§ 04 — THE INHABITANTS

Who will you be?

Every player recieves a pre-written character. Every role matters in the story.

// FIELD MEMOIR – WARDEN 05

You have to remember that everyone here is a person. No matter what they try to tell us.

§ 04.1 – CHARACTER TYPES

Alter or Warden

Every player takes one of two paths – either you are one of the changed, or one of those charged with keeping them safe.

// PLAYER ROLE: ALTER

Alter

You are one of the third wave. One month ago you were an ordinary person – a teacher, a nurse, a college student, someone’s parent, someone’s child. Then the sky changed and something in you changed with it.

When presented with a choice, you took the contract and signed your name away to the Alter initiative. In just 24 hours, your old life was left behind.

Now you live at Falconorth. You wear the armband. You attend the training. You learn to control what you cannot un-become. You have a past you’re still mourning and a future no one will let you choose.

Alters carry the emotional heart of the game. Your struggle is what everything else revolves around.

As an alter, you will have classes, clubs, friends and of course, your powers.

// PLAYER ROLE: WARDEN

Warden

You saw the consequences of the Alterfall: people you once knew changed overnight, then disappeared. The world called them monsters, but you saw something else. So you signed up to help, your field of expertise making you uniquely suited for the job. This is your first cycle of Alters, and with little to guide you, you try to do your best and hope it’s enough.

Wardens are the faciliatory characters who run the Falconorth Institute under Chief Inspector Forester. Their reasons for being here vary, but they share one belief: these are people who need help.

As a Warden, you’ll have off-game responsibilities like facilitating classes and running sessions with Alters. You may also receive orders from Forester (an NPC) that go against your character’s wishes – lean into that tension and react honestly, as long as the work gets done.

Wards have no supernatural powers, but they hold all the authority – the future of every Alter rests in their hands.

§ 04.2 – HOW YOU’RE CONNECTED

Three spheres of connection

Every character belongs to three overlapping groups. Together, they form the fabric of your daily life at Falconorth.
The exceptions are the Wardens, who only have eachother, and the squad they are responsible for.

Characters will also have external relations outside of these groups.

// GROUP TYPE

Nexus Group

The people who were there

You weren’t alone when the Alterfall happened. Other people were there with you. Friends, co-workers, strangers who happened to be nearby. These are your Nexus.

They knew you before the Alterfall. They saw the change in you. They may not share your abilities, but they share your story, and they may be the only people who still remember who you used to be.

// GROUP TYPE

Type

The ones who understand

Lines. Veils. Thoughts. Prayers. Your type is more than a classification – it’s a shared experience. Only another Line understands the constant fear of touching someone. Only another Thought knows what it’s like to walk in someone else’s mind.

Your Type is who you train with. Your Type is who might understand the specifics of what you’re going through – because they’re going through it too.

// GROUP TYPE

Squad

The ones you live with.

Six people. Mixed types. Assigned by the Institute. This is your Squad. The group you share sleeping quarters with, the group you work with on Institute duties, the group whose faces you see every morning and every night.

Squads aren’t chosen, they’re assigned. Strangers pressed into proximity. Some become family. Some become adversaries. Most become something more complicated than either.

§ 04.3 – CHARACTER ASSIGNMENT

How you get your character

Player spots for the game are distributed via lottery shortly after registration closes. Afterwards, there will be a waiting list for players who still want to participate in case someone drops out.

Character assignment happens after registration. After player spots are allocated, you will receive a casting form, which includes your preferences for themes, story beats, co-players etc. We use this to place you in a character web that suits you.

After you have answered the casting form, you will receive 4 character pitches to choose from in a prioritized list, where you can give us a clear image of who you would prefer to play and why.

We will do our best to ensure that each player gets a character from among their top three priorities.

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