Post by Shadow on Jun 19, 2011 20:33:44 GMT -5
Here are the rankings for the Mutants:
REBELLION:
Leader:
The Leader is the head of the Rebellion. He/She makes all final decisions and handles most discipline within the Order.
Second-in-Command:
The Second-in-Command is the Leader's main man/woman. He/she is responsible for organizing the recruits, training the more difficult mutants, and insuring the Leader's orders are carried out. The Second takes the Leader's place when he/she is killed/decommissioned unless the Leader states otherwise.
General:
A General is in charge of a Squad. Every General assigns a Colonel to assist him/her in looking after their squad. Every squad consists of a Colonel, Scout, Sentry, Provider, two Skirmishers, three Fighters, a Field-Doctor, and a Engineer.
Colonel:
A position awarded by a General, a Colonel personally looks after the training and organization of a Squad. They have little power outside the Squad, but it is an honor to be awarded this position of trust by one's General.
Doctor:
Doctors and Nurses are labeled similarly. While some might call themselves "nurses", they are widely known as doctors, and are in charge of treating the sick. A sub-category for Doctor can either be Nurse or field-doctor. A Field-Doctor joins a Squad and travels on missions.
Scout:
A Scout is trained in stealth and agility. Every Scout is in charge of looking for enemies and especially for searching out At Risks and Loners who could join the Cause.
Sentry:
Sentries are mostly nocturnal types who are not affected by a lack of sleep. They are the mutants in charge of looking after their comrades at night. They often have heightened powers of observation and are trained in stealth and long-range fighting.
Fighter:
Fighters are mostly short-range warriors, although there are many long-range Fighters as well. They are the main meat of the army, and work at both defense and offense so as to protect their comrades.
Provider:
Providers are trained in stealth, agility, and worldly wisdom. They know how to disguise themselves and are exceptionally good spies. However, they invest most of their time foraging or stealing supplies for the hideout. They are often very cunning and quick witted.
Cook:
Cooks mostly stay in the hideout, although many volunteer for Squads. They spend their time learning to make good meals for their comrades, and are known to have weaker powers.
Designer:
Designers are geniuses in every respect. They have an affinity for creation, and spend their time designing new gadgets and enhancements for their comrades.
Scientist:
Scientists mostly study biology and the nature of powers. They do not concern themselves much with creation, as Designers do, but they are equally important in the process of assisting their fellow mutants.
Engineer:
Engineers may not be as creative as Designers or as biologically savvy as Scientists, but they know how to put things together. Engineers spend most of their time repairing machinery and gadgets, although some have been known to join Squads from time to time.
Interrogator:
Interrogators are usually mutants with persuasive powers. It is their job to *ahem* persuade prisoners to give up their secrets. They are not usually in use, so they often spend time learning other skills and working in other areas.
Skirmisher:
Skirmishers are usually long-range fighters, although they dabble in everything that interests them, so there are always a variety. Skirmishers have been called "Indecisives" because of their propensity for learning every skill they can.
OUTSIDE REBELLION:
Loner:
Loners are veterans at using their powers and rarely need assistance in training themselves. However, they do not choose to ally themselves with the rebellion, and often prefer the loner's life, or they fit in well with society.
Rouge:
Rouges are dangerous both to humans and mutants. They believe in radical action and often take pleasure in killing. Many traitorous types will sell secrets about their mutant brethren to the humans and turn on them later. They can never be trusted.
At Risk:
At Risks are usually younger mutants that have recently discovered their powers, or have difficulty controlling it. These mutants are the targets of the Military, and are in great danger. They are the primary focus of the Mutant Scouts, and are often recruited if they can be found in time.
REBELLION:
Leader:
The Leader is the head of the Rebellion. He/She makes all final decisions and handles most discipline within the Order.
Second-in-Command:
The Second-in-Command is the Leader's main man/woman. He/she is responsible for organizing the recruits, training the more difficult mutants, and insuring the Leader's orders are carried out. The Second takes the Leader's place when he/she is killed/decommissioned unless the Leader states otherwise.
General:
A General is in charge of a Squad. Every General assigns a Colonel to assist him/her in looking after their squad. Every squad consists of a Colonel, Scout, Sentry, Provider, two Skirmishers, three Fighters, a Field-Doctor, and a Engineer.
Colonel:
A position awarded by a General, a Colonel personally looks after the training and organization of a Squad. They have little power outside the Squad, but it is an honor to be awarded this position of trust by one's General.
Doctor:
Doctors and Nurses are labeled similarly. While some might call themselves "nurses", they are widely known as doctors, and are in charge of treating the sick. A sub-category for Doctor can either be Nurse or field-doctor. A Field-Doctor joins a Squad and travels on missions.
Scout:
A Scout is trained in stealth and agility. Every Scout is in charge of looking for enemies and especially for searching out At Risks and Loners who could join the Cause.
Sentry:
Sentries are mostly nocturnal types who are not affected by a lack of sleep. They are the mutants in charge of looking after their comrades at night. They often have heightened powers of observation and are trained in stealth and long-range fighting.
Fighter:
Fighters are mostly short-range warriors, although there are many long-range Fighters as well. They are the main meat of the army, and work at both defense and offense so as to protect their comrades.
Provider:
Providers are trained in stealth, agility, and worldly wisdom. They know how to disguise themselves and are exceptionally good spies. However, they invest most of their time foraging or stealing supplies for the hideout. They are often very cunning and quick witted.
Cook:
Cooks mostly stay in the hideout, although many volunteer for Squads. They spend their time learning to make good meals for their comrades, and are known to have weaker powers.
Designer:
Designers are geniuses in every respect. They have an affinity for creation, and spend their time designing new gadgets and enhancements for their comrades.
Scientist:
Scientists mostly study biology and the nature of powers. They do not concern themselves much with creation, as Designers do, but they are equally important in the process of assisting their fellow mutants.
Engineer:
Engineers may not be as creative as Designers or as biologically savvy as Scientists, but they know how to put things together. Engineers spend most of their time repairing machinery and gadgets, although some have been known to join Squads from time to time.
Interrogator:
Interrogators are usually mutants with persuasive powers. It is their job to *ahem* persuade prisoners to give up their secrets. They are not usually in use, so they often spend time learning other skills and working in other areas.
Skirmisher:
Skirmishers are usually long-range fighters, although they dabble in everything that interests them, so there are always a variety. Skirmishers have been called "Indecisives" because of their propensity for learning every skill they can.
OUTSIDE REBELLION:
Loner:
Loners are veterans at using their powers and rarely need assistance in training themselves. However, they do not choose to ally themselves with the rebellion, and often prefer the loner's life, or they fit in well with society.
Rouge:
Rouges are dangerous both to humans and mutants. They believe in radical action and often take pleasure in killing. Many traitorous types will sell secrets about their mutant brethren to the humans and turn on them later. They can never be trusted.
At Risk:
At Risks are usually younger mutants that have recently discovered their powers, or have difficulty controlling it. These mutants are the targets of the Military, and are in great danger. They are the primary focus of the Mutant Scouts, and are often recruited if they can be found in time.