HK-55 Subroutine Roll


Due to the nature of the processor Axis installed into HK-55, every 15 actions during combat or times of stress (starting from the very first action 55 makes, meaning 55 must roll at the beginning of combat) results in some of 55's subroutine's being suppressed, shutting down abilities or even more key subroutines like movement and perception. 

While the chances of this are unlikely, it may happen in combat, and the rolll is as follows: 

(Copy paste the message into the channel)

!roll forget combat skill entirely, forget combat skill entirely, forget combat skill entirely, forget combat skill entirely, lower combat skill, lower combat skill, lower combat skill, lower combat skill, lower combat skill, lower combat skill, Fundamental Forgetting, Complete Blank, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, nothing, ALICE Limitation Code Break

Forget Combat Skill Entirely

In the event 55 lands on this roll, his abilities must be rolled in a message and whichever one is selected, 55 will forget it for the next 15 actions the user makes until the next roll is made. 55 will remember that he does in fact know the ability, he just simply will not remember how to do so. 

The roll is as following: 

!roll Shotguns, Ship Boarding, Explosives, Deception, Ground Vehicles, Projectors, Traps, Espionage, All Weapon Types, Throwables, Camouflage, Chemistry, Crafting, Mechanical Mind, Hunting/Tracking, Programmed Hand-to-Hand Combat, Dun Moch, Manipulation, Pattern Recognition. 

Note: Rolling Weapon Types will remove all Weapon Types from 55's memory, except the ones listed exclusively above.

Lower Combat Skill 

In the event 55 lands on this roll, his abilities must be rolled in a message and whichever one is selected, 55 will lose some skill in it for the next 15 actions. After rolling the ability, the level it will be lowered to must also be rolled, with the lowest being Begun Training. 

The roll is as following: 

!roll Shotguns, Ship Boarding, Explosives, Deception, Ground Vehicles, Projectors, Traps, Espionage, All Weapon Types, Throwables, Camouflage, Chemistry, Crafting, Mechanical Mind, Hunting/Tracking, Programmed Hand-to-Hand Combat, Dun Moch, Manipulation, Pattern Recognition. 

Note: Rolling Weapon Types will remove all Weapon Types from 55's memory, except the ones listed exclusively above.

Fundamental Forgetting/Complete Shutdown

If complete shutdown is landed on, 55 will shutdown totally for 10 minutes in real world time. 

If Fundamental Forgetting is landed on, 55 will forget one of the following things and this must be rolled:

A.L.I.C.E Limitation Code Break

If this is rolled and the ALICE Limitation Code Breaks, then 55 will experience a brief extreme buff; with ALICE taking control of his subroutines and data inputs, though not taking control. It will last 15 actions made by 55. 

First off, 55's speed will increase to High A+, with an almost predictive ability into opponent actions as well. 

Secondly, 55 will gain The Mastery in every single applicable skill that is not Force User based. 

However, after this is over, 55 will shut down completely for 3 actions made by the opponent, with none of his systems working.