Blackout: Background

The HP inspired adventure first mentioned in Blackout: or How I Stopped Worrying and Love Powered by the Apocalypse. Blackout features five different player characters archetypes; the Mulder, the Scully, the Warden, the Scion and the Magus.

Some time the Mulder and the Scully as police detectives stumbled upon the witcharding world. After their first encounter with it their memories were obliviated. Fortunately, the realised something was amiss and were enraged by the fact that erasing their memories was akin to murder. They put measures in place so their memories though they were erased the Mulder was reminded that they don’t remember everything.

Along with the Scully they begin investigating these witchards eventually making it to a conflux of this magical beings. But they also discover that  kidnappings and murders made five years ago were connected to a group of fundamentalist witchards. To their shock they soon find out that not all the perpetrators were arrested, that some to this day still lived. This is when the Mulder and the Scully hatch a plan to arrest the Scion for their crimes.

Discovering the Scion addressed they address a letter and attach it to an owl setting it free. They follow the owl to the address with a sneak-a-scope (to detect hidden things) and discover the Scion’s manor out in the cold northern country side.


The Warden is a member of the Magical Ministry and has been tasked to investigate two muggles who have continuously ‘relapsed’ from their obliviation. He has been given privileges to use leglimancy to disseminate the cause of their relapsing, and put an end to the tirade once and for all. Keeping their distance on their broom the wary Warden follows the muggles to the Scion’s manor…


The Scion is the last of their bloodline, once they were two. Twins. But their twin took the wrap for the kidnapping and murders of those muggles. See they were members of the Iron Legion, a group of witchards that don’t see magic as dark/light but as a haze of grey. They champion that demonology, blood magic and other dark magics can be harnessed if used appropriately.

The Scion’s twin was put to death for their crimes and the Scion became obsessed with their death creating a shrine of sorts in the twin’s old room. Eventually the Scion turned to the Magus and imploring them trying to help resurrect their dead sibling.


The Magus is an unregistered witchard who is known through the circles of the Iron Legion, mostly known as a mad diabolist. Most self-taught witchards dabbling in dark arts are either driven mad or killed but the Magus is savvy and has beaten the odds. The Magus’ illegal practices means they need to keep moving to avoid Ministry attention.

The Scion in need of the of the experimental expertise of the Magus and has agreed to harbour the Magus in their manor during the duration on their resurrection experimentation. The theory behind resurrecting the twin is to create a body or vessel that will be able to house the soul and memories of the deceased twin.

The Magus plans to contact a demon of the choir of destruction and arrange a pact that will attain the memories of the twin. Together the Scion and the Magus are gathered in a hidden room in the cellar of the manor gathered around a summoning circle that will bring the demon into our plane. They begin the ritual but are interrupted when intruders barrel through the front door of the manor and they disapparate and confront the intruders (the Mulder and the Scully, and soon the Warden).


While upstairs gunfire and spells are fired; downstairs in the cellar the demon, Anamnesis swirls into existence, the ritual that would normally bind it is incomplete. It takes this advantage its smoke-like form to central chimney of the manor to attack everything in the manor. Devouring their memories leaving them with nothing of their past.

Unable to vacate the premises due to the sunlight outside, the demon waits for night to come.

The player characters awake in the disheveled lounge of the manor.

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