, 𝟷𝟷𝟽 𝙰𝚅
Dana Noel, Penny Grenoble, Nicole Cognoscenti, Diana Khay Vanna, Astrelle Lennox



Those who can manage to sleep will only get to enjoy it for a few brief hours before they’re rudely awakened by the blaring of trumpets and insistent knocking on doors. Each of the new candidates finds a faculty member behind it, who hands off a blue and gold school uniform and instructions to meet in thirty minutes in the main hall. Directions are given as asked, which mostly amount to ‘follow everyone else’.

And, thirty minutes later, they find themselves in the central auditorium. Blue and yellow flags bearing the Imperium symbols line the walls, and huge glass windows pour in vibrant light from the near cloudless skies outside. Rows of chairs are set out on blue carpets, and all the students file into place to hear the opening speech.

It’s not very substantial. The speech itself consists mostly of the introduction of the headmaster, Nikolas Gaelle, and a formal greeting to the gathered cadets. There’s a lot of pomp and circumstance, well-wishes for the coming year, and brief explanation of the coming curriculum. Afterward comes the tour of the facilities led by another staff member. It’s a short round of the dormitories, cafeteria, library, classrooms, and gardens before the group is dismissed back to the dormitories.

It’s another few hours of waiting before, one at a time, each girl is called and escorted to the infirmary. The building has temporarily transformed into a testing facility, filled with magitech machinery and medical equipment.

There the tests begin again. It might seem as if they’ll never get away from all the poking and prodding, but the earlier visit to the hospital at least spares them from having to draw blood once again. Still, the process takes several hours each, composed of physical examination, exercise, cognition testing, and a dozen other examinations before, finally, each girl receives an ALL CLEAR and instructions to report to an off-site medical facility tomorrow for their surgery. In under 24 hours they’ll receive their Ars Armagus and become full-fledged Ars Magi.

By the time all of the candidates finish with their testing it’s time for dinner, held in the academy cafeteria. It’s a well-lit rectangular building near the dormitory, furnished with long wooden tables and the ever-present Imperium symbols and decorations. A buffet of acceptably cooked food is available for all, though those used to grander meals may find the selection somewhat lacking.

There are just under a dozen other girls sharing the cafeteria with the cadets from the Laurus, but it’s the most company they’ve had for several days now. Everyone is assembling along the tables, making introductions and finding places to settle. It’s not long before conversation, both awkward and amiable, begins to fill cafeteria:

“I can’t wait to use real magic, it’s going to be awesome!”

“Do you think the surgery is gonna hurt?”

“Well nobody’s ever died becoming an Ars Magi, right?”

“What do you think you’ll look like after you transform?”

“You know, after initiation they host a big ball, my brother told me.”

“Do y’think we’ll get to meet the students from the officer’s academy?”

“I hear there’s someone from the Duodecim here, who do you think it is?”

“When’ll they let us see the city?”

“You know, my dormmate never showed up...”

“I heard there was some kind of accident that caused delays.”


YOU are a Royal - half-magic, half-human.
You're one of the court cards from the tarot deck - the freewheeling Princess of Wands, the calculating Knight of Pentacles, the illusion-weaving Prince of Cups. You use magic like a brick through the window of the world.

THEY are the Arcane - Death, The Hanged Man, The Devil, The Lovers, The Star. They are reality-bending monsters that wear human skin like a suit.

TONIGHT, before dawn, you are going to corner one of them and take their power for your own in a heist the likes of which the worlds have never seen.

The city is going to burn.

It's going to be beautiful.



That’s you. Royals are those blessed with magical lineage, part of four great families which have four positions each. Despite the implied hierarchy, no royal has dominion over any other by default. Power must be earned, and jealousy preserved. You might be part of an actual family or you might now; the blood is strange, and sometimes it sleeps for years, decades, or generations.

As a royal, you can do MAGIC. You can hijack some of the immense power that the Arcane do, but you must use tools to do so. Fetishes, charms, items of power, and relics of historical or cultural weight are all useful. Your magic is JUNK MAGIC, an urban hedge witchery built of necessity, improvisation, grit, and luck.

THE SILVER AND THE BLOOD
Royals are made up of three facets. These are things like traits, relationships, skills, equipment, or favors owed to you.

Silver facets are related to your arcane ancestry: unnatural quirks, uncanny strangeness, and junk magic.

Blood facets are part of the real world: physical talents, money, allies and items.

THE COURT
The court is your domain, an organization you rule over. You could be the CEO of a company, a crime syndicate kingpin, a cult leader, a high society leader. You control a small domain--a sawn-off stub of a thing that will never reach the glamour of the Arcane until you ascend.



That’s them. Once they were like you, but now they are beings of astonishing power. They’re faster, stronger, more experienced, and better prepared than you are. But they’re not smarter, and they’re old, and you want this more.

Where you twist reality and channel the power of your blood, they sit above it; reality is something you wrestle, trick and bluff, dazzle and confuse, maybe even knock senseless and go through its pockets: but it is something they command.

They are monsters, in the old sense of the word, in that they herald the coming of something terrible. They are more and less than human.



Royal Blood takes place in The City; the cards are things of civilization, after all. They are mankind’s attempts to make lenses that peek into something greater and dizzying.

The name of The City doesn’t have a name. It’s high-rises and underpasses, it is the honk of cars and the stink of fumes, it is crowds and lit-up nights and a million tiny lives blurring together.

It is anything you need it to be. Soon it will be yours.



This is ROYAL BLOOD, an urban-fantasy heist game for 3-5 players. It is a cooperative storytelling game using a deck of tarot cards to help facilitate narrative and creativity.

This is currently an interest check, if there is enough of it I will make a new thread sometime after New Years.



THE SETUP
- At the beginning of the game a Major Arcana will be drawn. This is your MARK; your target whose power you will be stealing.
- The MARK has the PRIZE, some sort of object, person, or place that is the focus of the heist.
- 5 other Major Arcana cards will be drawn. These are THE BOX, the obstacles that stand in your way.
- The players work together to describe each obstacle as their character scout them out, with additional input by the GM.
- One the threats are established, scenes are played out as the royals negate or subvert the obstacles before them.



Name: Perhaps your real name, perhaps an alias.
Aspect: King of Cups, Knight of Pentacles, Princess of Cups, what are you?
Reason: Why are you REALLY doing this? Why do you want this power? Is it revenge? Pride? Greed? Loyalty to another?
Court: Describe your domain in the city.
Description: Face claim/etc here. Please use real people/actors.

Facets
+ Blood Facet
+ Blood Facet
+ Silver Facet

*Note: You can have 3 facets total, mixed between Blood and Silver. So you could have, for example, 1 Blood and 2 Silver, or 2 Silver and one Blood.

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