Chief butler (no ontology)
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As it takes a certain amount of time for a non-privately employed/owned butler to reach the status of chief butler, they are most of the time already employed/owned butlers who have been chosen or promoted by their employers for the job. Reasons for the promotion are variable, ranging from simple trust, to experience in the job, or even expertise in other, non-butlerwork related skills (typically marksmanship, due to their assigned weapon). | As it takes a certain amount of time for a non-privately employed/owned butler to reach the status of chief butler, they are most of the time already employed/owned butlers who have been chosen or promoted by their employers for the job. Reasons for the promotion are variable, ranging from simple trust, to experience in the job, or even expertise in other, non-butlerwork related skills (typically marksmanship, due to their assigned weapon). | ||
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+ | '''Chief butlers''' are also noted for having a particular special ability. Being both an experienced servant and a capable leader of other butlers, the chief butler may, if provoked in combat, give up a turn to '''summon 2 subordinates with random weapons''' to aid him and dispatch whatever menace he may face. This ability is also available if that chief butler is the [[contestant]]'s ally, and may defend the team as required. | ||
+ | At the end of the fight, the butlers are dismissed and will not follow their superior. | ||
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+ | NOTE: This ability can only be used once per fight. It is subjected to a fixed FT of 5; it can thus fail. Attempting to summon works like a normal attack and consumes the chief butler's turn. | ||
'''Specifications of a chief butler…''' | '''Specifications of a chief butler…''' | ||
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*'''Can use weapons and firearms:''' Yes, and will actively use them | *'''Can use weapons and firearms:''' Yes, and will actively use them | ||
*'''Are they protected by the [[Wanted Level|law]]:''' Yes - Attacking one warrants a Code Orange, killing one warrants a Code Red. | *'''Are they protected by the [[Wanted Level|law]]:''' Yes - Attacking one warrants a Code Orange, killing one warrants a Code Red. | ||
- | *Other notes: '''Always male ♂/otoko ☿''', '''Loyal ally''' ; If an ally to the contestant, will consider the contestant as his master/mistress. | + | *Other notes: '''Always male ♂/otoko ☿''', '''Loyal ally''' ; If an ally to the contestant, will consider the contestant as his master/mistress. '''Can summon 2 armed [[butler|butlers]] in combat''' at will (ability can only be attempted once per fight, fixed FT 5.) |
*'''Carry the following weapons:''' | *'''Carry the following weapons:''' |
Revision as of 01:09, 15 August 2012
A chief butler is the direct superior to standard butlers. Chief butlers are promoted butlers, "commanding" a group varying between 5 and 30 maids and assigning them work in a set of rooms. Chief butlers are either promoted by the Game Masters, or their employers/owners, and are also given the task to protect their subordinates.
For this purpose, they are required by law to be issued a sidearm, a handbag, ammunition for the sidearm, as well as a purse, to be considered a chief butler, again either by the GMs, or their employers/owners.
Chief butlers are always male(/otoko), but have a female(/futanari) counterpart, the head maid.
Although this is rarer, chief butlers can also be directly employed by other inhabitants of the Mazes, typically to serve as the leader of already previously employed butlers. They are often paid a higher wage than standard butlers, but aside from the task of protecting and assigning work to their subordinates, chief butlers usually do the same tasks and jobs as standard ones.
Two types of chief butlers can be distinguished:
- Chief butlers not working for anyone in particular in the Mazes are given work by the Game Masters themselves, and are paid a default wage of 120 P$/day. Typically, a chief butler is promoted after a few years of work as a normal butler, or as the GMs see fit.
- Chief butlers employed or owned by someone else, for whom they will work exclusively. Traditionally, on top of their subordinate supervision duties, a chief butler will have a closer relationship to their employers/owners and are better trusted than standard butlers to clean, for example, the employer/owner's room, or watching their belongings or personal effects. Chief butlers are in this sense, closer to being personal bodyguards and confidants.
A chief butler is considered part of the Maze Personnel and is usually respected as such. Despite this, it remains one of the lowest ranking jobs in the Mazes. They are naturally less common than their subordinates and are more rarely seen.
As it takes a certain amount of time for a non-privately employed/owned butler to reach the status of chief butler, they are most of the time already employed/owned butlers who have been chosen or promoted by their employers for the job. Reasons for the promotion are variable, ranging from simple trust, to experience in the job, or even expertise in other, non-butlerwork related skills (typically marksmanship, due to their assigned weapon).
Chief butlers are also noted for having a particular special ability. Being both an experienced servant and a capable leader of other butlers, the chief butler may, if provoked in combat, give up a turn to summon 2 subordinates with random weapons to aid him and dispatch whatever menace he may face. This ability is also available if that chief butler is the contestant's ally, and may defend the team as required. At the end of the fight, the butlers are dismissed and will not follow their superior.
NOTE: This ability can only be used once per fight. It is subjected to a fixed FT of 5; it can thus fail. Attempting to summon works like a normal attack and consumes the chief butler's turn.
Specifications of a chief butler…
- Armor class: Regulated by clothing and armor
- HEAD group: Head
- BODY group: Upper and lower body
- LIMBS group: 2 arms, 2 legs
- EXTREMITIES group: 2 prehensile hands, 2 feet
- WEAK POINTS: Mouth with teeth (facial), 2 eyes (facial)
- Skeleton type: Human (Human broken limbs rules)
- Body type: Soft flesh
- Can be tamed: Yes - Proposing a higher wage is the usual method.
- Can use weapons and firearms: Yes, and will actively use them
- Are they protected by the law: Yes - Attacking one warrants a Code Orange, killing one warrants a Code Red.
- Other notes: Always male ♂/otoko ☿, Loyal ally ; If an ally to the contestant, will consider the contestant as his master/mistress. Can summon 2 armed butlers in combat at will (ability can only be attempted once per fight, fixed FT 5.)
- Carry the following weapons:
- Wear the following clothes:
- Top: Tuxedo with shirt
- Bottom: Tuxedo trousers
- Footwear: Leather shoes
- Backpack: Handbag which contains 1 mag's worth of ammo for the Class 3 weapon, and a purse.
If a contestant has a chief butler as an ally, the contestant is considered to be his employer/owner.
Chief butlers are versatile; they will gladly obey the contestant's orders, which they will regard as their superior, and will attempt, if needed, to rally up other maids and butlers they see. They will do mostly anything ordered, pick up any weapon handed and change clothing if asked to, even if it means they are not recognized anymore as a chief butler; "only the bond with the employer counts, so long as the employer is satisfied" is a saying associated to the job mindset of maids and butlers; if they have to dress up and act like a Maze Soldier for example, they will gladly do so.
Disguise
See: Butler, section Disguise.
Gallery
Image needed!