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Spartan Theo Callahan
a.k.a "Berserk" or "Spartan King"



"Can I let you in on a little secret? Well, it is not exactly a secret, just a known fact that I couldn't be fake about anything even if I tried. My facial expressions would never allow it."





Name
Theodore Tobias Callahan


Nickname
  • "Theo"- Short for Theodore
  • "Berserk"- It is especially amidst blood and bones on the battlefield that Theo channels this nickname perfectly. Ever since a preteen, he has suffered with intermittent explosive disorder, a mental illness that involves sudden episodes of impulsive, aggressive, violent behavior or angry verbal outbursts in which he reacts grossly out of proportion to the situation.
  • "Spartan King"- An obvious nickname due to his rank within the vanguard faction.


Faction
Vanguard


Rank
Spartan


Age
32


Gender
Male


Crime
  • Gun trafficking
  • Resisting arrest
    These charges may not seem like anything worthy of a life sentence, however since the official rule of the Collective, gun control has been something strictly enforced mainly by only permitting law enforcers and the military to arm, and by charging gun-traffickers with life sentences. However being raised by a mother and father that were both in the Collective military, Theo has grown with the belief that every citizen should be able to arm a gun. Just as his own family had the security of a firearm, he wants that for all families.


Reputation
Depending on what faction you are, determines on how you see Theo. If you are a vanguard, then this man is your hero, if not you at least respect his passion for his brothers and sisters in the faction. He may drill his troops hard, but deep down everyone knows he has a good heart and reason for doing so. If you a muse, he is still considered good company because of his enthusiasm, energy, and passion. Though Theo does lack a complex mind to understand art on a deeper level. If you are a mastermind, then this man annoys the ever-living crap out of you. To you, he is seen as loud, obnoxious, brutish, and illogical. Especially now that Theo is actually going forward with the marriage even though the masterminds are against it, they are not on good terms at all with the vanguards. Finally, as for the Overseers, he tends to keep a metaphorical muzzle on his mouth when around them, for the fact that these men and women can literally kill off half of the colony without any consequences. And even if the colony did fight back and took the heads of all of the Overseers, the Collective would know about it and send back up... Or least would have if not for the aggressive decay. But now things have changed, the tables have turned.


Height
7'1


Weight
300 pounds


Appearance
The first thing to notice about Theo, is his height. The man is a walking, living, and breathing giant. Surely anyone within the vanguard faction is fit and toned with muscle, but Theo's stature can be that of one compared to the statue of a Greek god, in fact he is probably as soft as stone too. Because Theo is so immensely tall, he is also so use to hunching over to avoid hitting his head on the ceiling. Moreover, his trapezius muscles are already bulging, thus when ever in cramped spaces, which he absolutely hates, he begins looking more like a hunchback. Funny story about his massive build, is when the underground vanguard bunker was being built, Theo tried to climb down the trapdoor leading to the new base, but by the size of his body, he got himself stuck. He eventually had to be sawed out, and a larger trapdoor was built according to his size. But Theo is pretty sure that the muses found it hilarious, especially because when ever they would walk backstage there would be this hulking giant of a man popping out through the floor.

As for what he regularly wears, Theo is often seen shirtless due to the fact that when wearing a shirt, it would most likely be drenched in sweat. And since he is such a big guy, anyone can understand that someone that huge is destined to generate an abundant source of body-heat, especially because he is often working out anyways. For his lower body, Theo wears a pair of cargo shorts and for his feet, combat boots. His vanguard dog-tag is an accessory that is never taken off, and his Spartan helmet is only worn on some occasions to show appreciation for the young pickers that found it for him in the ruins of London.

Without his helmet however, his neatly trimmed buzz-cut is revealed. As for his facial features, Theo has a memorably masculine face, attractive in a rough chiseled sort of way with a strong jawline, a roman nose, and high cheekbones. His bright blue eyes are perhaps his most charming thing about him, it is the type of feature that releases more a sense of human emotion to his hardened stiff and ridge stature. Dragging out from his right lower jaw it the bottom lip is a menacing scar created from the pointed edge of an Outsider's arrow, and slightly perpendicular to it, lands a deep cut caused by the dagger of that same enemy.


Positive Traits:
  • Family-man- Theo wishes that he could rewrite his youth years and cherish every moment he had with his mother and father, because ever since his arrest he has been separated from the two people that raised him, that hoped in their only son. Yes, he has the vanguards, but from that faction, it is moreover brotherhood that is felt. However, Theo has very protective, father-like tendencies that could be best expressed in a family of his own.
  • Passionate- Because he suffers from a disorder that has him acting impulse, Theo does behave on initial thought. But that fortunately means that every feeling is fresh, never rehearsed nor replayed in his head. But through this passion anyone can believe that he would never lie, he is not able to. Even his body language could not hide his true feelings about something or someone.
  • Ride or Die Mentality- To gain his never-ending nor breaking loyalty, one must get Theo to give more than simple allegiance, one must get him to give his heart. And the only way they can do that is to show him that they are willing to do just the same. But once they do that, Theo may just about burn the colony into the ground for that one person.


Negative Traits:
  • Impatient- Because of his impulse, Theo most noticeably has a major lack of any patience. In fact, this can cause him to be quite irritating at times.
  • Aggressive- Of course, some aggression is called for, such as on any battlefield pinned against the Outsiders. But inside the walls of Churchill, that hostility is not needed. Yet, due to the anger and wrath he is capable of so often expressing, he can assert his own interests without thinking of the other person. However, when Theo does realize this, he feels genuine regret and guilt, and to see such a hulking man sincerely apologize is quite adorable.
  • Reckless- By the look of Theo, he does not seem like the gentlest of creatures, and he naturally is not. He is the type of guy that no one can quite horse-play with because of his potential of that horse-playing to feel like a full-on brawl. But that is talk referring to his physical behavior. In his physiology, Theo is not the type you would take to fancy balls, because yes he might break something, but because he is not quite the most civil and polite, but says really whatever is on his mind. Truly, Theo is rough-around-the-edges.


Personality Description
Anyone would expect Theo to be a man who chases desperately after vengeance due to his own issues of anger. But he doesn't, because he has dug a bloody curled fist around the reality of what a monster he can be. After basic training as a low ranking recruit in the vanguards, Theo was finally promoted to combatant. It was on the field that he gained his first nickname, "Berserk." His anger burns like a wildfire, burning everything in his path. Once Theo is furious, anything and everything is his target. Like when a bull sees red, Theo hot-headed thinking makes all logic and rational thoughts disappear. He flips out and what's done, is done. There will be no turning back.

But there are ways in which Theo can stop even himself before the fire that is his anger is fully sparked into a deadly blaze-- it is walking away and trapping himself in an environment where all hellish rampage can break loose without hurting anyone. But sometimes, even then he still hurts someone, and that is himself.

However, back to the subject of vengeance, Theo believes that ever since he became the Spartan of the vanguards, he expects himself to have a sense of moral responsibility in order to ever rightly lead his men and women. Therefore, Theo reminds himself that he must not act on revenge, but on justice, and this justice is based on the old hammurabi code of laws, "an eye for an eye, and a tooth for a tooth."


Quirks
  • Switchblade- Theo speaks in a "switchblade" style. His voice has an edge to it. Those whom he talks to are pierced by his sharp delivery. He never speaks in metaphors, in fact he is annoyed when others do, often demanding that they get to the point. As Spartan, he has grown use to speaking in directives, not in figures of speech. He is also very physical when speaking, whether that be over-exaggerated gestures, or very brutish touch like a punch on the shoulder or a push on the chest. But often this brutish touch is his way of showing affection, it just much rougher that anyone who is not a vanguard would expect.
  • Damaged fists- Theo's giant hands are almost always in bundles of bandages coiled around the raw knuckle bones that have ripped through the skin because of obvious reasons that relate to his wrath. Though even on the palms themselves, are laced cuts and slashes from which he smashed his bare fist into glass windows and mirrors.
  • Nicknames- Theo calls everyone by their nickname, and if they do not have one or if that nickname is to simple, boring, or similar to their real name, then he just gives them a new one.


Specialties
  • Brute Strength- No one doubts Theo's strength, just look at him!
  • Guns Blazing- Theo is the Spartan of the vanguards, it is basically his job to be quick on the trigger. As for his firearm of choice, he is the type of man who runs straight into hell with an assault rifle in grasp.
    Bruiser- Theo has been fighting since enrolled in school. Fighting is the main reason why he was expelled from so many. It is the rush, the impulse, the red that he sees, or even the wrath he feels, that makes a fist to the face exciting, whether that his fist on his opponent's face, or even the other way around.
  • Pathos- Theo tends to think more with his heart, rather than his head. Which makes sense to why he is marrying himself to the muse faction, not the masterminds. And though, being so bounded on his feelings and emotions do have their consequences, it is definitely inspiring and something that truly rallies the troops.


Weaknesses
  • Not a Deeper Thinker- As the Spartan, a man who leads the vanguards as his troops, he speaks in literal language. Little does he ever use any kind of word picture, thus poetry and those who do speak in metaphors confuse him and likely he will ask the person to get to the point if he has ran out of patience, or he will politely, which can be rare, ask that person to speak in simpler terms.
  • Heavy Muscles, No Speed- Because he weighs so heavily, anyone can guess that those muscles sacrifice his speed.
  • Intermittent Explosive Disorder- this mental illness is characterized by sudden episodes of unwarranted anger. It is typified by hostility, impulsivity, and recurrent aggressive outbursts.


Inventory
  • L85a2 Assault Rifle- A gun used in British army, the L85a2 assault rifle is gas operated, selective fire rifle with bullpup layout. The main advantage of this bullpup layout is the overall compactness of the weapon. Its magazine capacity is 30 rounds, and its range of effective fire is 500 meters. Because the convicts cannot allow the Overseers to know that they hold any dangerous weapons, Theo does not always have this gun strapped on his back, but rather uses it when needed.
  • Spartan Helmet- The helmet was a gift from a couple of young newly ranked pickers who presented it to their superior, Theo, over some drunken banter. Although it is made of metal, it is not a real Spartan helmet from ancient Greece, moreover a movie prop from old earth. But nonetheless, he wears it occasionally for his younger troops that look up to him as the ultimate warrior. Besides, they get a kick out Theo marching around with a movie prop, it shows that he has a sense of humor.
  • Vanguard dog-tag- To anyone this may only be just a bullet tied to a string necklace with her initials engraved, but to him, as long as he is living, the only person allowed to take it off his neck is himself. And when will Theo do that? Never as long as he remains a vanguard.


Fears
  • Making his future wife cry- Sure, they are not romantic, or at least romance was never mandatory in the political agreement, but he cannot help but push himself to fulfill the role as a true husband, as someone who holds her opinions high. Besides, there is the fear that tears imply fear, he wouldn't wish any who he holds close to be scared of him.
  • The Dark- Theo hates to not see, to be put in a circumstance where he cannot know what may attack him. Of course, this not a fear that constantly keeps him up at night. Overtime it is something that he has had to just deal with. But still, he worries when blinded, especially when alone. Usually, he tries to at least keep a lowly lit lantern by his bed.
  • Regret- Regret leads to guilt, and guilt leads to self-hate. Regret has caused Theo to become incredibly insecure in his own character. He always constantly trying to be a better man when he can control it, when he is not overwhelm by pure impulse. Even the reason why he is imprisoned in the colony was due to a crime that held good intentions.


Secret(s)
King of the Strays- Theo is a sucker for stray dogs, the look of those sad eyes, so hopeless and mopey, yet so optimistic to finally belong somewhere. Honestly, dogs are perhaps his favorite thing he has ever discovered on earth. Theo loves dogs so much so, that it is surprising that he has not caught rabies, sure he has been victim of fleas, it is reason why he cut down on his obsession. But he can't help it when going outside the colony to bring extra food for the strays passing along the abandoned ruins of London.


Goal(s)
Was a giant like Theo every birthed into this world to cradle a child of his own? There is no doubt that he bears all capability to provide, for he delivers unto his faction. Yet, Theo wonders if anyone can see behind the political marriage he is soon destined to take part in. He wonders if his future wife, Renaissance Iseabal MacGilios, is able to read his soul through those bright blue eyes of his and know that there is a gentleness inside this giant, longing to taste what security actually feels like when he can finally rest and rely on someone else.


History
"From Arms Dealer to Spartan King to Upcoming Groom"

Being an arms dealer was never his dream-job. Originally, Theo wanted to honor his family by following in his mother and father's footsteps. He was going to join the military, but Theo's adolescent years were far from pleasant; they were wretched and mostly spent in juvenile detention centers. Thus he was denied service due to both his record and due to his disorder. Of course, this only made things worse for him. Only days after receiving the news that he had been denied, Theo plotted suicide. But even when the only thing on his mind was to blow his brains out, Theo could never come to actually taking his own life. Yet he swore to himself that he going to do something for the sake of others. Making sacrifices and taking risks for another person's sake, is the very reason why Theo admired his parents. At age 19, he became an arms-dealer, but for only three months. Of course, he did not give Collective enforcers an easy time catching him, arms-dealing was one the thing he took pride in, finally he did something that felt right. But no matter his resistance of arrest, he was eventually subdued and detained.

After being found guilty, Theo was unexpectedly thrown into penal colony life. Perhaps it was all thanks to the vanguard. Perhaps, the Collective delighted mockingly in the thought of a former arms-dealer trying to become a vanguard, because unlike many within that faction, Theo never killed a single soul before joining. Though becoming a vanguard was the best thing that happened to him, especially because he has always been a family-oriented man. As a boy, Theo lived to prove his parents wrong but still make them proud, he lost that relationship when charged with a life sentence. The vanguards filled that void. He became Spartan, not because he challenged and overthrew the last one before him, it was because Theo won his favor as combatant when he saved his life during a firefight against the outsiders. The former Spartan, James Emery proclaimed that after him, Theo Callahan shall be the next Spartan. Of course, this was quite controversial since it is the Spartan's right-hand that should be leading the faction next.

After the former Spartan died of lung cancer, Theo did become the Spartan King. He decided to keep the second-in-command that he practically stole his position from as his own right-hand. He did this, because he did not sense any bitterness that the second-in-command may have against him. And even if she did bear any disdain for Theo, she could have easily challenged him. Theo was not going to execute her for treason unless she gave Theo a reason to.

But instead of a rivalry spewing between the two, a friendship spark, it was a solid bond built between the them. Perhaps he would have pursue something far more than a friendship, but he always feared that she would never return the same feelings. Like all vanguards, she is a woman who is bathed in blood because of the service she gives to the colony, why would she wish to commit herself to a man who does the same? Does she wish to escape from that? Marry a hard-working farm-hand perhaps? Those are the thoughts that proves to be a block barricading Theo in his own mental prison, and must be disproved by only her... well it actually may be too late with the current political situation.

Theo arrived to the colony in 2055, five years after it had been established. But during those five years, when the factions were first founded, there was a toxic rivalry between the vanguards and the muses, the warriors and rogues. But in all effort to wipe away that grim past and secure a deep alliance between the two, the current Spartan and current Renaissance voted for an arrange marriage, the masterminds, fearing this alliance, voted against it, but was of course out-voted. No matter, they have not rose in rebellion yet, but perhaps in the future if the two declare an heir that will rule over both the vanguard and muse faction. Because if that happens, there is fear that this child will destroy the faction system itself. Disorder and chaos is something the masterminds will not stand for. They will allow the wedding, but as soon as the Renaissance is with child, is also with a target on her back...




@dabombjk Rage, huh? So more like this:

@dabombjk

And I'm certain this was your response:

@Denny Hey, thank you for letting me know :)
I could have sworn I put the CS template in the OOC. But here it is.


Character Sheet

@Xandrya Fantastic! You cool with me shooting you with a PM, see what you're up to?
@Vashonn

Totally off topic, but can be the first to say that you have a very visually interesting avatar! I get dystopian vibes off of it.

But yeah, awesome, you're up to be a muse. I reserved you as the Renaissance. I would love to discuss with you about your future character, thus, I plan on sending you a PM in due time.
@dabombjk Anti-heroes? Definitely down to help you, I'm sending a PM to you now...
@Kingfisher@dabombjk@Denny@Azaria Blue@Blubaron45
Starting submitting your characters now! The OOC is up!

F I N A L L Y - L I B E R A T E D



In February of 2017, a treasure trove of planets was discovered by NASA's Spitzer Space Telescope. This new found exoplanet system known as TRAPPIST-1, named after The Transiting Planets and Planetesimals Small Telescope (TRAPPIST), contained seven habitable, earth-size planets revolving around one star. And though these foreign worlds are sustainable for human life, the distance of 40 light-years or 235 trillion miles makes the task of traveling to TRAPPIST-1 seem to be an impossible one, or so it did for its time.

It was not until roughly thirteen years later in 2030, that NASA and other space programs stopped speaking in terms of "space-exploration" but instead hyped a new word, space-colonization. Why? Overpopulation. Every year the human population increases by 75 million. At this rate, by 2050 we would have reached a population of 9 billion people. Overpopulation means loss of freshwater, species extinction, lower-life expectancy, depletion of natural resources, increased emergence of new pandemics, increased global warming and climate change-- the list goes on.

The Collective Commonwealth of Constellations
Aka "the Triple C's" or "The Collective"

Thus in prevention of overpopulation, all six major government space agencies-- the Indian Space Research Organization (ISRO), the European Space Agency (ESA), the China National Space Administration (CNSA), the Japan Aerospace Exploration Agency (JAXA), the National Aeronautics and Space Administration (NASA) and the Russian Federal Space Agency (RFSA)-- all banded together to establish one united space organization known as the Collective Commonwealth of Constellations.

The ultimate goal of the Collective in the 2030's, was to colonize within the TRAPPIST 1 system. The means to travel there was a top priority. Moreover, forms of slower than light travel (STL) was completely out of the question. The Collective believed the best method for space-travel was one that guaranteed that we would settle on another planet by 2050, the year predicted that humanity would reach a population of 9 billion people. The fastest and most convenient means would be teleportation pads-- dematerialization, rematerialization. In 2039, the telepad was created, but even with this marvelous invention the telepad could only teleport us to other telepads, not into blind space where telepads have not been yet stationed.

Hyperspace was the answer. In 2044 the SC Vagabond was directly launched into hyperspace through the newly engineered jump engine. It was also that year that the Vagabond crew, also know as the Vagabonds, installed a telepad on the surface of TRAPPIST-1d, the third planet away from the host star.

When the Earth Wept
December 22, 2044

Meanwhile back on earth, Yellowstone erupted on December 22, 2044. That was when the Earth wept. Johannes Kepler, the renown German astronomer who theorized that the planets moved in elliptical orbits with the Sun, ascribed that volcanoes were ducts for the Earth's tears.

Ash spewed thousands of miles across the United States, obliterating buildings, smothering crops, and shutting down power plants. The Midwest states were lucky enough to be coated with more than an inch of ash, while Wyoming, Idaho, Colorado, Montana, and Utah was buried in it. Fortunately, for months, intense seismic activity was seen across the entire Yellowstone National Park, thus the people living in those states evacuated before the day of eruption. They were the first to be teleported to TRAPPIST-1d, there they would join the Vagabonds in colonizing a new home.

The Yellowstone eruption gave birth to a new doomsday movement, one that promoted a new chapter of humanity-- the discovery and colonization of foreign worlds. No longer was the American dream a life to envy, a life in the stars, in the TRAPPIST-1 system was the new ideal.

Life in TRAPPIST-1d



The planets in the TRAPPIST-1 system all tidally locked, meaning the same face of a planet is always pointed at the star, as the same side of our moon is always pointed at Earth. This creates a constant night side and constant day side on each planet. TRAPPIST-1d carries a narrow band of water near the terminator, the divide between a hot, dry day and an ice-covered night side. Those who live on the night side have been given several nicknames, but the two most used are ice-cubes and night-crawlers. Because of their absence of natural light, night-crawlers are ghastly pale, though vitamin C deficiency is avoided through vitamin supplements. However, on the other side of the planet, those who live in the day are called light-lords and day-wakers. Since they walk in the heat of the host star, the light-lords bear a much darker complexion.

By 2049, it was considered a rarity to remain on earth, life was progressing in the TRAPPIST-1 system under a new one-world government, the Collective itself. Those who continued to live on earth were seen as hermits, because they remained to be completely disconnected from the rest of humanity. But as life on TRAPPIST-1d grew, it came the time to colonize on other TRAPPIST-1 planets...

Aggressive Decay


In 2068, The Collective's next target for human colonization was TRAPPIST-1e. When landing on this planet, colonists were only expecting a new world live on... but they discovered something so much more. They discovered aliens. But unlike the creatures on TRAPPIST-1d, these beings were sentient. They were not animals. This was proven with the fortresses they built, the art they illustrated, and the culture that was created. Though these aliens were only in what we would describe as a medieval era, and humanity was far more superior in technological advancement, they were just as interested in first contact as we were. Therefore there was peace between both species.

Though sadly, that peace was short lived when a brain eating amoeba became humanity's next deadliest contagion. This disease was named, "aggressive decay". Little research was achieve on the disease due to how contagious it was, but speculations say those who traveled to TRAPPIST-1e were immediately infected with it through the planet's water source, and the aliens living their were only immune to it. It takes 2 to 15 days for symptoms to appear, and these symptoms include headache, fever, stiff neck, loss of appetite, vomiting, altered mental state, seizures, and even coma. Those who are infected only survive up to 3 to 7 days.

Quickly, human life began to rot, or at least mankind that settled in TRAPPIST-1...

The Plot


There is one colony that has not been cursed by the aggressive decay. In 2050, when earth was considered abandoned, the Collective established a new project of theirs, a penal colony. Convicts serving life-sentences initially believed that this penal colony was closest thing to freedom. But that was before they were introduced to the demands of the Overseers. Well, of course the Overseers follow the orders of the Collective, but some would argue that they have dehumanized the penal colonists because of their past crimes. In the eyes of these convicts, the Overseers are glorified jailers.

There is only one thing the Overseers expect from the convicts, for a certain number of crops and livestock to be met. And for every crop or animal they are short of, someone is execution on the spot. For this, the prisoners have grown to despise the Overseers.

Since news of the aggressive decay, the Overseers know there is no hope in returning to the TRAPPIST-1 system. In fact their telepad, stationed back in their base on the moon, has been disconnected by the Collective after news of the aggressive decay. Fortunately they are completely pure of this disease, the last time they were in TRAPPIST-1 was shortly before the discovery of aliens. The Overseers do have a food supply, but it was only meant to last for the six months they would be stationed on moon. On the other hand the penal colony is self-sustaining.

The Overseers must turn to this isolated colony for help. Do the prisoners welcome or even just tolerate them after all of lives they have taken because crop shortage? Or is this the perfect time for revenge?


Setting:
London, England



London, England, it was once the home for royal families, and now remains a gold mine for historical landmarks, even if it looks to be rotting in neglect. The colony is stationed moreover in the farmlands of London, rather than the big city. However pickers from the vanguards or even historians from the masterminds do venture off into the city by horse.

When the colony was first stationed by the Collective, there were no buildings for housing, only tents. But overtime, the prisoners made it a priority to build the colony into an environment where it was worth living in, rather than just surviving in. The colony is completely powered by the wind farm, thanks to the masterminds. Not all of the make-shift houses have been yet wired with electricity, but the library and theater are in fact powered by light-- the theater is of course muse territory, where as the library is mastermind territory.

As for the vanguards, since they do stress weapon training and the prisoners are not necessarily permitted to arm, the vanguards are housed in a secret underground bunker beneath the theater. Here not only are the weapons kept hidden, the vanguards can train without fear of ever being found by the Overseers. The bunker can be accessed through a trapdoor behind the stage of the theater. Finally the whole colony is protected by junk fences as protective walls against the outsiders.


The Penal Colony is Separated into Three Factions:
The Muses

"To be human,
means to perceive.
To be human,
means to cry and agonizes,
it means to laugh and love.
I may be a master of many faces
but expression,
is my weapon of defense.
Of all emotions,
fear will not trample me,
for I live and love to the fullest.
It through me that this colony shall be home
rather than a prison,
for I am a
muse."
-The Creed of the Muse-



Perhaps the most loved faction is the
muse.
The purpose of the muse is to
make the colony feel less like a prison and much more like home.
What they do is described as...
liberating.
Art exhibits, plays, music festivals, poetry sessions
this is what muses have to offer to their brothers and sisters of the colony.
There is no doubt, just about everyone here has something to regret.
The muses for once can give them peace, because although these colonists are in fact prisoners,
the arts that they create can induce a form of escapism, a form of
freedom.

Even within a crowd, the muse is easily identified wearing their mask.
With this mask, the wearer visibly expresses his or her passion or prime emotion.
This passion can be for the visual arts, poetry, music, dance, drama, comedy
or this prime emotion can be agony, sadness, joy, confusion, love, hate.
Of course the mask itself does not have to obviously express chosen passion or emotion,
but instead can be rather abstract.

The highest rank for a muse is known as the Renaissance.
To become the next Renaissance, you must challenge the current Renaissance
to some feat testing one's creativity.
The showdown will be held formally at the colony's next festival.
One may choose to recite a personal poem in front of the entire colony,
whereas the other may choose to present a piece of artwork.
To whoever gains the most vote from all who attend the festival that night
becomes the next Renaissance.

The muses are not only known for their arts,
every muse is trained in the mastery of a disguise.
In fact it is not rare for a muse to wear many mask.
Though these disguises are not just for show,
they do serve a purpose,
because most muses are in fact assassins...


The Masterminds

"Never shall I believe in superstitions like luck,
rather I determine by the weight of probability,
likelihood through numbers,
not emotions.
No matter the situation,
never shall I let my emotions overpower my intelligence,
my logic.
Yet that not is a statement to decree that I
lost any sense of my humanity,
no, because instead
with the flag draped around my shoulders,
I embrace the old world--
the world of what we were,
and what we still can be.
It is through me that this colony
will be one of reason, order, and rule
for I am a mastermind."
-the Creed of the Masterminds-


The masterminds,
they are the ones that remind humanity of what we once were.
Scientists, engineers, doctors, and even historians
show that even convicts can achieve careers that are considered prestigious in the free world.
However, they are not purposed to impress the Overseers, the only freemen they come in neutral contact with in the free world.
For instead, the only priority of a mastermind is to benefit the colony as a whole whether that be through medical practices or even history-- uncovering relics of the past through trips alongside he colony's scavengers.
And though this factions does contain other professions beside historians,
history still remains to be a very respected aspect of the masterminds,
it is something that they take pride in.

The muses have their masks, and the masterminds wear their flags
just like a cape draped around their shoulders.
This flag represents an old-earth nation they very much agree with in terms of how that nation did function.
A mastermind may choose a flag representing a country that they born in before man abandoned the earth,
before man was aligned under one government, Collective.

The highest rank within the mastermind faction
is known as the Victorian,
primarily named after one of the most productive eras in human history.
To become the next Victorian,
the current Victorian must simply be challenged to a game of none other than
chess.
This board game is most famously honored to be a test of pure strategy and wits,
that is the very thing that masterminds are the greatest in.

In fact, masterminds are masters in much more than just the mind.
They are skilled in their poisons and toxins.
However there is a downside to having a reputation like this,
trust comes sparingly.
But what does a little poison matter when they have minds of pure brilliance,
minds like gold?


The Vanguards

"My excuses earn no coddling
nor my does my self-pity gain praise.
I have not trained in blood for the bullet stringed around my neck to only
come so far and walk away without the victory.
I do not declare immunity to fear,
but I fight regardless of it.
We silence souls not because of the enemy in front of us,
but because of love for those behind.
With strength I shall remind my oppressors of their weakness,
and let this colony thrive in living
rather than in surviving
for I am the
advance guard,
the soldier on the front lines,
the vanguard. "
-the Creed of the Vanguard-


By definition, a vanguard is the advance guard;
the solider at the foremost division of the battlefield.
That is how every single member of this faction functions,
as if he or she is positioned on the very front-lines,
no matter the rank or occupational held,
whether that be
the sentinel- the watchmen or law-enforcer of the colony,
or the picker- the scavenger that departs from the colony for periods of months in search for artifacts of old-earth or in search for what could further benefit the colony itself,
or the trapper- the vanguard that tracks down and captures animals to meet the Collective's demand for livestock,
or the combatant- the warrior who sets off to fight the outsiders-- the hostile hermits that stubbornly believe that the earth is theirs, never shall they ever let it be the Collective's, for they who abandoned the earth in the first place. The outsiders are clear enemies of the colony since it is under Collective rule.

The upmost highest rank of the vanguards is known as the Spartan,
named after the the greatest warrior cultures in human history.
Unlike the other factions, challenging the leader in this one is considered
fatal,
because in order to become the next Spartan, you must survive a death-match first against the current Spartan first.
This duel could be a quick-draw of the gun from the holster,
or the clashing of two blades,
or the bashing of two fist,
either way it always results in one thing:
the death of the one who fails to rise victorious.

The vanguards are well known for their guns,
in fact it is so embedded into the faction that it has grown to be a symbol of theirs.
A single bullet hooked to string is the vanguard's form of the dog-tag.
Since guns are rare and are only found by the faction's scavengers, they are practically considered to be super-weapons.
Acting as both the colony's military and law enforcers, vanguards are the only ones who wield them.
So it would be no surprise that the vanguards are experts when it comes to sharpshooting.

This faction is rather extreme,
engaged in activities to test their pain tolerance
or doing whatever to conquer their fears.
Brawls, challenges, and races are all apart of being a vanguard.
But out of all the factions
perhaps the strongest comradery
comes from the vanguard.



And of course there are...
The Overseers
Nicknamed: "Hawks"
"The hawk,
it is known be a violent predator,
yet also it heard that they can be quiet and gentle...
Rare is it that the hawk travels alone,
because it is in flocks that the creature finds its greatest chance of survival.
As the day lessens,
that is when the hawk strikes--
at nightfall,
when prey least expect its arrival..."


The Roman soldiers had their eagle for representation and inspiration,
the Overseers have their hawk.
Sometimes gliding every so to survey the penal colony,
the Overseers are the watchmen and even wardens of the prisoners below.
Just the uniform or hawk symbol reminds each convict within the colony of their lack of freedom.
Especially when the Overseers land on earth every three months to collect the colony's resources.
In fact the colony does not eat the crops they harvest nor do they feat upon the animals they capture,
no that all goes to the collective for research or to sell as organic earth-born meat or crops.
What do the convicts eat?
Well if after having to surrendering all crops and livestock,
they can celebrate over leftovers.
If not, it is mainly the bugs that they can manage to catch,
whether that be crickets, grasshoppers, worms, ants, termites, tarantulas, beetle larvae, and even leeches.
As for what the Overseers eat,
back in their base on the moon,
they are well supplied with a food synthesizer for a year.
After the year is over the Overseers are permitted a visit back to the TRAPPIST-1 system.
For a year they spend there while the second team of Overseers take over.
These two teams alternate between years of overseeing the colony.

The crimson Overseer uniform is decorated with a sliver hawk pendant.
Beneath this uniform lies a bullet-proof vest,
and the captain of the unit wears a swooping ebony cape.
The weapons they carry vary upon the Overseer's taste,
whether he or she prefers to handle things lethally with a shoot to kill method,
or non-lethally with stun-guns, batons, and tazers.

To become an Overseer,
he or she must have done something that proves to the Collective that they can rule a colony,
whether they were actually one of the Vagabonds,
the colonists that established the first telepad on TRAPPIST-1d,
or they were a high ranking officer in the Collective military,
or even a warden in one of the most maximum-security prisons back in TRAPPIST-1 space.
Overseers definitely have the resume and past to back up their skill in being well in their work.

Hawks are high up in the food chain,
though with the given circumstance,
it seems now that the hunter might have
just become the hunted.

Characters


The Overseers:
Captain Overseer- @Kingfisher
Lieutenant Overseer- @beyond visions
Corporal Overseer- @Xandrya
Corporal Overseer - Open

The Muses:
The Renaissance- @Vashonn
The Renaissance's Right-hand (the Second-in-Command)- @Ellion
Muse 3- Open
Muse 4- Open

The Masterminds:
The Victorian- @beyond visions
The Victorian's Right-hand (the Second-in-Command)- @Blubaron45
Mastermind 3- @Ellion
Mastermind 4-Open

The Vanguards:
The Spartan-@beyond visions
The Spartan's Right-hand (the Second-in-Command)- @Heretic
Vanguard 3- @Apollosarcher
Vanguard 4-Open


What to Look Forward to...

I can promise you right now, the factions will not come to an unanimous decision, they will clash, divide, and many even go to war with each other. You might ask why would any faction care to help these Overseers, well not all of them killed any prisoners. And perhaps even the Overseer who did was just doing his or her job so that their own family would not be murdered by the Collective.

You know what will spice this roleplay up? The chance that any character can die. Now that raises the stakes! Also, the penal colony contains both men and women who likely have children since they are free to populate the earth one more. So if you are willing to have a character play a father or mother with their son or daughter as second in command, that might also raise the stakes with the parent trying to make the best decision for their child's safety even if they will never forgive you for it.

So, I definitely want to carry this roleplay all the way, so I'm looking for long-term roleplayers even if that means we will not have enough characters to fill up all the factions. But that is okay, I will find a way to alter the plot a little bit if it comes to that.

As for language, romance, and violence, keep it all PG-13, including the OOC. Fade to black when needed. Another thing that comes into question for a roleplay is the quality and quantity. Usually I prefer post at least 500 words long because I won't lie, I love long post with important details, it is the reason why I've decided to submit this in as high casual. But I'm not strict about it, because we are all here to simply tell a good story regardless of the word count.

So if you are interested, please leave down below what faction you wish to reserve: the Overseers, the Muses, the Masterminds, or the Vanguards, and what role of that faction.


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