R O L E S
leader ➸
the humanoid who leads the lost kids. likely extroverted and strong, good at decision-making. probably has the strongest powers.
co-leader ➸
the humanoid who leads the lost kids when the leader cannot. organizes things and watches over group.
defenders ➸
the humanoids who guard and defend the building. will accompany others when asked. likely strong, very loyal, street smart and/or agile.
hunters ➸
the humanoids who hunt wild game in the nearby forest. may ask to be escorted by defenders. likely loyalty may not be strong, and/or are brain smart.
scavengers ➸
the humanoids who find and gather food for the group, whether that be berries, nuts, vegetables (garden), or food from stores and such. may ask to be escorted by defenders. likely loyalty may not be strong, and/or are brain smart.
scouts ➸
the humanoids who scout the area around the lost kids' house, and keep track of peacekeepers' movements, routine, and schedule. they are good at tracking and staying silent, likely very resourceful and/or responsible. likely loyalty very strong.
caretakers ➸
the humanoids who care for the younger children of the group. they tend to be the older members of the group, and usually remain inside the house, or just in the yard, because if they are caught in the city and identified as over sixteen, they will be taken by peacekeepers. they act as parental figures for those who need it. likely gentle, weak, and/or kinder.
children ➸
the humanoids who are too young to be left alone (under age thirteen).
loners ➸
the humanoids who either choose to not be a part of the lost kids, are kicked out of the lost kids for disobeying the rules too frequently without remorse, or are simply unaware of the lost kids' presence.
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civilians ➸
the humans who live in the city. they have no powers. likely hate/fear humanoids.
peacekeepers ➸
the humans who watch for humanoids. they have no powers. they promote peace between humans and humanoids, but capture and subdue any humanoids they find, along with humans who harbour humanoid fugitives, and take them to the government lab/jail that is acting as a safehouse. they may question any humanoids they find, but may not take any into custody unless they are positive the humanoid is sixteen or older.