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Welcome to The Night Calls We hope you enjoy your look around! A unique Supernatural RP!

Will you join the Coven whom rules the Government itself, will you create a faction of your own? Will you rise against the Coven or will you help it? Will you decide to destroy 'evil' or fight to annihilate 'good'? What race are you? The Powerful Artums? The Strange Disciples? The Powerful Kresnik? Or are you possibly another race that is not very well known? Perhaps you've joined the Werewolves, or even the Vampires? That's your choice decide whom is ally and whom is foe! on The Night Calls!



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Ranking
Topic Started: Jul 19 2010, 12:52 AM (175 Views)
Xaon
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A Rank in The Night Calls is a representation of power. Albeit a loose one. Each rank completely outclasses the rank before it however the transition is typically gradual. Requests for a rank up may be requested via a PM with the reasons why you believe your character deserves one (training, various RPs, ect.) and no worries, rank ups aren't heavily restricted and as long as the evidence is reasonable enough one shall be granted. Ranks follow an E,D,C,B,A,S pattern. Among the 'main' races each rank has a specific term associated with it and often implies political strength and reputation as well. This does mean that it is possible to be of a letter(E-S) rank different the rank the RP world associates a character with. An example may be a C-ranked Artum, yet still be only a Hunter and not in Special Ops. There is also the X-Ranked Everto, see details below.




Artums:

E:Witchling-

A fresh Artum. They have only newly discovered their powers and often are in the process of formal training or fresh out of 'boot camp'. They are trifling weak compared to most and have not even discovered their Familiar yet. They are typically young pre-teens or teenagers, though older and significantly incompetent Artums do exist. Witchlings may have three Hex slots.

D:Hunter-

These are the full fledged Artums who have stabilized and become familiar with their powers. They are often the typical 'soldier' and detective of the Coven. Familiars recognize these Artums and one of them will bind itself to said Artum. Allowed four hex slots.

C:Special Ops-

Hunters that have gained significant power and expertise are given a chance to join the special-ops. They are split into three groups called Codes(each member may be referred to as a Code); Tracking Code: dedicated to finding and eradicating dangerous creatures; Dev Code: the research and development section; and Police Code: the internal affairs investigators who uphold Coven Law. Each code is headed by a noteworthy Lord. Allowed six hex slots.

B:Lord:[/b]

These are the leaders of the Coven and have the sole ability to propose and vote on laws and grand actions. They are typically the most powerful and deadly members of the Coven. Allowed eight hex slots.

A:Black Code-

The legendary fourth section of Special Ops. The highest number of Black Codes at one time was seven. These people's sole goal is to carry out the most dangerous of tasks that often effect the entire world. Every Coven King since the formation of the Black Code has been a member at some point. Allowed nine hex slots.

S:King-

The leader of the Coven who makes all the final decisions. Prospective kings are selected by the Lords and become members of the Black Code(with other normal Black Code members) and undergo rigorous training. To face a King without equal might is foolish and typically results in a shortening of ones lifespan. Kings typically can produce enough raw navis to incapacitate anything C-ranked and below. Allowed ten hex slots.




Werewolves:

E:Cubs-

These are the newly turned werewolves. They may change different forms haphazardly via intense emotion. The full-moon has complete power over them. Once changed they have little control and essentially berserk.

D:Beasts-

A werewolf that has become comfortable with their powers and an established member of the pack. They can transform at will, albeit slowly and have only a minor degree of control. Strong emotions can cause a rapid change and the full moon still forces their transformation. Capable of converting humans into werewolves.


C:Nightstalker

These are werewolves that have shown significant promise and are prized members of the pack. They may swiftly change forms and retain an unstable sensibility. Partial shifting is possible(hands to claws, razor teeth, ect. all as a human, one at a time.) They can resit the full-moon although it causes agony to do so.

B:Beta-

Werewolves that have mastered their abilities and have become the second in command of their pack. The have complete control over their transformations in every degree.

A:Alpha-

Leaders of a tribe or clan. These werewolves are very powerful and a force to be reckoned with. They are masters of their transformations and can even influence others' transformations slightly.

S:Bellua-

These werewolves have the might to direct multiple clans and are often either grand peacekeepers are fearsome warlords. They can completely dominate other werewolves' transformations and hold such control over themselves to the point that even as a human they may summon they complete might of their war-form.




Vampires:

E:Fledgeling-

The fresh vampires. These people are just getting the hang of things and dealing with the need for blood. They often frenzy easily and must be controlled by their Sire less they incur Coven wrath.


D:The Established-

These are Vampires who have established their abilities and gained control of themselves and therefore allowed a degree of autonomy. They only frenzy when severely hungry. Allowed a single hex slot.

C:Demonata

Vampires who have survived a long time and have achieved great power. They can sire other vampires and can sway those of weak will with their eyes. Allowed two hex slots.

B:Count:

The governmental leaders of the Vampire Clans. When killed they can permanently sacrifice a portion of their power to resurrect themselves after 24 hours at another point. This 'spawn-point' is a location they have previously been and mentally chosen to resurrect at. Allowed four hex slots.

A:Primitus-

vampires referred to the first vampires (as a title, not necessarily they are the firsts.) These vampires are rumored to be in a secular exiled clan with duty to be used as weapons if the clans decide that their strength is needed, a decision rarely done. They are capable of completely dominating those of weaker wills. Allowed five hex slots.

S:Emperor-

A rank rarely achieved. Do to the downside of the resurrection and the slow rate many vampires achieve power some still achieve this fearsome rank. They are often considered the supreme leader of the vampiric race. They are capable of remotely feeding on anyone in their vicinity, resistance is possible however. Allowed six hex slots.




Spirits:

E:Ghost-
The recently deceased spirit that has maintained a persona. Most of their energy is directed towards merely existing. Like all spirits, they are capable of Gorging.

D:Shade-
These spirits have solidified their powers and have begun to utilize them in the process of reshaping parts of their body at will and affecting physical objects if they choose. They can mask their energy to some degree.

C:Phantom-
These spirits act as the defensive line of the Spirit Commune and the intelligence gathers who make the most frequent contact with the Coven. They have become powerful enough to utilize weak Hexes. Their capacity to hide their presence is pretty strong and can possess a person/object and control it(potentially fought off in a mental duel). Allowed one hex slot.

B:Specter-
A specter is a spirit of considerable might and often act as mentors to other spirits seeking to preserve their after-life. They are capable of completely hiding their spiritual presence and their Hex abilities have matured. Allowed two hex slots.

A:Wraith-
The are among the most powerful of all Spirits that are not trifled with unless one has good reason. Wraith can Gorge on entire areas at will. Allowed three hex slots.

S:Revenant-
The leader of the Spirit Commune and the sole political force of the Commune in relations with the Coven. The Revenant can split it's power and possess multiple bodies simultaneously. Allowed four hex slots.




X:Everto-

The Everto is a legendary class of being said to transcend racial limits. It is said the the number of any being who has reached Everto status may be counted on a human's hands. They transcend racial limits in the regards that they all share a few common abilities considered the pinnacle of navis application and can freely interact with the Otherworld without fear. The process of becoming an Everto is unknown but a few records indicate it involves the Otherworld and carries a high risk of death. The first Artums were Evertos and it is rumored that the first of any of the main races were Evertos.
Edited by Madf0x, Aug 5 2010, 11:21 PM.
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