This is entirely new! I haven't played it in a while. This isn't the same, and all these posts can be ignored. Please, start your own character anew!
The world's fallen on some hard times, even by human standards.
The people of this world have had their atmosphere invaded by another people. A different kind of people, people who don't seem like people, people who don't act like people, and people who just don't have time for such frivolous things like cuppycakes.
They construct their own human bodies for themselves, taking on the identity of a human being, only faster, stronger, and just better all around. Only they're not off-brand versions of blood sucking Robert Pattinson wearing body glitter.
These are aliens, mofos.
You are either one of the few remaining "stray" humans, or one of these who have been captured. A decade has weathered your life since the invasion, yet you still have a fire that can burn your path to freedom. (And the mailmen are still
able to get you GeekSquad coupons) Your owner thinks they can control you completely, and knows all about you; the ever-glowing intelligence, the glut of senses, the overload of emotions, the depraved porn habits and the ways to control you. But what they don't know is that you are capable of much more than they expect. They underestimate you. Show them what that can do.
Every day is a gamble on your brain's chemistry, and each step you take could bear a consequence that could cost you freedom, love, or even life. It's up to you to make these decisions.
Human or alien. Evil or fanatabulous. Waffle or turtle. Whatever your decision, the choices you make will impact the story and further push it to unexpected means, increasing or decreasing your moral standing and forever effecting those around you. You have an entire dimension in your hands, and it's up to you to bring it to life.
pull their own. Whether in this decade you've decided to look out for number one, or have remained the brightest star and is still able to show the most benevolence is based all upon the choices fate made for you. But before you can step into this unpredictable reality, you must pick a major path to become part of it.
Humans can live on their own, somehow able to avoid or outrun Catchers, Trackers, and Poachers, somehow living off their own skills and thievery, and living as a stray. This life is usually led in a solitary manner, but rumors of resistors living together in groups of dozens have been floating around the air. Of course, there is another way of living that most people are not to keen about. It's the driving force behind those who are still able to outrun the aliens; the victims. The workers.
To the aliens, you're basically another beast of burden they can use to their advantage. You're sold from your family like livestock, and treated no better. Depending on you, and your owner's social status and occupation, the outcome can be distributed in a variety of ways;
- Theaters are used in entertainment. They dance. They sing. They act. They juggle. They can do anything in their field, and everything demanded of them. They usually are owned all their lives, and work to bring money to their owners.
- Fighters battle weekly, or sometimes even daily, against uneven odds, and without much support from those who stick them in the arena. It's a practice that can be compared to modern day dog fighting, and they can face a plethora of opponents. They have been trained to battle, but knowing you're fighting while someone bets on your life is not exactly a strength.
- Securities spy and protect. They can guard anything, from warehouses to Subwalks. They are trained to look out for criminals and strays, and can easily and mercilessly kick yo booty. Though they can roam freely amongst the property, they are unable to cross any perimeters set up by their owners because of a tracking chip implanted in them. Punishment for crossing these borders is brutal. And often fatal.
There is more that can happen to you, mainly becoming poached for your organs, sold off to mines where you're blinded, deafened, and muted, or experimented on for "the good of the community".
Who knows what this world has to offer?
are the villains. But like humans, they are a civilization, using any means to survive everyday life. They're used to a planet full of brilliantly colored nights, six legged mammoth predators, birds of a vicious nature, eight-legged bears with flat tails, long ice-cutter claws and an ill humor. But now that they've adopted the lifestyle, architecture and appearance of a human being, along with the option of owning them, all that seems to be put on hold. Yet they still have to make a living. But in that department, the choice is their's.
- To Entertainers the way to get their green is through the media. Usually owning a single human, they use the person's skills and adaptations to their own advantages, and become brilliantly wealthy.
- Debtors own their own fighting pits, dozens of humans, and, like Entertainers, are vibrantly well-to-do. Depending on the skill of their fighters, and the amount of people who bet against them, the statues of their business is determined by the wealth. Betters come from everywhere, hoping to make a dollar off the loss of a human's life, and those who don't choose the right one surrenders their money to the Debtors, a heavy profit in it for them.
- Poachers are criminals and a figure you wouldn't want to meet in a dark alleyway under the moon's light. Working in groups, they follow an illegal practice of slaughtering and harvesting a human's vital organs.
- Catchers and Trackers speak for themselves. They track down stray humans and capture them to be sold to the demanding public. They have an arsenal of stun-guns, which blasts a vibration in the air formed by a sound that just barely penetrates the sound barrier, and sends an unlucky person hurtling in the force of the blast, leaving them dazed and shocked for a matter of seconds, or even knocks them unconscious; long, electrified volt-poles, which have an area on the end that wraps around one's neck and sends a burst of painfully shocking electricity into the being, not enough to kill, but certainly enough to stun; rifles, to be used in dire situations that call for the "euthanization" of an unstable persons; and an injection of clear liquid which can render a person unconscious in a matter of eleven and a seventh seconds.