Description
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2 - 6 Players
This includes the Aos, mysterious creatures with whom they have made a pact in exchange for power, whose alien interests may diverge considerably from the interests of humanity. The latter must remain oblivious to the events that unfold before its eyes, to avoid, as prophesied by Basileo, the opening of the Door Between Worlds and the consequences that this event would unleash.

We are in the future – a future where everything is already decided. Men live their lives in vertical cities of glass and steel, lulled by alchemical technology in an apparent order. A divinity has descended on Earth, offering humanity the peace and tranquility it so desperately wanted in exchange for the freedom to determine its own destiny, making the world a set of perfectly aligned gears.
More precisely, we are in the Earth Union – the broken dream of a planet united in a single nation that only managed to unify old Europe and US. Technology and religion here are one and the same, with priest-scientists preaching the digital word of the one and only god of the future, The One Who Has Many Names, in an increasinly uneasy alliance with Basileo, immortal ruler of the Earth Union.

This apparently ordered existence has cracks at its edges though: other entities managed to avoid the merciless gaze of the Many Names and contacted desperate people who were eager to become their own masters once again. The Aos, creatures of a place/non-place called Wonderland, offered these rebels to break the chains of the new deity, granting them powers unthinkable for a mortal, even if the price to be paid in exchange was very high…
Gathered under the aegis of the para-governmental organization Arcana Familia, the Lost Children protect society from both mundane crime and the malevolent influences of supernatural creatures who, one way or another, have penetrated the barrier between this world and… other worlds. This includes the Aos themselves, whose alien interests may diverge considerably from the interests of humanity. The latter must remain oblivious to the events that unfold before its eyes, to avoid, as prophesied by Basileo, the opening of the Door Between Worlds and the consequences that this event would unleash.

Arcana Familia system is based on Blackjack. No dice required, but you will need a playing cards deck to play it. This will turn every challenge or combat into an exciting Blackjack match!
The Blackjack System makes the player responsible for balancing the potential and accuracy of an action through what can be considered a subgame. It is an addition that we consider useful to define the so-called “intimate” tone of our game.

In Arcana Familia, there are two types of characters: The LOST CHILDREN and the AOS.
LOST CHILD: Once human, this individual became something else and rejected the destiny The One Who Has Many Names prepared for them by making a pact with an Aos.
A Lost Child gains from the pact (it’s called Exchange) supernatural powers and – supposedly – immortailty, but the price is being now their Aos’ servant forever – or at least till the Lost Children will find out how to break the contract.
All Lost Children are supposed to work for an organization called Arcana Familia, but the rebels keep growing. After all, didn’t they sell their souls for freedom?

AOS:Â A mysterious entity existing in a place/not place called by humans Wonderland, an Aos can’t interact with their full force and powers in the mortals dimension. For this reason they have to rely on humans they made a pact with, the Lost Children.
Every Aos seems to be a species in themselves, so it’s almost impossible to understand their motives and if they have a goal and a plan as a group. It is known they are divided into large “families” called Dinasties, engaged in a complex political and mystcal war even Lost Children struggle to comprehend.
Every Aos is a unique individual, with their motives and powers; the only thing every one of them seems to share is an incompatibility with humans technology.

The players will thus play the Lost Children and the Aos with whom they have made the Exchange. It will be at the discretion of the gaming group whether to divide the two roles among the various players, or to let each player play their own Lost Child and the Aos of another. This decision will be fundamental: one of the focal points of the game will be in fact the development of the strange relationship to which the pact has given life.
Aos and Lost Children’s interests can often diverge widely, but at the same time compromises must be accepted in order to move forward. The Aos, despite having nominally complete control over the capabilities of their Lost Children, still depend on them to be able to interact with the material world.
Will a fragile truce with agreed rules be reached or will be created a relationship of love/hate, full of retaliations and conflicts? Which secrets will be hidden to the partner and which plots will be woven behind their back?
Find it out in the mysterious world of Arcana Familia!
This choice is for the PDF Core Book and fillable character sheets.
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