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Pearl Game Info ([personal profile] pearliest) wrote2014-09-06 08:40 pm

Roles

Each character has a role which they must perform to help their family, and will allow them specific role based abilities. Upon application you tell the mods your top three choices for role and we tell you what you will be playing.

Each house MUST have a Prime and can only have one, but after that it's possible to double up on roles or lack others.

Universal Roles
These roles are part of the overall world and apply to all characters, regardless of their family.

-No making trades with other Houses (unless a Governess is handling the negotiation)
-No giving freely of yourself or your House to the detriment of yourself/house and benefit of another house (Unless you're a martyr)
-Basically no prioritizing another house above your own


Prime
The job of the Prime is to lead and unite the House. What sort of house they create and how they choose to lead is up to them but if a house is failing for any reason it will always be seen as the Prime's fault.

Role:
Regular contact with most, preferably all of the family
Establish house rules, see rulebreakers are punished
Make sure all family members play their role
Take part in/Make house wide decisions
Regularly make efforts to encourage family bonds (i.e. holding family meetings or directing group projects)

Do Not:
Prime's have the advantage of not really having anything they *aren't* supposed to do, but the flip side of this is that since the Prime's role is to to see that others are playing theirs, if family is NOT playing their role it is the same as the Prime not playing theirs.

Abilities:
Level 1: Delegate - One per family member per season, a Prime can issue an order that, as long as it is the family member's will to follow it, will dramatically increase their ability to complete the assigned task. [I.E. if told to 'kick the ass of X' in a fight, that family member will abruptly be much stronger while fighting X]
Level 2: Mandate - Once per family member per season, a Prime can issue a mandate, which is an order that subverts the will of the one it is used on. This will only last until the end of the season, and the more broad the order the less effective it is.
Level 3: Exile - Can permanently exile a member of the House.


Champion
Can't be Violence Feeder
The champion is the combatant/defender of the house, their job is the protection the family and to stand at the forefront of attacks on other houses. All other things being equal, one champion is about equal to three other characters in a fight.

Role:
Starting fights
Ensuring non-champion members of house aren't assaulted

Do Not:
Fight for other houses/interrupt combat between other houses
Allow family to be injured
Back down from a fight

Abilities:
At each level, Champions can choose to put a point in either Physical or Magic. However, they can only level up 3 times so the only way to get maximum in either ability is to put all your points there.

Physical:
1 Point: Increased strength
2 Points: Increased speed
3 Points: Increased reflexes

Magical:
1 Point: Summon and manipulate a bit of your element
2 Points: Summon and manipulate a moderate amount of your element
3 Points: Summon and manipulate a lot of your element

Magic works similar to bending, in that through looking really fancy your character can swirl around and otherwise manipulate and control their element. They can figure out cool things to use it for and be generally pretty creative! However, the Champion can't manipulate these elements as they appear 'in nature' but instead must summon them, and can only control what they have summoned. Once they stop manipulating it, it disappears.

Adding points to magic increases not skill in manipulation but amount that can be summoned at once. So one point for someone in the Church might mean being able able to summon only a gallon, while 2 points is 4 gallons and 3 points is 10.

Metal elements summon hand sized metal planks which can be bent (but not to the point of functionally being liquid). Gem elements summon gems ranging in size from a pearl to a fist but can't change shape. Other elements function probably as you imagine.


Courtesan
Can't be Bodily Fluids Feeder
Courtesan's offer companionship to family. It doesn't always have to be sexual (though it certainly CAN be), they also fulfill the role of listening to troubles, offering advice, seeking out the lonely and the insecure and being what they need in that moment.

Role:
Establish supportive bonds with family, offer comfort, companionship

Do Not:
Become bound to anyone/have a real relationship
Become the focus in a companionship
Be selfish or demanding

Abilities:
Level 1: Concoct Minor Medicine - Low level pain relievers, minor regen, other over the counter medicines.
Level 2: Helpful Status Effects - Prescription drugs and fantasy drugs. Mood boosters, stronger pain medication, strong sleep aids, aphrodisiacs
Level 3: Dangerous Status Effects - Charm, truth serum, confusion, berserk.


Pierrot
Can't be Lie Feeder
The pierrot's role is to do their best to keep spirits up in a harsh world. Whatever their routine, they must entertain, regale, and overall, bring joy to their family.

Role:
Entertain
Make family laugh
Cheer up/encourage family

Do Not:
Ever show any negative emotion, no anger, no sorrow, no matter the situation.

Abilities:
Level 1: Petit Guérir- Strong enough to take someone who is dying juuust out of critical condition, or close large gashes. Can be cast once a day.
Level 2: Guérir- Stronger than cure, will quickly heal broken bones or take the dying back into moostly working condition. Can be cast once a day.
Level 3: Gran guérir - Full heal, but can't restore lost body parts. Can be cast once a day.


Governess
Can't be Misery Feeder
Governess takes care of the necessities of family life. They make sure everyone is eating, up to the point of procuring food if necessary. They also have the ability to make sanctioned trades with other houses. Any contract made with a Governess (only one necessary to make the deal happen) will hold, even if they trade negative status effects such as blindness. However, Governesses should always be looking out for the ultimate best interest of the family.

Role:
Make deals with other houses
Betray those deals to the benefit of the family where possible
Keep track of everyone else's feeding habits
Make sure everyone has eaten recently (is making AC)

Do Not:
Let family feed off of you
Make a losing deal
Let family members starve

Abilities:
As a passive ability, Governess can always create contracts between houses.- IE you agree to something and it WILL happen. Sign on the dotted line agreeing to be blind for a day, and 24 hours of blindness will occur.
Level 1 - Instinctive and accurate knowledge of who has fed
Level 2 - Team mates can not walk away from you without your permission
Level 3 - Ability to teleport team mates to your position OR ability to teleport nearby teammate to anywhere within sight (pick one on level up).


Martyr
The Martyr's goal is to protect their family from inevitably falling prey to enemies by making sure they are the ones to take the hits. However, they can't trade away their sacrifices. They must still satisfy their own hunger the same as anyone else. They can only give of themselves in protection of their house.

Role:
Sacrifice yourself to other houses to protect your house

Do Not:
Accept aid from other houses

Abilities:
NOTE: The Martyr's effect becomes more addictive to those experience it as the level of the effect increase.
Level 1: Those who feed off of a martyr get a general 'feel good' bonus.
Level 2: Same as the above but amplified, feel very relaxed and secure. They also begin to smell pretty delicious and appetizing.
Level 3: Same as the above but amplified, they feel absolutely stellar, and very, very chill. They begin to smell incredibly delicious and appetizing.


Edificer
The job of the edificer is to see to the construction of whatever the family needs. This can be anything from repairing existing structures to building new ones. It also includes making bodily adjustments. High level edificers can create limbs that will take the place of missing body parts, though these always come with significant drawbacks.

Edificers also have the job of encouraging teammates to help 'build' their projects and to steal 'supplies' from other territories to fund the project. (Note: 'building' can be play-acted and 'supplies' don't need to be related to the final construction).

Role:
Keep territory in good repair
Build new useful structures for the family - get family to help!
Steal random shit from other territories
Replace any lost body parts

Do Not:
Neglect repair duties
Damage your own territory

Abilities:
Edificers have several passive abilities that are always accessible, but the quality of the work is affected by their level.
Ability 1: Repairs - Can fix basically anything within the territory that is broken.
Ability 2: Building - Can build two new structures for their family in OOC month (they will be completed at the end of each month).
Tattoos - Also at level 2 Edificers can just magically do excellent tats. They are still painful but much faster than the real thing. What a cool ability.
Ability 3: Artificial Limbs - Can make artificial limbs to replace anything lost by family members, these are completed at the end of the month.

In the case of new buildings and artificial limbs, the quality of the finished product will improve based on how often the Edificer has eaten, but also be spread out across projects. SO FOR EXAMPLE, if they eat once but make two new buildings and three limbs, all will be pretty poor quality. If he eats six times but only makes one new addition, it will be excellent.

Edificiers please email the mods at pearlmods@gmail.com with what buildings/limbs you construct each month. Note that Edificers can ONLY make passive alterations to the existing landscape. So fortifications okay, weapons no. Sprucing up or adding a new building okay. Inventing rocket powered boots no.



Storier
Storiers are an Exile class, this role is only received by someone who was cast out of one House without being received into another. However, they must still perform their role. The storier's job is to keep records of everything that happens, all general knowledge, and all information that can be gleaned from others, regardless of the family.

Role:
Converse, mingle, spy, whatever it takes to learn as much as possible about anything and everything
Keep detailed records of all knowledge

Do Not:
Seek to influence events beyond the basic benefit of doing your role.

Abilities:
Don't hunger for anything and thus do not need to eat, but consequently has no special abilities. Their AC is to ICly write about two events from the month in detail OR a summary of the last month.


Berserker
Berserkers are an Exile class, this role is only received by someone who was cast out of one House without being received into another. Berserkers are by far the strongest combatants in Pearl. They hunger for everything. Their role is to be a caustic element.

Role:
Ruin as many days as possible, fuck with and fuck up houses without discrimination.

Do Not:
Make friends
Show mercy

Abilities:
They have the same abilities set as Champions, but don't have to choose between physical and magical abilities, instead receiving both automatically. The element is gravity.

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