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Replicants as an Antagonist
#50
Universal Replicant Powers:
Replicants are robots pretending to be humans rather than actual humans. While they look like and have all the equipment slots of a human, they share a bunch of traits with cyborgs. Replicants don't take damage from atmospheric temperature or content. They are not slowed by cold. They cannot be shocked by doors. They are resistant (not immune) to stuns. They are immune to radiation, toxins, (most) chemicals and diseases. If burned, a replicant takes no actual damage. Instead, their outer fleshy layer melts off revealing the robot inside. This can be repaired by synthflesh, but until they do so it is very obvious that they are not human. Replicants take brute damage normally, bleeding motor oil if below 50% health and starting to spark and fizzle when below 25%. All replicants recognize other replicants on sight.

Replicant Attachments:
Each replicant gets two selectable attachments, one for each arm. In order to make use of a power, they need to unfold their arm, dropping whatever is held in that hand slot to expose the attachment. This is instant, but produces a big red scary message. While an attachment is out, it is very obvious if someone looks at you and you don't have access to that hand slot. Clicking the button again retracts the attachment and gives you back your hand. Available attachments include:
  • Transporter Unit: Functions as a cargo transporter for all purposes, but has unlimited charges and can be used on replicants with the usual delay. Perfect if you think the greedy humans are going to steal all the transporters for themselves, or to teleport around.
  • Surgical Extractor: Toggles between Brain, Skull, Heart and Butt. Has a leadup time similar to that of shocking grasp, but if successfully deployed, it extracts the target organ, causing instant death, cardiac abscondment or a debutting as appropriate.
  • Advanced Laser: Works exactly like an advanced laser, including self recharge. Be Megaman.
  • Kinetic Disruptor: Works exactly like a AK-744, but with 100 rounds. Unfortunately, you have no way to reload it.
  • Replicant Conversion Device: A special RCD that starts with 500/500 ammo and builds creepy replicant floors/walls/airlocks instead of normal ones. Can be reloaded normally with RCD ammo.
  • EMP Generator: Fires an EMP burst, with similar targeting to fireball. Charges like a radbow.
  • APC Hacking Tool: Targets an APC, blowing all connected lights and destroying the cell inside. Charges like a radbow.
  • Cell Conversion Matrix: Click a power cell with it to convert the cell into a spider robot that scuttles up to humans and shocks them. Doing so drains 1000 power from the robot. At 0 power, the robot dies.
  • Chemical Injector: Holds 100 units of chemical and injects 10 when clicked on someone. Starts out loaded with nanomachines.
  • Advanced Voltronic Matrix: Functions as a Voltron and a T-Ray scanner all in one. Wow!
  • Remote Door Interface: Opens up the AI/Borg menu on a door in view. Open, bolt, toggle IDs, shock, the works!
  • Flesh Accumulator: Melee device, click on someone to instantly rip off their skin, then click yourself to steal their appearance. Does 15 brute and some bleeding to the victim while making them skeletal. Mostly non-lethal.

Spawning and Objectives:
In a Replicant round, some of the crew (around 10%, similar to the numbers on a Nuke Ops round) spawn as replicants. Each replicant have normal jobs and access like traitors, but spawn with a Cargo Transporter and a menu for selecting their two attachments. Each Replicant three theft objectives in the form of "Beam X up to the Mothership from the Y cargo pad." where Y can be any of the eight cargo pads and X can be any of the following:
  • container with 5 human skulls/brains/hearts/butts (pick one)
  • container with the skull/brain/heart/butt of <name> (pick one)
  • container with the limbs of <name> (requires all four)
  • container with 20 assorted human limbs
  • container with 20 assorted cyborg limbs
  • container with 10 power cells
  • 50% of all bulky eldritch/wizard/martian/forerunner/robot artifacts on the station
  • 50% of all space heaters/air pumps/air scrubbers/meteor shields on the station
  • 50% of all plasma/oxygen/nitrogen/air/CO2 canisters on the station
  • 50% of all welding fuel/firefighting foam/water/compost/helium tanks on the station
  • container with the RCD and 5 units of ammunition
  • container with the hand teleporter
  • container with 20 power cells
Beaming something up to the Mothership involves taking the item to the proper cargo pad and trying to transport it with a cargo transporter to its current location. If you are a replicant, the Mothership will pick up on this signal and beam up it up. Humans cannot beam things up. Living things that are beamed up are destroyed, leaving their ghost on the station. If you successfully submit an objective, the mothership will start beaming in killbots to random locations on the station at a rate of one per minute for the rest of the round. If you (or a fellow replicant) submit multiple objectives, the effects stack leading to even more killbots get beamed in. The killbots do not target replicants.
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