The Quest Giver [Einmal Mod Account] (
thequestgiver) wrote2018-10-11 07:37 pm
Entry tags:
Roles
Roles are Einmal's answer to the character class dynamic of pen and paper RPGs, though they have more to do with story than stat bonuses. Some grant abilities and all grant equipment, but most of all they define what your character is most likely the spend their time doing. You get to choose your character's role, of course. This entry exists to help you get to know the roles so that you can decide!
No matter your character's Role, they do get to have a weapon, a couple personal items, and whatever else the FAQ grants all characters. Some Roles just don't receive anything else, and must make do with what they came with.
It should be noted that Roles are not limited by sex or gender. Yes, this means that you can go all Utena and have girls who are Princes.
These are just the 'pre-packaged' roles for which terms have already been decided. If you don't feel that your character fits into one and have an idea of your own, please let us know so that we can work something out.
Wizard
Wizards have dedicated their lives to studying magic, studying arcane books and memorizing incantations. The type to need a wand or gestures to back up their often nonsense phases that allow them to tap into the other worldly forces. Wizards are the type to cast magic missile at the darkness, make brooms come to life to do their chores or shrink their entire house so that it can fit in a small sack. While they can use the elements for magic, the elements don't really like working with Wizards and those spells will be weaker.
You may want to consider playing a sort of hedge wizard/witch if you don't feel like playing as someone so flashy, and think your character would be a bit more practical and low-key, or for elemental type magic, read on for the Mage!
Wizards receive a hat and robes upon arrival, and at your discretion can have a normal weapon if they had one in their own world.
Mage
Where Wizards have studied hard to get their magic PHD, Mages are the types who reach right into the raw stuff of elemental magic and fling it around like paint. A Mage's magic is intuitive control over a specific element, directed by pure force of will. A Fire Mage can scream and suddenly something will be on fire. No spells, no wands, and far less control.
Mages arrive with robes of the corresponding color of their element and a representation of that element. (For example, a Metal Mage gets a bar of iron. A Earth Mage gets a stone of choice. If you have a specific representation in mind, mention it in your app!)
Knight
Knights are the loyal and steadfast defenders of the kingdom, or at least their own invested interests in it. Knights tend to be physical and headstrong, with a strong sense of morality (even if it's a skewed or unconventional one) and great convictions to their causes and the people they care about.
Knights show up with a sword (though not instructions on how to use it) and will be granted a horse to get about on. If your character had magical powers before showing up here, they can keep them provided they're not absurdly overpowered or indeed as powerful as you'd consider a full magic user to be. Run what you'd like by the mods, and we'll help you out. We're pretty chill, though.
Princess
A true princess is resourceful, true of heart, and charming. They may not be physically beautiful (though they usually are by virtue of how stories tend to work) but they have what some call beautiful souls. They are trusting, tender, and caring. They may attract small songbirds.
Princesses, for some reason, are informed upon arrival that a considerable amount of the Kingdom's currency has been deposited in Schwanheim's bank in their name. They also appear in an appropriately floofy dress and shiny crown, whether they like it or not.
Prince
Like a cross between the Knight and the Princess, Princes are pure of heart and full of purpose. They tend to be more devoted to causes than to individual people, though being trapped in a tower (literal or not) can get their attention. They are, like Princesses, polite and charming and... usually clever.
Princes arrive in appropriately opulent clothing, and receive the same (so very large) amount of starter money from their invisible benefactors.
Sage
Where Wizards are intellectually gifted and studious, Sages hold a natural wisdom that connects them to the pulse of the world. Not as active as Wizards, they primarily offer advice and knowledge. They are generally placid and easy-going, though they can turn somber and intense in the face of adversity. Sages are relaters of prophecy, and as such occasionally receive advance notice of upcoming plots and events. These are related to their players in reasonably vague terms. They are also able, at the permission of the characters involved, spy on others through the use of a scrying device.
Sages, upon arrival, receive a scrying device of the player's choice. Might we recommend a mirror? They're quite chic.
Ash Lad (or Lass, obviously)
Ash Lads and Lasses are all the nobility and goodness of a Prince or Princess without the social or material blessing. They are good-hearted and virtuous despite the universe constantly dumping on them and are selfless, hardworking, and clever. They tend to be runts, youngest siblings, orphans, or undervalued and neglected.
An Ash Lad or Lass's sole asset is their luck and good fortune, which may as well be powered by self sacrifice. Give an old beggar man your last crust of bread, and the fairies might be impressed and leave a little plate of food for you at your home. Just don't do it for the express purpose of getting something, or you may find yourself turned into a foot.
Ash Lads and Lasses are the only characters to receive absolutely nothing upon arrival into the Kingdom. If they had nothing to start with, they have nothing now. Their luck and pluck should make up for it shortly, though.
Ghostly Mentor or Avenging Spirit
"If you strike me down, I shall become more powerful than you could possibly imagine," is the embodiment of this role. Limited to those who have died in their home universes, a Ghostly Mentor or Avenging Spirit arrives to the Kingdom still dead. However, as often is the case in stories, this is just a minor set back. Ghostly Mentors and Avenging Spirits cannot physically affect the world around them, but through a strong force of will can make their presence be known in other ways.
Ghostly Mentors are benevolent, protective spirits who normally gravitate to the young and inexperienced to guide them along their path of heroics greatness. Their strengths lie in communication and empowering others with their will. Avenging Spirits forgo that bond and go straight for the fight. Their strengths lie in their will and anger. This type often gets mistaken for a poltergeist or similar by those who cannot see the Avenging Spirit.
Both types are visible and audible through the Orb, which will be similarly as spectral as they are, and can chose when they wish to be seen and when they wish to be invisible.
Still no ideas? Check out this TV tropes page or this one for some common roles that can be adapted for the game!
No matter your character's Role, they do get to have a weapon, a couple personal items, and whatever else the FAQ grants all characters. Some Roles just don't receive anything else, and must make do with what they came with.
It should be noted that Roles are not limited by sex or gender. Yes, this means that you can go all Utena and have girls who are Princes.
These are just the 'pre-packaged' roles for which terms have already been decided. If you don't feel that your character fits into one and have an idea of your own, please let us know so that we can work something out.
Wizard
Wizards have dedicated their lives to studying magic, studying arcane books and memorizing incantations. The type to need a wand or gestures to back up their often nonsense phases that allow them to tap into the other worldly forces. Wizards are the type to cast magic missile at the darkness, make brooms come to life to do their chores or shrink their entire house so that it can fit in a small sack. While they can use the elements for magic, the elements don't really like working with Wizards and those spells will be weaker.
You may want to consider playing a sort of hedge wizard/witch if you don't feel like playing as someone so flashy, and think your character would be a bit more practical and low-key, or for elemental type magic, read on for the Mage!
Wizards receive a hat and robes upon arrival, and at your discretion can have a normal weapon if they had one in their own world.
Mage
Where Wizards have studied hard to get their magic PHD, Mages are the types who reach right into the raw stuff of elemental magic and fling it around like paint. A Mage's magic is intuitive control over a specific element, directed by pure force of will. A Fire Mage can scream and suddenly something will be on fire. No spells, no wands, and far less control.
Mages arrive with robes of the corresponding color of their element and a representation of that element. (For example, a Metal Mage gets a bar of iron. A Earth Mage gets a stone of choice. If you have a specific representation in mind, mention it in your app!)
Knight
Knights are the loyal and steadfast defenders of the kingdom, or at least their own invested interests in it. Knights tend to be physical and headstrong, with a strong sense of morality (even if it's a skewed or unconventional one) and great convictions to their causes and the people they care about.
Knights show up with a sword (though not instructions on how to use it) and will be granted a horse to get about on. If your character had magical powers before showing up here, they can keep them provided they're not absurdly overpowered or indeed as powerful as you'd consider a full magic user to be. Run what you'd like by the mods, and we'll help you out. We're pretty chill, though.
Princess
A true princess is resourceful, true of heart, and charming. They may not be physically beautiful (though they usually are by virtue of how stories tend to work) but they have what some call beautiful souls. They are trusting, tender, and caring. They may attract small songbirds.
Princesses, for some reason, are informed upon arrival that a considerable amount of the Kingdom's currency has been deposited in Schwanheim's bank in their name. They also appear in an appropriately floofy dress and shiny crown, whether they like it or not.
Prince
Like a cross between the Knight and the Princess, Princes are pure of heart and full of purpose. They tend to be more devoted to causes than to individual people, though being trapped in a tower (literal or not) can get their attention. They are, like Princesses, polite and charming and... usually clever.
Princes arrive in appropriately opulent clothing, and receive the same (so very large) amount of starter money from their invisible benefactors.
Sage
Where Wizards are intellectually gifted and studious, Sages hold a natural wisdom that connects them to the pulse of the world. Not as active as Wizards, they primarily offer advice and knowledge. They are generally placid and easy-going, though they can turn somber and intense in the face of adversity. Sages are relaters of prophecy, and as such occasionally receive advance notice of upcoming plots and events. These are related to their players in reasonably vague terms. They are also able, at the permission of the characters involved, spy on others through the use of a scrying device.
Sages, upon arrival, receive a scrying device of the player's choice. Might we recommend a mirror? They're quite chic.
Ash Lad (or Lass, obviously)
Ash Lads and Lasses are all the nobility and goodness of a Prince or Princess without the social or material blessing. They are good-hearted and virtuous despite the universe constantly dumping on them and are selfless, hardworking, and clever. They tend to be runts, youngest siblings, orphans, or undervalued and neglected.
An Ash Lad or Lass's sole asset is their luck and good fortune, which may as well be powered by self sacrifice. Give an old beggar man your last crust of bread, and the fairies might be impressed and leave a little plate of food for you at your home. Just don't do it for the express purpose of getting something, or you may find yourself turned into a foot.
Ash Lads and Lasses are the only characters to receive absolutely nothing upon arrival into the Kingdom. If they had nothing to start with, they have nothing now. Their luck and pluck should make up for it shortly, though.
Ghostly Mentor or Avenging Spirit
"If you strike me down, I shall become more powerful than you could possibly imagine," is the embodiment of this role. Limited to those who have died in their home universes, a Ghostly Mentor or Avenging Spirit arrives to the Kingdom still dead. However, as often is the case in stories, this is just a minor set back. Ghostly Mentors and Avenging Spirits cannot physically affect the world around them, but through a strong force of will can make their presence be known in other ways.
Ghostly Mentors are benevolent, protective spirits who normally gravitate to the young and inexperienced to guide them along their path of heroics greatness. Their strengths lie in communication and empowering others with their will. Avenging Spirits forgo that bond and go straight for the fight. Their strengths lie in their will and anger. This type often gets mistaken for a poltergeist or similar by those who cannot see the Avenging Spirit.
Both types are visible and audible through the Orb, which will be similarly as spectral as they are, and can chose when they wish to be seen and when they wish to be invisible.
Still no ideas? Check out this TV tropes page or this one for some common roles that can be adapted for the game!
