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Post by Rexacon on Apr 11, 2013 10:11:00 GMT -5
Name: Saber; Sub-2 Allegiance: Autobot Function: High Speed Scout Alt. mode: Saber-tooth Tiger Weapons:[/b] High-Density Beam Gun Melee: Energon 'Raging Ripper' Claws, Midgard Energon Long Blade, Heat Rod, Crushing Maw, Shoulder Daggers[/ul] Special Abilities: Super Speed Height: 6.55 meters (21 feet 6 inches) Quote:Strength: 5 Intelligence: 5 Dexterity: 8 Speed: 7 (Robot), 8 (Alternative) Endurance: 8 Courage: 8 Firepower: 6 Accuracy: 7 Melee: 7 Tech Skill: 4 Charisma: 5 Rank: 5Profile:Saber or Subject 2 as he was known, was an experiment by Shockwave to create a second creature that was a warrior, yet loyal to the decepitcon's. With the success of Rexacon, on using a design from a different plant. While using the space bridge, Shocwave found a planet with an abundant amount of different life forms. Seeing one of the creatures on this planet, what looked like a robotic saber-toothed tiger, Shockwave captured it and brought it to his lab on Cybertron to be the base for his next creation. Originally known as Drach, he was a close friend of Tarrlock, who became known as Rexacon, and was a support soldier in the Decepticon military. Wanting to do more, Drach talked with Tarrlock, and thought it over and signed up to bra test subject, a few cycles after Tarrlock did. Whereas Rexacon became the successor to Grimlock; Drach was to be the successor to Razorclaw. However, the process was met with a number of errors and failures. During the process, the creature was taken apart, as was Drach. Than the new body was constructed. While the body was being built, Shockwave began to rebuild Drach's programming. With the various amounts of programming and redesign, Drach was changed into Saber. However, he had a few flaws that caused problems for Shocwave. The personality of Drach that was altered, combined with that of the creature, created a feral animal more than a loyal warrior. Where Rexacon was a powerful warrior, Saber was extremely fast. But what was dangerous, was how animalistic he was towards Shockwave and the Decepticon's that got near him. Marking him as failure, Shockwave deactivated him and was going to have him taken apart to be used as spare parts. As Saber was about to be scrapped, when an Autobot assault squad attacked and he was deactivated. During the fighting, Saber was able to break free and took out both some Decepticon's and Autobots. No one realized who or what Saber was as he escaped into the wilds of Cybertron. The team that attacked the lab, tracked Saber, thinking he was a Decepticon, and was able to capture him. Weapons:- Energon 'Raging Ripper' Claws: The fore claws in his alternative mode are super sharp and can be charged with Energon to give him extra damage when he strikes with them. While in his robot mode, his fore claws are folded back onto his forearms, and can be folded out, covering his hands when he attacks with them if he wants.
- Midgard Energon Long Blade: On his back, is a large sword that is three-quarters as tall as him. This sword can be charge with Energon, just like his ripper claws for added damage. When not in use, it is held on his back in both his robot and alternative mode.
- Heat Rod: A segmented whip-like projected chain housed as a tail in his alternative mode, and on his lower back in robot mode. Deactivated, it can be used to trip or entangle an opponent. When activated, the material becomes super-heated, allowing it to cut and burn through armor.
- Crushing Maw: Saber's maw is able to open wide and used to bite/crush those that it has grabbed hold of. The crushing force is great, and can remove an appendage form a Cybertronian. However, it is usable better in his alt mode than his robot mode, due to its range being limited while in robot mode.
- High-Density Beam Gun: The high-density beam guns is located behind his jaws while in his alternative mode. The weapon is not that strong and is more of a short range weapon, and has full direction of fire as his head in his alternative mode. In robot mode, it is located directly int he middle of his chest and it can still be fired, but it is designed more as a short range weapon to intercept inbound weapons than to attack others, but it can do some damage if it does hit, just not much.
- Shoulder Daggers: Saber has two daggers, that are stored on his shoulders, one on each side. These Daggers are used when he has need ot using his shoulders while attacking. Moreover, he is able to pull these daggers and use them in his hands as weapons.
Special Abilities:- Super Speed: With his alternative mode being a Saber-tooth Tiger, Saber is very fast in his alternative mode. This is due that he is designed for speed more than power and it probably one of the fastest ground runners. This helps him to get into and out of places quickly and makes him a perfect high speed scout. While in his robot mode, his speed decreases slightly, but not by much; because while he is in his alt mode, he is moving on four legs, rather than two.
Weaknesses:- Feral/Animal Mentality: He has a very animal, almost feral mentality and at times acts more like an animal than an Autobot. This is due to the heavy modifications at the hands of Shockwave and the Decepticon scientist. However, he was never finished, so his feral side was never removed or hindered. Due to this, he will at times strike out before thinking, at both friend and foes alike. Usually, when he gets into this mindset, he will transform into his alternative mode of a Saber-tooth Tiger 90 percent of the time.
- Stubborn: Due to his feral side, he is a stubborn Autobot. He is set in his ways, or so he thinks, and it takes a lot of coaxing to calm down and to respond. This is more so needed when he is in his alternative mode and in a feral mindset.
- Problem with Authority: He has a problem with authority and tends to look at the leaders as being not that smart and weak. This was due to how he was never fully finished when he was found, and this did cause problems to his laser core/spark.
[/size][/quote] Since we already looked it over while you was making it. Approved. Update Roll call and have fun
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DarkXenith
Soldier
Do NOT Frag with The Medic
Posts: 182
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Post by DarkXenith on Apr 15, 2013 17:19:09 GMT -5
Name: Chance Faction: Autobot Subfaction: Minibot Function: Covert Ops Specialist Alt Mode: Hover-Speeder (G1 Bumblebee, pre-Earth). Coloration: Black & White. Height: 3.65mtr / 12ft
Weaponry:
Ranged: Chance carries a pair of acid pellet pistols. A direct hit from one of these pellets has a payload capable disintegrating solid materials up to 1mtr thick within the space of ten minutes. The pistols have a maximum range of 100mtrs.
Melee: Gyro Jammer system. This is capable of disabling any transformer within 10mtrs of him with a burst of high-power electromagnetic energy when activated.
Vehicle Mode: Chance is 'armed' with a bank of spotlights in vehicle mode which he can temporarily amp up to 5,000 Watt output and use to blind opponents in order to escape when cornered.
Special Abilities: Gyro Jammer
Motto: "If you don't risk anything, you risk even more "[/b]
Stats:[/u] Strength: 4 Intelligence: 7 Dexterity: 6 Speed: 5 Endurance: 4 Courage: 6 Firepower: 6 Accuracy: 7 Melee: 5 Tech Skill: 7 Charisma: 8 Rank:
Profile: Chance is an incredibly sociable little Autobot who will do his utmost to help anyone who asks it of him. On his own he's a live wire who given the opportunity would easily spend his days roaming the backstreets of whatever area he finds himself in, looking for anything useful he can salvage. In company, he takes any task very seriously indeed and strives to complete it to the best of his ability – especially if it involves making life very stressful for some poor unsuspecting Decepticons.
He performs equally well in teams or on solo missions when called into service. Although he does tend to be easily distracted by 'new & interesting' things and is thus best taken under the wing of a very strong leader who can keep him in check and on task.
His small size makes him ideally suited to his role as a Covert Ops Agent allowing him to slip into the enemy camp practically unnoticed.
Previously a factory line technician in one of the industrial areas of Iacon, Chance's true forte is machinery and the sabotage thereof. He can wreck any machine within mere moments if he wants to. He's also a damn good intelligence agent and scout when he puts his processor into it.
Weaknesses: Physically, Chance has very low ground clearance in vehicle mode and thus can’t take on uneven terrain, he is also very prone to overheating and stalling out when under stress in this form.
In robot mode his main weakness is his small size, a well-placed foot could be disastrous for him as his armour plating, whilst resilient to the elements is not resilient to concussive damage, as such, a one to one with any opponent vastly larger than himself could potentially be devastating.
Prolonged use of his gyro-jammer or light array can cause his electrical circuitry to short out as the two weapons were modifications rather than inbuilt tech and as such they are not fully integrated into his original power grid. Should this occur, the minibot will be left entirely defenseless and completely incapacitated, requiring medical attention as a matter of urgency.
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Post by Rexacon on Apr 19, 2013 10:29:14 GMT -5
Name: Chance Faction: Autobot Subfaction: Minibot Function: Covert Ops Specialist Alt Mode: Hover-Speeder (G1 Bumblebee, pre-Earth). Coloration: Black & White. Height: 3.65mtr / 12ft Weaponry: Ranged: Chance carries a pair of acid pellet pistols. A direct hit from one of these pellets has a payload capable disintegrating solid materials up to 1mtr thick within the space of ten minutes. The pistols have a maximum range of 100mtrs. Melee: Gyro Jammer system. This is capable of disabling any transformer within 10mtrs of him with a burst of high-power electromagnetic energy when activated. Vehicle Mode: Chance is 'armed' with a bank of spotlights in vehicle mode which he can temporarily amp up to 5,000 Watt output and use to blind opponents in order to escape when cornered. Special Abilities: Gyro Jammer Motto: "If you don't risk anything, you risk even more " [/b] Stats:[/u] Strength: 4 Intelligence: 7 Dexterity: 6 Speed: 5 Endurance: 4 Courage: 6 Firepower: 6 Accuracy: 7 Melee: 5 Tech Skill: 7 Charisma: 8 Rank: Profile: Chance is an incredibly sociable little Autobot who will do his utmost to help anyone who asks it of him. On his own he's a live wire who given the opportunity would easily spend his days roaming the backstreets of whatever area he finds himself in, looking for anything useful he can salvage. In company, he takes any task very seriously indeed and strives to complete it to the best of his ability – especially if it involves making life very stressful for some poor unsuspecting Decepticons. He performs equally well in teams or on solo missions when called into service. Although he does tend to be easily distracted by 'new & interesting' things and is thus best taken under the wing of a very strong leader who can keep him in check and on task. His small size makes him ideally suited to his role as a Covert Ops Agent allowing him to slip into the enemy camp practically unnoticed. Previously a factory line technician in one of the industrial areas of Iacon, Chance's true forte is machinery and the sabotage thereof. He can wreck any machine within mere moments if he wants to. He's also a damn good intelligence agent and scout when he puts his processor into it. Weaknesses: Physically, Chance has very low ground clearance in vehicle mode and thus can’t take on uneven terrain, he is also very prone to overheating and stalling out when under stress in this form. In robot mode his main weakness is his small size, a well-placed foot could be disastrous for him as his armour plating, whilst resilient to the elements is not resilient to concussive damage, as such, a one to one with any opponent vastly larger than himself could potentially be devastating. Prolonged use of his gyro-jammer or light array can cause his electrical circuitry to short out as the two weapons were modifications rather than inbuilt tech and as such they are not fully integrated into his original power grid. Should this occur, the minibot will be left entirely defenseless and completely incapacitated, requiring medical attention as a matter of urgency.[/quote] Judging by his backstory, I'm guessing that he is a soldier. If that is the case, you have five more points to add to his profile. Add that and reapply. Can add some points to his courage and speed since he's a stealth agent going to enemy lines.
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DarkXenith
Soldier
Do NOT Frag with The Medic
Posts: 182
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Post by DarkXenith on Apr 19, 2013 19:11:39 GMT -5
^_^ Here you go, now with added pic goodness and revised stats. Yes, his Earth-Alt is a classic Mini Cooper. *grins* Here he's going to be the same vehicle 'Bee was in G1, Episode 1 in the opener with Wheeljack. DX Name: Chance Faction: Autobot Subfaction: Minibot Function: Covert Ops Specialist Alt Mode: Hover-Speeder (G1 Bumblebee, pre-Earth). Coloration: Black & White. Height: 3.65mtr / 12ft Weaponry: Ranged: Chance carries a pair of acid pellet pistols. A direct hit from one of these pellets has a payload capable disintegrating solid materials up to 1mtr thick within the space of ten minutes. The pistols have a maximum range of 100mtrs. Melee: Gyro Jammer system. This is capable of disabling any transformer within 10mtrs of him with a burst of high-power electromagnetic energy when activated. Vehicle Mode: Chance is 'armed' with a bank of spotlights in vehicle mode which he can temporarily amp up to 5,000 Watt output and use to blind opponents in order to escape when cornered. Special Abilities: Gyro Jammer Motto: "If you don't risk anything, you risk even more "[/b] Stats:[/u] Strength: 4 Intelligence: 7 Dexterity: 6 Speed: 8 Endurance: 4 Courage: 8 Firepower: 6 Accuracy: 7 Melee: 5 Tech Skill: 7 Charisma: 8 Rank: 5 Profile: Chance is an incredibly sociable little Autobot who will do his utmost to help anyone who asks it of him. On his own he's a live wire who given the opportunity would easily spend his days roaming the backstreets of whatever area he finds himself in, looking for anything useful he can salvage. In company, he takes any task very seriously indeed and strives to complete it to the best of his ability – especially if it involves making life very stressful for some poor unsuspecting Decepticons. He performs equally well in teams or on solo missions when called into service. Although he does tend to be easily distracted by 'new & interesting' things and is thus best taken under the wing of a very strong leader who can keep him in check and on task. His small size makes him ideally suited to his role as a Covert Ops Agent allowing him to slip into the enemy camp practically unnoticed. Previously a factory line technician in one of the industrial areas of Iacon, Chance's true forte is machinery and the sabotage thereof. He can wreck any machine within mere moments if he wants to. He's also a damn good intelligence agent and scout when he puts his processor into it. Weaknesses: Physically, Chance has very low ground clearance in vehicle mode and thus can’t take on uneven terrain, he is also very prone to overheating and stalling out when under stress in this form. In robot mode his main weakness is his small size, a well-placed foot could be disastrous for him as his armour plating, whilst resilient to the elements is not resilient to concussive damage, as such, a one to one with any opponent vastly larger than himself could potentially be devastating. Prolonged use of his gyro-jammer or light array can cause his electrical circuitry to short out as the two weapons were modifications rather than inbuilt tech and as such they are not fully integrated into his original power grid. Should this occur, the minibot will be left entirely defenseless and completely incapacitated, requiring medical attention as a matter of urgency.
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Post by Rexacon on Apr 19, 2013 20:03:24 GMT -5
^_^ Here you go, now with added pic goodness and revised stats. Yes, his Earth-Alt is a classic Mini Cooper. *grins* Here he's going to be the same vehicle 'Bee was in G1, Episode 1 in the opener with Wheeljack. DX Name: Chance Faction: Autobot Subfaction: Minibot Function: Covert Ops Specialist Alt Mode: Hover-Speeder (G1 Bumblebee, pre-Earth). Coloration: Black & White. Height: 3.65mtr / 12ft Weaponry: Ranged: Chance carries a pair of acid pellet pistols. A direct hit from one of these pellets has a payload capable disintegrating solid materials up to 1mtr thick within the space of ten minutes. The pistols have a maximum range of 100mtrs. Melee: Gyro Jammer system. This is capable of disabling any transformer within 10mtrs of him with a burst of high-power electromagnetic energy when activated. Vehicle Mode: Chance is 'armed' with a bank of spotlights in vehicle mode which he can temporarily amp up to 5,000 Watt output and use to blind opponents in order to escape when cornered. Special Abilities: Gyro Jammer Motto: "If you don't risk anything, you risk even more "[/b] Stats:[/u] Strength: 4 Intelligence: 7 Dexterity: 6 Speed: 8 Endurance: 4 Courage: 8 Firepower: 6 Accuracy: 7 Melee: 5 Tech Skill: 7 Charisma: 8 Rank: 5 Profile: Chance is an incredibly sociable little Autobot who will do his utmost to help anyone who asks it of him. On his own he's a live wire who given the opportunity would easily spend his days roaming the backstreets of whatever area he finds himself in, looking for anything useful he can salvage. In company, he takes any task very seriously indeed and strives to complete it to the best of his ability – especially if it involves making life very stressful for some poor unsuspecting Decepticons. He performs equally well in teams or on solo missions when called into service. Although he does tend to be easily distracted by 'new & interesting' things and is thus best taken under the wing of a very strong leader who can keep him in check and on task. His small size makes him ideally suited to his role as a Covert Ops Agent allowing him to slip into the enemy camp practically unnoticed. Previously a factory line technician in one of the industrial areas of Iacon, Chance's true forte is machinery and the sabotage thereof. He can wreck any machine within mere moments if he wants to. He's also a damn good intelligence agent and scout when he puts his processor into it. Weaknesses: Physically, Chance has very low ground clearance in vehicle mode and thus can’t take on uneven terrain, he is also very prone to overheating and stalling out when under stress in this form. In robot mode his main weakness is his small size, a well-placed foot could be disastrous for him as his armour plating, whilst resilient to the elements is not resilient to concussive damage, as such, a one to one with any opponent vastly larger than himself could potentially be devastating. Prolonged use of his gyro-jammer or light array can cause his electrical circuitry to short out as the two weapons were modifications rather than inbuilt tech and as such they are not fully integrated into his original power grid. Should this occur, the minibot will be left entirely defenseless and completely incapacitated, requiring medical attention as a matter of urgency.[/quote] Alright, he's good to go. Update the Roll call. Have fun Accepted
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Bivile
Recruit
Pig brother is watching you.
Posts: 52
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Post by Bivile on Apr 21, 2013 21:50:02 GMT -5
((I know I said that I'd apply for my Autobot first, but this guy is basic enough to describe that I didn't feel the need to draw him - the other guy... not so much >>))
__________
Name: Onewing Allegiance: Decepticon Function: Decoy Alt. mode: Cybertronian Jet Weapons:
Plasma Rifles: A couple of fairly standard fare plasma rifles each attached to his upper arms. They can rotate independently, but he’ll generally just move his entire arm to aim. Average power, average range and average accuracy – an average weapon for an average drone.
Disk Missals: Onewing can is also equipped with laser guns in his chest that fire barrages of small energy disks at his enemies. They aren’t as often used. They’re pretty poor on the power side, but have good distance and can be fired rapidly with minimal energy consumption.
Special Abilities: Capable of reaching velocity enough to escape planet gravity fields (under optimal operating conditions) Height: 26ft Quote: “I’m not target practice!”
Strength: 6 Intelligence: 3 Dexterity: 3 Speed: 10 Endurance: 10 Courage: 6 Firepower: 5 Accuracy: 5 Melee: 6 Tech Skill: 2 Charisma: 7
Rank:
Profile: Onewing is often noted for his unusual stamina (and his one wing). He’s fairly easy to knock down, or even sometimes, he’ll fall over by himself, but he’s infamously difficult to keep down. Onewing typically bears the brunt of most attacks, and although he doesn’t enjoy it, is often utilized as a meatsheild for the more valuable soldiers. He was created as one the many Seeker drones, the only thing physically setting him apart from the others being his teal coloration. However, he showed some differences from the others in his internal traits – mainly in that, while he was fast, he could not fly a straight line to save his live. Onewing was quite soon disliked, but a purpose was found for him when he received a rather severe beatdown from one of his superiors and kept managing to get back up. The blue jet finally found his niche in the ranks, and he didn’t enjoy it; Onewing would then on specialize in distracting the enemies and taking the hits for everyone else. It was prolonged exposure to this that caused him to eventually lose his right wing. The wing was reattached a few times before it became lost somewhere – no one seemed to care enough to build him a new one nor was Onewing near talented enough to fix himself. His asymmetry has done his clumsiness in the air no favors, making his alternate mode very hard to control. The name just stuck after a while of running around missing his wing.
While he might think he’s a genius, the truth about Onewing is that he’s actually dumb as a post. It’s not an odd occurrence that he’ll be found beating machinery with heavy things if it doesn’t cooperate with him, or if he attempts to taste random objects. Tech is not his strong suit as he can barely conduct repairs on himself (and he tends to need them a lot). He tends to speak brokenly, when he speaks at all, since usually the most that comes out of him are some cackles and screams of agony. The teal Decepticon also can’t steer very well, especially when going fast, and collides with anything that doesn’t give him at least a few seconds of warning. Although he’s used as bait, he tries to take his humiliating job in stride (he only breaks down and sobs twice a week). If he’s going to be shot at, he’d better be impressive and try to have fun while he’s at it. It’d be a lie to say Onewing doesn’t enjoy harassing and pestering his foes, and laughing at the shock on their faces once he pops back up after being blasted clean out of the sky. Up close, he can actually make himself quite threatening, especially if he gets his foe backed into a corner. So far, his special ability has not been discovered by himself or anyone else. Onewing really just wants some attention once and a while.
Weaknesses:
Onewing is not very difficult to outsmart or outmaneuver. Both of these at the same time can lead to disastrous (and possibly hilarious) results for him.
Although he has a high tolerance for damage, Onewing is not indestructible; smashing him into a wall can cripple him, leaving him unable to use his speed to escape. Given that all he has to him is his speed, Onewing will have little else to fight back with if it happens to be hindered.
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Compile
Recruit
Loyalty is what is required by all.
Posts: 62
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Post by Compile on Apr 22, 2013 12:20:47 GMT -5
Ok Rex, updated Saber's history. Will post with him tonight or tomorrow
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Post by Rexacon on Apr 22, 2013 23:45:52 GMT -5
((I know I said that I'd apply for my Autobot first, but this guy is basic enough to describe that I didn't feel the need to draw him - the other guy... not so much >>)) __________ Name: Onewing Allegiance: Decepticon Function: Decoy Alt. mode: Cybertronian Jet Weapons: Plasma Rifles: A couple of fairly standard fare plasma rifles each attached to his upper arms. They can rotate independently, but he’ll generally just move his entire arm to aim. Average power, average range and average accuracy – an average weapon for an average drone. Disk Missals: Onewing can is also equipped with laser guns in his chest that fire barrages of small energy disks at his enemies. They aren’t as often used. They’re pretty poor on the power side, but have good distance and can be fired rapidly with minimal energy consumption. Special Abilities: Capable of reaching velocity enough to escape planet gravity fields (under optimal operating conditions) Height: 26ft Quote: “I’m not target practice!” Strength: 6 Intelligence: 3 Dexterity: 3 Speed: 10 Endurance: 10 Courage: 6 Firepower: 5 Accuracy: 5 Melee: 6 Tech Skill: 2 Charisma: 7 Rank: Profile: Onewing is often noted for his unusual stamina (and his one wing). He’s fairly easy to knock down, or even sometimes, he’ll fall over by himself, but he’s infamously difficult to keep down. Onewing typically bears the brunt of most attacks, and although he doesn’t enjoy it, is often utilized as a meatsheild for the more valuable soldiers. He was created as one the many Seeker drones, the only thing physically setting him apart from the others being his teal coloration. However, he showed some differences from the others in his internal traits – mainly in that, while he was fast, he could not fly a straight line to save his live. Onewing was quite soon disliked, but a purpose was found for him when he received a rather severe beatdown from one of his superiors and kept managing to get back up. The blue jet finally found his niche in the ranks, and he didn’t enjoy it; Onewing would then on specialize in distracting the enemies and taking the hits for everyone else. It was prolonged exposure to this that caused him to eventually lose his right wing. The wing was reattached a few times before it became lost somewhere – no one seemed to care enough to build him a new one nor was Onewing near talented enough to fix himself. His asymmetry has done his clumsiness in the air no favors, making his alternate mode very hard to control. The name just stuck after a while of running around missing his wing. While he might think he’s a genius, the truth about Onewing is that he’s actually dumb as a post. It’s not an odd occurrence that he’ll be found beating machinery with heavy things if it doesn’t cooperate with him, or if he attempts to taste random objects. Tech is not his strong suit as he can barely conduct repairs on himself (and he tends to need them a lot). He tends to speak brokenly, when he speaks at all, since usually the most that comes out of him are some cackles and screams of agony. The teal Decepticon also can’t steer very well, especially when going fast, and collides with anything that doesn’t give him at least a few seconds of warning. Although he’s used as bait, he tries to take his humiliating job in stride ( he only breaks down and sobs twice a week). If he’s going to be shot at, he’d better be impressive and try to have fun while he’s at it. It’d be a lie to say Onewing doesn’t enjoy harassing and pestering his foes, and laughing at the shock on their faces once he pops back up after being blasted clean out of the sky. Up close, he can actually make himself quite threatening, especially if he gets his foe backed into a corner. So far, his special ability has not been discovered by himself or anyone else. Onewing really just wants some attention once and a while. Weaknesses: Onewing is not very difficult to outsmart or outmaneuver. Both of these at the same time can lead to disastrous (and possibly hilarious) results for him. Although he has a high tolerance for damage, Onewing is not indestructible; smashing him into a wall can cripple him, leaving him unable to use his speed to escape. Given that all he has to him is his speed, Onewing will have little else to fight back with if it happens to be hindered. Everything good except the points. Your points equal up to 63, you have 7 more points remaining. Recommend putting some points in tech skill, intelligence and dexterity to make it 4 or higher.
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Bivile
Recruit
Pig brother is watching you.
Posts: 52
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Post by Bivile on Apr 23, 2013 20:28:42 GMT -5
((Okie dokie. This should be better))
__________
Name: Onewing Allegiance: Decepticon Function: Decoy Alt. mode: Cybertronian Jet Weapons:
Plasma Rifles: A couple of fairly standard fare plasma rifles each attached to his upper arms. They can rotate independently, but he’ll generally just move his entire arm to aim. Average power, average range and average accuracy – an average weapon for an average drone.
Disk Missals: Onewing can is also equipped with laser guns in his chest that fire barrages of small energy disks at his enemies. They aren’t as often used. They’re pretty poor on the power side, but have good distance and can be fired rapidly with minimal energy consumption.
Special Abilities: Capable of reaching velocity enough to escape planet gravity fields (under optimal operating conditions) Height: 26ft Quote: “I’m not target practice!”
Strength: 6 Intelligence: 5 Dexterity: 4 Speed: 10 Endurance: 10 Courage: 7 Firepower: 6 Accuracy: 5 Melee: 6 Tech Skill: 4 Charisma: 7
Rank:
Profile: Onewing is often noted for his unusual stamina (and his one wing). He’s fairly easy to knock down, or even sometimes, he’ll fall over by himself, but he’s infamously difficult to keep down. Onewing typically bears the brunt of most attacks, and although he doesn’t enjoy it, is often utilized as a meatsheild for the more valuable soldiers. He was created as one the many Seeker drones, the only thing physically setting him apart from the others being his teal coloration. However, he showed some differences from the others in his internal traits – mainly in that, while he was fast, he could not fly a straight line to save his live. Onewing was quite soon disliked, but a purpose was found for him when he received a rather severe beatdown from one of his superiors and kept managing to get back up. The blue jet finally found his niche in the ranks, and he didn’t enjoy it; Onewing would then on specialize in distracting the enemies and taking the hits for everyone else. It was prolonged exposure to this that caused him to eventually lose his right wing. The wing was reattached a few times before it became lost somewhere – no one seemed to care enough to build him a new one nor was Onewing near talented enough to fix himself. His asymmetry has done his clumsiness in the air no favors, making his alternate mode very hard to control. The name just stuck after a while of running around missing his wing.
While he might think he’s a genius, the truth about Onewing is that he’s actually dumb as a post. It’s not an odd occurrence that he’ll be found beating machinery with heavy things if it doesn’t cooperate with him, or if he attempts to taste random objects. Tech is not his strong suit as he can barely conduct repairs on himself (and he tends to need them a lot). He tends to speak brokenly, when he speaks at all, since usually the most that comes out of him are some cackles and screams of agony. The teal Decepticon also can’t steer very well, especially when going fast, and collides with anything that doesn’t give him at least a few seconds of warning. Although he’s used as bait, he tries to take his humiliating job in stride (he only breaks down and sobs twice a week). If he’s going to be shot at, he’d better be impressive and try to have fun while he’s at it. It’d be a lie to say Onewing doesn’t enjoy harassing and pestering his foes, and laughing at the shock on their faces once he pops back up after being blasted clean out of the sky. Up close, he can actually make himself quite threatening, especially if he gets his foe backed into a corner. So far, his special ability has not been discovered by himself or anyone else. Onewing really just wants some attention once and a while.
Weaknesses:
Onewing is not very difficult to outsmart or outmaneuver. Both of these at the same time can lead to disastrous (and possibly hilarious) results for him.
Although he has a high tolerance for damage, Onewing is not indestructible; smashing him into a wall can cripple him, leaving him unable to use his speed to escape. Given that all he has to him is his speed, Onewing will have little else to fight back with if it happens to be hindered.
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Post by Rexacon on Apr 23, 2013 21:02:09 GMT -5
((Okie dokie. This should be better)) __________ Name: Onewing Allegiance: Decepticon Function: Decoy Alt. mode: Cybertronian Jet Weapons: Plasma Rifles: A couple of fairly standard fare plasma rifles each attached to his upper arms. They can rotate independently, but he’ll generally just move his entire arm to aim. Average power, average range and average accuracy – an average weapon for an average drone. Disk Missals: Onewing can is also equipped with laser guns in his chest that fire barrages of small energy disks at his enemies. They aren’t as often used. They’re pretty poor on the power side, but have good distance and can be fired rapidly with minimal energy consumption. Special Abilities: Capable of reaching velocity enough to escape planet gravity fields (under optimal operating conditions) Height: 26ft Quote: “I’m not target practice!” Strength: 6 Intelligence: 5 Dexterity: 4 Speed: 10 Endurance: 10 Courage: 7 Firepower: 6 Accuracy: 5 Melee: 6 Tech Skill: 4 Charisma: 7 Rank: Profile: Onewing is often noted for his unusual stamina (and his one wing). He’s fairly easy to knock down, or even sometimes, he’ll fall over by himself, but he’s infamously difficult to keep down. Onewing typically bears the brunt of most attacks, and although he doesn’t enjoy it, is often utilized as a meatsheild for the more valuable soldiers. He was created as one the many Seeker drones, the only thing physically setting him apart from the others being his teal coloration. However, he showed some differences from the others in his internal traits – mainly in that, while he was fast, he could not fly a straight line to save his live. Onewing was quite soon disliked, but a purpose was found for him when he received a rather severe beatdown from one of his superiors and kept managing to get back up. The blue jet finally found his niche in the ranks, and he didn’t enjoy it; Onewing would then on specialize in distracting the enemies and taking the hits for everyone else. It was prolonged exposure to this that caused him to eventually lose his right wing. The wing was reattached a few times before it became lost somewhere – no one seemed to care enough to build him a new one nor was Onewing near talented enough to fix himself. His asymmetry has done his clumsiness in the air no favors, making his alternate mode very hard to control. The name just stuck after a while of running around missing his wing. While he might think he’s a genius, the truth about Onewing is that he’s actually dumb as a post. It’s not an odd occurrence that he’ll be found beating machinery with heavy things if it doesn’t cooperate with him, or if he attempts to taste random objects. Tech is not his strong suit as he can barely conduct repairs on himself (and he tends to need them a lot). He tends to speak brokenly, when he speaks at all, since usually the most that comes out of him are some cackles and screams of agony. The teal Decepticon also can’t steer very well, especially when going fast, and collides with anything that doesn’t give him at least a few seconds of warning. Although he’s used as bait, he tries to take his humiliating job in stride ( he only breaks down and sobs twice a week). If he’s going to be shot at, he’d better be impressive and try to have fun while he’s at it. It’d be a lie to say Onewing doesn’t enjoy harassing and pestering his foes, and laughing at the shock on their faces once he pops back up after being blasted clean out of the sky. Up close, he can actually make himself quite threatening, especially if he gets his foe backed into a corner. So far, his special ability has not been discovered by himself or anyone else. Onewing really just wants some attention once and a while. Weaknesses: Onewing is not very difficult to outsmart or outmaneuver. Both of these at the same time can lead to disastrous (and possibly hilarious) results for him. Although he has a high tolerance for damage, Onewing is not indestructible; smashing him into a wall can cripple him, leaving him unable to use his speed to escape. Given that all he has to him is his speed, Onewing will have little else to fight back with if it happens to be hindered. Looking good. Approved. Update the Roll call and enjoy yourself.
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