The logo of my evil organization. Info (some of it) on my evil organization is copied and pasted below!
_________________
R.adical
A.ssociation
F.or
T.error/Terrorism
R.A.F.T. is divided into Three Main sections with several demi sections (For now)
Combat
Science
Politics
These three sections dictate how the organization is run. The demi sections are displayed.
Combat:
The single, most basic of the three sections. Due to the factor that combat only has 5 main issues to deal with itself.
Water
Land
Air
Assassination
Omni (Universal Combat, or all of these things combined)
These are the "Modes of Combat" (in R.A.F.T.) and are named quite simply
Water = Aqso (Aquatic Soldier)
Land = Laso (Land Soldier)
Air = Aiso (Air Soldier)
Assassination = The Mortuus
Omni = Omni (also called Omni Soldiers)
There are several positions available in all of the sections (With the exception of the Mortuus). When "position" is said it is more over rank.
Notably, aside from ranks, there is also a classification on soldiers and assassins alike. These are registration of their capabilities. As the leader is perfectly aware that you can be as strong as Sampson, yet aren't competant enough to lead a horse to water.
Classification is divided into a few sections themselves.
Hand to Hand (Just reffered to as "Classification")
Total (The reference of any abilities the soldier might have combined with their hand to hand capabilities, it is refferred to as "Real Classification")
Supernatural (Referred to as "Alternate Classification")
Reliability
Classification is a simple grade from 1 to 10 of their hand to hand combat skills. Decimals may be used.
Real Classification is a grade from 1 to 13 of their full combat capabilities. Decimals may be used.
Alternate Classification is a grade from 1 to 10 of their supernatural skills. Decimals may be used.
Reliability is the percentage chance that the person in question will do as they are told without an fuss.
Anytime a Club (or any other soldier type) is registered by inferiors, so must their number. For instance if a Club-9 is conversing with a Club-4. The Club 9 must refer to the "4" as "Club-4: (Insert codename)".
All soldiers are required to wear a dog tag of sorts with the R.A.F.T. Emblem on it and their rank. For those who are clumsy idiots and will strangle themselves or refuse to wear the dog tag, they must at least carry an I.D. card with them. The dog tag or I.D. card allows them access to most facilities within R.A.F.T.
Like with all postions, when you reach "0" in your rank, you will be considered for a promotion in status.
Club
The lowest of positions. It is moreover a "Private" or "Grunt". There are ten sections of "Club" and are numbered from 10 to 1. 10 being the lowest kind and 1 being the highest kind.
The Club, although sometimes trusted with small solo tasks, is not permitted soldiers of their own to command. They are most often the infantry and therefore are made to attack in large numbers. Suprisingly, not many in this position are terribly weak. Most of them are just troublesome, insubordinate, or just plain stupid (and in Deck's case, of whom is a Club-10, all of the above).
Promotions in this position are issued in times in which you show strength, intelligence, discipline, and obediance. (Though they usually have lots of strength and discipline, the intelligence is something that is most struggled for.)
Cestus
Just above a Club. They are just starting to be trusted with some leadership tasks. Though it is usually with low class Club's. This is a good time to prove yourself to get quick promotions. As opposed to the more difficult struggle it is to get through the first hurdle of being a Club.
Lower class Cestus's have been know to accompany Club's to guide them in the right direction. Or even accompany Club's in combat in masses.
Mere
More powerful leaders. They get more interaction outside of combat and have been known to even order around the lower scientists. Though usually, it's just a message from the higher ups. Mere get command over the Cestus and the Club's. These individual also usually get more men. Largest amount any Mere has ever been given command over is around three dozen.
Mere are expected to be able to hold their own in advanced combat. Acceptance into this position includes holding your own (Winning isn't necessary) in a fight against a chosen higher up. When combat level is shown to be of a certain level, you may be given a higher potion.
Meteor (Recognizable as being a reference of the "Meteor Hammer)
The first leader left in change of the equivalent of a small army (In later numbers). They are fairly powerful solo combatants and excellent leaders (Though there are some exceptions).
Meteor's are also given the task of training the Club's in "The Graveyard" (Basic Training). Although they are often left second or third in command on large vessels, they have quite a bit of power and influence over the lower soldiers.
Sword
The next step after Meteor. Given command of entire ships or infantry. Sword's often interact with scientists and other representatives of the Organization. Some are even allowed to participate in some of the higher calibur meetings. They sometimes are made to train the rookies, though they are often only asked to when the men are particularly insubordinate.
They have been known to participate or even lead negotiations with alternate dimensions or cities. They, like the Mere, must show a certain level of combat capability before promotion out of this position is available.
Javelin
Allowed command of two or more different vessels or armies. They are often included in high calibur meetings and have had a history of being on speaking terms with the Leader of the Organization. Aside from leading high priority negotiations, they are also sometimes allowed to supervise the Scientists. (Though it is rarely needed due to how the Science Division is set up.)
Javelins must show a certain level of intelligence and understanding in certain subjects such as Biology and Economy. If they don't have the knowledge, they are made to attend special classes that will give them what they need to know.
Top Fifteen
The top fifteen are the fifteen leaders of each section. All chosen for their intelligence, knowledge, combat capabilities, viewpoints, et cetera.
They are the best of the best and have ultimate power over their section as long as they have consent from the other fourteen. They often choose a single representative of the fifteen too negotiate with the other sections of the organization. (This is gonna be a lot of characters.)
Notably, each of the fifteen is given regular tests and physicals to make sure they are in constant, perfect, mental and physical health.
The Mortuus
The Mortuus are the assasins group. They work much differently then the combat groups. Rather then rank's or status, they are often a "Left to themselves" sort of group. They could probably be plotting to kill the main leader and take over and Cerule wouldn't know about it. This is not because the leader has a death wish, but because they are well paid individuals and 90% of them are there to fill their own pocket. Since they are paid by the hour with a bonus if they manage the kill, Cerule has little to no worries. Especially since the size of the bonus is up for debate.
Aside from the Top Fifteen, they have completely different sections. All for the different "Modes of Assassination". Also, the Top Fifteen is the top for all three groups.
Long Range
Short Range
Instant
Long Range
Obviously for snipers, these are not the types to get their hands dirty, but to kill from long distance. Though the other group have been known to ridicule members of this group for being cowards. Though all of the know that it's just a joke, that long range kills have their place and uses.
There is one of the long range assassins that is famous in the organization for using an energy laser to kill opponents, therefore leaving no bullet to pull out, since it's his own energy. It is rumored outside the organization that he is one of the Top Fifteen in the Mortuus.
Short Range
Short range assassins, usually these types are extremely fast and can dash out of a hiding place, stab someone in the back and dash back into their hiding place without being seen. Some are more reckless, usually they are allowed to pick their method as long as it has been proven to work.
Instant
A unique branch of assassin. They often leave no sign of attack and can strike from either short or long range. Not much is really known about them, except that there is only 8 of them. Yet they run their own section. Only 3 of them are in the top fifteen. These three are fairly intimidating and have a powerful say in the organization.
Science: Csi
The Science Division, (mainly known as Csi) probably one of the most powerful and complex. They, like the Mortuus, are often just given a task and left to their own devices. Though they are somewhat monitored, this is only if there is reliability issues for a section.
There is a section for each science studied. Though, like the combat section. There is a sort of Rank system for them as well.
Combat, is obviously not a needed attribute, but it is encouraged that each scientist have a way to defend himself or herself should someone find a way to attack them and somehow leave the soldiers and other combatants out of the fight.
There is even an available training program that scientists may willingly participate in. This program gives the participants the option to learn any style of combat that they wish. Or even just a simple weight training to stay in shape, if they wish.
Ranks among scientists are referred to as levels. Level Seven is highest, starting at Level Zero.
Level Zero
The beginning level a scientist starts at, these scientists are just being interviewed to their chosen subject. They are also set to shadow higher level scientists. Often given opportunities to prove themselves so they may show their potential. This, is basically the training stage. Therefore there is not much information on them as a general rule.
Level One
An official Csi Agent. They have just received their alliance to Light or Dark and are basically "grunt" Agents. These agents are sent out quite often to get field experience, so they may expand themselves. They are not often allowed to get their rest in this position and are worked their hardest here. Which is mainly a test to see how they work under pressure.
Level Two
More house work then field work, this is where they go away from breaking in new Csi agents and they really start to press on the brain power rather then resilience. Though they are not given leadership abilities, this is when their intelligence is really put to it's test. Working them up with harder and harder problems.
Level Three
Finally given leadership, the main struggle is over, though the will certainly have moments to relive it quite often. They are given power over the Level's One and Two, allowing them to gain experience in leadership, organization and cooperation. Notably, they are now more balanced in field and home work.
Level Four
Now expected to be able to cope with pressures and given more leadership responsibility. They are now involved in higher projects, rather then the less important ones. Or at least allowed to manage completely, the lower projects.
Level Five
Though they are not necessarily made to lead, they are expected to have a certain level of intelligence and ingenuity. Problem solving and so on. In fact they actually have o prove they have a certain level of knowledge before they are allowed to achieve this position. Finally involved in some of the important meetings, they are in quite a powerful position and are just starting to have a say in how things are run in projects.
Level Six
Considered to be a "second in command" level. Often leading entire projects themselves, they are often put as second for Demi-Bases, (Demi-Bases are what bases dedicated to one sector are called.) and have a powerful say in the organization's operations.
Level Seven
The lead scientists in large scale projects. Often leading many lower level Csi Agents and are sent on both field and home assignments regularly. At this point they are expected to have a method of defense.
Top Level
The top scientists, this is the equivalent of the "Top Fifteen" in each area. There are seven total for each Demi-Section. Therefore the debates on large scale operations take quite a long time, with the Top Level Agents (T.L.A.'s) displaying proof and other things. However, their results are unquestionable.
T.L.A's also tend to have particularly brutal methods of defense and have been known to be paired up with the Top Fifteen on high priority missions.
There are, admittedly, "Marks" to prove achievements among scientists that can be viewed by scanning the I.D. card scientists carry with them at all times. (Otherwise they can't enter the building.) Though it does not have to be visible at all times, it is preferred if it is. More of a request then anything. I.D. cards contain information on each scientist and give them access (alongside a thumb print and eye scan) to any place they need.
The I.D. cards have a small chip within them that reveal all data on the individual, what section they are in and what demi-section they prime in. Or even what demi-sections they prime in.
Notably, Csi Agents have only put up such security measures to keep the dumber soldiers out. As the dumber ones also tend to be particularly powerful.
There are two main sections of the Csi. Divided into parapsychology and everything else. While parapsychology studies everything from demonic anatomy to dead sciences like alchemy, they are often looked at in a more dark light by the other scientists. As the study of the paranormal often tear apart proven theories in the other sciences.
As a result the two main sections (called "Alliance") of Csi are referred to as
Parapsychology Scientists = Dark
Other Scientists = Light
Often referred to as a whole as "Dark Csi Agents" or "Light Csi Agents". Dark Csi Agents (or D.C.A.'s) often defend themselves using magic, while Light Csi Agents (or L.C.A's) defend themselves using technology as a general rule.
Finally, specified science divisions within the Alliances are referred to as "Demi Alliances". (Or D.A's)
Authors Note: Due to the factor that there are thousands upon thousands of different subjects of sciences in the world, I'm going to leave this here. I could go into incredible detail about the different "Demi Divisions" for each subject, but I don't know all of them and I'd be kidding myself to try.
Politics
In this division, manipulation of the political system occurs. R.A.F.T. agents in this section are less well known. Most agents are psychics or "falsified" political figures that do their best to ruin the system without being detected. Psychics often mind control real politicians.
Authors Note: I am politically dense and do not know anything about this part of life in the least bit and could not begin to fathom stuff that would help manipulate this. Any input to help, would be appreciated.
General
R.A.F.T. is a terrorist organization with the current intent of either taking over or destroying the mortal world. Reasons are mainly assumed to be because the leader is insane. Insider's have given either the confirmation to this or have stated that the leader is "Just plain weird,". Either way, this organization does it's very best to destroy the economy to the fullest. Feared by many, this organization is known for it''s monumental size and surprising accuracy in achievements.
Outside the mortal world, of which R.A.F.T. prefers to terrorize at this moment, they are known as valued traders and explorers in the other dimensions. Though they are often refused business amongst the mortal world.
_________________
R.adical
A.ssociation
F.or
T.error/Terrorism
R.A.F.T. is divided into Three Main sections with several demi sections (For now)
Combat
Science
Politics
These three sections dictate how the organization is run. The demi sections are displayed.
Combat:
The single, most basic of the three sections. Due to the factor that combat only has 5 main issues to deal with itself.
Water
Land
Air
Assassination
Omni (Universal Combat, or all of these things combined)
These are the "Modes of Combat" (in R.A.F.T.) and are named quite simply
Water = Aqso (Aquatic Soldier)
Land = Laso (Land Soldier)
Air = Aiso (Air Soldier)
Assassination = The Mortuus
Omni = Omni (also called Omni Soldiers)
There are several positions available in all of the sections (With the exception of the Mortuus). When "position" is said it is more over rank.
Notably, aside from ranks, there is also a classification on soldiers and assassins alike. These are registration of their capabilities. As the leader is perfectly aware that you can be as strong as Sampson, yet aren't competant enough to lead a horse to water.
Classification is divided into a few sections themselves.
Hand to Hand (Just reffered to as "Classification")
Total (The reference of any abilities the soldier might have combined with their hand to hand capabilities, it is refferred to as "Real Classification")
Supernatural (Referred to as "Alternate Classification")
Reliability
Classification is a simple grade from 1 to 10 of their hand to hand combat skills. Decimals may be used.
Real Classification is a grade from 1 to 13 of their full combat capabilities. Decimals may be used.
Alternate Classification is a grade from 1 to 10 of their supernatural skills. Decimals may be used.
Reliability is the percentage chance that the person in question will do as they are told without an fuss.
Anytime a Club (or any other soldier type) is registered by inferiors, so must their number. For instance if a Club-9 is conversing with a Club-4. The Club 9 must refer to the "4" as "Club-4: (Insert codename)".
All soldiers are required to wear a dog tag of sorts with the R.A.F.T. Emblem on it and their rank. For those who are clumsy idiots and will strangle themselves or refuse to wear the dog tag, they must at least carry an I.D. card with them. The dog tag or I.D. card allows them access to most facilities within R.A.F.T.
Like with all postions, when you reach "0" in your rank, you will be considered for a promotion in status.
Club
The lowest of positions. It is moreover a "Private" or "Grunt". There are ten sections of "Club" and are numbered from 10 to 1. 10 being the lowest kind and 1 being the highest kind.
The Club, although sometimes trusted with small solo tasks, is not permitted soldiers of their own to command. They are most often the infantry and therefore are made to attack in large numbers. Suprisingly, not many in this position are terribly weak. Most of them are just troublesome, insubordinate, or just plain stupid (and in Deck's case, of whom is a Club-10, all of the above).
Promotions in this position are issued in times in which you show strength, intelligence, discipline, and obediance. (Though they usually have lots of strength and discipline, the intelligence is something that is most struggled for.)
Cestus
Just above a Club. They are just starting to be trusted with some leadership tasks. Though it is usually with low class Club's. This is a good time to prove yourself to get quick promotions. As opposed to the more difficult struggle it is to get through the first hurdle of being a Club.
Lower class Cestus's have been know to accompany Club's to guide them in the right direction. Or even accompany Club's in combat in masses.
Mere
More powerful leaders. They get more interaction outside of combat and have been known to even order around the lower scientists. Though usually, it's just a message from the higher ups. Mere get command over the Cestus and the Club's. These individual also usually get more men. Largest amount any Mere has ever been given command over is around three dozen.
Mere are expected to be able to hold their own in advanced combat. Acceptance into this position includes holding your own (Winning isn't necessary) in a fight against a chosen higher up. When combat level is shown to be of a certain level, you may be given a higher potion.
Meteor (Recognizable as being a reference of the "Meteor Hammer)
The first leader left in change of the equivalent of a small army (In later numbers). They are fairly powerful solo combatants and excellent leaders (Though there are some exceptions).
Meteor's are also given the task of training the Club's in "The Graveyard" (Basic Training). Although they are often left second or third in command on large vessels, they have quite a bit of power and influence over the lower soldiers.
Sword
The next step after Meteor. Given command of entire ships or infantry. Sword's often interact with scientists and other representatives of the Organization. Some are even allowed to participate in some of the higher calibur meetings. They sometimes are made to train the rookies, though they are often only asked to when the men are particularly insubordinate.
They have been known to participate or even lead negotiations with alternate dimensions or cities. They, like the Mere, must show a certain level of combat capability before promotion out of this position is available.
Javelin
Allowed command of two or more different vessels or armies. They are often included in high calibur meetings and have had a history of being on speaking terms with the Leader of the Organization. Aside from leading high priority negotiations, they are also sometimes allowed to supervise the Scientists. (Though it is rarely needed due to how the Science Division is set up.)
Javelins must show a certain level of intelligence and understanding in certain subjects such as Biology and Economy. If they don't have the knowledge, they are made to attend special classes that will give them what they need to know.
Top Fifteen
The top fifteen are the fifteen leaders of each section. All chosen for their intelligence, knowledge, combat capabilities, viewpoints, et cetera.
They are the best of the best and have ultimate power over their section as long as they have consent from the other fourteen. They often choose a single representative of the fifteen too negotiate with the other sections of the organization. (This is gonna be a lot of characters.)
Notably, each of the fifteen is given regular tests and physicals to make sure they are in constant, perfect, mental and physical health.
The Mortuus
The Mortuus are the assasins group. They work much differently then the combat groups. Rather then rank's or status, they are often a "Left to themselves" sort of group. They could probably be plotting to kill the main leader and take over and Cerule wouldn't know about it. This is not because the leader has a death wish, but because they are well paid individuals and 90% of them are there to fill their own pocket. Since they are paid by the hour with a bonus if they manage the kill, Cerule has little to no worries. Especially since the size of the bonus is up for debate.
Aside from the Top Fifteen, they have completely different sections. All for the different "Modes of Assassination". Also, the Top Fifteen is the top for all three groups.
Long Range
Short Range
Instant
Long Range
Obviously for snipers, these are not the types to get their hands dirty, but to kill from long distance. Though the other group have been known to ridicule members of this group for being cowards. Though all of the know that it's just a joke, that long range kills have their place and uses.
There is one of the long range assassins that is famous in the organization for using an energy laser to kill opponents, therefore leaving no bullet to pull out, since it's his own energy. It is rumored outside the organization that he is one of the Top Fifteen in the Mortuus.
Short Range
Short range assassins, usually these types are extremely fast and can dash out of a hiding place, stab someone in the back and dash back into their hiding place without being seen. Some are more reckless, usually they are allowed to pick their method as long as it has been proven to work.
Instant
A unique branch of assassin. They often leave no sign of attack and can strike from either short or long range. Not much is really known about them, except that there is only 8 of them. Yet they run their own section. Only 3 of them are in the top fifteen. These three are fairly intimidating and have a powerful say in the organization.
Science: Csi
The Science Division, (mainly known as Csi) probably one of the most powerful and complex. They, like the Mortuus, are often just given a task and left to their own devices. Though they are somewhat monitored, this is only if there is reliability issues for a section.
There is a section for each science studied. Though, like the combat section. There is a sort of Rank system for them as well.
Combat, is obviously not a needed attribute, but it is encouraged that each scientist have a way to defend himself or herself should someone find a way to attack them and somehow leave the soldiers and other combatants out of the fight.
There is even an available training program that scientists may willingly participate in. This program gives the participants the option to learn any style of combat that they wish. Or even just a simple weight training to stay in shape, if they wish.
Ranks among scientists are referred to as levels. Level Seven is highest, starting at Level Zero.
Level Zero
The beginning level a scientist starts at, these scientists are just being interviewed to their chosen subject. They are also set to shadow higher level scientists. Often given opportunities to prove themselves so they may show their potential. This, is basically the training stage. Therefore there is not much information on them as a general rule.
Level One
An official Csi Agent. They have just received their alliance to Light or Dark and are basically "grunt" Agents. These agents are sent out quite often to get field experience, so they may expand themselves. They are not often allowed to get their rest in this position and are worked their hardest here. Which is mainly a test to see how they work under pressure.
Level Two
More house work then field work, this is where they go away from breaking in new Csi agents and they really start to press on the brain power rather then resilience. Though they are not given leadership abilities, this is when their intelligence is really put to it's test. Working them up with harder and harder problems.
Level Three
Finally given leadership, the main struggle is over, though the will certainly have moments to relive it quite often. They are given power over the Level's One and Two, allowing them to gain experience in leadership, organization and cooperation. Notably, they are now more balanced in field and home work.
Level Four
Now expected to be able to cope with pressures and given more leadership responsibility. They are now involved in higher projects, rather then the less important ones. Or at least allowed to manage completely, the lower projects.
Level Five
Though they are not necessarily made to lead, they are expected to have a certain level of intelligence and ingenuity. Problem solving and so on. In fact they actually have o prove they have a certain level of knowledge before they are allowed to achieve this position. Finally involved in some of the important meetings, they are in quite a powerful position and are just starting to have a say in how things are run in projects.
Level Six
Considered to be a "second in command" level. Often leading entire projects themselves, they are often put as second for Demi-Bases, (Demi-Bases are what bases dedicated to one sector are called.) and have a powerful say in the organization's operations.
Level Seven
The lead scientists in large scale projects. Often leading many lower level Csi Agents and are sent on both field and home assignments regularly. At this point they are expected to have a method of defense.
Top Level
The top scientists, this is the equivalent of the "Top Fifteen" in each area. There are seven total for each Demi-Section. Therefore the debates on large scale operations take quite a long time, with the Top Level Agents (T.L.A.'s) displaying proof and other things. However, their results are unquestionable.
T.L.A's also tend to have particularly brutal methods of defense and have been known to be paired up with the Top Fifteen on high priority missions.
There are, admittedly, "Marks" to prove achievements among scientists that can be viewed by scanning the I.D. card scientists carry with them at all times. (Otherwise they can't enter the building.) Though it does not have to be visible at all times, it is preferred if it is. More of a request then anything. I.D. cards contain information on each scientist and give them access (alongside a thumb print and eye scan) to any place they need.
The I.D. cards have a small chip within them that reveal all data on the individual, what section they are in and what demi-section they prime in. Or even what demi-sections they prime in.
Notably, Csi Agents have only put up such security measures to keep the dumber soldiers out. As the dumber ones also tend to be particularly powerful.
There are two main sections of the Csi. Divided into parapsychology and everything else. While parapsychology studies everything from demonic anatomy to dead sciences like alchemy, they are often looked at in a more dark light by the other scientists. As the study of the paranormal often tear apart proven theories in the other sciences.
As a result the two main sections (called "Alliance") of Csi are referred to as
Parapsychology Scientists = Dark
Other Scientists = Light
Often referred to as a whole as "Dark Csi Agents" or "Light Csi Agents". Dark Csi Agents (or D.C.A.'s) often defend themselves using magic, while Light Csi Agents (or L.C.A's) defend themselves using technology as a general rule.
Finally, specified science divisions within the Alliances are referred to as "Demi Alliances". (Or D.A's)
Authors Note: Due to the factor that there are thousands upon thousands of different subjects of sciences in the world, I'm going to leave this here. I could go into incredible detail about the different "Demi Divisions" for each subject, but I don't know all of them and I'd be kidding myself to try.
Politics
In this division, manipulation of the political system occurs. R.A.F.T. agents in this section are less well known. Most agents are psychics or "falsified" political figures that do their best to ruin the system without being detected. Psychics often mind control real politicians.
Authors Note: I am politically dense and do not know anything about this part of life in the least bit and could not begin to fathom stuff that would help manipulate this. Any input to help, would be appreciated.
General
R.A.F.T. is a terrorist organization with the current intent of either taking over or destroying the mortal world. Reasons are mainly assumed to be because the leader is insane. Insider's have given either the confirmation to this or have stated that the leader is "Just plain weird,". Either way, this organization does it's very best to destroy the economy to the fullest. Feared by many, this organization is known for it''s monumental size and surprising accuracy in achievements.
Outside the mortal world, of which R.A.F.T. prefers to terrorize at this moment, they are known as valued traders and explorers in the other dimensions. Though they are often refused business amongst the mortal world.
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