Detective Rascal
Magic is just Science unexplained
There's two worlds going on in this city, one of normal life with business men and young people trying to make a living, going to get coffee and paying their taxes and all that normal stuff.
And then there's the magic underground, a second side to the city. Where Powerful magical families rule the streets, where gangs of young witches and wizards and magicians hang out and terrorise people, where you can go place bets on flying rat fights, or go to the blackmagic market.
Sometimes, these worlds collide. If wars break out in the magical side, nature starts to break out into war too. Serious storms, cyclones, earthquakes, gloomy weather in general, all sorts of things happened.
But sometimes, the two worlds also seep into each, when regular humans start seeing magic being performed, when nightclubs never seen before appear in front of your eyes, when the barrister accidentally leaves an amulet in your coffee, you know something a little darker is going down in the magic world.
You've somehow come across it, the magical world, and now you have to save it.
This is going to be a bit of a free-roaming dice roleplay. Your character will be going about their day, but in some way they will see something magical, be brought into the magical side of the city, and find out about most of the things magical.
If they want/wish too, they can help prevent a natural disaster happening in the place they live by stopping whatever is happening on the magical side, which happens to be stopping a kind of turf war between two powerful mage families. (Just stating just in-case your not into turf wars)
And, it's expected that you play normal everyday people who go into the magic stuff, don't get your hopes up if you wanted to play a crazy witch or wizard. But, when you roll your stats, you may get a high magic score, so it's possible you'll be able to play as someone who can wield magic.
And then there's the magic underground, a second side to the city. Where Powerful magical families rule the streets, where gangs of young witches and wizards and magicians hang out and terrorise people, where you can go place bets on flying rat fights, or go to the blackmagic market.
Sometimes, these worlds collide. If wars break out in the magical side, nature starts to break out into war too. Serious storms, cyclones, earthquakes, gloomy weather in general, all sorts of things happened.
But sometimes, the two worlds also seep into each, when regular humans start seeing magic being performed, when nightclubs never seen before appear in front of your eyes, when the barrister accidentally leaves an amulet in your coffee, you know something a little darker is going down in the magic world.
You've somehow come across it, the magical world, and now you have to save it.
This is going to be a bit of a free-roaming dice roleplay. Your character will be going about their day, but in some way they will see something magical, be brought into the magical side of the city, and find out about most of the things magical.
If they want/wish too, they can help prevent a natural disaster happening in the place they live by stopping whatever is happening on the magical side, which happens to be stopping a kind of turf war between two powerful mage families. (Just stating just in-case your not into turf wars)
And, it's expected that you play normal everyday people who go into the magic stuff, don't get your hopes up if you wanted to play a crazy witch or wizard. But, when you roll your stats, you may get a high magic score, so it's possible you'll be able to play as someone who can wield magic.