❓ Specialisation Roles -
District Teams -
As a member of a District Team and the DeepEye mission's Surface Task Force; Each Player will have their particular responsibilities, as defined by their role in the team, and their independent briefing. Factional Briefings are shared while Personal Briefings contain priveleged information than should be kept secret, even from fellow team members. On each District Team are the roles for; District Councillor, Head of Communications, Chief Scientist, and District Guard Captain. In Arclight City there are five main districts; The High Spire, The Tenements, The Green Terraces, The Harbour, and The Manufacturing Quarter. Each of these Districts has its own identity, history, and own loyalties. For many years the city has been held together based on the mutual arrangements between these fractured families and their general willingness to cooperate. Bringing, relative, prosperity to each of it's people, the city of Arclight has stood in harsh contrast to the privations of the world outside and the Outcast class who cling to the City’s wall. Those bonds, however, have become strained by the current crisis, with some Districts being hit sooner and more aggressively than others, causing a citywide refugee crisis. While overtures of fraternity and solidarity have been made by all groups, the fact remains that while more and more of the city is lost to the tectonic activity wracking the Districts, there are fewer resources to go around and more mouths to be fed. While hope rests in the DeepEye expedition to find a solution to the crisis, the Districts have a more immediate and practical timeline which they must give their attention. Specific guidance will be given to the Players in each role from their personal briefing and role summary. Following will be a short overview of the responsibilities for each role in a District team. Players should note that Fault is a living game and responsibilities that they have at the start of a game may have changed by the end.
The Councillor Role -
The Arclight Provisional Council is the oldest institution in the city, having been formed after the last, populist revolution where the city’s ruling class was overthrown by a coalition of the current incumbent’s ancestors. Even so, the protagonists ranged from academia, through to the lowest wage worker and a new, meaningful system of government had to be put into place in order for the city to not collapse in on itself during the aftermath. Unfortunately, no equitable system was ever found that could satisfy all the major stake holders, or replace the ad-hoc, interim council which had formed to discuss such matters. Many hundreds of years later, the current Council persists, a descendent of that interim court that has metastasised as the only, most efficient form of governance that most of the city could tolerate. As a Councillor for one of the Districts, the Player will negotiate with the other representatives, in Council Chambers to resolve the current crisis. With the emerging refugee, starvation issue and each District beginning to play power games, the Councillor Player will have to navigate a web of competing motivations to move the needle, or get anything done.
Each Councillor starts the game with a voting power of one. Each time that they vote on a policy in council that succeeds, their voting power will go up by one. If they support a policy that fails, their voting power will remain the same. This is to indicate their support from the city and the influence which they have over the people as a whole. Councillors, when not in session will have time to move about the other stations, either to see the state of the city with their own eyes, or to make sure that their resolutions are passed as intended. Sabotage would, of course, be beneath them. Councillors with surplus voting power may use any number of their voting power while above one, to influence an outcome in the other specialisations. This is, one of the only times where their voting power may go down and should be done with caution for that reason. Councillors may otherwise not compel any Player to follow their wishes and must use negotiation and incentive as a tool to seeing their will done.
District Head of Communications -
Arclight City is gridded with a huge network of rails and junctions that service the civil train-lines. As a part of the DeepEye mission, a colossal antennae has been built and installed in one of the city’s trains, in order to help the mission stay in contact with the digger and it’s crew. The Head of Communications for each District are in charge of communicating with the ongoing DeepEye Mission. Communications will vary throughout the game and the Communications Players will need to be always ready to adjust on the fly. Several different channels will be open to the Communications Player in order to get their message out. Which one is used will depend on how proximal they can keep their antennae to the DeepEye vessel. During their Specialisation Phase the Communications Players will be working together to coordinate any orders given from the Council, with the responses from the DeepEye, as well as reporting the outcome. In addition, Communications will need to try and track the DeepEye’s location to help them navigate to the areas of interest or those with the most urgent need for intervention. Communications will be a busy role that requires the parsing and interpretation of a lot of information. The District Heads of Communications will need to be able to summarise all of that information and communicate actively with the other specialisations in order to make sure that the instructions issued to the DeepEye will make sense and help with their mission.
District Chief Scientist -
The Chief Scientist Role, in their specialisation will take on two competing priorities during the game. Firstly, and most immediately, they are responsible for interpreting the seismological readings taken from their telemetry balloons, in order to anticipate the next string of disasters in the city. Secondly, they must attempt to track the DeepEye's position and share that information with interested parties. Between these two mandates they must also coordinate with the City Guard in order to move refugees and residents out of areas about to suffer an incident, all the while transmitting the areas of interest to the DeepEye, through the Communications table. The DeepEye can potentially mitigate some of the damage to different parts of the city, if they get there in time. Science is an active role that requires a lot of inter departmental collaboration. Players taking on this role are advised to keep an eye on their subordinates as each Chief Scientist comes from somewhere in the city and it would not be hard at all to play favourites now and again. All surface Players are in the unenviable role of having to pick in any one turn, which residents may have the chance to live, and who is going to be sacrificed for the greater good of the city. If the Chief Scientists do their jobs right, few hard choices will have to be made. Hopefully that choice doesn’t become political…
District Guard Captain -
The District Guard Captain role will see Players dealing with the refugee and infrastructure crisis ‘on the ground level.’ Politics is one thing but when it comes to action, as well as people’s lives, somebody has to make a call in the moment. Guard Captain Players will receive information about impending incidents and be forced to reckon with the least bad of the worst options, more often than not. The District Guard Captain is responsible for moving people out of the District streets which are either under impending disaster or those that can no longer support the amount of people within them. In addition, the Guards can recruit Outcast work teams from beyond the city walls in order to clear rubble and make space for refugees. This all comes at the cost of increasing the refugee population of the city overall and decreasing the stability of the civil order. Guard Captain Players will be balancing the needs of the city, the people, and the crisis. Often being force to compromise in ways that may not be ideal. The Guard Captain Players are also needed for communicating the needs of the city to the other specialisations, and are responnsible for holding the city together while a solution to the crisis can be found.