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 The Institute's Security

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Clockwerk
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PostSubject: The Institute's Security   Fri Feb 08, 2013 10:18 pm

Each type of NPC is limited by the number of enemies they have in each thread, except when said thread takes place on the Institute space station or they have been planned ahead of time and permitted by ALL enemies in the thread. The limits stack, ex.: If there are already two conduit PCs and two Trojans, there can only be one Elite Trojan, not two. They are NOT to be killed like fodder.

Trojan: Genetically enhanced condition to near-peak human fitness. The energy rifles they carry are about the same as designated marksman rifles in fire rate, range, etc, but they have slightly greater piercing power and do not need to be reloaded (they run on fusion breeders). They may also have scoped accelerator rifles (similar to anti-material rifles but, again, have greater piercing properties). They always carry Conduit Suppression Pistols (CSP) as sidearms, which fire bullets composed of Anti-Rayacite with effects lasting for up to five seconds, but they still cause noticeable damage to the skin and whatever they hit underneath, only slightly weaker than a 9mm pistol. Their armor is kevlar and helmets are carbon-based compounds. 2 per conduit, 1 per civilian, 1 for every 2 NPCs.

Elite Trojans: Also called Trojan Elites or Elites, these Trojans have proven superior in skill in addition to fitness. Their weapons include the standard issue energy rifles, scoped accelerator rifles, gatling lasers for crowd control, and tesla cannons against larger opponents, as well as CSPs. Their power armour is made of tungsten alloys and can barely be broken by anti-tank weapons, except for the generators on their backs (which are still pretty hard). They have a ROM protocol that teleports them to the space station or self-destructs as soon as it stops detecting the wearer's pulse or the generator is disabled unless certain codes are spoken from inside the suit. 1 per conduit, 1 for every 2 civilians, and 1 for every 5 NPCs.

Sentinel Units: About twenty feet tall. Armed with energy weapons in the arms, chest, and head, Sentinels are often considered to be the most effective weapons, living or synthetic, the Institute has. Their armour is, for financial reasons, somewhat weaker than Trojan power armour, but still makes them at least as durable as Ice Titans. Boss enemies, like the Devourers and Titans, and require permission at all times (except on the space station).

Assassins:

The Secret Service: A select few tier-one Trojan Elites ordered to protect the Master at all times. Their power armour has the same content as Trojan armour, but the generators are covered as well. They are equipped with either automatic energy rifles or accelerator rifles and always a CSP. Maximum number is equal to the number of enemies, but never above 2 on Earth.

Gunships(Ignore the Decepticon sitting inside.): As they are relatively expensive and unnecessary compared to Sentinel Units, Institute Gunships are not very common, but the space station contains enough to put a serious dent in, if not dominate, any air force on the globe. The small guns on the front are automatic and fire at roughly 1200 light-based rounds per minute, and can shred most armoured vehicles in just a few seconds. The larger cannons towards the rear fire similarly to tank cannons but fire straight, plasma-based, explosive rounds. The missiles below them do not pierce armour quite as effectively as the cannons, but explode with far more energy and have a greater blast radius. The gunships are able to hover by pitching the engines up to 90 degrees down (the weapons attached to them swivel down to keep their initial direction) and have armour and slowly regenerating energy shields, each as protective as power armour. Also boss enemies and require the opponents' consent, not that they will be used any time soon.

______________________________________________
Austin Surge- Electromagnetism- First Sons- Karma -0
Neo- Superhuman Condition- Umbrella Chairman- Karma -10
Raiden- Bionic Arm- Spartans- Karma +-0
Project Zero- Hydrokinesis, Thermokinesis, Ice Density Manipulation- Independent- Karma +-0
Spectre- Sniper and assassin- Umbrella- Karma +-0
Ulysses Graham- Regeneration and limb reattachment- Dust Men- Karma +-0
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Clockwerk
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Posts : 175
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PostSubject: Re: The Institute's Security   Tue Feb 19, 2013 11:45 am

Accelerator Rifle illustration

Assassins: The assassins are quite elusive. They were and are created through prolonged experiments on humans with inactive conduit genes. They are very resilient (or atleast non-flinching), as most conventional weapons and attacks seem to have little effect on them. They are best known for their hypnotic abilities. They have "perception filtering", meaning that most people who are not intentionally looking for them are unable to detect them just because they appear to blend in with their surroundings despite their true appearance. They are immediately forgotten by anyone who stops looking at them. When one does look, the witness is generally paralyzed in a trance, defenseless, and may start to lose their sanity. Assassins are able to teleport a few metres at a time, but prefer not to when people are looking. When an assassin gets close to an enemy, they are able to extend their fingers to eerie lengths until wrapping around their victim, at which point they are consumed in an unknown manner. Note that they are able to "turn off" their hypnotic powers at will, presumably to instill fear in their victims.

______________________________________________
Austin Surge- Electromagnetism- First Sons- Karma -0
Neo- Superhuman Condition- Umbrella Chairman- Karma -10
Raiden- Bionic Arm- Spartans- Karma +-0
Project Zero- Hydrokinesis, Thermokinesis, Ice Density Manipulation- Independent- Karma +-0
Spectre- Sniper and assassin- Umbrella- Karma +-0
Ulysses Graham- Regeneration and limb reattachment- Dust Men- Karma +-0
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