Maya
Crystal Role-playing Cross-world Linkshell and Mateus Free Company
"Just as echoes are created through conditions
In caves, mountains, and canyons,
All that is composite is known to be the same:
The entire world is like an illusion, a mirage."
The Linkshell and Free Company Maya, and its associated café and girl's bar Illusion, specialize in quests and guests of an unusual nature. Though they might come from disparate lands and times, truly they come from no place, and though they may war with one another, they all travel together on a journey to no destination.
Themes
Maya is a low concept organization of loosely affiliated characters. No central tennet or goal binds them all together except their history and karma.Our interest is story-driven, character focused serious role-play with queer, trans⚧, and monstrous themes, and creating spaces for characters that may not fit in elsewhere.Our approach is lore-plausible. We stick to the spirit of the setting but aren't afraid to color outside the lines (maybe much too far for some people's tastes).Character strength ranges from mundane to extremely powerful. The only requirement we have is that characters have a coherent, consistent basis.Our story is set in the 'present' of the setting.The following are some of the subjects of stories explored, in no particular order:• Dragons and Ishgardian reconciliation.
• The Thirteenth, Voidsent, and how they might be understood.
• The nature of the divine and the profane, Hydaelyn's religious history and living cultivation practices, like Shugendō, Rhalgr tantra, and the Thavnairian Divinities.
• Anti-Imperial resistance cells, and the aftermath of the fall of Garlean Imperial power.
• Auspicious beasts, enspirited relics, and ancient curses.
• The ancient and old worlds, and beings that may recall them (both pre and post sundering).
• Courtesans and hostess clubs.
• Detective work.
• Sky piracy.
• Vigilante activity.
• Hannish alchemy.
• Allagan technology and science; chimeras, cloning, starships, summoning, and the crystal tower.
• Omicrons and Omega.
• The implications of time travel via methods like the primal Alexander and others.
• Villain redemption arcs.
• Heel turns.
• Supernatural slice of life.※Our stories may contain violence, sexual themes, abuse, drugs, alcohol, and other disturbing and extreme elements. They may or may not be the primary focus, depending. Discretion is advised.
Style
Our Rp is very 'method'; we have a clear feeling or vision of our characters, and attempt to portray that honestly while allowing them to change and be changed by their surroundings, often without a contrived goal.We have no strong bias towards paragraph style or active short post style, but we often do shorter, more frequent posts for casual group scenes and longer more descriptive posts during events or intense scenes. If you can't stomach short fast posts some of the time, you won't like rping with us, though.If you want to fully participate in some of our longer events, tolerance of our system is required. For all but the most involved campaign events, simpler systems or just collaborative roleplay will be used.We are not interested in forcing or rushing development. We prefer to write at our own pace, and we try to avoid major retcons.Discord is preferred for more involved Rp.Content
Sorry folks. We're Skyrise Celebration mains.Hierarchy and Free Company Ranks
Company ranks do not correspond to any IC hierarchy (the same is true for Cross-world Linkshell admin status). It's just a collaborative storytelling space.About Us (Out of Character)
We (the two founders of Maya) have been Rping in FFXIV on and off for around five years, and more elsewhere. Outside of Rp, we like to play fighting games.
☸"There is more ugliness than beauty in this world.
To live is to suffer.
To drink of calamity and drown in anguish.
To toil and be tested, always and ever.
'Tis a perilous path you walk.
Death lurks in the dark, and is the sole promise that awaits at journey’s end.
You will tremble with terror.
You will weep tears of anger and despair.
But do not avert your eyes.
See your life for what it is.
Then will you see how the hardships make you strong.”
Rules for Linkshell & Company
This Free Company, Cross-world Linkshell and Discord are for members 21 and over.Discrimination, harsh speech, jokes based on race, gender, orientation, ability, status, and so on will not be tolerated. This does not apply only to interactions between Linkshell or Company members.No fascists or members of other hate groups. We aspire to practice compassion for all beings and ask that any members or applicants do the same.We reserve the right to ask anyone to leave at any time, and accept that others may do the same.
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“Delusion comes from ignorance;
Ignorance too is nonexistent.
Where there is no delusion,
There can be no confusion."-
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System: Powered by the Apocalypse
"That which is without a state of being self
and a state of being other does not burn.
And what does not burn
will not be extinguished."
For some longer events in a campaign style, we use a lazily house-ruled Apocalypse World: Burned Over for a Powered by the Apocalypse tabletop style campaign.This system uses 2d6 to resolve questions, with play driven by Moves, discrete actions. There is no strict turn order. Because of the nature of moves, players have more control over the outcome of the game, and because failure and success are not binary, but include an uncertain middle option, events often unfold in unexpected ways. The motto of Powered by the Apocalypse Games is "play to find out what happens".You just need the Basic Moves and Playbooks as provided by Lumpley Games' official site for free (linked above).When creating a character, regard the offered weapons, armor, and anything else in the box on page 2 of your playbook, like followers, living space, vehicles, etc, as examples and create your own options to better fit the setting and your concept. Don't worry about matching power level or number of starting moves to the base-game playbooks; model your character as accurately as you want, and ask if you aren't sure.To supplement the base game, refer to our setting-specific Tags for creating weapons, armor, & items, rules for creating Spells which function similarly to weapons, and Job Moves, which are new moves reflecting a variety of setting-specific traits, not tied to any playbook. Please use them when creating or advancing your character. Please refer to the Sorcery job moves and the Spells to create mages. Invent new tags or moves as you like and we can playtest them.Players handle their own bookkeeping in a google doc. Actual play is facilitated in our discord (via text).※Though we are using a system that can include character death, obviously we will not enforce permanent character death via this.
Spells (Currently Playtesting)
Damage Options (choose 1): s-Harm (disables opponent), 1 now and 1 when you choose, 2-Area, 3
Range Options (choose 1): Hand, Close, Far, Close-Far
Tag options (choose 1):
AP, Fire, Ice, Lightning, Water, Wind, Earth, Dark, Light
Second Tag options (choose 0 or 1):
Reload/Reset [And take +1 harm], Single Use [And take +1 harm], Burstfire
-Job Moves (Currently Playtesting)
When you choose a new playbook, choose a Job Move as well. Consider these moves from every playbook for the purposes of Improvement.Synthesis
You get a workspace: armor, clothes, weapons, machinery, texts, potions, food, artifacts, merchandise, music, art, collectibles, other: ______ (choose 2) that you can access anywhere you can carry your tools. Also take as an (unclaimed) advancement option: Advance Synthesis. Add 2 more tags to your workspace. You can take this advancement any number of times.Raise
Once per session, if someone's life has become untenable,
you may set their harm clock to 10 (4 pips) and stabilize them.Protect
When you go into battle with someone, you can give them +1Armor forward. This applies at the start of a conflict, and subsequently every time you Do Battle. Max +1Armor.Draw
Roll 1d6.
On a 1, you draw The Balance. Give yourself or someone else +1Sharp forward.
On a 2, you draw The Arrow. Give yourself or someone else +1Aggro or +1Armor forward.
On a 3, you draw The Spear. Give yourself or someone else +1Cool forward.
On a 4, you draw The Bole. Give yourself or someone else +1Hx with someone, or them +1Hx with you.
On a 5, you draw The Ewer. Give yourself or someone else +1Weird forward or +1Ψ forward.
On a 6, you draw The Spire. Give yourself or someone else +1Hard forward.Faerie
You summon a faerie. When you are in danger, they can come to you when you call, no matter where you last saw or summoned them. Tell the MC to create them as a Reliable- A Faerie (Will give you comfort and trick your foes).Summon
You summon an egi, demi-egi, or (with a sufficient offering) primal. Tell the MC to create them as a gang:
Egi: (small, 2-harm, 1-armor), Reliable- A Guardian (will defend you and intercept danger)
Demi-Egi: (medium, 2-harm, 1-armor), Reliable- A Guardian (will defend you and intercept danger)
Primal: (large, 2-harm, 1-armor), Clan- A cult (seeks to victimize & incorporate people)Special Moves
Your fighting style constitutes a weapon that cannot be disarmed unless your body is disabled.
S-harm or 1-2 harm (variable at time of exchanged harm), Hand. When you exchange harm, you may optionally also add one of the following:
If you are exchanging harm as the result of a 10+ roll from Do Battle, add AP, Area, +1Harm, Close instead of Hand, or heal 1Harm from anyone in Close range including yourself.Iaijutsu
If an enemy exchanges harm with you or inflicts harm on you and you didn't first Do Battle with them, you may immediately give them 3Harm AP (or, alternatively, 2Harm area) if you are in Hand range.Steal
You Act Under Fire to steal something small enough to carry.Jump
When you Do Battle, you can exchange harm as if you were in Hand range with any enemy in Close or Far range. If you like, after exchanging harm you can stay in Close or Far range as you choose.Black Sorcery
Create two Spells using the Fire, Ice, Lightning or Dark tags. Spells are like weapons but you cannot lose them and they cannot be disarmed or stolen. Also take as an (unclaimed) improvement option: ◯ Advance Black Sorcery. Create another spell with the same restrictions, and give it AP as an additional tag. If you exchange harm with it as a result of a 9+ roll with Do Battle, take +1harm optionally as well.• If you pick this move when you first take a Playbook and take no weapons over 2 harm and beyond Hand range, it does not count against the number of moves your playbook tells you to pick.White Sorcery
Create two Spells using the Earth, Water, Wind or Light tags. Spells are like weapons but you cannot lose them and they cannot be disarmed or stolen. Also take as an (unclaimed) improvement option: ◯ Advance White Sorcery. Create another Spell with the tags Area, Light, Heal 1Harm Close targets of your choice.• If you pick this move when you first take a Playbook and take no weapons over 2 harm and beyond Hand range, it does not count against the number of moves your playbook tells you to pick.Red Sorcery
Create two Spells using any tags except Reload/Reset, Single Use, or Burstfire. Also take Doublecast. Also take as an (unclaimed) improvement option: ◯ ◯ Advance Black Sorcery, Advance White Sorcery, or Raise, regardless of your playbook (you can pick this advancement option twice.)• If you pick this move when you first take a Playbook and take no weapons over 2 harm and beyond Hand range, it does not count against the number of moves your playbook tells you to pick.Doublecast
Whenever you exchange harm, you may immediately exchange harm again using a Spell, or inflict 1Harm AP Close.Blue Sorcery
Whenever you witness a foe make an attack or move that left an impression on you, tell the MC about that impression. If you witness said foe be defeated under any circumstance, tell the MC to create a move as an improvement option based on the impression, and mark Experience.
◯ EXPERIENCE• If you pick this move when you first take a Playbook and take no weapons over 2 harm and beyond Hand range, it does not count against the number of moves your playbook tells you to pick.Provoke
When you give someone an order or a warning, roll+Aggro. On a hit, they choose:
• They do it, following your order or heeding your warning.
• They freeze.
• They back away, hands where you can see them.
• They attack you.
On a 10+, take +1forward against them as well.
On a miss, they do what they like and you take -1forward against them.Echo
Get +1Weird (Maximum +3). When you Open Your Brain, you may instead open your brain to an individual. On hit, ask their player to tell you about one of these, and ask them to elaborate on a 10+:
• A memory of their past.
• A new understanding.
• A new partnership beyond words or form.
• A vision of the future.
Threats (content warning: some darker themes in Apocalypse World are reflected here; not all types threats will be utilized regularly. This is here to be a complete reference for the system.)
CLANS
A clan is any single, identifiable group of people. A clan can be:
• A Cult (seeks to victimize & incorporate people)
• Enforcers (seek to victimize anyone who stands out)
• A Family (seeks to close ranks, protect their own)
• A Hunting pack (seeks to victimize anyone vulnerable)
• A Mob (seeks to riot, burn, kill scapegoats)
• Sybarites (seek to consume someone’s resources)
Threat moves for clans:
• Push reading a person, reading a situation, and confronting someone.
• They present a representative to speak or negotiate for them.
• They burst out in uncoordinated, undirected violence.
• They make a coordinated attack with a coherent objective.
• They tell stories (truth, lies, allegories, homilies).
• They demand consideration or indulgence.
• They rigidly follow or defy authority.
• They cling to or defy reason.
• They make a show of solidarity and power.
• They ask for help or for someone’s participation.DISEASES
A disease is a physical, psychological, or psychic problem that affects people in a population.
Diseases can be:
• Addiction (leaves people impoverished, weak, lost)
• Delusion (tries to dominate people’s choices and actions)
• Frailty (exposes sufferers to danger)
• Infection (spawns other diseases if untreated)
• Plague (tries to saturate a population)
• Prejudice (promotes and justifies exploitation and violence)
Threat moves for diseases:
• Push reading a situation.
• Someone neglects their duties, responsibilities, obligations.
• Someone flies into a rage.
• Someone takes self-destructive, fruitless, or hopeless action.
• Someone approaches, seeking help.
• Someone approaches, seeking comfort.
• Someone withdraws and seeks isolation.
• Someone proclaims the disease to be a just punishment.
• Someone proclaims the disease to be, in fact, a blessing.
• Someone refuses or fails to adapt to new circumstances.
• Someone brings friends or loved ones along.INFILTRATORS
An infiltrator is an individual person within a population, but not fully part of it. An infiltrator
can be:
• A Betrayer (seeks trust and confidence to exploit)
• A Disease vector (seeks sympathy and contact with others)
• A Parasite (seeks easy prey and access to resources)
• A Quarry (seeks sanctuary and protection from the hunt)
• A Revenant (seeks to expose, reveal, and bring to justice)
• A Saboteur (seeks failure, disaster, and ruin for the population)
Threat moves for infiltrators:
• Push reading a person and confronting someone.
• Put them in someone’s path, part of someone’s day or life.
• Display the nature of the world they inhabit.
• Display the contents of their heart.
• They attack someone from behind or otherwise by stealth.
• They insult, affront, offend, threaten, rob, or provoke someone.
• They offer something to someone, or do something for someone, with strings attached.WARLORDS
A warlord is a person in power, be it over people, a place, a project, or a domain of expertise. A
warlord can be:
• An Alpha wolf (seeks to hunt and dominate)
• A Collector (seeks to own)
• A Dictator (seeks to control)
• A Hive queen (seeks to consume and swarm)
• A Prophet (seeks to denounce and overthrow)
• A Slaver (seeks to own and sell people)
Threat moves for warlords:
• Push reading a situation and confronting someone.
• They outflank someone, corner someone, encircle someone.
• They attack someone suddenly, directly, and very hard.
• They attack someone cautiously, holding reserves.
• They seize someone or something, for leverage or information.
• They make a show of force or a show of discipline.
• They offer to negotiate, but demand concession or obedience.
• They claim territory: move into it, blockade it, assault it.INSTITUTIONS
An institution is a system that constrains people’s behavior. Create an institution as a bunch
of linked threats: the clans, infiltrators, warlords, and potentially other threats who form the
body of the institution, including any combination of these following means of control as
individual threats, plus any combination of these following systems of control. An institution
can include:
• Condemnation & judgment (promote and justify violence)
• Hooks & leverage (seeks power over people)
• Offices & duties (seek to preserve the institution past individual people’s efforts or lifetimes)
• Rituals & observances (seek to alienate, isolate and radicalize people)
• Rules & laws (seeks proclamation and repetition)
• Status & hierarchy (promotes and justifies exploitation)
Threat moves for institutions:
• Push reading a person, reading a situation, and confronting someone.
• It presents a representative clan, infiltrator or warlord.
• It turns people against each other.
• It unites people despite their hostilities and conflicting needs.
• It gives people an outlet, a way to express their secrets.
• It grinds someone down, crush them in the wheels.
• Someone acts to gain or hold office.
• It launches an attack on a rival institution or power base.
• Display the institution’s vision, aim, or unifying quality.
• Display the institution’s fruitlessness or mindlessness.LANDSCAPES
A landscape is a large-scale place, a region, horizon to horizon. A landscape can be:
• A Breeding pit (generates and spews badness)
• A Fortress (seeks to deny people access)
• A Furnace (consumes things)
• A Maze (seeks to trap people, to frustrate their passage)
• A Mirage (seeks to entice and betray people)
• A Prison (seeks to contain people, to deny them egress)
Threat moves for landscapes:
• Push terrain.
• It reveals something to someone.
• It displays something for all to see.
• It hides something.
• It bars the way.
• It opens the way.
• It provides another way.
• It shifts, moves, rearranges.
• It offers a guide or a guardian.
• It disgorges something.
• It takes something away: lost, used up, fled, stolen, destroyed.PINPOINTS
A pinpoint is an object with some form of agency, influence, power, or commanding value. A
pinpoint can be:
• A Cradle (brings the new to fruition)
• A Doorway (offers a way into another world or another way of thinking)
• A Hammer (drives nails, splits fractures, smashes the weak)
• A Mirror (reflects back what it sees)
• A Searchlight (finds and reveals the truth)
• A Sickle (harvests the ripe or carves away the dead)
Threat moves for pinpoints:
• Push reading a situation.
• Someone wants to own and control it.
• Someone wants to serve it.
• Someone wants to isolate or destroy it.
• Someone acts as its agent, under its direction.
• Something demonstrates its power.
• Something demonstrates its potential.
• It falters, fails, or withholds its power.
• It demands fuel, resources, attention, or worship.RELIABLES
A reliable is a person genuinely loyal to a PC. A reliable can be:
• A Confidante (will give you advice, perspective, or absolution)
• A Friend (will back you up)
• A Guardian (will defend you and intercept danger)
• A Lover (will give you shelter and comfort)
• A Representative (will pursue your interests in your absence)
• A Right hand (will follow through on your intentions)
Threat moves for reliables:
• Push reading a person.
• They bring news, a warning, an opportunity, a fear, a dream.
• They attack someone suddenly, directly, and very hard.
• They attack someone cautiously, holding reserves.
• They make a show of force, a show of discipline, a show of faith, or a show of loyalty.
• They offer safety, rest, diversion, fun, camaraderie.
• They insist upon someone’s attention.
• They offer honest advice or alternative ideas.TERRAIN
Terrain are the physical features within a landscape. Terrain can be:
• Broken ground (risk: being broken in the crossing)
• An Exposed place (risk: being exposed to danger)
• A precipice (risk: going over)
• Shifting ground (risk: losing your balance or bearings)
• A Torrent (risk: being swept or driven along)
• A Wall (risk: being brought up short)
Threat moves for terrain:
• Push acting under fire.
• It inflicts harm (as established: 1- or 2-harm, d-harm, or v-harm).
• It stalls someone.
• It isolates someone.
• It brings someone somewhere.
• It hides something.
• It gives someone a vantage point.
• It gives someone a secure position.
• It gives someone an escape.VEHICLES
Vehicles can seem to have their own personalities and agency. A vehicle can be:
• A Bold — (tries to dominate the road)
• A Cagey — (tries to protect what it carries)
• A Relentless — (tries to keep moving)
• A Skittish — (tries to outrun or to escape)
• A Vicious — (tries to kill and destroy)
• A Wild — (tries to defy danger)
Beast, brute, creature, devil, machine, ride.
Threat moves for vehicles:
• Push acting under fire.
• It leaps off the road.
• It swerves across the road.
• It smashes into an obstacle.
• It smashes through an obstacle.
• It veers stupidly into danger.
• It tears past.
• It turns too early or too late.
• It shoulders another vehicle aggressively.
• It rams another vehicle from behind.
• It t-bones another vehicle.
• It brakes abruptly.※From Lumpley Games' Apocalypse World: Burned Over
Joining the Linkshell
"The king thought, ‘These are nonhuman spirits!
Flesh and blood like that can’t be had without killing someone.
Well then, if they are going to adopt the path of the ten virtuous actions and abide by it,
I will satisfy them with my own flesh and blood.’ "
Cross-world Linkshell & Discord: Inquire in game. Please read our rules first (wouldn't hurt to read our venue's rules too).Free Company: Closed. Unless you are looking for a purely Rp Free Company, you wouldn't want to join anyway.Affiliates & Alliances: If you want to be associated with us some other way, let us know how and we can talk about it.-
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↑ please click above for full carrd ↑Illusion | Plot 38, 7th Ward, Mist | Mateus, Crystal
Café (Ground Floor) & Girl's Bar (Basement)
Illusion is an【18+ only, serious role-play】establishment connected to the Free Company & Linkshell Maya. It operates as a sanctuary for those who need protection, especially the monstrous & the outcaste, or simply as a place of brief respite for the weary traveler.Upstairs is a café, open to the general population. It is not well known or heavily advertised, but sees the occasional queer visitor from near or far; it serves adventurers, militants, civilians, tribal visitors, and stranger folk. Seating at the bar only.Downstairs is a semi-secret hostess club, open only on special occasions. Private booths and large party accommodation, accessible only to those with the proper password.Additional facilities may or may not be available.【Illusion is queer and trans run/friendly ic & ooc】Refer to our carrd for more.
"Phenomena have no characteristics; all characteristics miss the mark.
They are peaceful and not really there, like a reflection of the moon.
Neither mind nor thoughts can move toward them.
They cannot be conceived or perceived."