PREFACE
Despite the highly unorginized and chaotic nature of the Chromeskulls, the internal working of the gangs finds itself with many needs to keep the cutthroat gang afloat. Whether it be as general as being a Cutter, or spread propaganda through Chromeskulls concerts, everyone has their place.
All roles can be used in every clique, however some are more suited for a specific type of clique, or none at all.
BOOSTER ORIENTED ROLES
THUMPERS
Simple, basic, yet dangerous in numbers, Thumpers are the backbones of all of the Chromeskulls' fighting forces. They fill all ranges of combat roles, from shotgunners to support roles. One Thumper is not very threatening, but a hunt of them in a threat to behold. Thumpers are often time given higher caliber or larger pools of equipment, and surplus weapons from other factions on the isles to ensure peak performance when dealing with hostiles.
VULTURES
Serving as designated marksmen, scouts, and battleground scavengers, Vultures display the pragmatic wasteland side of the highly militarized boosters. Crows are seen in all three stages of combat, before the attack occurs, in the backline utilizing Marksman rifles, and in the aftermath scavenging for valuable bullet casings, dropped equipment as well as dechroming Skulls and gauging the death toll of the battle.
CYBRE ORIENTED ROLES
DISSIDENTS
Violent, radical, and above all else, dangerous. The dissidents are by and far the most anti-establishment of the chrome skulls. Masters of subterfuge, media control, and propaganda, these people use whatever methods they can to sway the public to their side. Graffiti, riots, and destruction of property are the most common tools in their set, with the occasional public execution of a corporate rep. Among a gang of hotheads, their role is key in defusing tense conflicts, starting tense conflicts when the need arises, and bringing in new members with their silver tongue.
HYENAS
Perceived as a very cog-like role, Hyenas spend much time isolated in anti-Chromeskull political and corporate environments; acting within the shadow of the gang. Hyenas are used for much more deliquiate and covert operations such as heists or 'dealing with' important figures who stand against the Chromeskulls ways. They're spies, smugglers and assassins.
CHEMICS
Highly illegal in just about every civilized settlement in the isles, they make illicit substances, plain and simple. Ice and sap are their main creations, with recipes varying from producer to producer, as well as the effects slightly. Additionally, when it comes to chemical weapons, molotov cocktails, or just about anything flammable, they’re your guys. Having been often described as “coked up pyromaniacs” very few people doing this last more than a month, often mixing the wrong things together and dying in a terrible lab explosion, but those who remain are well known, and well respected in the gang… despite their eccentricity.
DRIFTER ORIENTED ROLES
BACKBONES
The main workhorse of the faction. They don’t specialize in any one thing, so they’re often seen doing manual labor, doing simple shakedowns, or posting guard duty. Their unspecialized nature gives them considerable freedom. They aren’t expected to do any one thing, so they’re often able to help out with nearly anything. Additionally those who are in this job, sometimes haven’t found their niche yet, and want to get a taste of what the gang has to offer.
POSTER BOYS
An obscure role within the Chromeskulls, Poster Boys can be easily described as recruiters or event orchestraters. They orchestrate and plan events such as the notorious Chromeskull concerts and raves. They most often come from the pools of the Clubbers clique, and even after graduating from them continue to hold their connections. Such a niche role, that albeit plays a crucial part in the Chromeskulls public appearance.
Cybre Poster Boys are often known for their abilities to set up radio broadcasts, namely to recruit and spread out Chromeskulls-related propaganda to other nearby frequencies.
Poster Boys who end up within the Boosters are given a much more important role, being in charge of radio management between patrols, outposts, and crucial locations within the Chromeskulls. They're the Chromeskulls' equivalent to radio operators for in-field communication between POIs.
SPARKPLUGS
Formerly based as "Techies", Sparkplugs are the backbones of the Chromeskulls' market; titans of industry in every which way, being the role in charge of manufacturing, designing, and producing many pieces of tech and gear the Chromeskulls use. Due to the extensive reach the Chromeskulls have in the wasteland markets, and by proxy the resources the Cliques utilize, Sparkplugs are vital to keep the wheels turning for the gang.
Sparkplugs whom slot into the ranks of the Boosters will often take up the position as a local guns and armorsmith. They are vital in the logistics of the Chromeskulls, as they are the titans which produces the mass majority of tossers and armors such as gritplate and rattlearmor.
Those who align themselves with Cybres however, are often times general repairmen and prosthetics creators. They assemble and create prosthetics, and sometimes even brainstorm the schematics of said prosthetics.
CUTTERS
One of the most important roles in the chrome skulls. These members have an immense amount of knowledge on both prosthetics and the human body, making them in charge of installing new chrome on the other members. Additionally, their knowledge of medicine and how to administer it makes them essential as combat medics, doctors, and surgeons.
When a Cutter chooses to align themselves with the extremist, cutthroat Boosters, they oftentimes end up working as what's normally considered a field medic in established militaries. They operate similarly, providing on-the-go medical diagnoses and treatment to their wounded Skulls-in-Arms.
Cutters who align themselves with the more radical Cybres are known for aiding in prosthetic experimentation and instillation. They go to extreme lengths with their Chrome, often forgoing there own health and mental state to push the boundaries of their knowledge.