demonology
π ππππππ ππ πππ ππππ ππππ.
intro
xtal
aphex twin
advent.
New Texas β a clumsily-named, deceitful oasis, home to a history of destruction and the safest city on the planet. Its invention, though, came at a cost. The Arcana appeared forty-four years prior, in 2178, decimating a large portion of the Americas and even the edges of Europe and Asia. Their bloodsport knew no bounds, and the images of these large, terrifying creatures haunt the seedy corners of the Internet to this day.
Largely, the Incident that almost brought the end of humanity is hidden, details tight-lipped and only given to those with clearance (or who know how to access the Dark Web). The only acknowledgement of the occurrence is with the United States Government, who collaborated with the United Nations in creating El Paso Nuevo. As the largest state affected by the Arcana and the first location the Arcana appeared in, Texas became the designated area of reconstruction. While much of the land is barren, El Paso Nuevo shoots out of the dusty mist as a beacon, a jewel and a testament to humanityβs ability to prosper and persevere.
Almost a billion dollars has been invested into El Paso Nuevo, which has thus been designed as a saving grace for humanity. Headlines have come to dub it βThe Safest City,β as though memories from just under fifty years ago can be so easily forgotten. The carnage that once permeated the streets of Houston are now peppered with neon-decorated skyscrapers. The city is small, enveloped easily into the cavernous and complex underground each evening and during any emergency (though, of course, El Paso has never had a real emergency, just drills). New Texas is largely laughed at for its ridiculous name and the inaccuracy of its title (seeing as 75% of the land is no longer habitable), but El Paso Nuevo keeps the critics at bay due to such technological marvels.
The secrets of El Paso Nuevo barely make headlines, resulting in most press and perception of the city being positive (even when they began to advertise for apartments in the city, much to the chagrin of many). Most citizens barely recognize the highly disputed commission congealed by the hands of the United Nations, which has since taken over much of the governance that used to be left to national governments. The commission is known as the SNCR Committee or the Suspicious Natural Circumstances Response Committee. Truthfully, no one pays much attention to SNCR (pronounced βsnickerβ), as the name is hardly discussed in any news outlet or even by well-meaning online activists. Since the Fair Conscription Trial and the subsequent passing of the Miraculous law about 20 years ago, SNCR remains a semi-respectable commission dedicated to saving the world, often joked as the CDC for aliens. What many denizens do not know is what is held deep within the shelter of El Paso Nuevoβs underbelly. They do not realize the weapons have been forged, manufactured from the Arcanaβs first defeat (if one could really be so bold as to call it that).
Said weapons are quite deceitful, much like the city itself. Some do not even know of their origins, while others have spent their entire lives comprehending their purpose in being born. They are known as Project Minor Inherit.
All of them born in the same year, the year after El Paso Nuevo was completed. One could say Project MI was a coincidence, a complete lack of disregard for the scientific method, and a mistake. However, Director Ino has always seemed so self-assured, as though he understands the Arcana beyond any other human. Therefore, when his pregnant wife responded positively to the treatment, he decided to round up eleven more subjects, all pregnant and due within the year 2200. No one quite understands how he chose his subjects, though all of them were meant to represent one of the eleven Arcana who had shown their ugly teeth and strange bodily orientations before disappearing.
When the children were born, the Project was thought to be a failure. They were all unremarkable, normal even, until the child designated as The Fool, the first of the Arcana to appear 43 years before, began to show⦠abilities.
Director Ino insisted the children needed to be housed under El Paso Nuevo and βput to good use.β They had a Pandoraβs Box, something capable of destroying the Arcana when they returned, which Ino always insisted they would. However, the parents of said children, even after some started showing signs of great power, insisted otherwise. Thus, a legal battle ensued, specifically over the terms of the contracts the mothers signed to participate in the experiment. Not only had the contracts used the promise of a large sum to coerce the young mothers into a NDA, it also contained fine print in legal jargon many couldnβt determine, not even some lawyers. Essentially, the term declared that, in the event the βtreatmentβ provided results that may aid Earth in the event of another attack, said test subjects were required to mandatory service under the SNCR Committee. As a result, the trial was publicly dubbed the Fair Conscription case.
The legal battle spanned much of the first two years of the childrensβ lives, though much of the records regarding the case were sealed. In the end, the parents were allowed to keep their children, give them lives of normalcy, provided that their children adhered to a mandatory conscription in the late winter of 2221. The date was odd, but Director Ino assured the parents that it was the perfect time for the children, seeing as they would be on the edge of their twenty second birthdays. Many of the parents, especially the ones with children who had yet to manifest abilities, took the compromise with a grunt. Almost twenty years was quite a long time, though, so the trial ended with both parties mildly satisfied, and laws were later written by the United Nations and the United States, making the servitude legal.
Now, 2221 has dawned, and the date for the now-grown children of Project Minor Inherit to join SNCR looms near. Most of them have already presented their abilities, making it all the more mysterious and concerning as to what will be required of them. Yet, Director Ino and his team refuse to reveal anything at all, and instead, they prepare with great haste for the arrival of the Projectβs Children.
Hi there! As the blurb explains, this roleplay will take place in late 2221, moving into 2222. The characters up for audition are all subjects of Project Minor Inherit. What likely wasnβt super clear is that the roles and the Arcana attackers are all inspired by the Major Arcana in tarot. I will create a lore thread soon with a more in-depth explanation of who the Arcana are, but I purposefully left a lot of it vague because most people donβt understand what the Arcana were/are. For now, just know that the Arcana are essentially extraterrestrial creatures that attacked Earth 43 years ago (soon to be 44). Itβs very rare for people outside of SNCR to recognize that they are representative of the Major Arcana (mostly because Director Ino and his team know a lot more than they let on), but it would likely be explained to your characters this fact (provided they even know theyβre the product of Project MI). Additionally, only the first 11 of the 22 Major Arcana figures have appeared, leaving the other 11 a mystery. The first 11 almost wiped out humanity, with the final alien causing the explosion that left Texas and most surrounding states in ruin.
All of the bodies of the Arcana were collected and given to SNCR for research purposes. Project IM came to be as a result of this research, beginning with Director Inoβs wife consuming a portion of the heart of The Fool, the first Arcana to appear. No one quite knows why Ino thought this would do anything substantial, and it is best not to question him as it will only get you talking to a brick wall. The Project expanded after his pregnant wife responded positively, resulting in a wide range of pregnant mothers being examined and chosen from a pool. The other eleven subjects all come from a wide range of backgrounds, ethnicities, etc. and there is seemingly no logic behind the choices. Again, asking Ino about this will result in him side-eyeing you or flat-out walking away.
The abilities the children present are indicative by their Arcana, though oftentimes not in ways that are obvious to the card. Their powers are more so representative of what their Arcana symbolizes, and usually, their powers are almost demi-god-like versions of their Arcanaβs own abilities (ex. Percy Jackson vs. Poseidon). Essentially, they are not as powerful, at least initially. All of this will be revealed in due time, but I feel that gives you enough of an explanation to see the vision (because I know this idea is terribly complicated, apologies).
I do not have exact images for what the Arcana look like, but just know this roleplay, in general, is heavily inspired by Neon Genesis Evangelion, and the Arcana are not completely unlike the Angels in said show. If youβre looking to further understand the futuristic vibes of this rp, look here to the board Iβve made.
I will explain the parameters for the powers later when the CS comes out, but just know that each character is allowed to have up to three abilities, though only two are allowed to be unrelated from each other. I also provide suggested abilities because I know that transferring the overall vibe or symbolic nature of a tarot card is a bit difficult, especially if you arenβt familiar with how each card operates in tarot. Additionally, Iβm okay with the abilities for each character being a bit more over-powered than they are normally. If you arenβt sure or would like my input, feel free to PM me.
I think Iβve covered anything that might not have been understood from the blurb? If not, feel free to ask below! Now, read on to learn more about the available roles (:
roles
roles.
the fool
open
The shy nepotism baby. Known for their quietness, The Fool always seems distracted by their thoughts. Despite being the child of Director Ino, The Fool does not represent much of their fatherβs staunch coolness, though both share a penchant for solitude. This is primarily due to the fact that The Fool has not seen their father since they were young, spending most of their life with other family. Many expect them to be a leader, but it seems they would rather just be a wallflower.
Suggested Abilities: controlling the emotions of others, the ability to create force fields, the ability to fly/float
the lovers
1/2
The diametrically-opposed, unsuspecting dream-team. While every other Arcana could only have its heart consumed once, The Lovers are a product of the same Arcana. The two, if they know each other at all, got along for quite awhile, growing up together, until adolescence drove a wedge between them. Now, they can barely get through a conversation without a spat at each other. As they will later discover, they work exceptionally well with their abilities, often playing off each other in any sort of combat situation. The first of The Lovers [taken] is known for their stubbornness, self-isolation, and high strung emotions while the other [open] is known for their quickness to anger, confidence, and extrovertedness. People often comment that the two seem like they would get along swimmingly, though it never seems to work out.
Required Abilities: Together, The Lovers can manipulate space, opening rifts connecting the two across no bounds, provided theyβre both using their ability. Typically, this can be done in close quarters so seamlessly that they appear to simply be swapping places or teleporting next to each other. Of course, this comes with a price, requiring them to have a physical piece of the other on their person in order for this power to work. This could be hair, a finger nail, blood, etc.
Suggested Additional Abilities: levitation, the ability to influence the obsessions of other living beings, transformation
the tower
open
The well-balanced scale. Quiet in their resolve, The Tower seems to want to bother no one and avoid upset. The times where their abilities have come through have made them determined to limit the casualties, literal and figurative, from their ineptitudes. They make for a fantastic level-head, especially once the MI subjects are brought together.
Suggested Abilities: telekinesis, the ability to destroy matter, invisibility
the hermit
open
The unsuspecting charisma. Unlike the traditional traits of a hermit, The Hermit is actually quite sociable and known for their friendly demeanor. There is an ease to any interaction with The Hermit, as though they are the one in control. They turn heads wherever they go, whether for worse or for better, and their smile brightens the room and probably someoneβs day.
Suggested Abilities: the ability to take lifeforce from others (i.e. drain them to the point of exhaustion, steal years from their life, etc.), the ability to heal others, the ability to conjure oneβs worst nightmare
the high priestess
open
The one plagued by wisdom. Knowledge is The High Priestessβs modus operandi, and it shows. High-strung and a perfectionist at heart, The Priestess does not know when to relax, though one couldnβt say it isnβt for a good reason. Their entire life has been dictated by a slew of hurdles to jump over, and thus, they are skilled in a wide variety of manners.
Suggested Abilities: the ability to determine anyoneβs intention, the ability to read minds (constantly), the ability to project images into other peopleβs minds
the moon
open
The mystic. The Moon is lonesome, to put it simply. Not necessarily rude or hurtful, but they prefer themself. Their eyes, however, are anything but isolated. They watch you as you traverse the room. Adept at picking up the minute details of a room, an object, or a person, they tend to come across as a tad whimsical. They simply donβt need to speak to anyone to already know you.
Suggested Abilities: the ability to manipulate light (especially the moonlight), the ability to manipulate shadows, the ability to create illusions
the devil
open
The jester. Creative, wild, and terribly, terribly depressed. The Devil wears a veneer of snarkiness, as though they hadnβt a care in the world. Jokes are worn like a laurel of comedically-devised flowers, peppering any interaction with them.
Suggested Abilities: the ability to conjure a small number of people from the dead, the ability to turn into a creature that looks like Baphomet, the ability to immobilize anything
the magician
open
The off-putting, overly-charismatic ass. Aggressive, overcompensating, and annoying. The Magician is liked by quite a lot of people, though it's doubtful how authentic this adoration is. They are obnoxiously open about the fact that they are the product of a SNCR experiment, as though it is a point of pride. They see their yet-to-be-manifested abilities as some sort of badge or trophy to be flaunted, even if secretly, they are quite insecure.
Suggested Abilities: the ability to manifest anything provided it already exists (ex. Canβt conjure a time machine), the ability to teleport, the ability to manipulate electricity
the chariot
open
Deceptive and powerful. Much like The Hermit, The Chariot draws eyes wherever they go. However, often this is due to their need for attention. Whether itβs darling, dog-like begging or the demanding demeanor of a screaming toddler, The Chariot requires an acknowledgement of their presence. However, with this desire for attention comes their ultimate strength and perseverance. Nothing perturbs them or turns them off, as though they are wholly themself.
Suggested Abilities: superhuman strength, the ability to regenerate body parts, superhuman speed/agility
the hanged man
open
Contemplative and cowardly. The Hanged Man doesnβt know when to act and when to hold back. An incredibly conflicted individual, they spend more time thinking over acting. Perpetually anxious, they struggle to socialize and tend to stick to their various hobbies and other interests. People are not their strong suit, though they certainly try.
Suggested Abilities: the ability to stop time for brief moments, the ability to levitate objects, the ability to restore objects to previous forms
the world
taken
The ambitious leader. A lack of action has never plagued The World. Ironically, they seek to hold it in their hand. Likely an aspiring politician, influencer, artist or academic, they pursue any interest with their heart full of intent. Their intentions are always clear (right?), and they arenβt one to play games (maybe?). Though, they arenβt above letting that ambition go to their head and direct them into trouble, either for themself or others.
Suggested Abilities: the ability to see the future for a few moments, the ability to touch any object/person and see the future, past, and present of it, the ability to create natural disasters
rules
rules.
rule one.
Many of you already know the drill: the general rpn rules apply. This will also be a mature roleplay, so I do ask that everyone be 18+. Darker themes are appreciated, though must be handled appropriately.
rule two.
Roles are not provided at a first-come, first-serve basis. An audition period will be had, allowing for anyone to write a sheet for whichever character they would like. I love seeing people's creativity so please feel free to go ham!
rule three.
On the note of creativity, please feel free to ignore some of the suggested abilities. Additionally, feel free to take inspiration from mythology, manga, other media, etc for your character's abilities. If you aren't sure about your idea or would like to talk it out with me, I'll either post an ooc thread or simply PM me! I don't bite, I swear. Take yourself where your beautiful brain takes you!
rule four.
Discord will be required, simply for the sake of plotting and other fun things like TupperBot. I love getting to know people in servers, especially because we all get to bond over our characters, so I hope you'll see this as less of a drag and more so an opportunity for fun outside of writing in the IC.
rule five.
Not a rule, but I wanted to note that I plan to expand upon multiple facets in the lore page. This idea has a few moving parts, including the technology that is used against the Arcana, the specifics of this take on the future, etc. I am not trying to ignore those elements, but rather same myself some headache by assessing interest first before going ham on explaining various minutia that will be moot if no one enjoys this little idea!
rule six.
Again, not exactly a rule, but here are some bits and bobbles I like to note about my roleplays:
aesthetic: here
inspirations:
- Neon Genesis Evangelion
- Jojo's Bizarre Adventure
- Ghost In The Shell
- The 1990s + cyberpunk/goth
- The old west (but make it camp)
- New Wave and 90s electronic music
intro
roles
rules
CALAMITY
humans are not
gods
genre
sci-fi, horror, mystery, mecha
status
accepting
spots open
11/12
rating
18+
β‘coded by uxieβ‘
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