Strong Arms Unit
I love those who can smile in trouble, who can gather strength from distress, and grow brave by reflection. 'Tis the business of little minds to shrink, but they whose heart is firm, and whose conscience approves their conduct, will pursue their principles unto death.
Leonardo da Vinci
Leonardo da Vinci
Strong Arms Student Records
The Student Record Sheet will be used to keep track of student's achievements, failures, choices, and classes.
Agility
Agility is a class all on it's own. It will be your ability to handle weapons, controls, and fighting. Each day the Commander will assign three specific topics to focus on.
Intellect
At the beginning of a student's enrollment they will determine their own intellect, for that was dealt with all throughout your normal education. Students cannot update your intellect within three days of a Feat.
Perception
Perception is the way the student views things. It is part of their personality, and as such will be filled out by the student. Perception Feats are when you will be divided into teams according to your perceptions. If it is deemed that you are not of the perception you have indicated, you will be moved.
Presence
This is the air a student gives off to others. This will be filled out by the student initially, however, it may be changed by the Commander according to the behaviors the student exhibits.
Strength Feats
Strength Feats are when students are compared and announced in order from strongest to weakest by the Commander.
Tenacity
Tenacity is measured by the Tenacity Feats. These Feats are the rarest because they take long to organize and are basically a measure of your survival skills. An arena will be set up with certain elements and you must survive an entire week. This will test your strength of character and often affects your Presence and Perception levels.
Weapons
Students are allowed four weapons to keep in their armory lockers. Different Feats may required different weapons or no weapons at all. Each weapon has advantages and restrictions. Students may have on customized weapon that they either come to school with or buy at school.
Armor
Armor will be handed by the Commander. Any repairs or tweaks to armor must go through the Commander first. From the materials chosen the Commander will then give the armor a rating of 1-10. 10 meaning that is will deflect a single bullet of a level 10 weapon effectively.
Textile Metals - Usually titanium, ceramic, or polythylene, provide bulletproof armor (but not steel core bullets) and more flexibility. Little protection against stabbing or blunt trauma.
Transparent Armor - Usually made of soft glass and hard glass. The soft glass provides flexibility when struck so that it bends and doesn't shatter. Thickness can range from 3/4 inch to three inches.
Spinnel Ceramics - A new type of transparent armor that can provide equivalent protection with thinner armor. (Material can only be given by Commander)
Shields
Shields can be provided in many different shapes, variations, and out of many materials.
Titanium Shield - Strapped to arm and used against bullets and sharp objects, usually only big enough to cover the student's face.
Steel shield - Strapped to arm but can only be used by the physically strongest, due to it's weight and size, large enough to cover the student's torso. Also inhibits the student from carrying many weapons.
Vitality & Wounds
Agility
Agility is a class all on it's own. It will be your ability to handle weapons, controls, and fighting. Each day the Commander will assign three specific topics to focus on.
- Agility - Feats: Free for all exams where it will test one specific area of Agility. The Commander will choose a scenario and create a battlefield for the students to assess their skills. These exams are the difference between advancement or detainment. They can gain new armor, shields, and weapons. If a student is injured, the received level of wound will hinder their ability to participate in a Feat or classes. (See Vitality & Wounds)
- Athletics- Essentially working out. Students must focus on maxing out and stretching their limits and creating new physical goals. At the start of your enrollment and throughout your career at the Annex Academy you will be given medication to enhance your strength, speed, and agility and kept on strict diets. Each bionic suit demands a certain amount of athleticism. If a bionic suit overpowers the wearer, this could lead to death.
- Armed Fighting - Students will wear Half-Suits and choose one of their own weapons and practice armed fighting with their enhanced suited up bodies.
- Criminals - Whether it be street scenarios or battlefield scenarios, the Commander will choose a Criminal and a scenario and the students selected must work together to capture the said criminal. Once you reach level three you will be allowed to participate in school mysteries and be a part of maintaining order on school grounds beside your Commander.
- Dodges - Can be without suits, in half-suits, or in full bionic mode. These can also just be exercises to enhance dodges, machines that you must dodge, or student sparring where one student cannot fight back and must only avoid. The leveling you obtain during dodging may determine if you get wounded during Feats and how seriously.
- Fightings - Students will be hooked up to the fighting simulator which will imitate their movements on a battlefield the Commander will assign. Within the students fighting capsule the elements of the battlefield will be reproduced, be it rain, snow, wind, heat, etc. The two students will battle each other in holographic forms that the simulator will reproduce for all to see. The two students must fight and the Commander will choose a Victor.
- Pilots - Students will be hooked up to the bionic simulator and must learn how to control the bionic suit and have a mock battle with another student. The mock battle will be represented in holographic form for all to see.
- Stealths - Students will be able to practice their ability to not be seen, or to sneak up on someone.
- Thrown Weapons - Students will practice on using less advance weaponry in order to perform in more critical, challenging situations.
Intellect
At the beginning of a student's enrollment they will determine their own intellect, for that was dealt with all throughout your normal education. Students cannot update your intellect within three days of a Feat.
- Restrictions:
- You must have three intellects that will remain at zero at all times.
- You may only have up to 4 intellects at maximum level, if you wish to attain a higher intellect in a different field of interest, you must lower your intellect in something else.
- Only a maximum of 4 intellects at level 4.
Perception
Perception is the way the student views things. It is part of their personality, and as such will be filled out by the student. Perception Feats are when you will be divided into teams according to your perceptions. If it is deemed that you are not of the perception you have indicated, you will be moved.
Presence
This is the air a student gives off to others. This will be filled out by the student initially, however, it may be changed by the Commander according to the behaviors the student exhibits.
- Intimidates - If other students shrink away from this student, if this student has a way of bullying others, or if this student is one day confronted, or if no one is ever scared of them... These are the things that determines a student's intimidation level. Disadvantage: No one will enjoy being around or working with this student.
- Misdirects - This is the student who can talk their way out of any situation. If they lie and the lie is discovered, however, their level is dropped down. Disadvantage: No one will believe this student.
- Presence - Usually the most popular students. If they walk into a formal and are instantly acknowledged and admired. Usually, they also become leaders. Disadvantage: Very easily prideful of themselves.
- Persuades - The debaters, the ones who can make others see their way of thinking through their intellect or by offering something Disadvantage: Often very argumentative and prone to blackmail.
- Seductions - The student who get what they want with their looks. Disadvantage: Many students may not take this student seriously when it comes to physical abilities.
Strength Feats
Strength Feats are when students are compared and announced in order from strongest to weakest by the Commander.
Tenacity
Tenacity is measured by the Tenacity Feats. These Feats are the rarest because they take long to organize and are basically a measure of your survival skills. An arena will be set up with certain elements and you must survive an entire week. This will test your strength of character and often affects your Presence and Perception levels.
Weapons
Students are allowed four weapons to keep in their armory lockers. Different Feats may required different weapons or no weapons at all. Each weapon has advantages and restrictions. Students may have on customized weapon that they either come to school with or buy at school.
- Damage - Each weapon must have a level of Damage that they inflict. This number ranges between 1 and 10, with 1 being the lowest. This damage also depends highly on the students ability to use the weapon. If the Commander sees a misuse of the weapon, the damage points will be reduced. Students are only allowed one weapon as their primary choice and only that weapon may be a level 10. However, no student can enroll immediately with a level 10 weapon and must only obtain their level 10s with the Commander through assessment.
- Shots - Each weapon must have a number of shots in each round. This will encourage fairness through reality in Feats. The size and speed of these shots must also be recorded and cannot exceed these speeds once it is finalized. These shots can break the sound barrier but cannot exceed the speed of light unless they are lazers.
- Rounds - Guns run out of rounds and lazers heat up after too much use. The amount of rounds kept on one's person must be in the realm of possibility. The more rounds a student carries also means that they have less space to keep a different weapon. Rounds during Feats can not exceed 10.
- Range - Each student may have two long range weapons and must have one short ranged weapon. The long range weapons will always be the biggest and hardest to carry and conceal, such as rifles, lazers, etc. The short ranged weapons are usually handheld. The medium range is anywhere in between. Long range cannot exceed 800 yards. Medium range weapons cannot exceed 400 yards, such as machine guns, crossbows, etc. Short range cannot exceed 100 yards, this includes explosives such as grenades, throwing knives, etc.
Armor
Armor will be handed by the Commander. Any repairs or tweaks to armor must go through the Commander first. From the materials chosen the Commander will then give the armor a rating of 1-10. 10 meaning that is will deflect a single bullet of a level 10 weapon effectively.
- Armor Materials:
Textile Metals - Usually titanium, ceramic, or polythylene, provide bulletproof armor (but not steel core bullets) and more flexibility. Little protection against stabbing or blunt trauma.
Transparent Armor - Usually made of soft glass and hard glass. The soft glass provides flexibility when struck so that it bends and doesn't shatter. Thickness can range from 3/4 inch to three inches.
Spinnel Ceramics - A new type of transparent armor that can provide equivalent protection with thinner armor. (Material can only be given by Commander)
Shields
Shields can be provided in many different shapes, variations, and out of many materials.
- Different Shields
Titanium Shield - Strapped to arm and used against bullets and sharp objects, usually only big enough to cover the student's face.
Steel shield - Strapped to arm but can only be used by the physically strongest, due to it's weight and size, large enough to cover the student's torso. Also inhibits the student from carrying many weapons.
Vitality & Wounds
- Flesh wounds have no effect. Though, if severe enough they may scar,
- Light Wounds - 1 Test Penalty meaning that in the middle of the Feat a round will be taken from both students and students will be asked if they wish to concede defeat.
- Moderate Wounds - 3 Test Penalty meaning that wounds will be quickly bandaged and players will be asked if they wish to concede defeat once more. 1/2 Armor means that your armor only has half the effect it had previously. Half your abilities to move are gone. You may only post 2 actions a post. Whether they be two attacks, one dodge and one attack or two dodges.
- Serious Wounds - 6 test penalty wounds will be bandaged, players will be informed of the risks of continuing by Medicals and asked if they want to concede defeat. The inflicted can only crawl and their armor has lost their effects. They can only post one action.
- On Death's Door - Once they are unconcious and/or dying the Feat will end, a winner will be announced and the injured will be immediately taken to the Critical Unit.