OVERVIEW
What your time in the clink will look like
What your time in the clink will look like
Human resources, in a corporate setting usually just means management of that the workforce. But in the Architect's it's meaning is very literal.
Enter the Sleepers, lower than even the Anointed and while not hated, they are looked down upon. Their ranks made up of POWs, debtors, heretics, iconoclasts, and other people with a "high-vanishabllity" rate.
They're only use? To be guinea pigs. There are many horrible fates people can meet in the wasteland, this is one of them.
Because the Sleepers are a Survival Roleplay role, they are APTC outside of hosts and APTK during hosts.
Like other factions and their penal roles, we great encourage you to log whatever loot you have in your character sheet. While we won't be actively monitoring your items, like wise the true intention of the Sleepers is Survival Roleplay, and we encourage you to use the items you loot, steal, and buy. As well you are trusted to not asspull items and if caught doing so many lead to IC and OOC punishments. Additionally, Sleepers are only allowed to use Tier One or below weapons, see our equipment page for more information.
Sleepers are allowed to slot for LR1 roles within hosts and slots that explictly ask for them. It is also expected for the Sleepers to tell the Hosters the items they'll been taking with them.
Sleepers are also not allowed to timeskip injuries. Instead any major injuries that longer than one ooc week will heal after one ooc week. With lesser injuries will heal that will heal at that same rate. It is up to the character's owner the extent of their injuries. Those who are found abusing this will be moderated and their character killed.
Keep it realistic and remember why you've ended up in the Sleeper Program and your place in it. Your're a guniea pig that is being experimented on and sent out on missions that may kill you. You're on the lowest rung of the food chain that just gets the scraps. With any amount of rebellion and misbehavior being met with physical force or worse.
If you think you're up for this, just ping an MR+ for the XR and Sleeper on our server and fill out the character sheet below and send it to an MR+. Once done, good luck and welcome to the Sleeper Program.
A further examinations on what happens to those captured and what is expected from the Sleepers as a whole.
Upon being detained, people who are being inducted into the Sleeper program are stripped of all weapons, special items, etc and will usually a jumpsuit. Any specialized prosthetics are replaced with regular ones. After further interrogation and medical examination your character will be escorted to their cell. Thus beginning their time as a Sleeper.
Armband Color: #d4af37
As previously stated, the Sleepers are used to conduct human experimentation but it can cover a greater ranger such as laborers and cannon fodder. Most Sleepers on their first week are subjected to experiments. Typically experimental medication, most come out not too worse for wear, most of the time that is.
Misbehavior and acts of disobedience may result in punishments ranging from beatings, confiscation of items, and if none of those work cruel and unusual punishments and experiments maybe the only way.
Escaping the Sleeper Program is near impossible, Sleepers are outfitted with a bomb collar/brace. Typically built with a remote detonator and failsafe in the case someone tries to disarm it. Per the Architect's analytic's department, 90% of Sleeper escapes die from the bomb before finding a way to take it off once escaping.
The Commissary the Sleeper's market and the only other way they're hands on items without putting their lives on the line, while making sure the Architects control the entire process. From the cash they use and the products the Architects sell.
The Commisary uses a propriety currency known as "Bonds" a currency represented by a cheap plastic token with the digit "1" engraved on both sides.
Bonds can be handed out by MR+ based on your performance during a host.
The max amount of bonds one can carry on their person is 30 to encourage looting during hosts.
Cannot be converted to ND, it is only to be used in the Commissary and other Architect owned locations that accept it.
Once in a blue moon Sleepers who are well behaved, paid their dues, or have fought in a war that has ended. The people running the program, will designate them for emancipation. Despite what other Sleepers say, the Architects usually follow on their word. Most who see redemption are those who have awoken from the nightmare that is Post-Flash America or had god or who ever on their side. Once emancipated they'll be given two choices, join the Architects in their fight to restore America, or be free and spend the rest of their days with the memories of their time there.
If they join, the rest of the Sleepers tend to reject them friendships null and a target now painted on emancipated's back. If they decided to leave, the baggage of what they've done on their back alienated from society with the tales of their time within the Program being treated like fantasy. There are no happy endings.
In order to be redeemed, it must be approved by staff, with the MR+ needing to make a case for it, with evidence of the deeds in question. Once there has been a vote by staff your on your way out.