A/N: This list will contain all Terms relating to champions and fiends, including the ranking system that champions and fiends use. This will not spoil what is so special about the champions and fiends.
Champion: A.K.A The good guys.
Fiend: A.K.A The bad guys. Like the, go and slaughter civilians, bad.
Gift: Gifts refer to the best attribute a champion or fiend has. Only one per champion or fiend with one exception. For example; guardian is a gift. Not all Champions or Fiends have a gift.
Infiltrator: Specializes in sneaking. Usually sent to do surveillance in areas considered too dangerous to go charging in. Rarely are they deployed to be assassins, as it is not a very moral thing to do. Unfortunately, fiends don't carry such morals. If you notice them it is either because they want you to see them or you are an infiltrator as well. One Month Training Required upon Classification of Infiltrator.
Angel: Angels are pure, kind hearted individuals that are often found caring more about others than themselves. Usually found in supportive roles, they are often targeted first. No Angel has ever been classified as a Fiend. No training of any kind is required or exists.
Scout: Experts in what they do, Scouts are masterful in tracking and observation roles. Willing to go where most won't, they do so to ensure that, champions or fiends alike, do not go in blind. Because they hold valuable intel, they are a prime assassination target. For that reason, they are often accompanied by a Gunslinger. Three Month Training in total upon classification as Scout.
Striker: Often the firsts one to jump in to fights, they are like vanguards for the Champions. While their gift does not make them better, it does help to always have somebody willing to fight. However, their willingness to fight is increased by negative emotions such as, anger, grief, or fear. Their emotions are a double-edged sword. Much like every Champion, they are fond of Angels. No Training of any kind is required or exists.
Commander: Commanders are born leaders on and off the field of battle (IN THEORY). However, that is not always the case, as there have been cases where the commander ruins unit cohesion and creates a schism between a squad. While not intentionally causing problems, Guardians tend to come off as standoffish with Commanders, as the easy option isn't always the safest. Commanders are rare and the good ones are few and far between. Because of this, most Commanders become lone dogs in which case they can be imbedded within a unit as long as they don't lead them. Their reputation within the ranks of both Champions and Fiends, is basically a bad idea to let them lead a unit right out of the gate.
Guardian: Guardians represent the best the Champions have to offer. Even newly classified Guardians are extremely dangerous. They are most easily identified by the hand-made collapsible tower shields they carry. To go against one alone, while the same rank or lower, is a death sentence. Guardians go through the toughest training even though it only lasts Three months. Their minds, bodies, and souls are steel, being able to endure any pain that is thrown at them. The reason for their deadliness, is how much family and love means to them. Do not mess with their loved ones if possible. If you have hurt his or her family, it is best to turn yourself in and hope they kill you quickly. Guardians also have the highest punishment rate than any Champions, by far. The reason being their instincts take over and they tend to be to "kill the threat as soon as possible". Guardians have also been known to face against odds twenty to one and come out on top. Bottom line, Guardians are masterful killers even before training. Do not test them. Upon Classification as Guardian, all extra specialty course, such as S.E.R.E, Parachuting, Diving, Various Medic courses, and Infiltration will be mandatory. When all Training is complete, Guardians will receive a ring, proving status as Guardian and will Build their own Tower Shield.
Ranks. There are Four Tiers of Ranks with five ranks inside each tier, apart from one. Rank is the general power of the Champion or Fiend.
MINOR- ABRV. MN
MAJOR- ABRV MJR
ULTRA- ABRV ULT
ANGEL, not to be confused with the gift Angel
Minor: Where every Champion starts. The minor tier is the only tier where privileges are unlocked with rank. Meaning by the time a champion is a Major Rank one, no restrictions are in place.
Minor Rank I- Entry Level. Standard mask, white, is issued.
Minor Rank II- Allowed to Paint their mask However they like.
Minor Rank III- Allowed to Take specialty courses. Exception made to Guardians
Minor Rank IV- Nothing Unlocked
Minor Rank V- Allowed to request Promotion to Major. If successful, Champion has all his or her restrictions lifted and allowed to do as they please. Also, they receive a Helmet that covers their entire head. It will be custom designed by the Champion. Can be anything the Champion can Imagine. Such as an animal, standard knight helmet, or anything else. Upon completion of mask, Champion will receive dress Uniform and Arm Band.
