Reborn

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Proud Redistanis

Role Slots Description Notes
Scrungudant.png Nobility - Pompous assholes, living in fantasy land. Expect them to blame you when reality comes knocking.
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Commandant

1 Your Commandant is your lifeline. In this time of civil war they have purchased this defensible bunker and fully expect to reap the rewards of it. High taxes and free lunches are a given. They typically enjoy having their subjects perform their every whimsy. Best listen up. As Commandant, your underlings will manage most tasks for you. Adjust the tax rate as you see fit, make pointless announcements and perform corrections where needed, otherwise your time is yours to torture enlighten your subjects.
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Consort

1 You're the Commandant's dear partner. Throw your nobility around, you've earned it. You have as much authority as the Commandant, given you're not going against them. Commoners might not like to listen to you, getting a Watchdog's truncheon to the face is a quick fix.
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Scion

2 You're one of the Commandant and Consort's pride and joy. You're a spoiled brat with far too much power, although you're a weak child with little ability to exercise it. Try to abuse your parents goodwill to get what you want. They have plenty to share.
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Overseer

1 You're the Commandant's right hand man. You manage their finances, give advice, deal with tasks they don't want to and watch their children when they're too busy peasant hunting. A good Overseer keeps close ties with the C.C.M..
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Servant

1 More of a pet than a noble, you're a prisoner shipped in from THE CAPITAL, given another chance at freedom through unending indentured servitude! The Commandant's palace is filthy and their children are very hungry. Best get to work soon. A good servant is one who is seen as little as possible. Try to assume what your Commandant wants and have it done before they have time to ask for it.
Avodant.png The Gatewatch - Good morning inspector. Refuse all Italians entry. Glory to Redistan.
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Advocatus

1 A Bureaucrat from back West, sent to this backwater to assure it doesn't become a den of separatists, occasionally reporting back to senior Advocatii in THE CAPITAL. The Redistani Civil War makes mistakes unacceptable. Do not be afraid to be cruel. Glory to Redistan. You have the same amount of authority as the Commandant, although you do not own his land. Do not be afraid to challenge his orders and make your men hold steadfast.
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Inspector

1 Giddy volunteers to the A.A.M., encouraged to keep their full attention through the retroactive punishment of their family. Some inspectors are in it for the Patriotism of keeping their country safe from those disgusting Separatists. Others just like to see the look on a child's face as they bar them from getting medical attention inside the bunker. Glory to Redistan. Your Advocatus is likely unhappy over their assignment to such a small settlement. Corruption is widespread this far East for a reason. Use that to your advantage.
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Watchdog

2 A grunt of the Gatewatch. Although you may often be made to keep in shape with drills or mop up the floors around the checkpoint, you have plenty of downtime too. If only you got a comfy chair to sit in as well... Not having to move much means a much closer eye can be kept on those in the line. Be sure to remind them with the megaphones what restrictions are in place.
Pkudant.png Peacekeepers - KEEP THE PEACE, DAMNIT!!!
Hpeacekeeper.png

Head Peacekeeper

1 A noble, with a small litany of disorganised but (usually) loyal troops at your disposal. Coordinate your Cadets and Peacekeepers well. Your equipment may be outdated, but it is plentiful. Do not be afraid to organise your men strongly. Your men may be called for occasional raids beyond the gate, into the slums. Keep them close, there's no shortage of unfriendly faces out there.
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Peacekeeper

3 You might be schlubby, you might be unfit, but you're here and that's all that really counts. Your main jobs are going to be pest control and abusing what little power you have. You can always make up any charge you like, it's not like whoever you're accusing has a book of laws. Maybe if you suck up enough, the Head Peacekeeper will bother with outfitting you with some nicer gear. Make sure to follow his words to a T. Be glad you're not back West, fighting Separatists on the front lines.
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Cadet

2 Merely a child, your tendency to bully others and throw your weight around made you a prime pick for the Peacekeeping forces. You might not be on the front lines, but you're sure to make your country and parents proud. While you're more proficient with weapons than most children, you are still rather weak. You make for a strong scout, as well as a keen accompaniment to adult peacekeepers. They're sure to teach you well if you ask.
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Cave Ranger

1 You were born into the caves, molded by them. You didn't see civilisation until you were already an adult. The caves are your home and you're sure to treat them and all their inhabitants well. Keep poachers away from the wildlife, give litterers the death penalty and patch up any idiots who end up bleeding out in the caves. The caves are your home. Treat them like you would a family member.
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Bellhop

1 As a young child, you were crushed in a not-so-freak elevator accident. Ever since, you've been terrified of the world outside the Elevators. If they do this to their friends, imagine what they do to enemies! You're disgusting, deformed, and slow, but you like it that way. You never have to get up and move! Manage the elevator well. The spirit of the Great Transporter demands it. The elevator is the lifeline of Eversmile. You can easily make demands of your occupants, provided they're not important enough.
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Scab

2 You fucked up and now you're out on your ass, kicking it in the Slums. You've copped slum duty after fucking up bad and now you have to maintain order in what you're pretty sure is a literal cess pit. Make sure Mr. Redz is happy with the security of his factory, he's sure to hand you a little bonus if you do a good job. Power in numbers. Just having your partner nearby is likely to scare most opportunists off.
Scrungtitioner.png Practitioners - Let's go practice medicine.
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Head Practitioner

1 The head honcho. You have the longest beak, so you are in charge. You might not have ever actually seen a bird, but you know how to lead your flock to glory. Remember, if the power goes out, it's not just the Undertaker they're going to blame. Always assume your underlings are incompetent. Demonstrate to them the art of practicing medicine.
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Practitioner

3 One of the Head Practitioner's flock. Your beak size may vary, but it'll never be bigger than the Head's. You're so dedicated to the art of practicing medicine that you voluntarily had your garments stitched into your skin. Best take a shower before heading out of the clinic. Absolutely no beakfighting allowed in the clinic. Try to remember your schooling.
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Apprentice

2 You're a young apprentice to the Birdmen, freshly sent from one of the western Academies. Yet to get a worthy beak of your own, it's up to you to prove yourself and truly take in the words of your superiors. You'll get that beak yet, sonny. Schooling is all well and good, but it doesn't compare to practical experience. Do not be afraid to ask your superiors for help.
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Chemist

1 You're a contractor under the Birdmen, not as dedicated to medicine as they are. Too bad they stitched the clothing into your skin anyway. At least you'll be left alone most of the time. Chemists are most useful when they spend time making premixed chemical combinations or ship chemicals off to the C.C.M. for profit.
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Undertaker

1 Secretly the most important person in the entire clinic. You love to hang around corpses, so you got the wonderous duty of hacking up bodies and feeding their limbs to The Beast. There is sure to be no shortage of dead people in the bunker. Undertakers are very versatile. Who's to say that person wasn't already dead when you caved their skull in?