RAYERSLEIGH RANK STRUCTURE (FROM LOWEST TO HIGHEST)
Rank V — Dormant Carrier
(No abilities, pre-awakening)
Rank IV — Awakened
Basic enhancement: strength, speed, cognition, resistance
Each individual unlocks a unique trait
Rank III — Knight-Level
Signature ability fully manifests
Able to kill Tier 2–3 mutants alone
Immune to all biochemical infections
Gain minor regeneration
Rank II — Elite Knight
Can kill Tier 5
Powers evolve into combat-specialized forms
Gain tactical instinct and threat perception
Rank I — Commander
Leads Rayersleigh teams
Can kill Tier 7
Abilities manifest visually (marks, energy shifts)
Partial transformation available
Rank S — Apex Dragon-Blood
Highest awakening state
Full biological transformation
Able to kill Tier 8–9
Carries the genetic authority to destroy mutation roots
Rank SS — DRAGON KING GENE (Extremely rare)
The one who can end the mutation permanently
Fated leader
The ancient key to the apocalypse reset
One of the seven characters will have the RANK SS DRAGON KING GENE. They're the 1 unknown out of the seven RAYERSLEIGHs
MUTANT TIER SYSTEM.
TIER 0 – Dormant Carriers
Appear perfectly normal
Minor rot smell only noticeable up close
Can spread the mutation silently
Zero physical signs
Break into Tier 1 under stress or activation triggers
The four delinquents returned to school fall into this tier
Threat Level: Psychological
Weakness: Any physical trauma to the spine/head triggers transformation
UTIER 1 – Rot-Burst Mutants
Skin starts rotting
Movement jerky, glitchy
Mindless, fast, erratic
Screech that attracts other mutants
First wave in the university outbreak
Threat Level: High in groups
Weakness: Head severance / spine destruction
TIER 2 – Bone-Piercers
Bones sharpen into protruding weapons
Can climb walls
Vision increases
Muscles tighten beyond human limits
Begin hunting in packs
Threat Level: Dangerous even for early Rayersleigh
Weakness: Tendon cuts, fire, overwhelming force
TIER 3 – Bloodhowlers
Can sense heartbeats from rooms away
Blood becomes acidic
Skin thickens
Emits a howl that triggers Tier 1's to frenzy
Threat Level: Regional-scale panic
Weakness: Very brief vulnerability after a howl
TIER 4 – Grotesque Titans
Limbs enlarge
Growth between 2–3 meters tall
Incredibly strong
Limited intelligence re-emerges (basic planning)
Threat Level: Catastrophic
Weakness: Joint breaks slow them dramatically
TIER 5 – Cerebral Mutants
Skulls enlarge
Gain tactical intelligence
Can control lower tiers
Begin forming small mutant "hives"
Threat Level: City-level threat
Weakness: Fragile skull plates under back of head
TIER 6 – Apex Infiltrators
Can mimic human voices
Move with inhuman fluidity
Can slip through tiny spaces
Highly lethal assassins
Threat Level: National-level risk
Weakness: Light/UV disrupts their nervous system
TIER 7 – Bio-Tanks
Indestructible carapace
Bullets bounce
Bones reinforced like alloy
Requires specialized Rayersleigh abilities to kill
Threat Level: Military-scale danger
Weakness: Overpressure shockwaves
TIER 8 – Devorators (Mega-Evolution)
Consume biomass to evolve
Begin forming chrysalis states
Hibernate underground
Upon awakening, they can generate smaller mutants
Threat Level: Region-erasing
Weakness: Vulnerable during chrysalis formation
TIER 9 – Harbinger Mutants
Semi-sentient
Form mutation networks across cities
Can strategize military-level assaults
Can adapt to attack patterns
Threat Level: National extinction-scale
Weakness: Only Rayersleigh blood triggers cellular destabilization
TIER 10 – THE FINAL MUTATION: "The World-Eater"
A single catastrophic organism
Born when enough biomass and biochemical energy accumulate
Size unknown
Capabilities unknown
Purpose: complete reset of human civilization
Threat Level: Global extinction
Weakness: Only awakened Rayersleigh knights can kill it — by design
These mutants are violent, gore-heavy, unpredictable and evolve based on exposure to biochemical triggers, environmental stress, and consumed biomass.
They are NOT magical.
They are biological weapons that predate human history.
