Oct. 31st, 2013

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What is up with Exsilium?!


Welcome to the game! You're apping in at a pretty tumultuous time, but don't let that dissuade you! There are roles for new characters just like there are roles for old and established characters. But things are changing right now, meaning that a lot of the setting isn't reflected on the informational pages, so this page is meant to catch you up to speed as a new player. There will be a thread on this page for any questions you may have that aren't answered here!

First off, Exsilium has been nuked. The entire original native population is dead, along with most of the Initiative. Their last act was the send all of the Transports and a skeleton crew of Initiative workers to a base on the moon (information here), created during an earlier mission in the game. After about 2 months of being up there, the AI reported that radiation levels had unexpectedly dropped in Exsilium, and the characters returned to Earth to find a Winter Wonderland version of Exsilium, outlined here. This is the current landscape of the game, although characters are still able to take a 4-6 hour trip on the ship and hang out on the mostly-empty moon base instead.

Information on New Exsilium
The main informational page for this can be found right here, but basically, everything is covered in ice and snow, and the partially underground city of Exsilium is located 16 miles downriver from Old London (which was Exsilium as the Transports knew it, before everything changed). The New Initiative is a suspicious lot, who are less ambitious and more fearful of the UE. They never gather all in one place, and will mistrust anyone as a UE spy that seems to know too much. They've grudgingly accepted the Transports and have provided a building for the Transport Pad, which the Transports remain in control of, but cannot and will not offer much more in the way of help.


What is there to do in this new Exsilium?
Run Game-Changing Missions.
This is the #1 priority, and has been left entirely in Transport hands. Here is information and how to sign up for one of these. After completion of the three outlined arcs, the face of the game will change again.

Gather supplies.
Since supplies are scarce here, and the Transporter is almost entirely in Transport hands instead of Initiative hands, missions are run whenever characters feel like it. You may design any kind of mission that you want for your character(s) right here.

Get a mission buddy.
There is a buddy-match-up system designed to pair new and old characters together right here, and you're welcome to sign up on that at any time. It's not necessary to have a mission buddy to go on a mission.

Fight some yetis.
They're sentient, and generally peaceful unless you piss them off or intrude on their sacred grounds, but they pack a serious punch.

Join a player-run group.
DITR: the Department of Initiative-Transport Relations, run by Saul Goodman. Related bonus: Feferi's Newbie Guide.
The Clinic, currently revamped by Bella for the moonbase specifically, run by Ashraf Salib, Adrasteius, and Donny Casey.
The police force, in flux while the setting changes, but still around! Headed by Roslyn Small.
Contrast Mechanics, run by Tony Stark. [currently non-functional]

Let us know if you'd like your group added to this page!



Misc information about day-to-day life in-game

The Initiative
As mentioned, the New Initiative is a secretive and mistrusting lot. The Old Initiative has dwindled to just our player-controlled NPCs and Maggie the greeter (applications for those along with current NPCs in game can be found right here), and you're more than welcome to get in contact with those players to speak with a member of the Old Initiative. Otherwise, you may assume New Initiative workers are generally close-lipped and suspicious of you. If you have a specific question for an NPC, you're welcome to contact Liz (plurk usually gets the quickest results!).


Running Missions
Right now these are pretty much designed entirely by players on this page, from when, to where, to the mission objective. And, yes, your character is even free to hijack the Transporter for an objective-less visit to Las Vegas in 1980. Characters are on their on in terms of funding, but everyone is given a holographic device to make them look setting-appropriate. This disguises nonhumans, and makes clothing fit the location and era. They can be adjusted by the user, if your character can figure out how to work it.


Life For Non-Humans:
It's very unwise to go around without a hologram emitter if you look anything other than human. The current population has never seen anything like you, and don't want you around. They'll be alarmed and unwelcoming, and things can escalate quickly to violence without some very careful stepping. A violent or disruptive non-human might even call down United Earth attention. Please contact a mod if you're interested in stirring up a ruckus with a non-human.


Current Plot Running:
Winter Wonderland Exsilium! Information, again, can be found here.


Anything else?
If there's any other category you'd like to see covered here, just let us know on this page!

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