Post by Morgue on May 18, 2017 2:30:00 GMT
REGULATIONS
Upper Classmen > Middle Classmen > Under Classmen
Nahath
SS (2/2)
The Nahath are the overseeing eye of the group. They are in charge of what works and what doesn't, what changes are necessary and what goes to where. They are the top dogs and will remain that way. They've earned their spot in this rank and are made for the leadership position as a whole. Their word is law.
CAN
do anything they please. They are the leaders of the group.
Deinde Regis Branch [Betas]
Xerxes
SSx (2/2)
The second in command to the upper class tiers. They assure the pack is running smoothly whether the Nahath is around or not. They report to the alphas when necessary, but also carry out anything that the leader has specifically assigned them. Their word matters.
CAN
do anything they please with permission from the Nahath's and council.
Heir Branch [Children of Nahath and Xerxes]
Prodigy
SSi
The children of both the Nahath and Xerxes. These children will be treated with the same amount of respect as royalty, and should remain that way.
CANNOT
have pups (you're a child pls)
leave territory without permission
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
The Summit Branch [Acting deltas and council]
Proxies
SSI
The Proxies are what make up the council. They assist in most group activities and decisions to make the group better. They deserve to be respected highly, and do most of the same things that the Nahath or Xerxes do.
CAN
do anything with the council's unanimous decision in validation.
Reapers
CRr
The Reapers are Seventh Sin's primary warriors and assassins, responsible for tracking down and eliminating any threats using the extensive knowledge they possess. Stealth is second nature to them, and they know how to swiftly and effectively execute another individual. They are the first line of defense, well conditioned and highly skilled in combat. As the top of their class, they are also responsible for training the Devils and the Occultists as well as keeping them on task.
CAN
have up to 10 pups
leave territory
go out on sin hunts
participate in spars
hold training sessions
lead sin hunts
Devils
CR I-IV
The Devils are now able to learn stealth and how to swiftly eliminate targets. They are responsible for accompanying the Reapers in Sin Hunts, and they serve as protection for the Seventh Sin as a whole. At this point, they are able to hand out lessons to the Occultists if necessary while honing their own skills and expanding on their own knowledge.
CAN
have up to 5 pups
leave territory
go out on sin hunts
participate in spars
hold training sessions
lead sin hunts
Occultist
Cr I-IV
The beginning of the Grave Robbers branch. They are responsible for keeping track of their training and making sure they are understanding all that is being taught. Although the lowest ranking in the branch, Occultists don't necessarily lack any sort of skill. The basics of combat, anatomy, a variety of techniques and methods, etc. will be taught to them, and it is up to them to utilize that information as effectively as they could so that they may excel through the ranks.
CAN
have up to 3 pups
go out on sin hunts
partake in spars
lead sin hunts
CANNOT
leave territory without permission
hold training sessions
Exorcist Branch [Medics]
Necromancer
MRr
Training is complete at this stage. The Necromancer is the Master of this exquisite art, and they are in charge of anything medicinal related. They keep the healers apart of this branch in order, keep training flowing, and make sure the Oracles and Shaman are staying on task. A lot is expected from this rank, as it holds precise and extreme responsibility. The rank will easily be stripped from you if you fail at your duties of Necromancer.
CAN
leave territory
have as many children as they please
heal independently
train independently
participate in very few hunts
lead very few hunts
punish those within the Exorcist branch
CANNOT
participate in spars
hold meetings
punish outside of the Exorcist branch
Oracle
MR I-IV
Training intensifies as you graduate to the Oracle echelon. The teachings, the way you'll heal, and the journals will become stricter and more exquisite as you continue to grow. You begin to heal independently, and the majority of the affiliation will begin to depend more on you to treat their illnesses and injuries. Any slip ups or mistakes at this point will cost your rank or even part of your body. You will clearly understand the intensity of this echelon. Once at this stage, there is rethinking your rank decision.
CAN
leave territory
have up to 5 pups
heal independently
begin training with consent from Necromancer
CANNOT
participate in spars
hold meetings
participate in punishments
train without Necromancer's consent
partake in hunts
Shaman
Mr I-IV
The beginning rank to the Exorcist branch. The tiers apart of the Shaman rank help you get the feel to what healing is all about. It will test your patience and attitude with all types of patients. Only few pass through the first tier because only so little can handle the pressure without succumbing to the intense stress. If you can maintain yourself in this rank, you will find yourself continuing your training and writing your first training logs.
CAN
leave territory with permission
participate in very few hunts
CANNOT
have children
participate in spars
hold meetings
participate in punishments
heal without the Necromancer's consent
lead hunts
Phantasm Branch [Scouts]
Poltergeist
SRr
The Poltergeist is the Seventh Sin's primary scouts. In charge of training the Wraiths and Ghosts. It is their responsibility to assure no danger comes to the Sin's coalition, and information is learned to be valuable. Skilled in both tracking and gathering of information and analyzing what lies beyond the borders. The Poltergeist is highly trained and advanced in their field, and will effectively do the duties given to them.
CAN
have have up to 10 Pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Wraith
SR I-IV
The Wraith is equipped with an eye for tracking and analyzing information. They take what is necessary and go above and beyond. They are able to train the lower ranks if necessary, but with their knowledge, they hone their skills and use them for the group as a whole to keep the Seventh Sin in good hands.
CAN
have up to 5 pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Ghost
Sr I-IV
The Ghosts are the lowest rank in the Phantasm Branch. However, with knowledge through enough training will prove them to be suitable scouts. They will use said knowledge to protect what lies inside the borders and keep out whatever remains beyond the Seventh Sin borders while keeping an eye out for necessary information to report to the council if the case arises.
CAN
have up to 3 pups
go out on sin hunts
partake in spars
lead sin hunts
CANNOT
leave territory without permission
hold training sessions
Hellhound Branch [Guards]
Cerberus
GRr
The Seventh Sin's primary protectors. They're in charge of training Gatekeepers and Gargoyles. It is also their responsibility for getting reports from their subordinates and paroling and keeping our territory safe. In times of war, The Hellhound branch is the second line of defense. As a Cerberus, they are the top of their class; trained to be ruthless defenders of the regiment with good leadership skills and quick decision making.
CAN
have have up to 10 pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Gatekeeper
GR I-IV
A Gatekeeper's job is to not only report to their Cerberus/Higher ups and patrol the borders, but they need to be on their paws at all times. By now they know how to safely neutralize any situation with intruders with ease, even if that means using deadly force to do so. They are in charge of assisting the training of the Gargoyles and helping the Cerberus keep them in line and tasked. As they advance in the tiers of the Gatekeeper rank, they will be responsible for overseeing and executing training sessions.
CAN
have up to 5 pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Gargoyle
Gr I-IV
This branch is responsible for keeping the borders safe from intruders as well as predators that increase the threat of safety and well being of the Seventh Sin. Gargoyles are not only trained in patrolling, guarding, reporting, but trained in combat, quick-critical decision making, regulations among such responsibility, and will learn how to neutralize a situation with an intruder.
CAN
have up to 3 pups
go out on sin hunts
partake in spars
lead sin hunts
CANNOT
hold training sessions
leave territory without permission
Genocide Branch [Hunters]
Butcher
HRr
The Seventh Sin primary Hunters. Butchers are the leading example of what it takes to hunt effectively. Butchers not only effectively hunt on their own, but in groups, are able to bring back large amounts of prey with the immense knowledge they possess. Butchers primarily handle leading the rest of the Genocide ranks to effectively hunt prey, know anatomy of the common prey in the area, and be able to track large or small creatures.
CAN
have have up to 10 pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Skinner
HR I-IV
A Skinner's job is to have knowledge of the terrain, and be able to hunt large prey in either groups or solo. They are also in charge of skinning animals for their pelts, and using the skin and meat for those among the group. They are one level above Scavenger, but still have a lot to learn from their commanders on how to efficiently hunt their prey.
CAN
have up to 5 pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Scavenger
Hr I-IV
A Scavenger is the lowest rank in the Genocide branch, but that doesn't necessarily mean they are lacking in ability. Scavengers learn anatomy, terrain, prey types, tracking, and a variety of other things from their higher ranks. This process helps Scavengers grow to excel in their ranks and bring food for the group as a whole.
CAN
have up to 3 pups
go out on sin hunts
partake in spars
lead sin hunts
CANNOT
hold training sessions
leave territory without permission
Alcatraz Branch [Punishers]
Executioner
PRr
Executioners are the most ruthless and the most well versed when it comes to torture methods. They know how to get the information needed and they're not afraid to do what it takes to get it. Even if that means getting their paws a little dirty. Not only do they specialize in torture, but they specialize in brutal execution too. It will be their job to punish the wrong doers and bring justice where justice is needed. Executioners will be in charge of training the entirety of the Alcatraz branch in methods of torture and executions. They will be able to decide what punishments go with what crimes appropriately and thoroughly without failure.
CAN
have have up to 10 pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Exterminator
PR I-IV
By this time, a member of the Alcatraz branch knows at least most of the torture methods used in The Seventh Sin. In this rank, they will begin preforming executions and learning methods of execution and taking punishments to a whole new level. They will be in charge of assisting the Executioner train and oversee training with the Vigilante rank and will learn to identify who is guilty and who is innocent in a timely manner.
CAN
have up to 5 pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Vigilante
Pr I-IV
Welcome to the police force of The Seventh Sin. In this branch, members will learn how to identify the guilty from the innocent. They will be required to dish out justice where justice is needed and will be responsible for keeping all members in line. Vigilantes will learn torture methods, preform punishments, and how to interrogate and neutralize situations. If any prisoners are captured, this branch will be in charge of interrogating and gaining the information required.
CAN
have up to 3 pups
go out on sin hunts
partake in spars
lead sin hunts
CANNOT
hold training sessions
leave territory without permission
Scamp
Sp
A small child that is the future of the Sin Coalition as a whole. They should be treated with priority, and guarded heavily if the need ever arises. These vulnerable creatures must be protected, and cared for throughout their stages of life.
CANNOT
have pups (you're a child pls)
leave territory without permission
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Stockholm Branch [Slaves]
Vassal
Ss
A member of the Seventh Sin without any real rank aside from being a puppet to the higher ranks or any other rank desirable. They are used for a variety of things such as training dummies, small chores, and other necessities needed for the pack to flourish. Slaves will be obedient at all times or suffer the consequences.
CANNOT
have pups
leave territory without permission
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Null Branch [Omegas]
Serf
So
The lowest ranking in the Seventh Sin. Omega is a punishment rank suited for those dealing out their time from pushing the rules. The Omega is treated as the lowest being on the planet, and deserves their ranking in return.
CANNOT
have pups
leave territory without permission
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Initium [Recruits]
Cypher
Sr
The beginning ranking of the Seventh Sin, destined to become apart of a Sin squad suited for their abilities. As a recruit, you will participate in a 3 day trial of activity before moving onto the next step of receiving anything. Recruits are the newest part of the group, and it is common to interact with members to make the stay in the group more comfortable.
CANNOT
have pups
leave territory without permission
go out on sin hunts without a high tier present
partake in spars
hold training sessions
lead sin hunts
UPPER CLASSMEN
▼
Lux Regis Branch [Alphas]Nahath
SS (2/2)
The Nahath are the overseeing eye of the group. They are in charge of what works and what doesn't, what changes are necessary and what goes to where. They are the top dogs and will remain that way. They've earned their spot in this rank and are made for the leadership position as a whole. Their word is law.
CAN
do anything they please. They are the leaders of the group.
Deinde Regis Branch [Betas]
Xerxes
SSx (2/2)
The second in command to the upper class tiers. They assure the pack is running smoothly whether the Nahath is around or not. They report to the alphas when necessary, but also carry out anything that the leader has specifically assigned them. Their word matters.
CAN
do anything they please with permission from the Nahath's and council.
Heir Branch [Children of Nahath and Xerxes]
Prodigy
SSi
The children of both the Nahath and Xerxes. These children will be treated with the same amount of respect as royalty, and should remain that way.
CANNOT
have pups (you're a child pls)
leave territory without permission
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
The Summit Branch [Acting deltas and council]
Proxies
SSI
The Proxies are what make up the council. They assist in most group activities and decisions to make the group better. They deserve to be respected highly, and do most of the same things that the Nahath or Xerxes do.
CAN
do anything with the council's unanimous decision in validation.
MIDDLE CLASSMEN
▼
Grave Robber Branch [Warrior/Assassins]Reapers
CRr
The Reapers are Seventh Sin's primary warriors and assassins, responsible for tracking down and eliminating any threats using the extensive knowledge they possess. Stealth is second nature to them, and they know how to swiftly and effectively execute another individual. They are the first line of defense, well conditioned and highly skilled in combat. As the top of their class, they are also responsible for training the Devils and the Occultists as well as keeping them on task.
CAN
have up to 10 pups
leave territory
go out on sin hunts
participate in spars
hold training sessions
lead sin hunts
Devils
CR I-IV
The Devils are now able to learn stealth and how to swiftly eliminate targets. They are responsible for accompanying the Reapers in Sin Hunts, and they serve as protection for the Seventh Sin as a whole. At this point, they are able to hand out lessons to the Occultists if necessary while honing their own skills and expanding on their own knowledge.
CAN
have up to 5 pups
leave territory
go out on sin hunts
participate in spars
hold training sessions
lead sin hunts
Occultist
Cr I-IV
The beginning of the Grave Robbers branch. They are responsible for keeping track of their training and making sure they are understanding all that is being taught. Although the lowest ranking in the branch, Occultists don't necessarily lack any sort of skill. The basics of combat, anatomy, a variety of techniques and methods, etc. will be taught to them, and it is up to them to utilize that information as effectively as they could so that they may excel through the ranks.
CAN
have up to 3 pups
go out on sin hunts
partake in spars
lead sin hunts
CANNOT
leave territory without permission
hold training sessions
Exorcist Branch [Medics]
Necromancer
MRr
Training is complete at this stage. The Necromancer is the Master of this exquisite art, and they are in charge of anything medicinal related. They keep the healers apart of this branch in order, keep training flowing, and make sure the Oracles and Shaman are staying on task. A lot is expected from this rank, as it holds precise and extreme responsibility. The rank will easily be stripped from you if you fail at your duties of Necromancer.
CAN
leave territory
have as many children as they please
heal independently
train independently
participate in very few hunts
lead very few hunts
punish those within the Exorcist branch
CANNOT
participate in spars
hold meetings
punish outside of the Exorcist branch
Oracle
MR I-IV
Training intensifies as you graduate to the Oracle echelon. The teachings, the way you'll heal, and the journals will become stricter and more exquisite as you continue to grow. You begin to heal independently, and the majority of the affiliation will begin to depend more on you to treat their illnesses and injuries. Any slip ups or mistakes at this point will cost your rank or even part of your body. You will clearly understand the intensity of this echelon. Once at this stage, there is rethinking your rank decision.
CAN
leave territory
have up to 5 pups
heal independently
begin training with consent from Necromancer
CANNOT
participate in spars
hold meetings
participate in punishments
train without Necromancer's consent
partake in hunts
Shaman
Mr I-IV
The beginning rank to the Exorcist branch. The tiers apart of the Shaman rank help you get the feel to what healing is all about. It will test your patience and attitude with all types of patients. Only few pass through the first tier because only so little can handle the pressure without succumbing to the intense stress. If you can maintain yourself in this rank, you will find yourself continuing your training and writing your first training logs.
CAN
leave territory with permission
participate in very few hunts
CANNOT
have children
participate in spars
hold meetings
participate in punishments
heal without the Necromancer's consent
lead hunts
Phantasm Branch [Scouts]
Poltergeist
SRr
The Poltergeist is the Seventh Sin's primary scouts. In charge of training the Wraiths and Ghosts. It is their responsibility to assure no danger comes to the Sin's coalition, and information is learned to be valuable. Skilled in both tracking and gathering of information and analyzing what lies beyond the borders. The Poltergeist is highly trained and advanced in their field, and will effectively do the duties given to them.
CAN
have have up to 10 Pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Wraith
SR I-IV
The Wraith is equipped with an eye for tracking and analyzing information. They take what is necessary and go above and beyond. They are able to train the lower ranks if necessary, but with their knowledge, they hone their skills and use them for the group as a whole to keep the Seventh Sin in good hands.
CAN
have up to 5 pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Ghost
Sr I-IV
The Ghosts are the lowest rank in the Phantasm Branch. However, with knowledge through enough training will prove them to be suitable scouts. They will use said knowledge to protect what lies inside the borders and keep out whatever remains beyond the Seventh Sin borders while keeping an eye out for necessary information to report to the council if the case arises.
CAN
have up to 3 pups
go out on sin hunts
partake in spars
lead sin hunts
CANNOT
leave territory without permission
hold training sessions
Hellhound Branch [Guards]
Cerberus
GRr
The Seventh Sin's primary protectors. They're in charge of training Gatekeepers and Gargoyles. It is also their responsibility for getting reports from their subordinates and paroling and keeping our territory safe. In times of war, The Hellhound branch is the second line of defense. As a Cerberus, they are the top of their class; trained to be ruthless defenders of the regiment with good leadership skills and quick decision making.
CAN
have have up to 10 pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Gatekeeper
GR I-IV
A Gatekeeper's job is to not only report to their Cerberus/Higher ups and patrol the borders, but they need to be on their paws at all times. By now they know how to safely neutralize any situation with intruders with ease, even if that means using deadly force to do so. They are in charge of assisting the training of the Gargoyles and helping the Cerberus keep them in line and tasked. As they advance in the tiers of the Gatekeeper rank, they will be responsible for overseeing and executing training sessions.
CAN
have up to 5 pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Gargoyle
Gr I-IV
This branch is responsible for keeping the borders safe from intruders as well as predators that increase the threat of safety and well being of the Seventh Sin. Gargoyles are not only trained in patrolling, guarding, reporting, but trained in combat, quick-critical decision making, regulations among such responsibility, and will learn how to neutralize a situation with an intruder.
CAN
have up to 3 pups
go out on sin hunts
partake in spars
lead sin hunts
CANNOT
hold training sessions
leave territory without permission
Genocide Branch [Hunters]
Butcher
HRr
The Seventh Sin primary Hunters. Butchers are the leading example of what it takes to hunt effectively. Butchers not only effectively hunt on their own, but in groups, are able to bring back large amounts of prey with the immense knowledge they possess. Butchers primarily handle leading the rest of the Genocide ranks to effectively hunt prey, know anatomy of the common prey in the area, and be able to track large or small creatures.
CAN
have have up to 10 pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Skinner
HR I-IV
A Skinner's job is to have knowledge of the terrain, and be able to hunt large prey in either groups or solo. They are also in charge of skinning animals for their pelts, and using the skin and meat for those among the group. They are one level above Scavenger, but still have a lot to learn from their commanders on how to efficiently hunt their prey.
CAN
have up to 5 pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Scavenger
Hr I-IV
A Scavenger is the lowest rank in the Genocide branch, but that doesn't necessarily mean they are lacking in ability. Scavengers learn anatomy, terrain, prey types, tracking, and a variety of other things from their higher ranks. This process helps Scavengers grow to excel in their ranks and bring food for the group as a whole.
CAN
have up to 3 pups
go out on sin hunts
partake in spars
lead sin hunts
CANNOT
hold training sessions
leave territory without permission
Alcatraz Branch [Punishers]
Executioner
PRr
Executioners are the most ruthless and the most well versed when it comes to torture methods. They know how to get the information needed and they're not afraid to do what it takes to get it. Even if that means getting their paws a little dirty. Not only do they specialize in torture, but they specialize in brutal execution too. It will be their job to punish the wrong doers and bring justice where justice is needed. Executioners will be in charge of training the entirety of the Alcatraz branch in methods of torture and executions. They will be able to decide what punishments go with what crimes appropriately and thoroughly without failure.
CAN
have have up to 10 pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Exterminator
PR I-IV
By this time, a member of the Alcatraz branch knows at least most of the torture methods used in The Seventh Sin. In this rank, they will begin preforming executions and learning methods of execution and taking punishments to a whole new level. They will be in charge of assisting the Executioner train and oversee training with the Vigilante rank and will learn to identify who is guilty and who is innocent in a timely manner.
CAN
have up to 5 pups
leave territory
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Vigilante
Pr I-IV
Welcome to the police force of The Seventh Sin. In this branch, members will learn how to identify the guilty from the innocent. They will be required to dish out justice where justice is needed and will be responsible for keeping all members in line. Vigilantes will learn torture methods, preform punishments, and how to interrogate and neutralize situations. If any prisoners are captured, this branch will be in charge of interrogating and gaining the information required.
CAN
have up to 3 pups
go out on sin hunts
partake in spars
lead sin hunts
CANNOT
hold training sessions
leave territory without permission
LOWER CLASSMEN
▼
Heathen Branch [Pups] Scamp
Sp
A small child that is the future of the Sin Coalition as a whole. They should be treated with priority, and guarded heavily if the need ever arises. These vulnerable creatures must be protected, and cared for throughout their stages of life.
CANNOT
have pups (you're a child pls)
leave territory without permission
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Stockholm Branch [Slaves]
Vassal
Ss
A member of the Seventh Sin without any real rank aside from being a puppet to the higher ranks or any other rank desirable. They are used for a variety of things such as training dummies, small chores, and other necessities needed for the pack to flourish. Slaves will be obedient at all times or suffer the consequences.
CANNOT
have pups
leave territory without permission
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Null Branch [Omegas]
Serf
So
The lowest ranking in the Seventh Sin. Omega is a punishment rank suited for those dealing out their time from pushing the rules. The Omega is treated as the lowest being on the planet, and deserves their ranking in return.
CANNOT
have pups
leave territory without permission
go out on sin hunts
partake in spars
hold training sessions
lead sin hunts
Initium [Recruits]
Cypher
Sr
The beginning ranking of the Seventh Sin, destined to become apart of a Sin squad suited for their abilities. As a recruit, you will participate in a 3 day trial of activity before moving onto the next step of receiving anything. Recruits are the newest part of the group, and it is common to interact with members to make the stay in the group more comfortable.
CANNOT
have pups
leave territory without permission
go out on sin hunts without a high tier present
partake in spars
hold training sessions
lead sin hunts