Post by Garik Loran on Apr 12, 2006 9:03:26 GMT -5
The Wraiths have recently changed their recruitment procedure to allow people who already have non-SW characters and don't feel like making a new character to apply. Although we'll pretty much take anybody who's interested at this time, we're looking in particular for the following areas of expertise --
Scout: Will deploy to a suburb first and survey it for problem areas and survivor strongholds, then make a run through the suburb each day checking on the status of things. Free Running is essential, Diagnosis and Necrotech Employment are useful but not required due to their high XP cost for members of the Scout class. Binoculars are highly recommended as inventory items for this job.
Field Operative: Needs Basic Firearms Training. Free Running is also useful. Scouts who started as Scouts just to stay alive easier and are actually interested in full-time combat work can apply for this position once they have a Firearms skill or two. The job description here is basically just to kill zeds and take out the occasional PKer/GKer on the side (if a target of opportunity presents itself and you're comfortable with taking out fellow survivors). Once you get the Construction skill you may be asked to erect emergency barricades as well.
Medical officer: Each tac team needs a medic to keep the other Wraiths on the team, and other survivors in the area, from dying. If you start with the Medic class, get Free Running and Basic Firearms Training before Diagnosis, due to their lower XP costs and the fact that they can keep you alive better (also, Scouts who have Diagnosis will be reporting the names and locations of wounded survivors to you via mobile phone, so you'll already know who needs first aid upon entering a suburb). Get revive-capable ASAP, since that's a big part of the Medic's job too. And always remember, FAK people before reviving them so they don't wake up infected.
Science officer: Each tac team needs a revive-capable science officer as well. Science officers will help out at established revive points in Wraith-inhabited suburbs, but will give priority to deceased Wraiths (and, if applicable, Gingerbread Men/Zookeepers). Science officers are also responsible for extracting DNA samples and tracking zed activity on NecroNet.
Mechanic: Mechanics will, in addition to engaging zombies in battle, be responsible for any and all barricading (or barricade dismantling) done by The Wraiths. They will also repair damaged/ruined buildings, fix damaged gennies/transmitters and provide power to priority buildings. Despite the encumbrance, you won't be very successful at this job without a toolbox, genny, fuel can, fire axe and crowbar.
Communications officer: Tagging is a must, as these individuals will be responsible for almost all of the graffiti done by The Wraiths. In addition, the communications officer is also responsible for checking the mobile phone mast building and maintaining the generator/barricades there (as well as killing and dumping zombies, if the building is under attack). Radio Operation is also a required skill for this position now, and if you can afford to carry the weight it is recommended that you keep a transmitter in your inventory.
Undercover operative: Will likely need Vigour Mortis and Lurching Gait at some point. Will be used to infiltrate enemy zombie groups by changing the group affiliation on their profile to match the enemy group's name. Must be comfortable with ZKing and forum/Wiki spying (or other forms of metagaming, if we can exploit them).
Black-ops agent: We need extremely combat-capable (preferably maxed out on Firearms skills) agents to employ as assassins if we ever have war with a human group. Must be comfortable with PKing.
Psychological Warfare Expert: Must be well-versed in Jihad Tactics and have the skills and equipment (Tagging/spray cans, Construction for dummy barricading, gennies and fuel to attract zeds to dummy barricades, a crapload of flare guns, etc.) necessary to implement such tactics.
Scout: Will deploy to a suburb first and survey it for problem areas and survivor strongholds, then make a run through the suburb each day checking on the status of things. Free Running is essential, Diagnosis and Necrotech Employment are useful but not required due to their high XP cost for members of the Scout class. Binoculars are highly recommended as inventory items for this job.
Field Operative: Needs Basic Firearms Training. Free Running is also useful. Scouts who started as Scouts just to stay alive easier and are actually interested in full-time combat work can apply for this position once they have a Firearms skill or two. The job description here is basically just to kill zeds and take out the occasional PKer/GKer on the side (if a target of opportunity presents itself and you're comfortable with taking out fellow survivors). Once you get the Construction skill you may be asked to erect emergency barricades as well.
Medical officer: Each tac team needs a medic to keep the other Wraiths on the team, and other survivors in the area, from dying. If you start with the Medic class, get Free Running and Basic Firearms Training before Diagnosis, due to their lower XP costs and the fact that they can keep you alive better (also, Scouts who have Diagnosis will be reporting the names and locations of wounded survivors to you via mobile phone, so you'll already know who needs first aid upon entering a suburb). Get revive-capable ASAP, since that's a big part of the Medic's job too. And always remember, FAK people before reviving them so they don't wake up infected.
Science officer: Each tac team needs a revive-capable science officer as well. Science officers will help out at established revive points in Wraith-inhabited suburbs, but will give priority to deceased Wraiths (and, if applicable, Gingerbread Men/Zookeepers). Science officers are also responsible for extracting DNA samples and tracking zed activity on NecroNet.
Mechanic: Mechanics will, in addition to engaging zombies in battle, be responsible for any and all barricading (or barricade dismantling) done by The Wraiths. They will also repair damaged/ruined buildings, fix damaged gennies/transmitters and provide power to priority buildings. Despite the encumbrance, you won't be very successful at this job without a toolbox, genny, fuel can, fire axe and crowbar.
Communications officer: Tagging is a must, as these individuals will be responsible for almost all of the graffiti done by The Wraiths. In addition, the communications officer is also responsible for checking the mobile phone mast building and maintaining the generator/barricades there (as well as killing and dumping zombies, if the building is under attack). Radio Operation is also a required skill for this position now, and if you can afford to carry the weight it is recommended that you keep a transmitter in your inventory.
Undercover operative: Will likely need Vigour Mortis and Lurching Gait at some point. Will be used to infiltrate enemy zombie groups by changing the group affiliation on their profile to match the enemy group's name. Must be comfortable with ZKing and forum/Wiki spying (or other forms of metagaming, if we can exploit them).
Black-ops agent: We need extremely combat-capable (preferably maxed out on Firearms skills) agents to employ as assassins if we ever have war with a human group. Must be comfortable with PKing.
Psychological Warfare Expert: Must be well-versed in Jihad Tactics and have the skills and equipment (Tagging/spray cans, Construction for dummy barricading, gennies and fuel to attract zeds to dummy barricades, a crapload of flare guns, etc.) necessary to implement such tactics.