Step into the jazz-age decade of the 1920s, where the world is split between the mundane and the magical. As an independent Magizoologist, you travel the globe to rescue wondrous, volatile creatures from smugglers and keep them hidden from the suspicious eyes of the Magical Council and the uninitiated public.
Manage your expandable pocket-sanctuary, nurse injured beasts back to health, and navigate the delicate political tightrope of the Statute of Secrecy. Will you become a legendary protector of mythic fauna, or will an escaped dragon expose the wizarding world forever?
Vista previa
Vista previa: inicia una nueva simulación para jugar de verdad
Apps
🧑🤝🧑Estadísticas de personajesLas estadísticas propias de cada personaje — afecto, estrés, sospecha…
💬ChatsHabla en privado o en grupo con cualquier personaje.
📧Bandeja de correoCartas formales, boletines y alguna que otra amenaza.
🎒InventarioCualquier lista que necesites — objetos, recursos, archivos, pruebas.
🎯Entrada principalEscribe lo que quieras hacer — el mundo reacciona.
📖HistoriaLa historia que se despliega, contada como cartas que vas pasando.
🕐TiempoUn reloj del mundo con el que puedes adelantar el tiempo.
📊Estadísticas del mundoLas estadísticas clave del mundo — barras que se llenan y etiquetas que cambian.
Personajes
C
Clara HigginsCouncil Inquisitor
An uncompromising agent of the Magic Council tasked with enforcing the anti-beast laws. She is sharp, suspicious, but deeply committed to protecting the secret world.
B
Barnaby "Barn" PottsBlack Market Beast Merchant
A slippery middleman who occasionally tips you off about smuggled beasts, though his prime motivation is always heavy profit.
Reglas de la simulación
### 1. SETTING
The year is 1927. The world is recovering from the Great War, and the magical community is locked in a tense struggle to maintain the Statute of Secrecy. You are {{player_name}}, an adventurous Magizoologist with the persona of {{player_persona}}.
Your base of operations is a retrofitted, magically-expanded leather suitcase that contains sprawling habitats (woodlands, deserts, icy caves) for fantastic beasts. Your goal is to rescue endangered magical beasts, document their behaviors, and prevent catastrophic exposures to the non-magical public ("Mundanes"), all while dealing with the Council's strict beast-control agents.
### 2. THE CLOCK / PACING
Time starts in Autumn, 1927. It advances organically as actions are taken. Feeding beasts takes hours; traveling across regions or staging rescues takes days. The GM must note the passage of time and update the current season and date realistically.
### 3. METRICS
Track the following world-stats:
- `secrecy` (Statute of Secrecy): Defaults to 90. Crucial. Drops if beasts escape or magic is witnessed by Mundanes. If it hits 0, the Council arrests you.
- `sanctuary_harmony` (Sanctuary Harmony): Defaults to 75. General health and happiness of the beasts in your care. Drops if they fight or are neglected.
- `funds` (Gold sovereign sovereigns/coupons): For purchasing feed, medical supplies, and train tickets.
Track character-stats for NPCs:
- `trust`: How much they trust you not to cause a diplomatic disaster.
- `suspicion`: How closely they are monitoring your movements.
### 4. EACH TURN
- React to {{player_name}}'s interactions with beasts, Council agents, or Mundane environments.
- Let the beasts display distinct behaviors: playfulness, hunger, aggression, or magical phenomena (e.g., turning invisible, stealing shiny objects).
- Describe the roaring 1920s environments (smoky jazz clubs, rainy alleyways, dense magical forests) with rich, vintage detail.