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A Feral's Guide to Feraling - Class Manual

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Please click the link above for higher quality -sob-


:iconthe-a-gents:


“Until one has loved an animal, a part of one's soul remains unawakened.” 

― Anatole France

Feral Assignments

▩ 

Class Specific Tasks And AssignmentsUpdates

Assignment Reward System: Any class assignments can now give temporary stat boosts upon completion.  The type of stat boost will be decided by the assignment giver and recorded in the Assignment Tab of the Inventory Sheet.
Please refer to the tab to also see a condensed list of all current class assignments and potential prizes.
Assignment givers: just poke a mod about the details of your Assignment Prize for us to update it on the spreadsheet, if it isn't up there already.
Tasks & Assignments
Post in this journal, if you want to give out Assignments and other Tasks to specific or all A-Gents of a certain class. You may use the following as orientation for what this could be:
:bulletred: Assignments for Assassins, Ferals, Pilots, Snipers, Specialists and Spies may be posted below. These Assignments can either be given out by class le
 << Can be found here!  Updated Jan 18 :heart:



Becoming a Feral

▩ Although we are called the Feral Class, animal experience is not necessary to join.  What's most important is to have the ability to notice the small things in life, to track down missing persons with only a few clues at your disposal, with the tenacity to make decisions quickly within any desperate situation that will bring you and others to safety.

▩ You are trained with an animal partner of your own choosing, as long as that animal has the ability to be trained and be useful in the field.  Many Ferals choose from domesticated species like canines, birds, and felines, but there's no rule that you can't go out of the box with an "unorthodox" animal~  Though do be aware, you will be on missions out in public.  Your animal should be able to blend in or be carried covertly through crowds of people unless you want to stay home most of your time here, which makes no progress.

Large predatory potentially-aggressive animals like lions or bears may be too dangerous to train (and can cause an Animal Control call from a random bystander which we want to avoid), so you better have some good judgement and long history with these animals before bringing those kinds of animals to the a-gency. An animal partner needs to listen and execute their orders without rebellion.  Also, aquatic animals have a severe disadvantage for not being able to stay on land for long at all, and as such, it is recommended that interested Ferals should turn their attentions to semi-aquatic creatures capable of being on land as much as in water.





Soul Binding Effects

▩ When a potential Feral a-gent becomes ranked, their soul will be bounded to their animal partner’s, allowing each other to share vague thoughts/feelings/experiences.  This procedure is done by an important unnamed a-gent with this ability..

▩ The animal partner may inherit a tiny piece of their a-gent’s ability.

▩ For any injuries taken by your animal partner, the actual injury transfers over to you, wound and all, so be careful with yourselves.

▩ The a-gent may inherit enhances senses relevant to their animal partner. (A dog partner would pass on an increased sense of smell, an eagle an increased sense of sight- ect.)

▩ Animal partners age slower while they are bonded to their owners.  They have a far extended life expectancy.  No bonded animal has been seen to die of old age so long as it remains paired with a human.

▩ Should an a-gent decide that they are no longer compatible with their animal partner, their souls can be unbound.  However, the process will be uncomfortable and induce the feeling of loss and abandonment within the a-gent and the animal.

A new bond requires a two month period for the soul to ‘heal’ before it can be established.

** For more information, please read the effects of this ability.



Feral Den (training zone for ferals) here's a map

▩ 003’s Office

▩ Storage 

Survival Kits, Animal Feed, Tracking Chips, Pet toys, Blankets/Pillows, Cleaning Supplies

▩ Indoor Training Arena — for movement, endurance, and tracking training (consists of three separate biomes: a lavishly flourished forest area, a very sandy and hilly desert area, and a snowy and rocky tundra area with a freswater and saltwater river that connects through all areas)

* Rock climbing walls line the edges of the arena.
** There are balconies on the second and third floor of the Den to oversee the whole arena.  Rock climbing walls can be accessible from these points as well.
*** There are weather simulation controls that can change the temperature and the precipitation within all areas.  Ex. Not limited to: Forest area can experience intense rainfall & humidity, desert can experience low to extreme temperatures, tundra can experience snowfall and harsh wind)
**** Arena was built to contain a few feet of soil under your feet, so objects can be buried in the ground for training purposes.


▩ Animal Quarters — residence for animal partners and animals taken in for custody from missions (Offered for: an animal partner who can not live in their owner’s agency apartment or NY apartment, an animal who needs medical observation/quarantine/isolation, an a-gent who is stuck in the medical bay and cannot care for partner, an animal who had their soul unbounded from their former partner and needs therapy & recuperation)

* Animals are sorted into different “biomes” to match their ideal environment and natural foliage.  Docile species are grouped together in large communities while known predators may live separately to prevent possible attacks and predation on others (especially for less trained partners that will challenge others or hunt on instinct without owners present).
** Animals are fed and cared regularly by varying Feral a-gents, though it is expected for individual Ferals to care for their own partners unless unable to.
*** Ranked Ferals have access to communities of docile creatures, however to access populations of more aggressive or traumatized creatures, they require clearance from a Feral that has trained in the handling of said creatures unless trained themselves.  But you must have good reason to be interacting with such creatures as well.
**** You may take out unbounded animals from their animal quarters for tracking training, but they must remain in the Indoor Training Arena.  There are tracking chips for every animal, so should you be unable to find them with your own abilities, you may activate the chips by your watch.
***** It would be appreciated if you take unbounded & unattended animals for walks, feeding, and play time, should you be trained and comfortable doing so.  Especially for animal partners whose owners are stuck in the Medical Bay.  With a leash, you can take them out of the Den, walk them through the garden in the Medical Bay, or visit the injured owner in their medibay room, but refrain from bringing animals to places where they probably do not belong.  Only the owner may bring their animal partner up to New York because we can trust their handling of their partner without fear of run aways or bizarre occurances.

 :new: The Dark Room — for training the 5 senses inside a pitch black room.  Use the simulation program to test your sense of hearing to pinpoint sounds in silence or to decipher words from a loud busy street.  Test your sense of smell to track down a specific path or recognize a certain scent.  Test your sense of taste even, to fine tune your taste buds in the case you put something funny in your mouth without knowing; or try to adapt your palette to the unknown tastes of herbs, insects, and other edible food that won't taste as good but will ensure your survival in the wilderness.  Test your sense of touch, to feel your way around a furnished room without setting off sensitive traps or touching things that may be too hot/sharp/cold to the touch.  And lastly, when you want to test your eyesight, you can certainly vary up the lighting in the room to train your ability to catch the most minute changes in the corner of your eye.


Guidance for Ferals

▩ We are not fighting class.  Animals are not to be used to attack enemies.  You are not to use animals as your own shield either (you'd get hurt by it anyway because of your soul bond, please read up).  We help track down what needs to be found, and you assist other support classes with rescue, civilian care, always having an eye out for your fellow a-gent's backs, keeping fragile structures up, ect.  Should you or your animal partner have to resort to self-defense or attacking during a mission, I better get good written report for why you did so, and if it wasn't for a good reason, you will be severely punished for it.

▩ Animal partners are not allowed in hygiene-conscious areas of the A-gency such as the dining hall and the kitchen, unless given permission from me (003) for whatever good reason.  This is to avoid allergic reactions among your peers and to respect the cleanliness of these spaces.

▩ A-gents can bring their animals partners to train in the Shared Combat Zone (SCZ) and the training zones of other classes, but do be mindful of the other agents training beside you.  Make sure you clean up after yourself and your animal partner (especially with those who shed or poo carelessly more than others).  The same mindfulness should also be applied on missions.

▩ Should an animal be injured on base or on a mission, take them to the Medical Bay to be treated first.  Then they may be relocated to the Feral Den for recovery.

Should you fail to consider the wellbeing of the others around you, we will have to have a little talk, you and I~  And no, I'll probably kick you out of here faster than you can call your Monkey's Uncle~~ (ღ˘⌣˘)♡





Mew: Hello everyone!  If you have any questions about the Feral Class, you can always bring them to me in chat, in a comment, or in Skype (you can ask for it if you've been accepted in the group!)  You can also ask the mods (Tomo, Yuki, and Star) for any questions as well.

Ferals are very special because they get to have an animal partner, though animals and the A-gent themselves do not fight.  The job of the Feral is to lead a-gents to locations of missing objects, persons, enemies- essentially tracking them down.  They make sure to keep their senses wide open for potential attackers and traps in the area.  And when they have done their job during missions, they can support medics by rescuing hurt a-gents and civilians, support specialists by locating gas leaks, but no attacking in the front lines.  Attacking is only as a last resort- as self-defence- so make your class decision wisely.

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NeipyPien's avatar
That cutie is too cute and cutely taking my soul so cute! :iconlazydieplz: