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 Post subject: Prior-Savants (WIP Again)
PostPosted: Wed Jan 27, 2010 10:08 pm 
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A Prior-Savant's training begins at birth. Every citizen under the Paramancer Guild's jurisdiction is extensively researched, from academic performance and physical health to human interaction and ethical behavior. Individuals labeled as healthier and more intelligent have a higher likelihood of their offspring being harvested for life as a Prior-Savant, and in some cases certain Savants are the result of forced mating if two parents are expected to produce a genetically superior product.

Selected offspring are taken almost immediately following birth, and placed on strict diets to enhance growth and metabolism. The infants are given calcium tablets to vastly strengthen their skeletal structure so it can withstand increased impacts when the child grows and is deployed. As a result of this massive calcium intake, Prior-Savants are extremely susceptible to heart damage and arrhythmia.

Designated handlers are assigned to teach the infants the basics of human conduct and communication, as well as monitor each infant's progress. Starting at the age of four, trainees are assigned a small room containing two beds, one light, and drawers for uniforms. Two trainees share this room for twelve years.

Also starting at this time, children begin formal training. They attend classes where they will learn the basics of reading and arithmetic, and they begin physical training. Free time is limited to fifteen minutes per day before the lights are cut out. Trainees often use this time to cram into the shower stalls, their only chance for cleanliness until they reach the age of twelve.

Once a Savant is in puberty, he or she receives the first mechanical implants. The Savant's spine is replaced with a mechanical substitute, from which several electrical neuron-like chords extend into the larger muscles of the arms, legs, and back. These neurons are hair-width and extremely flexible, and deliver electrical signals to the muscles that utilize more of their potential strength. Implants are replaced annually to account for the Savants' growth over time, with more neuron attachments being added over time. The spine implants are for the most part concealed under the skin, save for at the base of the neck where functional pieces can be inserted for special tasks.

In addition to the spinal structure, the bones in the forearm and hands are bonded with metal (hm, I guess a specific one would be nice...) for reinforcement. (Will expand in the future.)

To cope with the pain of the implants, each spine fixture releases a derivative of Haze, more psychoactive in nature while retaining its propensity for addiction, and needs to be refilled every two weeks. This allows Prior-Savants to perform assignments for a prolonged amount of time, while still leaving them dependent on the guild for resupply.

Education is still continued, with focuses on the Guilds' structures and heavy use of propaganda. Lectures from high-ranking officials are scheduled once every week to acquaint cadets with their superiors, and Wrack herself occasionally enters the training facilities to monitor the progress of her new minions, with the occasional lecture and demonstration of her abilities to establish her position of command.

Physical education begins to encompass weapon training; Savants are given basic and intermediate training with many weapons, melee and ranged, and must choose which they wish to further pursue. This is also when Savants are introduced to magic, and much like weapons they are exposed to various forms but usually must choose one to progress with.

At the age of fourteen, trainees leave the confines of their training camps for the first time. They are transported in windowless cargo vehicles to prisons, where they are given extensive tours of the facilities. Afterward, the cadets are taken to a somewhat less-populated area, typically a sewer system. One-by-one, each trainee is told to enter the sewer, and followed by one of the convicts from the prison. The objective for the Savant is to execute the convict and conceal the evidence of their actions. Should the trainee fail to dispose of the convict, or if any trace of struggle is found, they are detained and executed by the Prior-Savant proctoring them. This process is repeated every month following.

During their sixteenth year of age, emotional suppression of the Savants' consciousness is accomplished. By this time, each candidate has shared a room. A month after they are refitted with their latest implants, every Savant is locked with their room for three weeks. Proctors inform each room's occupants of the established time limit, and that their supply of painkillers will be exhausted in two weeks, after which they will experience an excruciating and typically fatal withdrawal. The only method of survival the Savants have is to obtain their room partner's supply. Most commonly results are one room partner murders the other within two hours, or one is incapacitated and perishes during withdrawal. The purpose of the test is to force Savants to sever their closest link to humanity, preserved in the only other being they would be able to establish a connection to.

If a Savant passes the trial, they are paired with another in a new room, and continue their prior schedules for four more years. By then a Savant has reached twenty years of age, and starts receiving basic missions that take place within the Guild. These tasks span a variety of areas, from trailing persons of interest to entering locations and retrieving items wanted by authorities. Data on each assignment is recorded in the Savant's spinal implant, and is highly scrutinized by higher ranked Prior-Savants and government officials. If a mission is carried out to their satisfaction, the Savant who completed it is given more difficult tasks. This trend persists until Savants finish formal training and are deployed when they turn twenty-five.

Upon deployment, Prior-Savants are issued their primary weapons, their formal uniform for public appearances, one spare vial of painkillers, and a stash of gunmetal. Their living arrangements are selected by officials, and are always within several miles of a Paramancer operational base, which is where Savants receive additional supplies and briefings.

Prior-Savants' most common role is that of intimidation and crowd control in public arenas. When summoned to this duty, Savants don their issued uniform, comprised of a neatly pressed tuxedo and a helmet that covers most of the face. The mask contains a filter and breathing apparatus in the event of gas attacks, and an adjustable set of binocular lenses that swing down to eye level when needed. The mask is vaguely skull-like in design, and is intended to daunt any would-be hostiles, though the sight of a Prior-Savant engaging with an aggressive citizen is much more potent. Masks can also be outfitted with additional equipment to serve for a unique mission, and such masks are dispersed to the performing agent for the duration of their objective.

(Weapon passport stuff here)


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