- Location
- America
Once, long ago before recorded history, an entity of great power was sealed in Earth by the gods. The stories of this sealing which come down to us are fragmented and disputed. What is not, by those with requisite knowledge, is that this entity is very real, and its bindings are not unbreakable.
Periodically it has awakened. Though unable to break its own bindings, its struggles reverberate into the physical world. Two groups were formed in opposition over this entity. The Guardians have spent millennia protecting the seals that bind the entity when they appear, while the Liberators seek to break the seals and free the entity. So far the Guardians have won every time, but the Liberators have not given up, they must only achieve victory once for their goals after all.
Now, in 1999, the awakening is occurring in New York City. As is practically tradition, the Liberators and Guardians call upon their members, allies, and affiliates to wage their war once more. But this time a third side has formed. Frustrated by the periodic conflict over the entity which could upend human civilization, potentially even end it, the Iconoclasts seek a permanent solution- the death of the entity.
The sides have gathered, and there are now seven weeks until the entity is fully awake. At that point it will either become free If the seals are all broken, or be forced back to sleep if they are not. Until it is free the entity does not exist in the physical world, and so the Iconoclasts must see it awakened and freed to have a chance to kill it. In the end only one group can achieve its goals, and a bloody war is about to break out in their struggle for supremacy.
Periodically it has awakened. Though unable to break its own bindings, its struggles reverberate into the physical world. Two groups were formed in opposition over this entity. The Guardians have spent millennia protecting the seals that bind the entity when they appear, while the Liberators seek to break the seals and free the entity. So far the Guardians have won every time, but the Liberators have not given up, they must only achieve victory once for their goals after all.
Now, in 1999, the awakening is occurring in New York City. As is practically tradition, the Liberators and Guardians call upon their members, allies, and affiliates to wage their war once more. But this time a third side has formed. Frustrated by the periodic conflict over the entity which could upend human civilization, potentially even end it, the Iconoclasts seek a permanent solution- the death of the entity.
The sides have gathered, and there are now seven weeks until the entity is fully awake. At that point it will either become free If the seals are all broken, or be forced back to sleep if they are not. Until it is free the entity does not exist in the physical world, and so the Iconoclasts must see it awakened and freed to have a chance to kill it. In the end only one group can achieve its goals, and a bloody war is about to break out in their struggle for supremacy.
In this game you will be playing participants in a fight between three organizations struggling for potentially the fate of the world. All participants will start with one of the three organizations, and may only switch sides through in character developments and justifications. The game will play out over seven in game weeks, which will more or less translate to seven turns. Due to the short run aim and focus of the game, player characters will die, and will (probably) not be replaced.
Organizations
The Liberators: By their teachings, the imprisoned entity was once a god, one of many who had created the Earth and humanity. The entity broke from its fellows though, and empowered humanity with gifts and knowledge, which brought it special love and devotion from humanity. Jealous, the other gods punished the entity and sealed it away in eternal torment. The Liberators believe that humanity must free its greatest benefactor, both as a matter of repayment and to further its capabilities even more.
Led in the present day by Maxine Kaspar, a meticulous woman devoted to righting the wrongs of the past. With the support of a god, she believes any change will be possible. Her preparations and efforts strengthen the occultic rituals performed by the Liberators.
The Guardians: Tradition tells them that the imprisoned entity is an abnormally powerful demon, a trickster that pretended to grant gifts to humanity, but instead invited discord and division. The gods punished it for its transgressions and sealed it away. But the gods are limited in their influence on mortal affairs, and left the containment of the entity to a chosen few. A failure to keep it bound would be a mortal failure, and one the gods would be slow to respond to. And so the Guardians have worked for all of human history to keep it contained and humanity safe, guided by the responsibility granted to them by the gods.
Presently led by the blind seer Cassandra Warrick. Her life is devoted to the ideals and mission of the Guardians, as her family had intended. She is the one who first provided the warning that the entity was awakening and it would appear in New York City this time. She grants a blessing to Guardian channelers, improving the abilities and control of their powers.
The Iconoclasts: For too long has humanity lived under the shadow of an entity which could throw human civilization into chaos, regardless of its intentions. Humanity must rise above the influences and threats of gods and demons. Freedom can only be achieved by destroying these threats. And so the Iconoclasts will break the self-empowering stagnation of the "Guardians" and the slavish devotion of the "Liberators". Even if they don't yet know how to kill the entity.
Their primary founder and leader is Rafael Cardozo, publicly known as an eccentric billionaire, but in private a clear sighted and ambitious man. Shirking reliance on the supernatural, he has invested vast sums of money into state of the art technologies, a great boon for the technologically minded members of the Iconoclasts.
Powers
All participants in this struggle will possess exceptional powers. There are three main disciplines of powers (Occultic Ritual, Spirit Channeling, and Technological Mastery), as well as Divine Arms, which are special. Participants may have experience in any combination of the three main disciplines, however the more disciplines they specialize in, the less capable they are in each.
Divine Arms are different from the disciplines. A participant with a Divine Arm will have a powerful artifact, and no power discipline. This artifact will remain in play even if the original owner dies or otherwise loses it. It also may be destroyed without necessarily killing the owner. Finally a practitioner of the disciplines may attempt to utilize a Divine Arm acquired over the course of the game, however there will be side effects and potential consequences for doing so.
Occultic Ritual: Though human civilization has claimed dominion over much of the physical world, there still linger old powers in the shadows. For those with the right disposition and knowledge these powers can be called upon, for a price. Practitioners of the Occult need notable prep time for the rituals, and what assistance they receive may have certain conditions or other limitations, but the raw power which they can potentially unleash is second to none among mortals, for a time.
Spirit Channeling: The mass production of human civilization has closed off most from affinity with the deeper world. Through great effort, or exceptional luck, some still make a linkage with the spirits and echoes of ages past. This has unlocked within themselves exceptional, often superhuman, powers. Most channelers have a field in which they specialize. Though not overwhelming in power, Channelers are never defenseless and can always call upon their powers, giving them a great deal of flexibility.
Technological Mastery: Though the strength and spread of the old ways have decreased, this does not mean that humanity's capabilities are declining. Some have surpassed conventional human limits through the incorporation and utilization of modern technologies. Far more than merely using modern technologies, these individuals have gone beyond simple humanity. Be it by almost instinctive utilization of technologies or the blurring of the barrier through man and machine, these individuals are as removed from regular humans as any Spirit Channeler or Occultic Ritualist. Yet the comparative youth of this discipline leads to a certain lack of sophistication in technique and form, as well as a reliance upon the particularities of technology.
Divine Arms: There are relics of ages past, artifacts which hold exceptional powers that still possess meaning to the present day. Few have survived intact, but this makes those who possess them all the more to be feared. Though not necessarily of divine origin or descent, these artifacts are typically called Divine Arms as a reflection of their tremendous power, and often suspected origin. Even otherwise ordinary humans can be formidable combatants if they possess a Divine Arm. In fact it is usually ordinary humans who utilize Divine Arms, as they typically interfere with other supernatural disciplines, sometimes fatally.
To sign up, create a character in the below format. I will aim to equalize the rosters of the three factions as evenly as I can. I will probably set a maximum of seven players per faction. I'm flexible about the details for character powers, talk to me if you have questions.
Characters should not be based on real life people. Characters do not have to be normally living or operating in New York City, but they must presently be in the city and will remain so for the duration of the game.
Name: [I hope I don't need to explain this]
Age: [Should be an adult]
Affiliation: [Liberator, Guardian, or Iconoclast]
Power(s): [Occultic Ritual, Spirit Channeling, Technological Mastery, or Divine Arms, see Powers for details]
Biography: [Background on your character, how they're affiliated with their organization, and some details about their powers]
Sign ups will be open until Friday, February 2. Selections will not be first come first serve.
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