Ascenders

Those that desire to climb to the top of the tower are known as Ascenders. Normal citizens might call them adventurers, but there is a clear distinction. Most citizens are not allowed to climb the tower; it is against the **Rules of the Tower** to climb the tower without first being an Ascender unless there are certain circumstances at play; such as being a **Helper** or by receiving special permission from the Triarchy, but such approvals are incredibly rare.

(The specifics of which are outlined in **En Proximus)**

## **The Right to Climb**

The right to climb the tower is granted by the Testing Committee. Earned through first being scouted as someone worthy to climb the tower, and then by proving your mettle during their tests. Some are scouted through favoritism, mainly being related to someone in or being associated with the Triarchy. In some cases it is due to their raw skills being noticed by a member of the Testing Committee.

## **Helpers**

According to the laws of the tower, (in most cases) only **Ascenders** and Acers can ascend floors. Therefore, private citizens desired a way to climb the tower without truly having to dedicate their entire lives to the endeavor. Therefore the testing committee decided that citizens may be allowed to climb the tower if they take a non-combat role in helping an Ascender climb the tower. Depending on the rank of the Ascender, they can have a certain amount of Helpers, the higher the rank they are, the more helpers they are allowed to have. In addition, due to circumstances, it is against the rules of the tower to kill or harm helpers.

### **Mentat**

Acting as human calculators, Mentats are invaluable helpers to a team. They provide support in analyzing information, determining game theory, and have perfect memories. The Mentat academy, situated on **Floor 46** is heralded as one of the greatest institutes of the tower, transforming men into living computers. From acceptance into the school, they are fed a cocktail of drugs in order to reprogram their brain to induce Hyperthmesia. Depending on genetics, some who attempt the transformation into a Mentat end up going insane, especially at risk are those who have an innate ability towards psionics. The drugs that are taken are strictly confidential. The cocktail of drugs taken allow someone to become a Mentat, however their initiates are considered genius', roughly 1 / 100,000 people are intelligent enough to even begin the process.

*Editors Note: Mentats are taken directly from* **DUNE***, for further reading see this link. Also it's a fantastic book, read whenever you get the chance.*

### **Seer**

Acting as advisors & social engineers, Seers are another invaluable helper to a team. They provide support by using infiltration, predicting the future, and applying their strange abilities as psions in order to navigate battlefields & tests. Their abilities provide support for various challenges that a group will run into. Their abilities are coveted by Ascenders who oftentimes will beg their order to provide their team with a suitable Seer. In most cases, Seers usually only join teams that are at least C class, however in special cases when a team has a high concentration of bloodlines from various families, they are designated as advisors to members of the 10 Families. Their institution, a place known by many as the **House of Mysteries** often reads the prophecies of those who enter their doors, adding it to a massive collection of prophecies & myths.

*Editors Note: Seers are inspired by the Bene Gesserit from* **DUNE***, for further reading see this link. Also it's a fantastic book, read whenever you get the chance.*