Post by DarkXenith on Mar 28, 2013 12:58:21 GMT -5
Name: Jumpstart
Allegiance: Autobot
Function: Medic
Alt. mode: 2011 DARPA FLYPMode XC2V
Colouration: Primarily slate grey with burgundy, black and silver detail.
Weaponry:
Ranged: Standard Issue Plasma Charge Rifle
Damage Type: Heat-Based. Will burn through most light to medium armour-plating on contact at closer ranges. Higher armour classes are typically repellent and experience cosmetic damage only. Hits at longer ranges are of lesser intensity as the energy of bolts diminishes as they travel.
Active Range: 300 metres
Firing Rate: The rifle takes clips of 100 bolts discharged at a rate of 10 bolts/min in continuous use.
Meleé: Onboard Electro-Charge System** & Laser Bladed Combat Knife
Special Abilities: ** Kinetically powered EMP Charge Generator, typical use is as a defibrillator in the line of duty but can be discharged on contact in battle at varying degrees of intensity with effects ranging from disorientation to unconsciousness. See weaknesses for further detail.
Height: 25 Feet
Quote: “If a smack don’t fix it, it’s a technical issue”
STR: 7
INT: 8
DEX: 5
SPD: 5
END: 5
COURAGE: 7
FIREPOWER: 5
ACCURACY: 4
MELEE: 8
TECH SKILL: 10
CHARISMA: 6
RANK: 5
Profile:
Rough around the edges is a polite way of describing Jumpstart. Built on the ‘wrong side of the tracks’, he’ll swear, drink and party with the worst of them, but put him in a tight spot with a life on the line and he’ll come into his own element.
He’s an exceptionally skilled medic, who, despite the bravado and ruffianism, always gives more than his due in the line of duty. Just don’t get in between him and his drink after surgery or, as he says, he’ll "hand you five good reasons to get the hell out" … that is before he smacks you halfway across the bar or verbally reduces you to scrap metal.
On a personal level, he’s completely dedicated to his chosen cause and more than willing to fight to the last drop of fluid in his lines to uphold his beliefs. He will give all to preserve the lives of those in his care, including a hefty amount of damage to the opposition. Treat him with respect and he’ll return the favour, possibly even offering friendship and a few drinks in his more sociable moments. Cross him and you’ll regret it for quite a while, as this guy can hold his grudges as well as his high-grade.
As may well be expected, being a line-built medtech, Jumpstart is equipped with all manner of surgical tools; everything from arc-welders to plasma cutters; cryogenic sprayers and onboard medication infusers. Most of this tooling is integral to his build, housed in the gauntlets at each of his wrists. Those tools that aren't integral are remotely 'callable' from sub-space, attaching to various multi-function connectors alongside his on-boards. He is fully versed in all standard medical approaches and techniques needed to treat both his own species and can improvise well enough to extend his skills to assist other species should it be necessary.
Jumpstart is well-known for his skills in hand-to-hand combat, a skill honed to a particularly sharp edge in the bars and clubs of his old neighbourhood. He relies on a combination of his medical knowledge and a heavy dose of “experience” in order to defend himself. As such, he is capable of causing significant, debilitating damage to an opponent in melee combat.
However, as a medic, he holds to the credo of only doing what is necessary to defend himself or a patient, up to the point of rendering an opponent unconscious. He will never knowingly inflict fatal damage in combat. Hold no doubts though that if riled, he’ll make good use of whatever’s to hand to put you in your place – whether that be on a repair bench or flat out on the floor.
Weaknesses:[/u]
Jumpstart's onboard charge system allows him to generate significant voltages, which can be channelled on contact only. At close range, he is capable of putting out enough electrical power in one burst to render a fellow Cybertronian unconscious. Isolators built into his gauntlets prevent any further damage being inflicted to another in these situations. Should these isolators be damaged or otherwise rendered ineffective, the charge delivered will be much higher and will cause significant damage to both the medic and his opponent.
Despite his apparently violent tendencies, Jumpstart is still only basically a line-built medic. He frequently over-estimates his abilities in hand-to-hand combat against larger opponents leading to him spending as much time on the repair bench as those in his care do.
He is also very fond of high grade energon and female company, which typically leads to trouble with law enforcement, much to the displeasure of his commanding officers.
Allegiance: Autobot
Function: Medic
Alt. mode: 2011 DARPA FLYPMode XC2V
Colouration: Primarily slate grey with burgundy, black and silver detail.
Weaponry:
Ranged: Standard Issue Plasma Charge Rifle
Damage Type: Heat-Based. Will burn through most light to medium armour-plating on contact at closer ranges. Higher armour classes are typically repellent and experience cosmetic damage only. Hits at longer ranges are of lesser intensity as the energy of bolts diminishes as they travel.
Active Range: 300 metres
Firing Rate: The rifle takes clips of 100 bolts discharged at a rate of 10 bolts/min in continuous use.
Meleé: Onboard Electro-Charge System** & Laser Bladed Combat Knife
Special Abilities: ** Kinetically powered EMP Charge Generator, typical use is as a defibrillator in the line of duty but can be discharged on contact in battle at varying degrees of intensity with effects ranging from disorientation to unconsciousness. See weaknesses for further detail.
Height: 25 Feet
Quote: “If a smack don’t fix it, it’s a technical issue”
STR: 7
INT: 8
DEX: 5
SPD: 5
END: 5
COURAGE: 7
FIREPOWER: 5
ACCURACY: 4
MELEE: 8
TECH SKILL: 10
CHARISMA: 6
RANK: 5
Profile:
Rough around the edges is a polite way of describing Jumpstart. Built on the ‘wrong side of the tracks’, he’ll swear, drink and party with the worst of them, but put him in a tight spot with a life on the line and he’ll come into his own element.
He’s an exceptionally skilled medic, who, despite the bravado and ruffianism, always gives more than his due in the line of duty. Just don’t get in between him and his drink after surgery or, as he says, he’ll "hand you five good reasons to get the hell out" … that is before he smacks you halfway across the bar or verbally reduces you to scrap metal.
On a personal level, he’s completely dedicated to his chosen cause and more than willing to fight to the last drop of fluid in his lines to uphold his beliefs. He will give all to preserve the lives of those in his care, including a hefty amount of damage to the opposition. Treat him with respect and he’ll return the favour, possibly even offering friendship and a few drinks in his more sociable moments. Cross him and you’ll regret it for quite a while, as this guy can hold his grudges as well as his high-grade.
As may well be expected, being a line-built medtech, Jumpstart is equipped with all manner of surgical tools; everything from arc-welders to plasma cutters; cryogenic sprayers and onboard medication infusers. Most of this tooling is integral to his build, housed in the gauntlets at each of his wrists. Those tools that aren't integral are remotely 'callable' from sub-space, attaching to various multi-function connectors alongside his on-boards. He is fully versed in all standard medical approaches and techniques needed to treat both his own species and can improvise well enough to extend his skills to assist other species should it be necessary.
Jumpstart is well-known for his skills in hand-to-hand combat, a skill honed to a particularly sharp edge in the bars and clubs of his old neighbourhood. He relies on a combination of his medical knowledge and a heavy dose of “experience” in order to defend himself. As such, he is capable of causing significant, debilitating damage to an opponent in melee combat.
However, as a medic, he holds to the credo of only doing what is necessary to defend himself or a patient, up to the point of rendering an opponent unconscious. He will never knowingly inflict fatal damage in combat. Hold no doubts though that if riled, he’ll make good use of whatever’s to hand to put you in your place – whether that be on a repair bench or flat out on the floor.
Weaknesses:[/u]
Jumpstart's onboard charge system allows him to generate significant voltages, which can be channelled on contact only. At close range, he is capable of putting out enough electrical power in one burst to render a fellow Cybertronian unconscious. Isolators built into his gauntlets prevent any further damage being inflicted to another in these situations. Should these isolators be damaged or otherwise rendered ineffective, the charge delivered will be much higher and will cause significant damage to both the medic and his opponent.
Despite his apparently violent tendencies, Jumpstart is still only basically a line-built medic. He frequently over-estimates his abilities in hand-to-hand combat against larger opponents leading to him spending as much time on the repair bench as those in his care do.
He is also very fond of high grade energon and female company, which typically leads to trouble with law enforcement, much to the displeasure of his commanding officers.