Premise

Ars Arcanum is a panfandom RP set in the next universe over, on a world that’s remarkably similar to present-day Earth… Plus high magic and mad science.

Magic and science have always coexisted in this world, but there were no signs of serious conflict until the Renaissance. Conflict between magical supremacists and technological supremacists turned to cold war, and with the dawn of the Corporate Age, the cold war turned hot. (For more information on the history of the magic/technology conflict, go here.)

Certain… beings… would like the war stopped before the world ends, and attempting to use natives as their champions has only made things worse. So instead, they’ve brought your characters there to end it as soon as possible. Although ostensibly assigned to one of the sides in the conflict, the primary goal of the characters is to stop the war by any means necessary — once it’s over, they can go home.

Characters are given tarot cards that describe some facet of their personalities, and which also grant them specific abilities — the Minor Arcana, which all characters start with, give characters control over the elements, while the Major Arcana give characters immense powers of their own choosing… but they have to be earned, and they limit a character’s freedom even as they provide more power.

This is a plot-heavy game — things change, characters grow, and although stopping the war might not be as easy as anyone thinks, it is a possibility. So is character death.