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 Ash and Glass Rifleman

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Posts : 156
Join date : 2008-05-13

PostSubject: Ash and Glass Rifleman   Fri May 16, 2008 6:49 am

Riflemen

Speed and weapon proficiency are some of the most important aspects of any battle. Your selection as part of our experimental Riflemen training program shows that we think you have what it will take to become one of our most agile and proficient soldiers*. With our recent successes in biochemistry we will reshape the way your body processes raw power into productive energy, and with the help of our recent advances in neruo implants, we will fill you with more information on warfare than you could ever need.

Abilities

Velomachina (Swift Machine)

1.Player may spend 1 point of ENERGY to increase all dexterity and athletics rolls by 2 dice per point of energy spent. This effect lasts 2 rounds.
2.Player may spend up to 2 points of ENERGY to increase all dexterity and athletics rolls by 3 dice per point of energy spent. This effect lasts 2 rounds.
3.Player may spend up to 3 points of ENERGY to increase all dexterity and athletics rolls by 3 dice per point of energy spent (for four rounds), or the player may gain 1 extra turn on the round after this ability is activated. Activating does not require full use of a turn.
4.Player may spend up to 3 points of ENERGY to increase all dexterity and athletics rolls by 4 dice per point of energy spent (for six rounds), or the player may gain two extra turns to be used at the players discretion within 5 rounds of activation.
5.Player may spend up to 4 points of ENERGY to increase all dexterity and athletics rolls by 4 dice per point of energy spent (for six rounds). Or the player may gain four additional turns that can be used consecutively, or split up and used over a period six rounds.

Sidearms

1.Adds 1 (non-cumulative) level of damage to sidearm class weapon attacks.
2.Adds 2 (non-cumulative) levels of damage to sidearm class weapon attacks.
3.Adds 3 (non-cumulative) levels of damage to sidearm class weapon attacks.
4.Adds 5 (non-cumulative) levels of damage to sidearm class weapon attacks.
5.Adds 7 (non-cumulative) levels of damage to sidearm class weapon attacks.

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 5 (non-cumulative) levels of damage to assault rifle attacks.
5.Adds 7 (non-cumulative) levels of damage to assault rifle attacks.

Heavy Weapons

1.Adds 1 (non-cumulative) level of damage to all heavy weapon attacks including splash damage.
2.Adds 2 (non-cumulative) levels of damage to all heavy weapon attacks including splash damage.
3.Adds 3 (non-cumulative) levels of damage to all heavy weapon attacks including splash damage.
4.Adds 5 (non-cumulative) levels of damage to all heavy weapon attacks including splash damage.
5.Adds 7 (non-cumulative) levels of damage to all heavy weapon attacks including splash damage.

Military Vehicle Knowledge (MVK)

1.Light, non armed, ground vehicles can be driven. This ability bypasses all security lockouts that might have been applied. It costs 2 ENERGY to activate a vehicle.
2.Light armed and unarmed ground vehicles can be driven. This ability bypasses all security lockouts. It costs 2 ENERGY to activate a vehicle.
3.Light armed and unarmed ground and air vehicles can be driven. The player can also drive medium unarmed military vehicles. It costs 3 ENERGY to activate a medium vehicle and 1 ENERGY to activate a light vehicle.
4.Player can activate and drive all Medium and Light class vehicles, regardless of weapons systems. Light class will cost 1 ENERGY to activate while Medium will cost 2 ENERGY. Heavy, unarmed, vehicles can also be activated and driven for 4 ENERGY.
5.Player can operate all military vehicles regardless of class or armament. This includes, but is not limited to, jeeps, inter-system class military vessels, tanks, light-skimers, and Bi-Stabilized Mobile Armor. Light vehicles cost no ENERGY to activate, Medium vehicles cost 1 ENERGY, and Heavy vehicles cost 2 ENERGY.

Red Shift

1.A player may burn all of their energy and half of their life points to speed themselves up to the point that time seems to stop around them. This effect will last for three (relative) rounds, in which time the player can do whatever they see fit. However, moving objects held by other players or NPC's, or changing physical parts of the environment, will require a strength check at a difficulty of 9. Players may activate this post incident so long as it is immediately following an incident and they are able to make an Awareness Check versus the incident. For instance: If the players walk into a room and the door slides shut behind them, locking them, while poisonous gas starts to fill the room, a player with redshift could attempt to activate his ability. He would have to roll an awareness check indicating that he noticed the door was falling and had time to activate his ability, but assuming he succeeds he could run out of the room before the door actually finished closing.
2.At level two, Redshift can be activated by spending either 5 ENERGY, or in the even that the player doesn't have 5 ENERGY points, their full bar of ENERGY. This will send them into Red Shift. This effect will last for five (relative) rounds, in which time the player can do whatever they see fit. However, moving objects held by other players or NPC's, or changing physical parts of the environment, will require a strength check at a difficulty of 8.

Q. What is ENERGY?

A. ENERGY is just what it says it is. During the implantation process a small nuclear reactor will be implanted in your ribcage. This reactor is going to produce a large amount of energy that will be stored in biochemical batteries behind your lungs. This energy will be used by the other implants in your body to produce different effects. The fact is, though, that once the energy is depleted you will have to wait for it to recharge before you can use the abilities given to your by our implants. On the positive side, the biomechanicle batteries will actually grow more capacity over time, so, through use, you will gain the ability to store even more energy**!

*It should probably be noted that the only real requirements for the Rifleman program are a fast metabolism and a brain that doesn't reject implants. However, as our tests have indicated, that is a surprisingly short list of people. Congratulations! Some test-subjects who have initially cleared our screenings have, unfortunately, not managed to survive the actual implant process. Should you experience one of the following symptoms durring the test process we request that you immediately report it to the proper heads of staff and than prepare any statements you may want to give to your families. Symptoms include: Anal bleeding, frothing at the mouth, intense burning followed by combustion of the arms or legs, suddenly rupturing eyes, complete loss of ability to reason.

**Batteries have been known to explode under rare circumstances. (we are contractually oblicagted to tell you that “rare” can [and does] apply in nearly 80% of all test subjects).
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