Section-18
May 11, 2017 14:04:03 GMT
Post by Deleted on May 11, 2017 14:04:03 GMT
Section 18
Team Ability
Overseer: Information is key, being a large sized group has it's boons and this one is the eyes and ears where they need to be. Characters without proper connections may use the Section 18's resources in place of their own. This is purely for a smooth transition and informational basis.
Base location:
Airship: Moves location based on the decision of the F&R Sub group. If a decision cannot be made, it defers to Terminus.
Link to base once made:
Description
Section 18 was founded for a prolonged purpose; there have been a great deal of events that have drastically changed the entire shape of the digital world time and time again. Disasters striking everywhere and people being moved out of their homes. This team is dedicated to providing support and relief to those in desperate need of it. They are first on the scene and the last off of it.
Ranks and membership
Joining Section 18 requires an ample desire as well as an ability to contact them in some fashion or another. The easiest way to join is by locating their Airship and making contact. Upon making contact and after a brief interview of yourself and your partner provisional membership is given. After successful missions and deployments with non provisional members; provisional membership is rescinded and the lowest rank is given. Ranks themselves are simply just to keep the interactions between people polite.
Ranks [Starting from highest to lowest]
Section Commander: Highest rank and basically in charge of Section 18. Only one at a time.
Sub-Section Officer Major: Second highest rank and leader of individual sub sections. Only one per sub section.
Sub-Section Member: fourth highest rank; main body of Section-18
Sub-Section 18.1: Combat
Section Description
Like the name implies Sub-Section 18.1 focuses primarily on contracts, guard duties and combat orientated incidents. They are the ones we send in first to sweep and clear, protect or whatever we need immediately. Training is optional but recommended.
Section ability: [PENDING]
This overrides The base team ability if chosen and cannot be reversed upon later date. Make sure you are certain when picked an ability.
Tac Link: Communication in combat is key, so therefore whomever has the better communication wins the fight more often than not. Members of the Combat sub section can communicate with one another through a closed system. It requires and implant in order to use thus the inability to switch between it and the other section abilities. [This removes the factor of distance when communicating within thread but requires the implant. Long range communication at this time is impossible]
Sub Section 18.2: Relations And Finances
Section Description
As the name implies Relations and finances is responsible for the financial well being of Section 18. While that's mostly an internal affair they can also delegate resources to areas in need if need be. They handle relations with each major city and location; usually by means of travel. They are required to bring one combat member with them if they go to a location considered unfriendly.
Section ability: [PENDING]
This overrides The base team ability if chosen and cannot be reversed upon later date. Make sure you are certain when picked an ability.
Quick Calc: because of their constant interaction with variables and the like; the R&A are allowed basically a super computer made simply for calculations for their implant. It allows for quick processing of issues present and past as well as number crunching. This gives them a tactical edge in combat as well; allowing them a quick think solution [if spent at least one post assessing the situation.]
Sub Section 18.3: Medical
Section Description
As the name implies Medical is responsible for the physical well being of their members. When employed into locations they are mostly responsible for assisting assets. After which they employ themselves to help the general populace. After all the hypocrites oath is one that they may follow.
Section ability: [PENDING]
This overrides The base team ability if chosen and cannot be reversed upon later date. Make sure you are certain when picked an ability.
Diagnosis: This ability allows this sub section to gauge and treat the injury of others. It takes a little bit of time in order to do so an isn't exactly instant. [Just about a post of analysis, varies on the injury.]
Team Ability
Overseer: Information is key, being a large sized group has it's boons and this one is the eyes and ears where they need to be. Characters without proper connections may use the Section 18's resources in place of their own. This is purely for a smooth transition and informational basis.
Base location:
Airship: Moves location based on the decision of the F&R Sub group. If a decision cannot be made, it defers to Terminus.
Link to base once made:
Description
Section 18 was founded for a prolonged purpose; there have been a great deal of events that have drastically changed the entire shape of the digital world time and time again. Disasters striking everywhere and people being moved out of their homes. This team is dedicated to providing support and relief to those in desperate need of it. They are first on the scene and the last off of it.
Ranks and membership
Joining Section 18 requires an ample desire as well as an ability to contact them in some fashion or another. The easiest way to join is by locating their Airship and making contact. Upon making contact and after a brief interview of yourself and your partner provisional membership is given. After successful missions and deployments with non provisional members; provisional membership is rescinded and the lowest rank is given. Ranks themselves are simply just to keep the interactions between people polite.
Ranks [Starting from highest to lowest]
Section Commander: Highest rank and basically in charge of Section 18. Only one at a time.
Sub-Section Officer Major: Second highest rank and leader of individual sub sections. Only one per sub section.
Sub-Section Member: fourth highest rank; main body of Section-18
Sub-Section 18.1: Combat
Section Description
Like the name implies Sub-Section 18.1 focuses primarily on contracts, guard duties and combat orientated incidents. They are the ones we send in first to sweep and clear, protect or whatever we need immediately. Training is optional but recommended.
Section ability: [PENDING]
This overrides The base team ability if chosen and cannot be reversed upon later date. Make sure you are certain when picked an ability.
Tac Link: Communication in combat is key, so therefore whomever has the better communication wins the fight more often than not. Members of the Combat sub section can communicate with one another through a closed system. It requires and implant in order to use thus the inability to switch between it and the other section abilities. [This removes the factor of distance when communicating within thread but requires the implant. Long range communication at this time is impossible]
Sub Section 18.2: Relations And Finances
Section Description
As the name implies Relations and finances is responsible for the financial well being of Section 18. While that's mostly an internal affair they can also delegate resources to areas in need if need be. They handle relations with each major city and location; usually by means of travel. They are required to bring one combat member with them if they go to a location considered unfriendly.
Section ability: [PENDING]
This overrides The base team ability if chosen and cannot be reversed upon later date. Make sure you are certain when picked an ability.
Quick Calc: because of their constant interaction with variables and the like; the R&A are allowed basically a super computer made simply for calculations for their implant. It allows for quick processing of issues present and past as well as number crunching. This gives them a tactical edge in combat as well; allowing them a quick think solution [if spent at least one post assessing the situation.]
Sub Section 18.3: Medical
Section Description
As the name implies Medical is responsible for the physical well being of their members. When employed into locations they are mostly responsible for assisting assets. After which they employ themselves to help the general populace. After all the hypocrites oath is one that they may follow.
Section ability: [PENDING]
This overrides The base team ability if chosen and cannot be reversed upon later date. Make sure you are certain when picked an ability.
Diagnosis: This ability allows this sub section to gauge and treat the injury of others. It takes a little bit of time in order to do so an isn't exactly instant. [Just about a post of analysis, varies on the injury.]