Hi and welcome to Replicant RPG. I will be personally inviting all the players,so no one may sign up. All the information that the players will need will be provided to them through the links I will give them. Everyone else will be unable to play.
This is merely where we will be playing. All the rest will be handled in the links.
Alright, we are moving on with the RPG because the other invitees have not responded.
Name: Mike Thomas Gender: Male Class: Aerial HP: 10/10 Skill: Flying Strength: 3 Agility: 7 Charisma: 7 Endurance: 3 Clothes: Work Camp Uniform Weapon: Rusty Pipe Equipment: None
Name: DD Gender:Male Class: Mind Flayer HP: 10/10 Skill: Mind Manipulate Strength: 2 Agility: 3 Charisma 10 Endurance: 5 Clothes: Work Camp Uniform Weapon: Rusty Pipe Equipment: None
Name: Orion Stellus Gender: Male Class: Electroid HP: 10/10 Skill: Electric Power Strength: 6 Agility: 5 Charisma: 5 Endurance: 5 Clothes: Work Camp Uniform Weapon: Rusty Pipe Equipment: None
The TROMP TROMP TROMP of marching feet echoes across the work camp. Perfect Replicants: all clad in the same drab gray work camp uniforms, are the source of the noise. Even though they are of different heights, colors, creeds, and everything, their eyes stare blankly and almost unseeingly ahead. No thought is in their mind, only the will to work. They move as one with their separate jobs; the Aerials fly overhead, overseeing the workers. The Electroids control electrical power; the lights, the machines. The Mind Flayers observe, in the darkened room, the Flawed Replicants. Their job is to find the cause of the problem in the Flawed Replicants by searching their minds and thoughts, then reporting it to their superiors. The Pyros light the funeral pyres, as well as controlling the heat. The Hydros' jobs are to quench any unauthorized fires, cool down the workers, and provide drinks. The Earthens construct trenches, mounds for cover, and level the ground for construction. The Shifters patrol the parameters as different creatures as unobtrusively as possible. Hunters and Overseers observe the camp, watching for Flawed Replicants, checking handiwork, and conducting all business. The Hunters and Overseers are the true danger here, the true power. The Hunters' shiny black armor and the Overseers' blue armor protect them from the blasts of Flawed Replicants trying to escape. None have succeeded. They are impeded by the towering steel walls and parapets; the Hunters' rifles; the Perfect Replicants; the barbed wire surrounding the camp; the heartless forest beyond. They fall dead to the ground at a word from the Huntmaster. As today as it was yesterday. As yesterday as it was the day before. And as it has always been, since that fateful day when the Replicant machine was created. Your job is to escape. That is your first and most important priority. But how to go about it?
Name: Mike Thomas Gender: Male Class: Aerial HP: 10/10 Skill: Flying Strength: 3 Agility: 7 Charisma: 7 Endurance: 3 Clothes: Work Camp Uniform Weapon: Rusty Pipe Equipment: None
You are currently flying over the Electroid section of camp, watching them. Everything seems to be in order. You note two Hunters and an Overseer patrolling nearby the building and also atop the wall; the Hunters are armed with their rifles and the Overseer has a whip and a poisonous, wickedly curved elbow-length knife. You can fly over the walls if you want, but there is always the possibility that you will be shot down. A few scores of Electroids man the power. What will you do?
A) Make your own option
By the way; what about the Undead World RPG? Okay, I'll fix that next time I post his.
Name: Mike Thomas Gender: Male Class: Aerial HP: 10/10 Skill: Flying Strength: 3 Agility: 7 Charisma: 7 Endurance: 3 Clothes: Work Camp Uniform Weapon: Rusty Pipe Equipment: None
A) I do whatever I do for the day. I need to think of a strategy, or use an opportunity if I want to get out of here in one piece. Maybe an ally or 2 too.
Name: Mike Thomas Gender: Male Class: Aerial HP: 10/10 Skill: Flying Strength: 3 Agility: 7 Charisma: 7 Endurance: 3 Clothes: Work Camp Uniform Weapon: Rusty Pipe Equipment: None
That's the problem. There's a reason they're called Perfect Replicants. They make no mistake. They work constantly. They take no breaks. They never sleep, never rest. If you want an opportunity, you'll have to make one yourself. And also; if you want an ally, you'll be taking a huge risk. You'll risk exposing yourself as a Flawed Replicant if you so much as step out of line.
Name: Mike Thomas Gender: Male Class: Aerial HP: 10/10 Skill: Flying Strength: 3 Agility: 7 Charisma: 7 Endurance: 3 Clothes: Work Camp Uniform Weapon: Rusty Pipe Equipment: None
Hmmmmm.... An obvious idea comes up. Where are the hunters keeping their attention focused on? If I stay high enough (because I'm obviously going to fly over the wall) then I can be out of reach for the hunters.
Name: Mike Thomas Gender: Male Class: Aerial HP: 10/10 Skill: Flying Strength: 3 Agility: 7 Charisma: 7 Endurance: 3 Clothes: Work Camp Uniform Weapon: Rusty Pipe Equipment: None
The Hunters are just watching everything, they're not really focused on anything. You fly higher up but you aren't sure how far the Hunters' rifles can accurately shoot. You also aren't sure how high you can fly up until you strain your powers and either faint(and therefore fall to your death) or die anyway. So this is a place to be very cautious. You don't know your limitations or those of your enemies yet.
Name: Mike Thomas Gender: Male Class: Aerial HP: 10/10 Skill: Flying Strength: 3 Agility: 7 Charisma: 7 Endurance: 3 Clothes: Work Camp Uniform Weapon: Rusty Pipe Equipment: None
The worst part of it is if I do something even slightly off, BAM! I'm spotted as a FR. So, how many PR are stationed at the power area? Will there be an effect if I take one of them out?