Player Run
Every family is run by a player, its Owner. There are no NPC families. The owner decides who joins and how the family is organised.
Most characters start out on their own, but some are accepted into a Family. Families matter a lot in the world of Singularity: some are just a small group of people, while others shape the way you roleplay.
Families can also offer perks you can’t get any other way. Some powers are even locked behind certain families.
Player Run
Every family is run by a player, its Owner. There are no NPC families. The owner decides who joins and how the family is organised.
Join Any Number
A character can belong to as many families as they like, as long as each family accepts them.
Perks
Families can offer Family traits, Family Locked powers and other perks. Every perk is approved by the admins, and some families keep theirs secret from outsiders.
Relations
Families have standings with each other, from Allies to Mortal Enemies. Your family’s standing changes how its members treat you.
Find a family in the Family Directory. Check whether it’s recruiting, and whether it holds tryouts.
Ask to join from the family’s page with an approved character. If the family holds tryouts, press Request a tryout first. A tryout is a sample of a brand-new character made for the family. It has no stats, only a name, who they are, an optional backstory, and a short piece of RP written as them. Only you, the owner and admins can read it.
Get accepted. Once the owner accepts, your character is on the family’s roster, and you can use the family’s perks.
| Role | Who | What they do |
|---|---|---|
| Owner | A player | Runs the family: accepts and removes members, edits the family’s page |
| Head of Family | A character | Leads the family in roleplay |
| Members | Characters | Belong to the family, often inside a division |
Big families split into divisions with their own leaders and purpose. The Brando Clan calls them Phalanxes.
A perk can be anything, and every one is approved case by case by the admins. Not every family needs to be a powerhouse: a small family might just offer a safehouse and some starting money.
| Kind | Small example | Big example |
|---|---|---|
| Starting stats | +1 Sub-Tier in Speed | Higher starting stats and extra Tier Points |
| Family trait | A trait that runs in the family | Several exclusive traits to pick from |
| Trait slots | 1 extra slot | A different trait-slot setup |
| Power system start | A starting level in a power system | A full starting package |
| Family Locked power | — | A technique only the family holds |
| Secret technique | A family move | A transformation only the family has mastered |
| Fighting style | A style taught to members | Several exclusive styles |
| Items & vault | Starting gear | A shared vault of rare items |
| Better rolls | One extra roll | Picking instead of rolling |
| Faster growth | Quicker training | Faster evolutions and mastery |
| Money | Starting money | Better earnings |
| Standing & protection | A safehouse or contacts | Protection across a Zone |
Each perk also says who gets it: every member, members who pick it, members who roll for it, members who earn it in RP, or members taught it by another member.
The owner sends perks from Manage family → Perks, as many as they like in one request. The admins approve or deny each perk on its own, so a request of 5 might come back with 4 approved. Changing a perk sends it back for approval; removing one doesn’t need approval.
A Family trait takes 1 trait slot whatever its rarity, and a character can have only 1, unless one of the family’s perks says otherwise.
A perk only counts once your character has been accepted into the family. They lose it if they leave or are kicked out.