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Directional Focus Exalt Perfect Circles of Seven types.

Posted by V_V
V_V
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Fri 17 Sep 2021
at 14:21
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Directional Focus Exalt Perfect Circles of Seven types.

EDIT II: I've closed RTJs. I will bump this if and when I need a new string of RTJs.

This game is largely vague, in that the plots are more sandbox, but still with strong guidance. Genre should be observed more than plot hooks.

I'm investing all my attention into this game. It will be my dream to see this develop multiple groups. I am STing for almost every type of character there is. Perfect "circles" of five (with the Lunar having a "cheat"). STPCs, such as contacts, allies, mentor, henchman, sifu, and such; are my best way to form lasting STCs into the framework of the game. As such I'll be awarding some bonus Background points, to incentivize, but not force, players to use this opportunity.

The seven groups will have some player cross over. I have NO expectation to juggle 35 players. I am, however, still looking at somewhere around 9 to 10 players minimum, and up to 15 if I get the attention, and am feeling more capable.

My only real stipulation for anyone that RTJs, is that that be cooperative, and have concepts that are staying within genre.

This blurb can be found in the Game Information section as well.



EMPRESS AXIS
DRAGONBLOODED
The Empress has disappeared, five years ago.

LAWGIVERS
The Lawgivers are only now returning to Creation.

DEATHKNIGHTS
Though several of these former Lawgivers have fallen into Oblivion

STEWARDS
Still, the mates of the Lawgivers have still not forgotten the Usurpation

VIZIERS
Nor have the Fivefold Fellowship been errant of the Empress's absence.

GREEN SUN PRINCES
So the Yozis reclaimation plan draws all the closer

CHAMPIONS
Freedom, however, is first afforded to the Primordial Traitor to the Yozi; Autochthon.
[ Mission ]
This is a game consisting of five groups, each consisting of one of each caste. The next two group will be introduced after at least one of these five is under way. Each group will aid in telling the story of their direction; there will be strong limitations on stories to separate the groups. If, however, two or more groups meet, then we will resolve it as gingerly as possible, so as to keep distinction, and prevent cross contamination.

As such, each of the five groups will be separated by a direction of the world. This doesn't mean other groups can't go there, it means it will be a trip for reasons other than exploration. Each region does have vast amounts of space to explore. So it's very easy to keep groups separate if we agree to.

That said, there is ample room for mentors, allies, and the like. I'll also have STPCs, that will help round out areas.

[				NORTH						]

The Lawgiver group will reside here; all part of a fissure group of the Bull of the North. You will have the option to start with favor (or alliance) of the Bull of the North, his indifference, or enmity. In any case, you have encountered him already, the Tepet forces drove your characters toward the Bull of the North. Whether the Bull of the North is friendly or not, or even hostile, is up to you. He won't be an antagonist persay, though, so if he's hostile (that is you have the Enemy flaw) you reckon to keep him alive will save you more trouble from the hunt. This group will be starting in a harsh blizzard that passed over just that night. The climate where you are is otherwise (usually) cool but not frigid. The spirit of Winter, however, has been enraged by the Tepet Legion. So it has gone from 50F degrees to 5F. This group will not be "exploring" but the first "story" will involve finding a place to touch down. After that, only necessity, and desire to reinstate the ancient status quo; will cause you to travel. This will have a crusading feel to it, a very heroic and messiah feel to it. There will be some mix of urban myths, superstition, and no small amount of tall tales to contend with. This group will be folk heroes one day, and as the next age comes; riding atop the world like a steed to herald it in their own vision. Antagonists will be mostly Abyssals, and Dragonblooded. Some Lunars, but not many. Viziers, if they do show up, should be quite rare. It's possible they may never show up as antagonists.

[					CENTER					]

The Deathknight group will reside here; all renegades doomed to obliteration. You will not have the option to start loyal, but if you wish, you may work toward deceiving your Liege if you so wish, to afford more support, for your own means. This will have a gothic horror-lite feel to it. Anatagonists will be several high profile rogue's gallery Stewards, and then the swath of Dragonblooded that each personally tortured you to the point of spite and hatred. Your characters do not have to be heartless, but the venom of at least one house is like a searing rusty iron nail driven into the heel . Depending on your compassion, you may or may not be a biggot. This will deal heavily with Resonance, and mortal interaction. If your characters are heartless, they should at least place their wrath against the Dragonblooded, and some of the rogue's gallery stewards. Being hunted will be a McGuffin, though not one to be taken lightly.
[						SOUTH						]

The Vizier group will reside here; all on the Convention of Fire. If you'd like, you may be part of the Gold Faction, or Bronze Faction. Either way, this group will be focused on Humanity; not Essence Users. Enemies will run the gamut; everything, above and below will be antagonists--- even other Viziers. This group will focus on keeping a role in the human society. Issues like the weather, livestock, nature are handled by another Bureau; and so this group will often contend with reconciling the mortals' prosperity with these inconvenient fates. Disease, and magical menace also (each) have their own Bureau, with their own interests. With all this, warfare between mortals, from the Perfect and his people, to Dune People, to slaves from Gem and the Satrapy of the Lap will all play a large role. This will have slice of life feeling, with a sort of super hero secret identity crisis. Paradox will likely play a large role, as will Arcane Fate. Be prepared to explore both.

[						WEST						]

The Dragonblooded group will reside here, all overseen by a superior officer. The superior seems aloof, but powerful, knowing many martial arts styles, but prone to delegate work for the group, and
then attend to their own higher demands. Out of character information for players: there will be a large portion of Water Convention Viziers as contacts and guides. Most antagonists will be "Anathema": Abyssals, and the occasional wanton Lawgiver and/or Steward. The Lintha will also play a role a the major curve of enemies; they will appear menacing at first but continually become less of a threat. This will have a militaristic feel to it, with privilege over those beneath you, but also clear direction are what major missions are. You'll have the options to have henchman and or a command, and so in that aspect, you'll have some duties to dole out to those beneath. There will be down time, but largely you'll be in a nebulous position of princes of the earth; yet beholden to the vacant throne.

[						EAST						]

The Steward group will reside here. There will be five characters in this group as well. There will be one of each caste and two Casteless Lunars; one the pupil of the Full Moon, the other the pupil of the No Moon. For the sake of plausibility, none of the characters will start with Form Fixing Tattoo. Though you are welcome to pursue that at any time. There is no requirement of the pupils to become a certain caste, whomever plays the character will have the final, decision, though it'd be nice to see a discussion from the mentor character in that decision. The group will be a part of a single sect (I'll have to find which one). There will be ALOT of travel in the group, and will have an adventuring, and tomb hunting feel. Something like Indiana Jones or the Mummy. Antagonists will vary, but mostly will be Dragonblooded and "discrete" entities, that is to say an assortment of non-exalt or ambiguously exalted characters. Faeries, Dragon Kings, semi-exalts (those that have no business existing) and many, many, beasts and mortals. Traps will also play large role in this. Your curse will probably be the least explored of the five groups, but it will occur often enough, that your characters will know it has to do with the moon, and see it no more or less severe than PMS or PTSD. They may try to control it, but they have already reconciled—it's gonna happen! And that's okay. Each of the group has a vague idea, at least symptomatically of the others'. So we'll work to downplay the clarity, in favor of the fact it will occur often. We'll play it out the first time or two, and after that, only if it become dramatic. Nexus, Great Forks, Rathess, Jade, Hundred Kingdoms, Linowan, Halta, Lookshy and even the Marukan Range will be sites on the roadmap.


[						UNDERWORLD					]

The Green Sun Princes group will reside here. There will be five characters in this group. This group will be part of the Great Reclaimation; the Yozi's plan to reclaim Creation and Yu Shan and to free the Yozis from their prison, by reducing the celestial exalts to akuma or accepting to release the Yozis in return for their own imprisonment... This will mostly revolve around Stygia in the Underworld, but the parts that aren't will be 70% Creation (90% of that on the Blessed Isle, so a little less than 2/3 Creation time) 25% Malfeas, and 5% Yu Shan. The Underworld will represent a large portion of social interaction and combat, as well as the Labyrinth serving as the most frequent traveling method. This section will have cops and robbers Western feel to it. With heists, ransoms, barfights, and showdowns. It will also feature ghost town aspects of literal Underworld, with desolation and looming dread...along with pirate and ghost-ship themes. The Neverborn themselves will be encountered sooner or later in middle chapters of the game; with light horror; that is not intended to truly horrify, but more to spook.  Your Urge will likely come up almost as often as the Vizier's and Abyssals own tracks of non-limit (Paradox and Resonance), and so will often occur in the game; either fulfilling it, or resisting it. The Imperial Manse will be a focal foil of the group, with McGuffin leads toward infiltrating it; though it's a roll of the dice (literally! [okay..."digitally"]) which group will seize it first. Antagonists will be other solaroids (solars and abyssals), scores of Dragonblooded, and legions of undead from common walking dead, all the way to worst...the Deathlords...not the Neverborn though...all the better to destroy their most prized slaves when the time is nigh.

Of note, this group will intermingle with the Center group. So you will likely have some time continuity conflict, which is fine, but should, and will, be hand-waved.

[						YU SHAN						]

The Champions group will reside here. There will be five characters in this group; there will be no Adamant Caste though. The group will be arriving fresh in Yu Shan, with the Eighth Seal broken but promptly resealed. Having been opened far longer the next best attempt, the Soulstones fashioned for the group are those by Lytek and the Directive. The process, however, was not flawless; and instead of the mortal lives being imprinted, as intended, the primordial essence that once occupied Yu Shan, and in fact still does, awakens you. Each champion's memories call upon the very fate, the astrology of resplendencies that were meant to be expunged. Pattern spiders are, after all, the creations of Autochthon; and what was woven, is never truly gone. This will revolve around the Champions adjusting and formatting Heaven as it should be, by their Great Maker's design. Though they know not that name, the Pattern Spiders instill a sense of machine logic. Gods who should not be in power, corruption by the Bureaus, and the many vestiges of a great betrayal will be problems grappled with. This section will have a mix of Sci-fi, and dystopian action; with themes from the Matrix meets Terminator 1 & 2, with the quintet being the reversal of roles; the underdog sentient machines. They will have to mount a covert operation of insurrection, that will likely be uncovered, forcing them to fight a war with few, but stalwart, allies. The vats that make up Autochthonia do not compare to the Loom's own Underworld, a network of discarded information, that was never destroyed. So it is, that each champion will have a special back-up drive that can be accessed when in the Bureacratic District. It will create a "save" point if killed. Only enough raw material exist, however, for 9 additional reconstructions. So returning to a "save" is a last resort if one of you is totally destroyed. It takes time as "training" (but no XP) to save files into the Network, and so is time consuming and wasteful to keep often current. Antagonists will include gods, and the two major factions...as well as the wild card of the Oversight being an unknown ally or traitor. STPCs with neutral or allied disposition will include, gods, Independent Viziers, and the few Eclipse/Moonshadow that may be present.
This message was last edited by the user at 03:09, Tue 21 Sept 2021.

More information about the game owner:

Game: Crucible of Ivost.

Game: Orders of the World.

Additionally, they used to own these deleted games:

Game: Sylvane Series.

Game: Insanity that Burrows then Grows.

Game: Project Soulsteel Interpolation.

Game: Exalted Workshop.

2 games running, 4 deleted games.
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