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 Ash and Glass Infantry

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Posts : 156
Join date : 2008-05-13

PostSubject: Ash and Glass Infantry   Fri May 16, 2008 6:47 am

The Infantry

Welcome to the EIU (Enhanced Infantry Unit) program. You have been selected from amidst thousands of possible test subjects* to participate in a project that will see you crafted into the perfect war machine. Your body's natural strength, speed, and healing abilities will be dramatically increased through the use of our very latest NANO MACHINE TECHNOLOGY. You will also benefit from our latest breakthroughs in integrated optics and kinetic shield generation technology.

Abilities

Ocular Implants

1.At level 1 ocular implants add +1 to awareness roles. This ability is passive.
2.At level 2 ocular implants add +3 (non-cumulative) to awareness roles. This ability is passive.
3.At level 3 ocular implants add +4 (non-cumulative) to awareness roles and give the player a 10% chance of doing critical damage (2x) on a ranged attack. This ability is passive.
4.At level 4 ocular implants add +5 (non-cumulative) to awareness roles and give the player 30% chance of doing critical damage (2x) on a ranged attack. This ability is passive.
5.At level 5 ocular implants add +5 (non-cumulative) to awareness roles and give the player 60% chance of doing critical damage (2x) on a ranged attack. This ability is passive.

Muscle Stimulants

1.At level 1 stimulants can be used to increase dexterity or strength by 1 point, per point of BURN spent, with a maximum of two points being spent in this way. This effect lasts 1 turn.
2.At level 2 stimulants can be used to increase dexterity or strength by a factor of 2 points per point of BURN spent. A maximum of two points can be spent this way. This effect lasts 2 turns.
3.At level 3 stimulants can be used to increase dexterity AND strength by a factor of 2 points per point of BURN spent. A maximum of two points can be spent this way. This effect lasts 2 turns.
4.At level 4 stimulants can be used to increase dexterity AND strength by a factor of 3 points per point of BURN spent. A maximum of two points can be spent this way. This effect lasts 3 turns.
5.At level 5 stimulants can be used to increase dexterity AND strength by a factor of 4 points per point of BURN spent. A maximum of three points can be spent this way. This effect lasts for 4 turns.

Regeneration (life points may not be spent as BURN points for this ability)

1.At level 1 regeneration will repair 1 level of damage per point of BURN spent.
2.At level 2 regeneration will repair 2 levels of damage per point of BURN spent.
3.At level 3 regeneration will repair 3 levels of damage per point of BURN spent.
4.At level 4 regeneration will repair 5 levels of damage per point of BURN spent.
5.At level 5 regeneration will repair all health damage for one point of BURN.



Kinetic Shields

1.At level 1 kinetic shields will soak 5 levels of ranged damage, and regenerate those 5 levels of damage (assuming no more physical damage is taken) in 5 rounds. This ability is passive.
2.At level 2 kinetic shields will soak 6 levels of ranged damage, and regenerate those 6 levels in 4 rounds. This ability is passive.
3.At level 3 kinetic shields will soak 7 levels of ranged damage, and regenerate those 7 levels in 3 rounds. This ability is passive.
4.At level 4 kinetic shields can be expanded to encompass one other character. It will still soak 7 levels of ranged damage, and can regenerate those 7 levels of damage in 3 rounds. This ability is passive.
5.At level 5 kinetic shields can encompass two people and will soak 10 levels of ranged damage. Those ten levels can be regenerated in 3 rounds. This ability is passive.

Assault Rifle

1.Adds 1 (non-cumulative) level of damage to assault rifle attacks.
2.Adds 2 (non-cumulative) levels of damage to assault rifle attacks.
3.Adds 3 (non-cumulative) levels of damage to assault rifle attacks.
4.Adds 4 (non-cumulative) levels of damage to assault rifle attacks.
5.Adds 5 (non-cumulative) levels of damage to assault rifle attacks.


Hellion's Rage

1.At level 1 Hellion's rage has a 30% chance of success. Player must use 1 turn to initiate HR (Hellion's Rage). If HR succeeds player spends all BURN points and gains 3x modifier to all damage dealt.
2.At level 2 Hellion's Rage has a 50% chance of success. Player may initiate HR without losing a turn. IF HR succeeds player spends all BURN points and gets a 1x multiplier for each BURN point spent in such a way, with a minimum of 4X.

Q. What is BURN?

A. The nano machinery built into the EIU (Enhanced Infantry Unit) has been designed to allow for unprecedented control over various characteristics of the body. Unfortunately, nano machines require huge amounts of energy to perform such tasks, and the energy must come from somewhere. The nano machines begin harvesting energy to perform tasks by absorbing extra nutrients carried by the host body. The amount of energy that can be extracted before causing harm to the host is Commonly referred to as the “Burn Rate” or simply “BURN.” That is, the amount of energy the nano machines can burn from your system before they start burning into the host's body. The EIU may spend two life points to activate a BURN ability even if they are out of BURN points, though this can't be spent on healing (obviously) and cannot be used to the point that it knocks the EIU into unconsiousness. There is also a 20% risk factor that must be accounted for. If the EIU falls into that 20% risk range when using BURN in this way he will permanently lose a point of his life.

*Participants should be made aware that laboratory experiments resulted in a nearly 98% fatality rate amidst test animals. Of course, our most brilliant minds have assure us that human test subjects will probably be more resilient, and we think you should keep that in mind going into this experiment.
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