NEW Character Applications
Moderator: RPG Support Staff
Re: NEW Character Applications
- Weapon: Automatic Acid-Pellet Gun
Name: Nova Strike
Allegiance: Autobot
Function: Ranger
Alt Mode: Blue Ferrari Modena / Blue Cybertronian Racecar (for Cybertron angle)
Weapon: Shoulder Mounted Laser Cannon, Two High Caliber Laser Blasters, Wrist mounted laser torches
Alt Mode weapons: Laser Turret (formed by combination of Shoulder Mount and Laser torches)
Height: 25'
Quote: "Step Up and Prove It"
Strength: 6
Intelligence: 6
Dexterity: 6
Speed: 8
Endurance: 7
Courage: 7
Firepower: 8
Accuracy: 6
Tech Skills: 6
Melee: 6
Charisma: 5
Rank: 6
Profile:
Before the war’s outbreak, Nova Strike was a star in the venerable Cybertronian Games. Considered one of the brightest young stars to come out of Nova Cronum, Nova specialized in obstacle racing as well as various games of sports such as arena ball and even the occasional display of martial arts. Though not very accomplished in martial arts, primary knowing the hand to hand combat techniques of Circuit Su, and those available through basic training, Nova Strike has taken those skills he has learned in the filled arena’s of Iacon to the battlefield. His strengths are in his unpredictability with his myriad levels of experiences.
Nova Strike is what could be best described as a mech with two polar personalities, one of a serious and destructive fighter, and the other as a kind cored Autobot. Nova has few problem making friends with his fellow Autobots, though for the most part is still uncomfortable with social settings. Feelings of joy and happiness are nothing foreign to him; indeed he does what he can during the lulls between battles to lighten the moods of those around him. But he never truly feels comfortable in one place.As a warrior he feels most at home on the battlefield or on call waiting for the ever inevitable raids from the Decepticon army.
As for the other part, in battle, nothing will distract him from his mission. And that has cost him dearly. While he strives to complete an objective, he has a tendency to get ahead of the main assault force and finds trouble. It is said that he spends more time in the repair bay than in actual combat, but any that served with him would call that a myth. He will override stasis to achieve his mission. Nova Strike could be considered a walking weapons platform with his main weapon and subsequent arms. Capable of shredding Decepticons at range, Nova has earned a reputation of being tougher than a 2 credit energon cube after three months in a storage container. Decepticons tend to treat him lightly when they first encounter him; however they soon learn to fear his power and his willingness to do what it takes to achieve victory.
Abilities:
Transforms into a Ferrari Modena/ Blue Cybertronian High speed Racecar. Can reach up to 400mph and cruise at that speed for up to five hours. Nova Strike one of the more fuel efficient Cybertronians, primary due to new technologies resulting from being a newer model and design. In Robot form, Nova Strike can take a pounding and keep on fighting. His main high energy laser shoulder cannon is capable of burning through a 10 foot cubed block of refined titanium at full power. In addition to his high powered weapon system, Nova is an apt close range fighter, capable of using various items to further his advantage such as smoke bombs, flash grenades and other tools. He uses his speed, transformation abilities and his weapons to get in close enough, fire with range to spare and get back enough to a point where his weaknesses are difficult to exploit. These actions help make Nova Strike very difficult to predict in battle. He rarely does the same move twice in the same battle sequence so pinpointing what he may do is near impossible.
Weakness:
Nova Strike's Gung Ho attitude hampers his ability to actually function as a member of a large group. It also means that he spends a lot of time in the Repair bays. Car mode: He is subject to blowouts and overheating. Once overheated, he cannot transform for 30 minutes till he cools down.
Allegiance: Autobot
Function: Ranger
Alt Mode: Blue Ferrari Modena / Blue Cybertronian Racecar (for Cybertron angle)
Weapon: Shoulder Mounted Laser Cannon, Two High Caliber Laser Blasters, Wrist mounted laser torches
Alt Mode weapons: Laser Turret (formed by combination of Shoulder Mount and Laser torches)
Height: 25'
Quote: "Step Up and Prove It"
Strength: 6
Intelligence: 6
Dexterity: 6
Speed: 8
Endurance: 7
Courage: 7
Firepower: 8
Accuracy: 6
Tech Skills: 6
Melee: 6
Charisma: 5
Rank: 6
Profile:
Before the war’s outbreak, Nova Strike was a star in the venerable Cybertronian Games. Considered one of the brightest young stars to come out of Nova Cronum, Nova specialized in obstacle racing as well as various games of sports such as arena ball and even the occasional display of martial arts. Though not very accomplished in martial arts, primary knowing the hand to hand combat techniques of Circuit Su, and those available through basic training, Nova Strike has taken those skills he has learned in the filled arena’s of Iacon to the battlefield. His strengths are in his unpredictability with his myriad levels of experiences.
Nova Strike is what could be best described as a mech with two polar personalities, one of a serious and destructive fighter, and the other as a kind cored Autobot. Nova has few problem making friends with his fellow Autobots, though for the most part is still uncomfortable with social settings. Feelings of joy and happiness are nothing foreign to him; indeed he does what he can during the lulls between battles to lighten the moods of those around him. But he never truly feels comfortable in one place.As a warrior he feels most at home on the battlefield or on call waiting for the ever inevitable raids from the Decepticon army.
As for the other part, in battle, nothing will distract him from his mission. And that has cost him dearly. While he strives to complete an objective, he has a tendency to get ahead of the main assault force and finds trouble. It is said that he spends more time in the repair bay than in actual combat, but any that served with him would call that a myth. He will override stasis to achieve his mission. Nova Strike could be considered a walking weapons platform with his main weapon and subsequent arms. Capable of shredding Decepticons at range, Nova has earned a reputation of being tougher than a 2 credit energon cube after three months in a storage container. Decepticons tend to treat him lightly when they first encounter him; however they soon learn to fear his power and his willingness to do what it takes to achieve victory.
Abilities:
Transforms into a Ferrari Modena/ Blue Cybertronian High speed Racecar. Can reach up to 400mph and cruise at that speed for up to five hours. Nova Strike one of the more fuel efficient Cybertronians, primary due to new technologies resulting from being a newer model and design. In Robot form, Nova Strike can take a pounding and keep on fighting. His main high energy laser shoulder cannon is capable of burning through a 10 foot cubed block of refined titanium at full power. In addition to his high powered weapon system, Nova is an apt close range fighter, capable of using various items to further his advantage such as smoke bombs, flash grenades and other tools. He uses his speed, transformation abilities and his weapons to get in close enough, fire with range to spare and get back enough to a point where his weaknesses are difficult to exploit. These actions help make Nova Strike very difficult to predict in battle. He rarely does the same move twice in the same battle sequence so pinpointing what he may do is near impossible.
Weakness:
Nova Strike's Gung Ho attitude hampers his ability to actually function as a member of a large group. It also means that he spends a lot of time in the Repair bays. Car mode: He is subject to blowouts and overheating. Once overheated, he cannot transform for 30 minutes till he cools down.
- Marcus Rush
- Headmaster
- Posts: 1155
- Joined: Mon Jun 23, 2003 8:16 pm
- Strength: 10
- Intelligence: Infinity
- Speed: 7
- Endurance: 10
- Rank: 8
- Courage: 10
- Firepower: 8
- Skill: 9
Re: NEW Character Applications
- Motto: "I'm not psycho...I just like psychotic things."
Marcus Rush wrote:Name: Nova Strike
Allegiance: Autobot
Function: Ranger
Alt Mode: Blue Ferrari Modena / Blue Cybertronian Racecar (for Cybertron angle)
Weapon: Shoulder Mounted Laser Cannon, Two High Caliber Laser Blasters, Wrist mounted laser torches
Alt Mode weapons: Laser Turret (formed by combination of Shoulder Mount and Laser torches)
Height: 25'
Quote: "Step Up and Prove It"
Strength: 6
Intelligence: 6
Dexterity: 6
Speed: 8
Endurance: 7
Courage: 7
Firepower: 8
Accuracy: 6
Tech Skills: 6
Melee: 6
Charisma: 5
Rank: 6
Profile:
Before the war’s outbreak, Nova Strike was a star in the venerable Cybertronian Games. Considered one of the brightest young stars to come out of Nova Cronum, Nova specialized in obstacle racing as well as various games of sports such as arena ball and even the occasional display of martial arts. Though not very accomplished in martial arts, primary knowing the hand to hand combat techniques of Circuit Su, and those available through basic training, Nova Strike has taken those skills he has learned in the filled arena’s of Iacon to the battlefield. His strengths are in his unpredictability with his myriad levels of experiences.
Nova Strike is what could be best described as a mech with two polar personalities, one of a serious and destructive fighter, and the other as a kind cored Autobot. Nova has few problem making friends with his fellow Autobots, though for the most part is still uncomfortable with social settings. Feelings of joy and happiness are nothing foreign to him; indeed he does what he can during the lulls between battles to lighten the moods of those around him. But he never truly feels comfortable in one place.As a warrior he feels most at home on the battlefield or on call waiting for the ever inevitable raids from the Decepticon army.
As for the other part, in battle, nothing will distract him from his mission. And that has cost him dearly. While he strives to complete an objective, he has a tendency to get ahead of the main assault force and finds trouble. It is said that he spends more time in the repair bay than in actual combat, but any that served with him would call that a myth. He will override stasis to achieve his mission. Nova Strike could be considered a walking weapons platform with his main weapon and subsequent arms. Capable of shredding Decepticons at range, Nova has earned a reputation of being tougher than a 2 credit energon cube after three months in a storage container. Decepticons tend to treat him lightly when they first encounter him; however they soon learn to fear his power and his willingness to do what it takes to achieve victory.
Abilities:
Transforms into a Ferrari Modena/ Blue Cybertronian High speed Racecar. Can reach up to 400mph and cruise at that speed for up to five hours. Nova Strike one of the more fuel efficient Cybertronians, primary due to new technologies resulting from being a newer model and design. In Robot form, Nova Strike can take a pounding and keep on fighting. His main high energy laser shoulder cannon is capable of burning through a 10 foot cubed block of refined titanium at full power. In addition to his high powered weapon system, Nova is an apt close range fighter, capable of using various items to further his advantage such as smoke bombs, flash grenades and other tools. He uses his speed, transformation abilities and his weapons to get in close enough, fire with range to spare and get back enough to a point where his weaknesses are difficult to exploit. These actions help make Nova Strike very difficult to predict in battle. He rarely does the same move twice in the same battle sequence so pinpointing what he may do is near impossible.
Weakness:
Nova Strike's Gung Ho attitude hampers his ability to actually function as a member of a large group. It also means that he spends a lot of time in the Repair bays. Car mode: He is subject to blowouts and overheating. Once overheated, he cannot transform for 30 minutes till he cools down.
Approved. Start him on the Guardian.
-
Ember - Gestalt
- Posts: 2013
- Joined: Wed Jul 28, 2004 4:43 pm
Re: NEW Character Applications
- Motto: "I'm not psycho...I just like psychotic things."
Psychout wrote:There is loads wrong with this dude's setup currently, I'm putting it here as a first round as its late and ill revisit it once you guys have had a look. I really need to learn how to edit these back lol.
Psychout
Allegiance: Decepticons.
Function: Psychological Warfare Expert/Sniper
Alt. mode: USB-stlye Datastick (Formerly a cassette)
Weapons: Depleted uranium sniper rifle. Cerebro-shell injection ‘syringe’. Limited-range twin pistols.
Special Abilities: Can interface with any technology in altmode. Low fuel consumption (size based). Size alteration in Transformation (varying sixes of memory stick).
Height: 7’ / 2m
Quote: Your friends are my weapon.
STRENGTH: 3
INTELLIGENCE: 9
DEXTERITY: 7
SPEED: 4
ENDURANCE: 5
COURAGE: 3
FIREPOWER: 4
ACCURACY: 8
MELEE: 4
TECH SKILL: 7
CHARISMA: 7
RANK: (Ask 'Sid, he’ll be my boss…)
History/Profile:
Externally, Psychout has never been one to take anything seriously. He works hard to put others at ease, his small stature making it easy for him to be seen as non-threatening, an advantage he used to avoid difficult assignments as often as possible. Decepticon’s who aren’t fully aware of his orders, and even some Autobots, tolerate his company and the more chaotic and less trustworthy on both sides actively seek him out when they need information on something, as it is Psychout’s job to know everything, including where to get a good drink and Swindles comm-number.
He wasn’t always like that though. Back home, whilst the war was still in its infancy, Psychout was one of the keys to Megatron’s dominance of the non-combatant neutral regions. Using his controlling power to breed fear and terror of the Autobots into those who were not informed enough to resist the propaganda, the expert in paranoia could skilfully turn a peaceful safe-region into a chaotic and violent wasteland ripe for Decepticon picking.
After a run in with Starscream who, with a platoon of his troops ruined a decade of covert work through their inexcusable ineptitude, he exacted his revenge by controlling, and eventually causing the death of, a low ranked but well liked member of the Seeker army. As punishment his autonomy was stripped and he was reassigned and reformatted into a cassette and placed as an intelligence operative under a little known, and now deceased, communication officer. The death of his handler came as no shock to Psychout as it was he that sold him out to the authorities when he tried to double-cross Straxus in a bargain to regain his freedom. Eventually he was promoted to work for Soundwave but his abuse of his cerebro-shell on the dim-witted Frenzy and Rumble for entertainment led to his deactivation. He was brought back online after an expended period to assist and watch over a defecting Autobot scientist with whom he created a great working relationship doing unspeakable acts to unwilling ‘volunteers’, profiteering from the war and developing his taste for the finer things in life. Psychout was well known for his legendary exploits when consuming refined energon and visiting the Cybertronian strip clubs and playboy lifestyle in stark contrast to his partner’s all work and no play ethic but the technology they created, whilst not to everyone’s tastes, was so successful that they were just left to it undisturbed.
Unfortunately, a surprise attack on Darkmount in which the labs were destroyed deactivated them both, and they have been left inactive since.
Robot Mode description: A standard Decepticon Cassette, coloured black with yellow decals and eyes. Prefers to wear a battle plate covering the lower half of his face to hide his expressions, and will occasionally disguise himself with a cloak or robe when amongst a species more of his size.
Abilities Detail:
Altmode: can plug into any computer-based technology and seize control of the system and any external connections. He is is not undetectable though, but the lower the technology of the system the less likely he is to be discovered. This also allows him to hack into any connected satellite systems once interfaced with a relevant terminal to monitor communications.
Low fuel consumption: Taking size into account.
Cerebro-Shells: As per weapons specs below.
Weapons specs:
Sniper rifle: shoots high velocity depleted uranium rounds with incredible accuracy up to nearly 1 mile (1500m) which can 'poison' metallic systems as well as carbon-based organic matter. His cerebro-shells cannot be used with this rifle. Tio achieve full range and accuracy Psychout must interface directly with its targeting systems which he must do in altmode, leaving himself open to surprise attack when fully concentrating on aiming. Without interfacing range and accuracy are halved
Twin pistols: Standard ornate Cybertronain side-arms, not very effective but when used together can pack a half decent punch. Carried more for their appearance than function, may once have been quite valuable.
Cerebro Shells Injection device: Requires close-range contact for delivery. The micro-circuited device travels through the sentient’s internal fluids until it reaches the brain, whereupon it opens up and releases tens of thousands of connecting wires. The wires coil around nearby neural dendrites until the brain's conscious functions are effectively rerouted through the cerebro-shell, which puts the mind of the victim under the remote control of Psychout. This control is limited however or obeying simple 2 or 3 word commands and it cannot make the target act outside of is usual nature (i.e. An Autobot like Bumblebee couldn't be controlled and forced to kill a human as that is against his nature, instead he would most likely break the control.)
Weaknesses: His altmode is a memory stick. He can subtly alter his transformation to allow him to access any required port in any terminal but once he is in his altmode, he is unable to move without returning to robot mode.
When he is interfaced with his rifle, and can get so focused on long range combat that he is relatively easy to sneak up on and a sitting duck if caught.
Wants nothing more than to return to his old playboy lifestyle back on Cybertron, and is furious that the planet has been destroyed. He does not know who or how it happened, but he blames Starscream – only someone that incompetent can have caused a disaster of that scale, and as a result he refuses to trust seekers.
Well, he's still not bad. You can up his Tech Skill to 8. Also let's not call him a cassette or cassettecon, we'll refer to him as either a minicon or a micromaster, as cassesstes are obsolete of course.
You're going to have to, either, remove the references to Soundwave and his minions, or you can speak with their player (Deva) to find out if it'd alright to use them in your profile.
Now, about his cerbroshells. If you decide to keep them you're going to have to give Phychout some kind of tie in with Bombshell. However, I was thinking that perhaps you're 'Con can have some kind of ability that causes his victims to fall under some kind of bout with paranoia. Or he can bring out their strongest fears. Perhaps he can accomplish this through some kind of sub-harmonics that manifest as subliminal messages. Just a thought.
Also, I'd prefer you not use Straxus in his profile in case we decide to utilize him in the future.
-
Ember - Gestalt
- Posts: 2013
- Joined: Wed Jul 28, 2004 4:43 pm
Re: NEW Character Applications
- Motto: "Feed them to the Sharkticons!"
Getting my feet wet with a couple of original characters. Not usually my thing, but it seemed like a prudent choice. ^_^
Haywire
Allegiance: Decepticon
Sub-group: None
Function: Combat Engineer
Alt. mode: Cybertronian ATV
Weapons: Coilgun, Variable-yield Pod Bombs
Special Abilities: EMP Weapons (-5)
Height: 20 ft / 6.1 m
Quote: “Total devastation yields total victory.”
Strength: 5
Intelligence: 8
Dexterity: 6
Speed: 5
Endurance: 5
Courage: 6
Firepower: 8
Accuracy: 5
Melee: 4
Tech Skill: 8
Charisma: 5
Rank:
Profile: Prior to the war, Haywire was a successful private security consultant. He personally designed some of the most impregnable government facilities on Cybertron, as well as many of the fortress-like private homes of the planet’s ruling elite. Though undeniably one of the great talents in his field, he found the lack of challenge personally unsatisfying. All that changed when Haywire was captured by Deceptions, who planned to use his knowledge to bypass the very defenses he had crafted. His cooperation was initially reluctant, but he soon discovered a kind of fulfillment in destruction that he had never known in creation. He was so taken with the sheer novelty of devising new and more spectacular ways to circumvent defensive systems of all kinds that he scarcely noticed his skills were being used to commit acts of sabotage, kidnapping, and assassination. It wasn’t long before Haywire abandoned the all pretense of resistance and joined the Decepticons as a combat engineer.
Abilities: Haywire is extremely intelligent and possesses great expertise in the fields of structural engineering, demolitions, and computer programming. He is typically armed with a large number of “bomb pods”, metal spheres containing any of a variety of payloads including optics-scrambling flares, high explosives, powerful adhesives, or miniature EMP generators. His fallback weapon is a hand-held coilgun, which uses electromagnetic fields to propel small quantities of explosive chemicals in ferrous pellet sheathes at high speeds. He is capable of functioning as a field medic in emergencies, but this is not his area of specialization. Haywire’s alternate mode is a small Cybertronian all-terrain vehicle with a top speed of 125 mph and a maximum range of 900 miles.
Weaknesses: Despite often being called upon to function on the front lines, Haywire is not particularly well-suited to combat. If not supported by more capable warriors, he can easily lose his nerve in battle. Even a glancing hit from an enemy Autobot can potentially detonate the numerous explosives he typically carries on his person, leading to critical damage not only to Haywire, but to any other Decepticons unlucky enough to be in his immediate vicinity.
Sample Post:
Another barrage of weapons fire tore into the ramshackle barricade of rubble and singed vehicle parts behind which Haywire had sought refuge, drawing a startled yelp from the engineer. The rust-blighted Autobots were more tenacious than starving scraplets, and what was left of the old regional administration center provided them with excellent cover from the Decepticons’ return salvo. Haywire naturally joined in, shooting blindly in the general direction of the enemy to little appreciable effect, before being forced back down again by a pulse of supercharged plasma. They were never going to root the Senate loyalists from their makeshift bunker at the rate they were going. And the advance was already a deca-cycle behind schedule.
Haywire wasn’t a warrior by temperament or design. All the same, his presence was often required on the battlefield. Oh, there weren’t many Decepticons that didn’t enjoy a good explosion, but his was a rare gift for demolition. Even now, as he peeked over the concealing debris to study the Autobot position, his neuro-circuitry practically thrummed with calculations of structural stress endurances and ordnance yields. It was his special skill, to tell at a glance just where to hit just about anything, and with how much force, to bring it down.
Slowly, cautiously, he began working his way forward, his compact size allowing him to make good use of the abundant cover available after days regular bombing and shelling. He readied a bomb pod, already savoring the looks of panic and confusion that would cover the Autobots’ faceplates when a significant portion of their sanctuary was rendered down to its component molecules in a spectacular fireball—
* * * * *
Haywire’s optics flickered online. It was rare for him to reflect on the early days of the war, but when he did it was almost always in that hazy period between long-term stasis and full reactivation. The fact that he was now conscious again could only mean that his superiors now had some immediate use for his abilities, some obstacle that needed removing. His long digits began to twitch in anticipation bordering on mania. It had been much too long since he had last plied his craft, and he was now very much looking forward to serving the Empire in that singular capacity at which he so excelled.
Something was blowing up, and soon.
---
Patchwork
Allegiance: Decepticon
Sub-group: None
Function: Medical Engineer
Alt. mode: Cybertronian Helicopter/AW101 Merlin (Earth)
Weapons: Sliver Pistol, Incendiary Rockets
Special Abilities: N/A
Height: 23 ft / 7.01 m
Quote: “In the repair bay, victory is indistinguishable from defeat.”
Strength: 6
Intelligence: 8
Dexterity: 6
Speed: 4
Endurance: 8
Courage: 7
Firepower: 6
Accuracy: 5
Melee: 5
Tech Skill: 9
Charisma: 6
Rank:
Profile: While most joined the Decepticons to satisfy their personal ambitions or craving for combat, Patchwork was more or less dragged along for the ride. In a rare display of mass disloyalty, the local leaders of her home territory on Cybertron orchestrated a mass defection, putting the entire population squarely under Megatron’s thumb. Though many fled in order to escape the Decepticon yoke, Patchwork simply didn’t feel it was worth the trouble—one corrupt government was the same as another, in her view. Transitioning from a civilian medical engineer to a military one was not extremely difficult for her, but her bedside manner has suffered considerably. Many Decepticons consider any kind of repair duty drone’s work, and Patchwork feels her efforts go forever unappreciated by the glorified thugs that surround her. Even so, she does her job well, if not without a touch of dour ill-humor.
Abilities: Patchwork is highly intelligent and extraordinarily skilled in the field of medical maintenance and repair. Her frame posseses a relatively fragile appearance, but her external armor plating and interior support structure are composed of a lightweight and extremely durable alloy, which together lend her surprising toughness. Additionally, many of her key systems feature multiple redundancies, enabling her to continue functioning in spite of damage that would incapacitate many Transformers. Her helicopter alternate mode is capable of a maximum speed of 200 mph and has a range of 1200 miles. In both modes, she is armed with a Sliver Pistol which fires razor-sharp shards of superhard crystal. As a helicopter, she carries four incendiary rockets which disperse chemicals that burn at temperatures in excess of 1000ºC in the presence of oxygen.
Weaknesses: While a capable field medic when called upon to act in that capacity, Patchwork possesses only minimal combat abilities. Her loyalty to the Decepticon cause is shaky at best; she stays put only because she can’t see any viable alternative. Her incendiary rockets are effective only within the limits of her visual range.
Sample Post:
“Look at you,” Patchwork muttered behind her faceplate, optics flashing irritably. The pale gray and blue femme was up to her elbow joints in the internal mechanisms of some luckless soldier that had been sent into stasis lock by some well-aimed Autobot ordnance. Just a little bigger, and it would have been possible to pilot a battlecruiser through the hole in the poor idiot’s torso. “I’ve seen a hundred like you come through the repair bay, you know. Mechs with more swagger than cerebro-circuitry. Maybe next time it’ll occur to try using something more effective than your chest plate to block a missile.” She doubted it, though, based on her experiences to date as a med-tech in the service of the glorious Decepticon Empire.
Naturally, there was no response. So many of her comrades were infinitely more agreeable when offline. If nothing else, their conversation was vastly improved by the condition.
Emitting a sour, inarticulate sound through her vocalizer, Patchwork withdrew her fuel- and lubricant-stained manual actuators from her silent patient. “Well, you’ll be happy to know that I’m upgrading your official prognosis from ‘scrap metal donor’ to ‘probably repairable’. Of course, that’s assuming I can scrape together enough spare parts to reattach your shoulders to your thorax. The supply chain being what it is, I wouldn’t start counting the astroseconds just yet. Lucky for you you’re in stasis lock, so at least finding ways to pass the time while you wait won’t be an issue.”
Patchwork made a token effort to clean her hands, then looked down the length of the cramped repair bay. She’d run out of spare tables long ago—just how long, she wasn’t quite sure. Her internal chronometer had been extremely glitchy and prone to inaccuracy recently, and she hadn’t been able to spare the time to fix it. Staring at the broken, fluid-spattered bodies of badly damaged Decepticon warriors—warriors they’d been forced to pile up on the floor like so much metallic refuse due to the sheer lack of space—she doubted that would change anytime in the foreseeable future.
“You’d think that courageous idiots would have gone extinct by now, at the rate we go through them,” sighed the femme.
Haywire
Allegiance: Decepticon
Sub-group: None
Function: Combat Engineer
Alt. mode: Cybertronian ATV
Weapons: Coilgun, Variable-yield Pod Bombs
Special Abilities: EMP Weapons (-5)
Height: 20 ft / 6.1 m
Quote: “Total devastation yields total victory.”
Strength: 5
Intelligence: 8
Dexterity: 6
Speed: 5
Endurance: 5
Courage: 6
Firepower: 8
Accuracy: 5
Melee: 4
Tech Skill: 8
Charisma: 5
Rank:
Profile: Prior to the war, Haywire was a successful private security consultant. He personally designed some of the most impregnable government facilities on Cybertron, as well as many of the fortress-like private homes of the planet’s ruling elite. Though undeniably one of the great talents in his field, he found the lack of challenge personally unsatisfying. All that changed when Haywire was captured by Deceptions, who planned to use his knowledge to bypass the very defenses he had crafted. His cooperation was initially reluctant, but he soon discovered a kind of fulfillment in destruction that he had never known in creation. He was so taken with the sheer novelty of devising new and more spectacular ways to circumvent defensive systems of all kinds that he scarcely noticed his skills were being used to commit acts of sabotage, kidnapping, and assassination. It wasn’t long before Haywire abandoned the all pretense of resistance and joined the Decepticons as a combat engineer.
Abilities: Haywire is extremely intelligent and possesses great expertise in the fields of structural engineering, demolitions, and computer programming. He is typically armed with a large number of “bomb pods”, metal spheres containing any of a variety of payloads including optics-scrambling flares, high explosives, powerful adhesives, or miniature EMP generators. His fallback weapon is a hand-held coilgun, which uses electromagnetic fields to propel small quantities of explosive chemicals in ferrous pellet sheathes at high speeds. He is capable of functioning as a field medic in emergencies, but this is not his area of specialization. Haywire’s alternate mode is a small Cybertronian all-terrain vehicle with a top speed of 125 mph and a maximum range of 900 miles.
Weaknesses: Despite often being called upon to function on the front lines, Haywire is not particularly well-suited to combat. If not supported by more capable warriors, he can easily lose his nerve in battle. Even a glancing hit from an enemy Autobot can potentially detonate the numerous explosives he typically carries on his person, leading to critical damage not only to Haywire, but to any other Decepticons unlucky enough to be in his immediate vicinity.
Sample Post:
Another barrage of weapons fire tore into the ramshackle barricade of rubble and singed vehicle parts behind which Haywire had sought refuge, drawing a startled yelp from the engineer. The rust-blighted Autobots were more tenacious than starving scraplets, and what was left of the old regional administration center provided them with excellent cover from the Decepticons’ return salvo. Haywire naturally joined in, shooting blindly in the general direction of the enemy to little appreciable effect, before being forced back down again by a pulse of supercharged plasma. They were never going to root the Senate loyalists from their makeshift bunker at the rate they were going. And the advance was already a deca-cycle behind schedule.
Haywire wasn’t a warrior by temperament or design. All the same, his presence was often required on the battlefield. Oh, there weren’t many Decepticons that didn’t enjoy a good explosion, but his was a rare gift for demolition. Even now, as he peeked over the concealing debris to study the Autobot position, his neuro-circuitry practically thrummed with calculations of structural stress endurances and ordnance yields. It was his special skill, to tell at a glance just where to hit just about anything, and with how much force, to bring it down.
Slowly, cautiously, he began working his way forward, his compact size allowing him to make good use of the abundant cover available after days regular bombing and shelling. He readied a bomb pod, already savoring the looks of panic and confusion that would cover the Autobots’ faceplates when a significant portion of their sanctuary was rendered down to its component molecules in a spectacular fireball—
* * * * *
Haywire’s optics flickered online. It was rare for him to reflect on the early days of the war, but when he did it was almost always in that hazy period between long-term stasis and full reactivation. The fact that he was now conscious again could only mean that his superiors now had some immediate use for his abilities, some obstacle that needed removing. His long digits began to twitch in anticipation bordering on mania. It had been much too long since he had last plied his craft, and he was now very much looking forward to serving the Empire in that singular capacity at which he so excelled.
Something was blowing up, and soon.
---
Patchwork
Allegiance: Decepticon
Sub-group: None
Function: Medical Engineer
Alt. mode: Cybertronian Helicopter/AW101 Merlin (Earth)
Weapons: Sliver Pistol, Incendiary Rockets
Special Abilities: N/A
Height: 23 ft / 7.01 m
Quote: “In the repair bay, victory is indistinguishable from defeat.”
Strength: 6
Intelligence: 8
Dexterity: 6
Speed: 4
Endurance: 8
Courage: 7
Firepower: 6
Accuracy: 5
Melee: 5
Tech Skill: 9
Charisma: 6
Rank:
Profile: While most joined the Decepticons to satisfy their personal ambitions or craving for combat, Patchwork was more or less dragged along for the ride. In a rare display of mass disloyalty, the local leaders of her home territory on Cybertron orchestrated a mass defection, putting the entire population squarely under Megatron’s thumb. Though many fled in order to escape the Decepticon yoke, Patchwork simply didn’t feel it was worth the trouble—one corrupt government was the same as another, in her view. Transitioning from a civilian medical engineer to a military one was not extremely difficult for her, but her bedside manner has suffered considerably. Many Decepticons consider any kind of repair duty drone’s work, and Patchwork feels her efforts go forever unappreciated by the glorified thugs that surround her. Even so, she does her job well, if not without a touch of dour ill-humor.
Abilities: Patchwork is highly intelligent and extraordinarily skilled in the field of medical maintenance and repair. Her frame posseses a relatively fragile appearance, but her external armor plating and interior support structure are composed of a lightweight and extremely durable alloy, which together lend her surprising toughness. Additionally, many of her key systems feature multiple redundancies, enabling her to continue functioning in spite of damage that would incapacitate many Transformers. Her helicopter alternate mode is capable of a maximum speed of 200 mph and has a range of 1200 miles. In both modes, she is armed with a Sliver Pistol which fires razor-sharp shards of superhard crystal. As a helicopter, she carries four incendiary rockets which disperse chemicals that burn at temperatures in excess of 1000ºC in the presence of oxygen.
Weaknesses: While a capable field medic when called upon to act in that capacity, Patchwork possesses only minimal combat abilities. Her loyalty to the Decepticon cause is shaky at best; she stays put only because she can’t see any viable alternative. Her incendiary rockets are effective only within the limits of her visual range.
Sample Post:
“Look at you,” Patchwork muttered behind her faceplate, optics flashing irritably. The pale gray and blue femme was up to her elbow joints in the internal mechanisms of some luckless soldier that had been sent into stasis lock by some well-aimed Autobot ordnance. Just a little bigger, and it would have been possible to pilot a battlecruiser through the hole in the poor idiot’s torso. “I’ve seen a hundred like you come through the repair bay, you know. Mechs with more swagger than cerebro-circuitry. Maybe next time it’ll occur to try using something more effective than your chest plate to block a missile.” She doubted it, though, based on her experiences to date as a med-tech in the service of the glorious Decepticon Empire.
Naturally, there was no response. So many of her comrades were infinitely more agreeable when offline. If nothing else, their conversation was vastly improved by the condition.
Emitting a sour, inarticulate sound through her vocalizer, Patchwork withdrew her fuel- and lubricant-stained manual actuators from her silent patient. “Well, you’ll be happy to know that I’m upgrading your official prognosis from ‘scrap metal donor’ to ‘probably repairable’. Of course, that’s assuming I can scrape together enough spare parts to reattach your shoulders to your thorax. The supply chain being what it is, I wouldn’t start counting the astroseconds just yet. Lucky for you you’re in stasis lock, so at least finding ways to pass the time while you wait won’t be an issue.”
Patchwork made a token effort to clean her hands, then looked down the length of the cramped repair bay. She’d run out of spare tables long ago—just how long, she wasn’t quite sure. Her internal chronometer had been extremely glitchy and prone to inaccuracy recently, and she hadn’t been able to spare the time to fix it. Staring at the broken, fluid-spattered bodies of badly damaged Decepticon warriors—warriors they’d been forced to pile up on the floor like so much metallic refuse due to the sheer lack of space—she doubted that would change anytime in the foreseeable future.
“You’d think that courageous idiots would have gone extinct by now, at the rate we go through them,” sighed the femme.
-
Longshot - Fuzor
- Posts: 271
- Joined: Sat Nov 22, 2003 1:36 am
Re: NEW Character Applications
- Weapon: Energo-Sword
Both approved Longshot. Good to have you back with some interesting fanmades. Haywire is rank 5 and can start on the Thanatos. Patchwork is rank 6 and can start on the Ultrax. She should have some work to do there.

-
Devastron - Godmaster
- Posts: 1779
- Joined: Thu Jul 03, 2003 5:48 pm
Re: NEW Character Applications
- Motto: "This post clearly was meant to offend, and if you are affected by it in any way please close your browser and discuss it with someone who knows not to take the internet seriously."
- Weapon: Black Magic
Psychout
Allegiance: Decepticons.
Function: Psychological Warfare Expert/Sniper
Alt. mode: USB-stlye Datastick (Formerly a cassette)
Weapons: Depleted uranium sniper rifle. Cerebro-shell injection ‘syringe’. Limited-range twin pistols.
Special Abilities: Can interface with any technology in altmode. Low fuel consumption (size based). Size alteration in Transformation (varying sixes of memory stick).
Height: 7’ / 2m
Quote: Your friends are my weapon.
STRENGTH: 3
INTELLIGENCE: 9
DEXTERITY: 7
SPEED: 4
ENDURANCE: 5
COURAGE: 3
FIREPOWER: 4
ACCURACY: 8
MELEE: 4
TECH SKILL: 8
CHARISMA: 7
RANK: (Ask 'Sid, he’ll be my boss…)
History/Profile:
Externally, Psychout has never been one to take anything seriously. He works hard to put others at ease, his small stature making it easy for him to be seen as non-threatening, an advantage he used to avoid difficult assignments as often as possible. Decepticon’s who aren’t fully aware of his orders, and even some Autobots, tolerate his company and the more chaotic and less trustworthy on both sides actively seek him out when they need information on something, as it is Psychout’s job to know everything, including where to get a good drink and Swindles comm-number.
It was during this period of freedom that he was was able to team up and work alongside Bombshell, helping him to create the famous Cerebro-shells that the Insecticon is so well known for. Whilst the advanced version Bombshell uses now are his own, Psychout still retains, and uses, the prototype schematics although he refuses to weaponise it, getting close enough to use a syringe is, to quote, "way more fun". He is yet to discover whether Bombshell is happy with his appropriation of these designs, but in his usual fashion, Psychout plans to deal with that problem when it comes.
He wasn’t always like that though. Back home, whilst the war was still in its infancy, Psychout was one of the keys to Megatron’s dominance of the non-combatant neutral regions. Using his controlling power to breed fear and terror of the Autobots into those who were not informed enough to resist the propaganda, the expert in paranoia could skilfully turn a peaceful safe-region into a chaotic and violent wasteland ripe for Decepticon picking.
After a run in with Starscream who, with a platoon of his troops ruined a decade of covert work through their inexcusable ineptitude, he exacted his revenge by controlling, and eventually causing the death of, a low ranked but well liked member of the Seeker army. As punishment his autonomy was stripped and he was reassigned and reformatted into a cassette and placed as an intelligence operative under a little known, and now deceased, communication officer. The death of his handler came as no shock to Psychout as it was he that sold him out to the authorities when he tried to double-cross their regional commander, in a bargain to regain his freedom. Eventually he was promoted to work for Soundwave but his abuse of his cerebro-shell on the dim-witted Frenzy and Rumble for entertainment led to his deactivation. He was brought back online after an expended period to assist and watch over a defecting Autobot scientist with whom he created a great working relationship doing unspeakable acts to unwilling ‘volunteers’, profiteering from the war and developing his taste for the finer things in life. His autonomy effectively restored, Psychout was well known for his legendary exploits when consuming refined energon and visiting the Cybertronian strip clubs and his playboy lifestyle in may have been in stark contrast to his partner’s all work and no play ethic but the technology they created, whilst not to everyone’s tastes, was so successful that they were just left to it undisturbed.
It was during this period that they both worked alongside Bombshell, helping him to advance the famous Cerebro-shells that the Insecticon is so well known for. Whilst the shells Bombshell uses now are his own, Psychout was able to copy the prototype schematics and puts a limited version to use, albeit usually for his own entertainment. He is yet to discover whether Bombshell is happy with his appropriation of these designs, but in his usual fashion, Psychout plans to deal with that problem when it comes.
Unfortunately, a surprise attack on Darkmount in which the labs were destroyed deactivated them both, and they have been left inactive since.
Robot Mode description: A standard Decepticon Cassette, coloured black with yellow decals and eyes. Prefers to wear a battle plate covering the lower half of his face to hide his expressions, and will occasionally disguise himself with a cloak or robe when amongst a species more of his size.
Abilities Detail:
Altmode: can plug into any computer-based technology and seize control of the system and any external connections. He is is not undetectable though, but the lower the technology of the system the less likely he is to be discovered. This also allows him to hack into any connected satellite systems once interfaced with a relevant terminal to monitor communications.
Low fuel consumption: Taking size into account.
Cerebro-Shells: As per weapons specs below.
Weapons specs:
Sniper rifle: shoots high velocity depleted uranium rounds with incredible accuracy up to nearly 1 mile (1500m) which can 'poison' metallic systems as well as carbon-based organic matter. His cerebro-shells cannot be used with this rifle. Tio achieve full range and accuracy Psychout must interface directly with its targeting systems which he must do in altmode, leaving himself open to surprise attack when fully concentrating on aiming. Without interfacing range and accuracy are halved
Twin pistols: Standard ornate Cybertronain side-arms, not very effective but when used together can pack a half decent punch. Carried more for their appearance than function, may once have been quite valuable.
Cerebro Shells Injection device: Requires close-range contact for delivery. The micro-circuited device travels through the sentient’s internal fluids until it reaches the brain, whereupon it opens up and releases tens of thousands of connecting wires. The wires coil around nearby neural dendrites until the brain's conscious functions are effectively rerouted through the cerebro-shell, which puts the mind of the victim under the remote control of Psychout. This control is limited however or obeying simple 2 or 3 word commands and it cannot make the target act outside of is usual nature (i.e. An Autobot like Bumblebee couldn't be controlled and forced to kill a human as that is against his nature, instead he would most likely break the control.)
Weaknesses: His altmode is a memory stick. He can subtly alter his transformation to allow him to access any required port in any terminal but once he is in his altmode, he is unable to move without returning to robot mode.
When he is interfaced with his rifle, and can get so focused on long range combat that he is relatively easy to sneak up on and a sitting duck if caught.
Wants nothing more than to return to his old playboy lifestyle back on Cybertron, and is furious that the planet has been destroyed. He does not know who or how it happened, but he blames Starscream – only someone that incompetent can have caused a disaster of that scale, and as a result he refuses to trust seekers.[/quote]
I think that's everything; Dev has OK'd the Soundwave/Cassette thing, Insidious and I organised the Cerebro Shells (in bold) and I've upped his Tech skill to 8. Whoever gets to rank him can do so whenever...
(Oh, and replaced 'Straxus' with 'regional commander'.)
All yours, Ember!
Allegiance: Decepticons.
Function: Psychological Warfare Expert/Sniper
Alt. mode: USB-stlye Datastick (Formerly a cassette)
Weapons: Depleted uranium sniper rifle. Cerebro-shell injection ‘syringe’. Limited-range twin pistols.
Special Abilities: Can interface with any technology in altmode. Low fuel consumption (size based). Size alteration in Transformation (varying sixes of memory stick).
Height: 7’ / 2m
Quote: Your friends are my weapon.
STRENGTH: 3
INTELLIGENCE: 9
DEXTERITY: 7
SPEED: 4
ENDURANCE: 5
COURAGE: 3
FIREPOWER: 4
ACCURACY: 8
MELEE: 4
TECH SKILL: 8
CHARISMA: 7
RANK: (Ask 'Sid, he’ll be my boss…)
History/Profile:
Externally, Psychout has never been one to take anything seriously. He works hard to put others at ease, his small stature making it easy for him to be seen as non-threatening, an advantage he used to avoid difficult assignments as often as possible. Decepticon’s who aren’t fully aware of his orders, and even some Autobots, tolerate his company and the more chaotic and less trustworthy on both sides actively seek him out when they need information on something, as it is Psychout’s job to know everything, including where to get a good drink and Swindles comm-number.
It was during this period of freedom that he was was able to team up and work alongside Bombshell, helping him to create the famous Cerebro-shells that the Insecticon is so well known for. Whilst the advanced version Bombshell uses now are his own, Psychout still retains, and uses, the prototype schematics although he refuses to weaponise it, getting close enough to use a syringe is, to quote, "way more fun". He is yet to discover whether Bombshell is happy with his appropriation of these designs, but in his usual fashion, Psychout plans to deal with that problem when it comes.
He wasn’t always like that though. Back home, whilst the war was still in its infancy, Psychout was one of the keys to Megatron’s dominance of the non-combatant neutral regions. Using his controlling power to breed fear and terror of the Autobots into those who were not informed enough to resist the propaganda, the expert in paranoia could skilfully turn a peaceful safe-region into a chaotic and violent wasteland ripe for Decepticon picking.
After a run in with Starscream who, with a platoon of his troops ruined a decade of covert work through their inexcusable ineptitude, he exacted his revenge by controlling, and eventually causing the death of, a low ranked but well liked member of the Seeker army. As punishment his autonomy was stripped and he was reassigned and reformatted into a cassette and placed as an intelligence operative under a little known, and now deceased, communication officer. The death of his handler came as no shock to Psychout as it was he that sold him out to the authorities when he tried to double-cross their regional commander, in a bargain to regain his freedom. Eventually he was promoted to work for Soundwave but his abuse of his cerebro-shell on the dim-witted Frenzy and Rumble for entertainment led to his deactivation. He was brought back online after an expended period to assist and watch over a defecting Autobot scientist with whom he created a great working relationship doing unspeakable acts to unwilling ‘volunteers’, profiteering from the war and developing his taste for the finer things in life. His autonomy effectively restored, Psychout was well known for his legendary exploits when consuming refined energon and visiting the Cybertronian strip clubs and his playboy lifestyle in may have been in stark contrast to his partner’s all work and no play ethic but the technology they created, whilst not to everyone’s tastes, was so successful that they were just left to it undisturbed.
It was during this period that they both worked alongside Bombshell, helping him to advance the famous Cerebro-shells that the Insecticon is so well known for. Whilst the shells Bombshell uses now are his own, Psychout was able to copy the prototype schematics and puts a limited version to use, albeit usually for his own entertainment. He is yet to discover whether Bombshell is happy with his appropriation of these designs, but in his usual fashion, Psychout plans to deal with that problem when it comes.
Unfortunately, a surprise attack on Darkmount in which the labs were destroyed deactivated them both, and they have been left inactive since.
Robot Mode description: A standard Decepticon Cassette, coloured black with yellow decals and eyes. Prefers to wear a battle plate covering the lower half of his face to hide his expressions, and will occasionally disguise himself with a cloak or robe when amongst a species more of his size.
Abilities Detail:
Altmode: can plug into any computer-based technology and seize control of the system and any external connections. He is is not undetectable though, but the lower the technology of the system the less likely he is to be discovered. This also allows him to hack into any connected satellite systems once interfaced with a relevant terminal to monitor communications.
Low fuel consumption: Taking size into account.
Cerebro-Shells: As per weapons specs below.
Weapons specs:
Sniper rifle: shoots high velocity depleted uranium rounds with incredible accuracy up to nearly 1 mile (1500m) which can 'poison' metallic systems as well as carbon-based organic matter. His cerebro-shells cannot be used with this rifle. Tio achieve full range and accuracy Psychout must interface directly with its targeting systems which he must do in altmode, leaving himself open to surprise attack when fully concentrating on aiming. Without interfacing range and accuracy are halved
Twin pistols: Standard ornate Cybertronain side-arms, not very effective but when used together can pack a half decent punch. Carried more for their appearance than function, may once have been quite valuable.
Cerebro Shells Injection device: Requires close-range contact for delivery. The micro-circuited device travels through the sentient’s internal fluids until it reaches the brain, whereupon it opens up and releases tens of thousands of connecting wires. The wires coil around nearby neural dendrites until the brain's conscious functions are effectively rerouted through the cerebro-shell, which puts the mind of the victim under the remote control of Psychout. This control is limited however or obeying simple 2 or 3 word commands and it cannot make the target act outside of is usual nature (i.e. An Autobot like Bumblebee couldn't be controlled and forced to kill a human as that is against his nature, instead he would most likely break the control.)
Weaknesses: His altmode is a memory stick. He can subtly alter his transformation to allow him to access any required port in any terminal but once he is in his altmode, he is unable to move without returning to robot mode.
When he is interfaced with his rifle, and can get so focused on long range combat that he is relatively easy to sneak up on and a sitting duck if caught.
Wants nothing more than to return to his old playboy lifestyle back on Cybertron, and is furious that the planet has been destroyed. He does not know who or how it happened, but he blames Starscream – only someone that incompetent can have caused a disaster of that scale, and as a result he refuses to trust seekers.[/quote]
I think that's everything; Dev has OK'd the Soundwave/Cassette thing, Insidious and I organised the Cerebro Shells (in bold) and I've upped his Tech skill to 8. Whoever gets to rank him can do so whenever...
(Oh, and replaced 'Straxus' with 'regional commander'.)
All yours, Ember!
- Psychout
- HMW Moderator
- Posts: 9702
- News Credits: 42
- Joined: Tue Aug 17, 2004 8:04 am
- Location: Vatican City
- Alt Mode: Cassette. The 80s ROCKED
- Strength: 1
- Intelligence: 1
- Speed: 1
- Endurance: 1
- Rank: 10
- Courage: 1
- Firepower: 1
- Skill: 10
Re: NEW Character Applications
Vroom
Allegiance: Autobots
Function: Saboteur
Alt. mode: Rocket Car
Weapons: Illusionizer Gun (Disrupts the optic sensors of the targets. Can switch to a standard laser gun mode.)
Special Abilities: Vehicle mode has special coating to resist shrapnel. Also possesses rockets for short boosts of speed.
Height: 28ft / 8.5m
Quote: "Don't take a chance if you don't stand a chance."
STRENGTH: 6
INTELLIGENCE: 9
DEXTERITY: 7
SPEED: 5
ENDURANCE: 6
COURAGE: 9
FIREPOWER: 7
ACCURACY: 8
MELEE: 7
TECH SKILL: 7
CHARISMA: 6
RANK: 7
Profile: Vroom is sneaky when he needs to be, brazen when he can be, and always cocky. He earned a reputation as a daredevil before he ever joined the main Autobot force, when he was a well known stunt driver. After the conflict started, he regularly raced into Decepticon fuel depots to steal what he needed and then set up explosive charges to destroy the rest, he developed a need for this high pressure excitement, and nothing less than the feeling of narrowly outrunning an explosion is good enough for Vroom anymore, which led to his becoming a premiere Autobot saboteur. Although Vroom is always careful to calculate the risks of his actions (even when it appears he isn't), his fellow Autobots are growing concerned about his lust for danger and excitement.
Abilities: Vroom has slightly above average strength and endurance, with great intelligence. He is an expert at covert demolitions and infiltration. He transforms into a rocket car that is coated with shrapnel deflecting rubber armor. While in car mode he can fire off rockets on his back for a temporary boost in his speed. Wields Illusioniser gun which distorts optic impulses.
Weaknesses: Vroom will sometimes try to make too dramatic an exit from the scene of one of his demolitions, risking great damage.
Allegiance: Autobots
Function: Saboteur
Alt. mode: Rocket Car
Weapons: Illusionizer Gun (Disrupts the optic sensors of the targets. Can switch to a standard laser gun mode.)
Special Abilities: Vehicle mode has special coating to resist shrapnel. Also possesses rockets for short boosts of speed.
Height: 28ft / 8.5m
Quote: "Don't take a chance if you don't stand a chance."
STRENGTH: 6
INTELLIGENCE: 9
DEXTERITY: 7
SPEED: 5
ENDURANCE: 6
COURAGE: 9
FIREPOWER: 7
ACCURACY: 8
MELEE: 7
TECH SKILL: 7
CHARISMA: 6
RANK: 7
Profile: Vroom is sneaky when he needs to be, brazen when he can be, and always cocky. He earned a reputation as a daredevil before he ever joined the main Autobot force, when he was a well known stunt driver. After the conflict started, he regularly raced into Decepticon fuel depots to steal what he needed and then set up explosive charges to destroy the rest, he developed a need for this high pressure excitement, and nothing less than the feeling of narrowly outrunning an explosion is good enough for Vroom anymore, which led to his becoming a premiere Autobot saboteur. Although Vroom is always careful to calculate the risks of his actions (even when it appears he isn't), his fellow Autobots are growing concerned about his lust for danger and excitement.
Abilities: Vroom has slightly above average strength and endurance, with great intelligence. He is an expert at covert demolitions and infiltration. He transforms into a rocket car that is coated with shrapnel deflecting rubber armor. While in car mode he can fire off rockets on his back for a temporary boost in his speed. Wields Illusioniser gun which distorts optic impulses.
Weaknesses: Vroom will sometimes try to make too dramatic an exit from the scene of one of his demolitions, risking great damage.
- Mazinman
- Vehicon
- Posts: 332
- Joined: Thu Oct 02, 2003 3:00 pm
Re: NEW Character Applications
- Motto: "Feed them to the Sharkticons!"
Kickback
Allegiance: Decepticon
Sub-group: Insecticon/Decepticon Intelligence
Function: Espionage
Alt. mode: Locust
Weapons: Sub-Machine Gun
Special Abilities: None
Height: 21 ft / 6.4 m
Quote: “Friend is another word for fool.”
Strength: 3
Intelligence: 9
Dexterity: 7
Speed: 4
Endurance: 4
Courage: 6
Firepower: 5
Accuracy: 6
Melee: 7
Tech Skill: 8
Charisma: 10
Rank: 7
Profile: Kickback is as charming a mechanoid as you’ll ever meet—but it’s a charm rooted in an uncommonly cruel cleverness. The singular purpose of any friendship that this Insecticon begins is to dig up embarrassing facts about the other robot or person so that Kickback can influence his “friend” into doing his bidding. Organics are particularly suceptible to his seductive talents, but even Autobots have been known to succumb. The only thing Kickback enjoys more than these unwilling double agents is destroying them after he’s exhausted their usefulness.
Abilities: In his insect mode, Kickback can use his powerful leg modules ot propel him to heights of 40 feet and over distances of a tenth of a mile. Although small in this form, a single kick can punch a hole in a quarter-inch steel plate. In robot form, he can use his wings to fly at speeds up to 30 mph for distances up to 100 miles. He carries a sub-machine gun that can shoot up to 300 rounds per minute of armor-piercing titanium coated bullets.
Weaknesses: Kickback’s lack of weaponry makes him extremely vulnerable in insect mode. The nature of his leaping and flying abilities hampers his mobility in even moderate winds.
Sample Post:
His joints were starting to stiffen. They would likely seize up entirely, if he didn’t work some mobility back into them soon. Unfortunately, the inhibitor claw presently affixed to Kickback’s dorsal armor plating and the Class-1 restraints binding his arms at the wrist joints made that rather a dim prospect. He couldn’t so much as twitch his antennae, and that less-than-comfortable reality wasn’t likely to change in the foreseeable future. Whatever else one might say about the Autobots, their adherence to the minor details of prisoner control and transportation procedure couldn’t be faulted.
Kickback still wasn’t sure why they bothered, really. He certainly wasn’t going to be punching his way to freedom, or improvising a shiv out of loose deck plating, or employing any of the other variously dramatic stratagems doubtless used by other Decepticons in the past when attempting escape. It was possible that they believed he might attempt to eat his way to freedom—not altogether unthinkable, given how hungry he was just then—but even his voracious appetite would have found the prison ship’s molybdenum-alloy hull challenging.
Besides, what would he do then? Float aimlessly through the vacuum for a few hundred thousand giga-cycles waiting for his comrades to come to his rescue? He was more likely to burn up in a planetary atmosphere or the photosphere of a star, or be consumed by a black hole. And the odds of any of that happening were, quite literally, astronomical.
No, Kickback knew that he was far better off where he was. Imprisonment may hardly have been ideal, but it certainly could have been worse. For example, he could have been en route to a Decepticon detention facility—an experience that could accurately be likened to being fed feet-first into a trash compactor, except drawn out over dozens of agonizing vorns. At least the Autobots would make a token effort to rehabilitate him. Maybe.
Ah, rehabilitation. Now that was a prospect to which the clever Insecticon looked forward with singular anticipation. He might not have been the mightiest warrior among the Decepticons, or even his own hive-mates, but there were certain other arenas in which he excelled. Why waste fuel trying to fight his way out of captivity when it was so much easier—and so much more personally gratifying—to use charm instead? Manipulating other mechanoids, both friend and foe, was Kickback’s single greatest talent. One that relished exercising, particularly when the stakes were so very high.
He glanced up as a tinny voice was relayed through the ship’s internal communications system.
>>Attention, crew. Attention. Transport shuttle Steadfast has reached its final destination. In preparation for docking, secure prisoners for debarkation and transfer of custody.<<
As the Autobot vessel perceptibly slowed, a small smile creased Kickback’s faceplate.
Allegiance: Decepticon
Sub-group: Insecticon/Decepticon Intelligence
Function: Espionage
Alt. mode: Locust
Weapons: Sub-Machine Gun
Special Abilities: None
Height: 21 ft / 6.4 m
Quote: “Friend is another word for fool.”
Strength: 3
Intelligence: 9
Dexterity: 7
Speed: 4
Endurance: 4
Courage: 6
Firepower: 5
Accuracy: 6
Melee: 7
Tech Skill: 8
Charisma: 10
Rank: 7
Profile: Kickback is as charming a mechanoid as you’ll ever meet—but it’s a charm rooted in an uncommonly cruel cleverness. The singular purpose of any friendship that this Insecticon begins is to dig up embarrassing facts about the other robot or person so that Kickback can influence his “friend” into doing his bidding. Organics are particularly suceptible to his seductive talents, but even Autobots have been known to succumb. The only thing Kickback enjoys more than these unwilling double agents is destroying them after he’s exhausted their usefulness.
Abilities: In his insect mode, Kickback can use his powerful leg modules ot propel him to heights of 40 feet and over distances of a tenth of a mile. Although small in this form, a single kick can punch a hole in a quarter-inch steel plate. In robot form, he can use his wings to fly at speeds up to 30 mph for distances up to 100 miles. He carries a sub-machine gun that can shoot up to 300 rounds per minute of armor-piercing titanium coated bullets.
Weaknesses: Kickback’s lack of weaponry makes him extremely vulnerable in insect mode. The nature of his leaping and flying abilities hampers his mobility in even moderate winds.
Sample Post:
His joints were starting to stiffen. They would likely seize up entirely, if he didn’t work some mobility back into them soon. Unfortunately, the inhibitor claw presently affixed to Kickback’s dorsal armor plating and the Class-1 restraints binding his arms at the wrist joints made that rather a dim prospect. He couldn’t so much as twitch his antennae, and that less-than-comfortable reality wasn’t likely to change in the foreseeable future. Whatever else one might say about the Autobots, their adherence to the minor details of prisoner control and transportation procedure couldn’t be faulted.
Kickback still wasn’t sure why they bothered, really. He certainly wasn’t going to be punching his way to freedom, or improvising a shiv out of loose deck plating, or employing any of the other variously dramatic stratagems doubtless used by other Decepticons in the past when attempting escape. It was possible that they believed he might attempt to eat his way to freedom—not altogether unthinkable, given how hungry he was just then—but even his voracious appetite would have found the prison ship’s molybdenum-alloy hull challenging.
Besides, what would he do then? Float aimlessly through the vacuum for a few hundred thousand giga-cycles waiting for his comrades to come to his rescue? He was more likely to burn up in a planetary atmosphere or the photosphere of a star, or be consumed by a black hole. And the odds of any of that happening were, quite literally, astronomical.
No, Kickback knew that he was far better off where he was. Imprisonment may hardly have been ideal, but it certainly could have been worse. For example, he could have been en route to a Decepticon detention facility—an experience that could accurately be likened to being fed feet-first into a trash compactor, except drawn out over dozens of agonizing vorns. At least the Autobots would make a token effort to rehabilitate him. Maybe.
Ah, rehabilitation. Now that was a prospect to which the clever Insecticon looked forward with singular anticipation. He might not have been the mightiest warrior among the Decepticons, or even his own hive-mates, but there were certain other arenas in which he excelled. Why waste fuel trying to fight his way out of captivity when it was so much easier—and so much more personally gratifying—to use charm instead? Manipulating other mechanoids, both friend and foe, was Kickback’s single greatest talent. One that relished exercising, particularly when the stakes were so very high.
He glanced up as a tinny voice was relayed through the ship’s internal communications system.
>>Attention, crew. Attention. Transport shuttle Steadfast has reached its final destination. In preparation for docking, secure prisoners for debarkation and transfer of custody.<<
As the Autobot vessel perceptibly slowed, a small smile creased Kickback’s faceplate.
-
Longshot - Fuzor
- Posts: 271
- Joined: Sat Nov 22, 2003 1:36 am
Re: NEW Character Applications
- Motto: "I'm not psycho...I just like psychotic things."
Psychout wrote:Psychout
Allegiance: Decepticons.
Function: Psychological Warfare Expert/Sniper
Alt. mode: USB-stlye Datastick (Formerly a cassette)
Weapons: Depleted uranium sniper rifle. Cerebro-shell injection ‘syringe’. Limited-range twin pistols.
Special Abilities: Can interface with any technology in altmode. Low fuel consumption (size based). Size alteration in Transformation (varying sixes of memory stick).
Height: 7’ / 2m
Quote: Your friends are my weapon.
STRENGTH: 3
INTELLIGENCE: 9
DEXTERITY: 7
SPEED: 4
ENDURANCE: 5
COURAGE: 3
FIREPOWER: 4
ACCURACY: 8
MELEE: 4
TECH SKILL: 8
CHARISMA: 7
RANK: (Ask 'Sid, he’ll be my boss…)
History/Profile:
Externally, Psychout has never been one to take anything seriously. He works hard to put others at ease, his small stature making it easy for him to be seen as non-threatening, an advantage he used to avoid difficult assignments as often as possible. Decepticon’s who aren’t fully aware of his orders, and even some Autobots, tolerate his company and the more chaotic and less trustworthy on both sides actively seek him out when they need information on something, as it is Psychout’s job to know everything, including where to get a good drink and Swindles comm-number.
It was during this period of freedom that he was was able to team up and work alongside Bombshell, helping him to create the famous Cerebro-shells that the Insecticon is so well known for. Whilst the advanced version Bombshell uses now are his own, Psychout still retains, and uses, the prototype schematics although he refuses to weaponise it, getting close enough to use a syringe is, to quote, "way more fun". He is yet to discover whether Bombshell is happy with his appropriation of these designs, but in his usual fashion, Psychout plans to deal with that problem when it comes.
He wasn’t always like that though. Back home, whilst the war was still in its infancy, Psychout was one of the keys to Megatron’s dominance of the non-combatant neutral regions. Using his controlling power to breed fear and terror of the Autobots into those who were not informed enough to resist the propaganda, the expert in paranoia could skilfully turn a peaceful safe-region into a chaotic and violent wasteland ripe for Decepticon picking.
After a run in with Starscream who, with a platoon of his troops ruined a decade of covert work through their inexcusable ineptitude, he exacted his revenge by controlling, and eventually causing the death of, a low ranked but well liked member of the Seeker army. As punishment his autonomy was stripped and he was reassigned and reformatted into a cassette and placed as an intelligence operative under a little known, and now deceased, communication officer. The death of his handler came as no shock to Psychout as it was he that sold him out to the authorities when he tried to double-cross their regional commander, in a bargain to regain his freedom. Eventually he was promoted to work for Soundwave but his abuse of his cerebro-shell on the dim-witted Frenzy and Rumble for entertainment led to his deactivation. He was brought back online after an expended period to assist and watch over a defecting Autobot scientist with whom he created a great working relationship doing unspeakable acts to unwilling ‘volunteers’, profiteering from the war and developing his taste for the finer things in life. His autonomy effectively restored, Psychout was well known for his legendary exploits when consuming refined energon and visiting the Cybertronian strip clubs and his playboy lifestyle in may have been in stark contrast to his partner’s all work and no play ethic but the technology they created, whilst not to everyone’s tastes, was so successful that they were just left to it undisturbed.
It was during this period that they both worked alongside Bombshell, helping him to advance the famous Cerebro-shells that the Insecticon is so well known for. Whilst the shells Bombshell uses now are his own, Psychout was able to copy the prototype schematics and puts a limited version to use, albeit usually for his own entertainment. He is yet to discover whether Bombshell is happy with his appropriation of these designs, but in his usual fashion, Psychout plans to deal with that problem when it comes.
Unfortunately, a surprise attack on Darkmount in which the labs were destroyed deactivated them both, and they have been left inactive since.
Robot Mode description: A standard Decepticon Cassette, coloured black with yellow decals and eyes. Prefers to wear a battle plate covering the lower half of his face to hide his expressions, and will occasionally disguise himself with a cloak or robe when amongst a species more of his size.
Abilities Detail:
Altmode: can plug into any computer-based technology and seize control of the system and any external connections. He is is not undetectable though, but the lower the technology of the system the less likely he is to be discovered. This also allows him to hack into any connected satellite systems once interfaced with a relevant terminal to monitor communications.
Low fuel consumption: Taking size into account.
Cerebro-Shells: As per weapons specs below.
Weapons specs:
Sniper rifle: shoots high velocity depleted uranium rounds with incredible accuracy up to nearly 1 mile (1500m) which can 'poison' metallic systems as well as carbon-based organic matter. His cerebro-shells cannot be used with this rifle. Tio achieve full range and accuracy Psychout must interface directly with its targeting systems which he must do in altmode, leaving himself open to surprise attack when fully concentrating on aiming. Without interfacing range and accuracy are halved
Twin pistols: Standard ornate Cybertronain side-arms, not very effective but when used together can pack a half decent punch. Carried more for their appearance than function, may once have been quite valuable.
Cerebro Shells Injection device: Requires close-range contact for delivery. The micro-circuited device travels through the sentient’s internal fluids until it reaches the brain, whereupon it opens up and releases tens of thousands of connecting wires. The wires coil around nearby neural dendrites until the brain's conscious functions are effectively rerouted through the cerebro-shell, which puts the mind of the victim under the remote control of Psychout. This control is limited however or obeying simple 2 or 3 word commands and it cannot make the target act outside of is usual nature (i.e. An Autobot like Bumblebee couldn't be controlled and forced to kill a human as that is against his nature, instead he would most likely break the control.)
Weaknesses: His altmode is a memory stick. He can subtly alter his transformation to allow him to access any required port in any terminal but once he is in his altmode, he is unable to move without returning to robot mode.
When he is interfaced with his rifle, and can get so focused on long range combat that he is relatively easy to sneak up on and a sitting duck if caught.
Wants nothing more than to return to his old playboy lifestyle back on Cybertron, and is furious that the planet has been destroyed. He does not know who or how it happened, but he blames Starscream – only someone that incompetent can have caused a disaster of that scale, and as a result he refuses to trust seekers.
I think that's everything; Dev has OK'd the Soundwave/Cassette thing, Insidious and I organised the Cerebro Shells (in bold) and I've upped his Tech skill to 8. Whoever gets to rank him can do so whenever...
(Oh, and replaced 'Straxus' with 'regional commander'.)
All yours, Ember![/quote]
Approved. Rank 5. Start him on the Ultrax.
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Ember - Gestalt
- Posts: 2013
- Joined: Wed Jul 28, 2004 4:43 pm
Re: NEW Character Applications
- Motto: "I'm not psycho...I just like psychotic things."
Mazinman wrote:Vroom
Allegiance: Autobots
Function: Saboteur
Alt. mode: Rocket Car
Weapons: Illusionizer Gun (Disrupts the optic sensors of the targets. Can switch to a standard laser gun mode.)
Special Abilities: Vehicle mode has special coating to resist shrapnel. Also possesses rockets for short boosts of speed.
Height: 28ft / 8.5m
Quote: "Don't take a chance if you don't stand a chance."
STRENGTH: 6
INTELLIGENCE: 9
DEXTERITY: 7
SPEED: 5
ENDURANCE: 6
COURAGE: 9
FIREPOWER: 7
ACCURACY: 8
MELEE: 7
TECH SKILL: 7
CHARISMA: 6
RANK: 7
Profile: Vroom is sneaky when he needs to be, brazen when he can be, and always cocky. He earned a reputation as a daredevil before he ever joined the main Autobot force, when he was a well known stunt driver. After the conflict started, he regularly raced into Decepticon fuel depots to steal what he needed and then set up explosive charges to destroy the rest, he developed a need for this high pressure excitement, and nothing less than the feeling of narrowly outrunning an explosion is good enough for Vroom anymore, which led to his becoming a premiere Autobot saboteur. Although Vroom is always careful to calculate the risks of his actions (even when it appears he isn't), his fellow Autobots are growing concerned about his lust for danger and excitement.
Abilities: Vroom has slightly above average strength and endurance, with great intelligence. He is an expert at covert demolitions and infiltration. He transforms into a rocket car that is coated with shrapnel deflecting rubber armor. While in car mode he can fire off rockets on his back for a temporary boost in his speed. Wields Illusioniser gun which distorts optic impulses.
Weaknesses: Vroom will sometimes try to make too dramatic an exit from the scene of one of his demolitions, risking great damage.
Approved. he's on G9, as you said. Have fun.
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Ember - Gestalt
- Posts: 2013
- Joined: Wed Jul 28, 2004 4:43 pm
Re: NEW Character Applications
- Motto: "I'm not psycho...I just like psychotic things."
Longshot wrote:Kickback
Allegiance: Decepticon
Sub-group: Insecticon/Decepticon Intelligence
Function: Espionage
Alt. mode: Locust
Weapons: Sub-Machine Gun
Special Abilities: None
Height: 21 ft / 6.4 m
Quote: “Friend is another word for fool.”
Strength: 3
Intelligence: 9
Dexterity: 7
Speed: 4
Endurance: 4
Courage: 6
Firepower: 5
Accuracy: 6
Melee: 7
Tech Skill: 8
Charisma: 10
Rank: 7
Profile: Kickback is as charming a mechanoid as you’ll ever meet—but it’s a charm rooted in an uncommonly cruel cleverness. The singular purpose of any friendship that this Insecticon begins is to dig up embarrassing facts about the other robot or person so that Kickback can influence his “friend” into doing his bidding. Organics are particularly suceptible to his seductive talents, but even Autobots have been known to succumb. The only thing Kickback enjoys more than these unwilling double agents is destroying them after he’s exhausted their usefulness.
Abilities: In his insect mode, Kickback can use his powerful leg modules ot propel him to heights of 40 feet and over distances of a tenth of a mile. Although small in this form, a single kick can punch a hole in a quarter-inch steel plate. In robot form, he can use his wings to fly at speeds up to 30 mph for distances up to 100 miles. He carries a sub-machine gun that can shoot up to 300 rounds per minute of armor-piercing titanium coated bullets.
Weaknesses: Kickback’s lack of weaponry makes him extremely vulnerable in insect mode. The nature of his leaping and flying abilities hampers his mobility in even moderate winds.
Sample Post:
His joints were starting to stiffen. They would likely seize up entirely, if he didn’t work some mobility back into them soon. Unfortunately, the inhibitor claw presently affixed to Kickback’s dorsal armor plating and the Class-1 restraints binding his arms at the wrist joints made that rather a dim prospect. He couldn’t so much as twitch his antennae, and that less-than-comfortable reality wasn’t likely to change in the foreseeable future. Whatever else one might say about the Autobots, their adherence to the minor details of prisoner control and transportation procedure couldn’t be faulted.
Kickback still wasn’t sure why they bothered, really. He certainly wasn’t going to be punching his way to freedom, or improvising a shiv out of loose deck plating, or employing any of the other variously dramatic stratagems doubtless used by other Decepticons in the past when attempting escape. It was possible that they believed he might attempt to eat his way to freedom—not altogether unthinkable, given how hungry he was just then—but even his voracious appetite would have found the prison ship’s molybdenum-alloy hull challenging.
Besides, what would he do then? Float aimlessly through the vacuum for a few hundred thousand giga-cycles waiting for his comrades to come to his rescue? He was more likely to burn up in a planetary atmosphere or the photosphere of a star, or be consumed by a black hole. And the odds of any of that happening were, quite literally, astronomical.
No, Kickback knew that he was far better off where he was. Imprisonment may hardly have been ideal, but it certainly could have been worse. For example, he could have been en route to a Decepticon detention facility—an experience that could accurately be likened to being fed feet-first into a trash compactor, except drawn out over dozens of agonizing vorns. At least the Autobots would make a token effort to rehabilitate him. Maybe.
Ah, rehabilitation. Now that was a prospect to which the clever Insecticon looked forward with singular anticipation. He might not have been the mightiest warrior among the Decepticons, or even his own hive-mates, but there were certain other arenas in which he excelled. Why waste fuel trying to fight his way out of captivity when it was so much easier—and so much more personally gratifying—to use charm instead? Manipulating other mechanoids, both friend and foe, was Kickback’s single greatest talent. One that relished exercising, particularly when the stakes were so very high.
He glanced up as a tinny voice was relayed through the ship’s internal communications system.
>>Attention, crew. Attention. Transport shuttle Steadfast has reached its final destination. In preparation for docking, secure prisoners for debarkation and transfer of custody.<<
As the Autobot vessel perceptibly slowed, a small smile creased Kickback’s faceplate.
There's never any reason for me not to approve one of your apps. Enjoy!
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Ember - Gestalt
- Posts: 2013
- Joined: Wed Jul 28, 2004 4:43 pm
Re: NEW Character Applications
- Motto: "Feed them to the Sharkticons!"
Whirl
Allegiance: Autobot
Sub-group: The Wreckers
Function: Aerial Assault
Alternate Modes: Attack Helicopter
Weapons: Incendiary Shell Cannons, Hi-Energy Photon Beam Rifle, Null-Ray Module, Parlyzo Box
Special Abilities: N/A
Height: 32ft/ 9.75m
Quote: “ If used logically, madness makes a great weapon.”
Strength: 8
Intelligence: 8
Dexterity: 9
Speed: 8
Endurance: 8
Courage: 9
Firepower: 8
Accuracy: 7
Melee: 7
Tech Skill: 6
Charisma: 7
Rank: 6
Profile: Regardless of who (or what) first coined the phrase “sometimes crazy works,” Whirl lives that axiom in action. He believes that, logically speaking, insanity makes an extremely effective weapon. Enemies flee in terror before the absolutely lunatic maneuvers he pulls on the battlefield. His extreme agility in helicopter mode enables him to spin, bob, weave, dive, and bank like a mechanoid totally out of control. Or totally out of his mind. Needless to say, Whirl is a rather reckless fighter and can take damage because of it. He’s okay with that, though, because he absolutely loves his job.
Repeated psychological and cerebro-circuitry maintenance scans have failed to pinpoint the cause of Whirl’s erratic behavior in combat. This has generally failed to provide any consolation to his superiors, whose attempts to manage him in action are often frustrating, to say the least. Whirl tends to be most effective when freed of the constraints of conventional battle tactics.
Abilities: In helicopter mode, Whirl is extraordinarily maneuverable and can fly at virtually any angle. His top speed is 400 mph and his range is approximately 1,600 miles. His armament consists of four incendiary-shell cannons, a high-energy photon beam rifle, a null-ray module which interferes with the flow of electrical current through mechanical systems (effectively rendering robot opponents or inanimate devices temporarily inert), and a circuit-shorting paralyzo box. Whirl possesses great strength as a robot in addition to a gifted intellect.
Weaknesses: Whirl’s penchant for wild flight patterns causes great stress on his rotor blades, making them prone to damage.
* * * * * * *
Slog
Allegiance: Decepticon
Sub-group: Monstructor Six
Function: Combat Artist
Alternate Modes: Bipedal Monster
Weapons: Magnetic Rifle
Special Abilities: None
Height: 20ft/ 6.1m
Quote: “Destruction is the highest form of art.”
Strength: 5
Intelligence: 8
Dexterity: 4
Speed: 2
Endurance: 8
Courage: 7
Firepower: 7
Accuracy: 8
Melee: 7
Tech Skill: 7
Charisma: 8
Rank: 7
Profile: Slog is the most tasteful and refined of his comrades. When he initially joined the Decepticons, they used his exceptional talent as an artist to produce sculptures and art pieces depicting the glory of the Decepticon empire and its leaders, and record their rise for posterity. Eventually, they realized Slog was a capable warrior as well as an artist, although his battlefield work is definitely more of the “abstract” variety. He carves up his foes on the battlefield more out of a desire to survive than actual spite, and he always attempts to make each of his victims a work of art to honor their memory. This aspect of war, and the fact that the Decepticons have no interest in supporting free expression and art, troubles Slog. Although he finds destruction the best way to create pure, chaotic art in an inanimate subject, he wonders about the lives lost in the Autobot/Decepticon conflict. Slog once organized an underground art show of his work, reflecting on the horrors of war in the twisted, rusting ruins of his foes. This led to the coining of a new art form—‘slogism’—and the use of the exhibit’s pictures in the Autobots’ anti-Decepticon broadcasts. This and occasional doubts about his cause have not pleased his Decepticon superiors.
Abilities: Subject possesses great intelligence and exceptional skill as an artist. He is a surprisingly effective warrior. As a robot, he is armed with a magnetic rifle that can be set to fire waves that repel or attract; it can even make its target’s bodies repel themselves, tearing apart metallic opponents. Combines with teammates to form Monstructor.
Weaknesses: Subject has bouts of depression that make him useless in combat
Allegiance: Autobot
Sub-group: The Wreckers
Function: Aerial Assault
Alternate Modes: Attack Helicopter
Weapons: Incendiary Shell Cannons, Hi-Energy Photon Beam Rifle, Null-Ray Module, Parlyzo Box
Special Abilities: N/A
Height: 32ft/ 9.75m
Quote: “ If used logically, madness makes a great weapon.”
Strength: 8
Intelligence: 8
Dexterity: 9
Speed: 8
Endurance: 8
Courage: 9
Firepower: 8
Accuracy: 7
Melee: 7
Tech Skill: 6
Charisma: 7
Rank: 6
Profile: Regardless of who (or what) first coined the phrase “sometimes crazy works,” Whirl lives that axiom in action. He believes that, logically speaking, insanity makes an extremely effective weapon. Enemies flee in terror before the absolutely lunatic maneuvers he pulls on the battlefield. His extreme agility in helicopter mode enables him to spin, bob, weave, dive, and bank like a mechanoid totally out of control. Or totally out of his mind. Needless to say, Whirl is a rather reckless fighter and can take damage because of it. He’s okay with that, though, because he absolutely loves his job.
Repeated psychological and cerebro-circuitry maintenance scans have failed to pinpoint the cause of Whirl’s erratic behavior in combat. This has generally failed to provide any consolation to his superiors, whose attempts to manage him in action are often frustrating, to say the least. Whirl tends to be most effective when freed of the constraints of conventional battle tactics.
Abilities: In helicopter mode, Whirl is extraordinarily maneuverable and can fly at virtually any angle. His top speed is 400 mph and his range is approximately 1,600 miles. His armament consists of four incendiary-shell cannons, a high-energy photon beam rifle, a null-ray module which interferes with the flow of electrical current through mechanical systems (effectively rendering robot opponents or inanimate devices temporarily inert), and a circuit-shorting paralyzo box. Whirl possesses great strength as a robot in addition to a gifted intellect.
Weaknesses: Whirl’s penchant for wild flight patterns causes great stress on his rotor blades, making them prone to damage.
* * * * * * *
Slog
Allegiance: Decepticon
Sub-group: Monstructor Six
Function: Combat Artist
Alternate Modes: Bipedal Monster
Weapons: Magnetic Rifle
Special Abilities: None
Height: 20ft/ 6.1m
Quote: “Destruction is the highest form of art.”
Strength: 5
Intelligence: 8
Dexterity: 4
Speed: 2
Endurance: 8
Courage: 7
Firepower: 7
Accuracy: 8
Melee: 7
Tech Skill: 7
Charisma: 8
Rank: 7
Profile: Slog is the most tasteful and refined of his comrades. When he initially joined the Decepticons, they used his exceptional talent as an artist to produce sculptures and art pieces depicting the glory of the Decepticon empire and its leaders, and record their rise for posterity. Eventually, they realized Slog was a capable warrior as well as an artist, although his battlefield work is definitely more of the “abstract” variety. He carves up his foes on the battlefield more out of a desire to survive than actual spite, and he always attempts to make each of his victims a work of art to honor their memory. This aspect of war, and the fact that the Decepticons have no interest in supporting free expression and art, troubles Slog. Although he finds destruction the best way to create pure, chaotic art in an inanimate subject, he wonders about the lives lost in the Autobot/Decepticon conflict. Slog once organized an underground art show of his work, reflecting on the horrors of war in the twisted, rusting ruins of his foes. This led to the coining of a new art form—‘slogism’—and the use of the exhibit’s pictures in the Autobots’ anti-Decepticon broadcasts. This and occasional doubts about his cause have not pleased his Decepticon superiors.
Abilities: Subject possesses great intelligence and exceptional skill as an artist. He is a surprisingly effective warrior. As a robot, he is armed with a magnetic rifle that can be set to fire waves that repel or attract; it can even make its target’s bodies repel themselves, tearing apart metallic opponents. Combines with teammates to form Monstructor.
Weaknesses: Subject has bouts of depression that make him useless in combat
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Longshot - Fuzor
- Posts: 271
- Joined: Sat Nov 22, 2003 1:36 am
Re: NEW Character Applications
- Motto: "I'm not psycho...I just like psychotic things."
Longshot wrote:Whirl
Allegiance: Autobot
Sub-group: The Wreckers
Function: Aerial Assault
Alternate Modes: Attack Helicopter
Weapons: Incendiary Shell Cannons, Hi-Energy Photon Beam Rifle, Null-Ray Module, Parlyzo Box
Special Abilities: N/A
Height: 32ft/ 9.75m
Quote: “ If used logically, madness makes a great weapon.”
Strength: 8
Intelligence: 8
Dexterity: 9
Speed: 8
Endurance: 8
Courage: 9
Firepower: 8
Accuracy: 7
Melee: 7
Tech Skill: 6
Charisma: 7
Rank: 6
Profile: Regardless of who (or what) first coined the phrase “sometimes crazy works,” Whirl lives that axiom in action. He believes that, logically speaking, insanity makes an extremely effective weapon. Enemies flee in terror before the absolutely lunatic maneuvers he pulls on the battlefield. His extreme agility in helicopter mode enables him to spin, bob, weave, dive, and bank like a mechanoid totally out of control. Or totally out of his mind. Needless to say, Whirl is a rather reckless fighter and can take damage because of it. He’s okay with that, though, because he absolutely loves his job.
Repeated psychological and cerebro-circuitry maintenance scans have failed to pinpoint the cause of Whirl’s erratic behavior in combat. This has generally failed to provide any consolation to his superiors, whose attempts to manage him in action are often frustrating, to say the least. Whirl tends to be most effective when freed of the constraints of conventional battle tactics.
Abilities: In helicopter mode, Whirl is extraordinarily maneuverable and can fly at virtually any angle. His top speed is 400 mph and his range is approximately 1,600 miles. His armament consists of four incendiary-shell cannons, a high-energy photon beam rifle, a null-ray module which interferes with the flow of electrical current through mechanical systems (effectively rendering robot opponents or inanimate devices temporarily inert), and a circuit-shorting paralyzo box. Whirl possesses great strength as a robot in addition to a gifted intellect.
Weaknesses: Whirl’s penchant for wild flight patterns causes great stress on his rotor blades, making them prone to damage.
* * * * * * *
Slog
Allegiance: Decepticon
Sub-group: Monstructor Six
Function: Combat Artist
Alternate Modes: Bipedal Monster
Weapons: Magnetic Rifle
Special Abilities: None
Height: 20ft/ 6.1m
Quote: “Destruction is the highest form of art.”
Strength: 5
Intelligence: 8
Dexterity: 4
Speed: 2
Endurance: 8
Courage: 7
Firepower: 7
Accuracy: 8
Melee: 7
Tech Skill: 7
Charisma: 8
Rank: 7
Profile: Slog is the most tasteful and refined of his comrades. When he initially joined the Decepticons, they used his exceptional talent as an artist to produce sculptures and art pieces depicting the glory of the Decepticon empire and its leaders, and record their rise for posterity. Eventually, they realized Slog was a capable warrior as well as an artist, although his battlefield work is definitely more of the “abstract” variety. He carves up his foes on the battlefield more out of a desire to survive than actual spite, and he always attempts to make each of his victims a work of art to honor their memory. This aspect of war, and the fact that the Decepticons have no interest in supporting free expression and art, troubles Slog. Although he finds destruction the best way to create pure, chaotic art in an inanimate subject, he wonders about the lives lost in the Autobot/Decepticon conflict. Slog once organized an underground art show of his work, reflecting on the horrors of war in the twisted, rusting ruins of his foes. This led to the coining of a new art form—‘slogism’—and the use of the exhibit’s pictures in the Autobots’ anti-Decepticon broadcasts. This and occasional doubts about his cause have not pleased his Decepticon superiors.
Abilities: Subject possesses great intelligence and exceptional skill as an artist. He is a surprisingly effective warrior. As a robot, he is armed with a magnetic rifle that can be set to fire waves that repel or attract; it can even make its target’s bodies repel themselves, tearing apart metallic opponents. Combines with teammates to form Monstructor.
Weaknesses: Subject has bouts of depression that make him useless in combat
Both approved. Have fun, but not too much!
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Ember - Gestalt
- Posts: 2013
- Joined: Wed Jul 28, 2004 4:43 pm
Re: NEW Character Applications
Name: Soul Siren
Allegiance: Decepticon
Function: Interrogator
Alt. mode: Cybertronian Motorcycle.
Weapons: Robot: Twin Energy guns. Twin Energy daggers.
Height: 20'
Quote: “Give me what I wish for and your pain will end.”
STRENGTH: 4
INTELLIGENCE: 9
DEXTERITY: 7
SPEED: 6
ENDURANCE: 4
COURAGE: 8
FIREPOWER: 4
ACCURACY: 7
MELEE: 5
TECH SKILL: 9
CHARISMA: 7
RANK: TBD
Profile: Soul Siren began her days of service to the Decepticon cause as a simple service droid in the employ in the central Decepticon jail and interrogation center. She dreamed of one day being able to bask in the power that being a full Decepticon gave but the director of the jail, Bullrazen, always treated her harshly giving her the most demeaning of duties to undertake but she quietly did her duty and watched, watched and learned. This existence ended when she discovered his secret dealings with the Autobots and secretly reported it to High Command. She was given a slightly larger body and status as full Decepticon. Her first duty was to extract a confession from Bullrazen before his execution. Due to her humble origins she takes a deep enjoyment in her duty as an interrogator seeing every one of her victims as people who think they are better than she is.
Abilities: Soul Siren has a perverse knowledge of medical information. She knows a transformer body from head to toe and knows how to deal with every part only she uses that knowledge to cause pain not to treat it. She can disassemble an Autobot up to the last parts and be able to keep him functioning all through the process letting her victim feel the pain of every step. Her fingers can all retract to reveal different types of tools. Her natural curiosity has lead her to explore other sciences as well in her spare time. Finally she can record audio and video for large amounts of time. She is intelligent and thorough in her questionings. She has also developed acting skills as part of her manipulations.
Weaknesses: Soul Siren herself is not a very physically powerful robot which is a constant source of frustration to her. Also she is not a very good driver. This is mostly due to the fact that she very rarely used her motorcycle mode as her duties usually keep her within her station. More practice would improve her skills. The same can be said to apply to her combat skills as her weakness and value as a interrogator has made her front line excursions extremely rare.
Sample Roleplay:
Breakthru lay where he has always been for longer than he could count. He had been captured some time ago while leading his unit against a Decepticon fortified positon and, since then, he had faced torture from three separate interrogators each trying to pry from him his secrets. He grinned as he remembered their faces of frustration at not being able to break him. Just as he thought of his past victories the door to his cell opened. He was shocked to find a relatively small and almost frail female transformer walk in with a suitcase of materials. He laughed.
“Whats this? The Decepticons are sending their maids to question me?” He said, his voice full of contempt and amusement. The female turned to him with a smile.
“Not at all.” She said cheerfully which further throw back Breakthru. “The testing period for our interrogators is done and I am here to interview you so that we can get a full accessment on their performance.”
“Their performance? You must be joking, what about my questioning!?” He said in a bewildered voice.
The female giggled. “No, no they were just being tested on their technique and abilities whatever information you hold is of no real value to High Command. In fact we value your aid in helping us test our interrogators so we will not even execute you. We’ll place you in a nice cell where you can spend out the remainder of the war.”
Breakthru’s jaw dropped at what he was being told. The little female was telling him the truth as far as he could tell, after all no one like her would be a Decepticons. They wouldn’t stand someone as weak as her in their presence.
“Wait…” he said in shock. “I do have important information, I really do!”
The female looked at him with a curious look then smiled.
“I’m not really qualified to know about that, uhm, Breakthru is it? So I will just start my job if you don’t mind.”
“No! I do know things!”
She sighed. “Well, I supposed I can listen to what you have to say then report to my superiors to see if there is anything that warrants further questioning.”
He nodded. “Alright! You see I know certain details about…”
Moments Later…
The female stepped out of the cell and allowed the guards to close the doors behind her as she sighed. How she hated to have to act out that role. She reached into the storage pocket on her right side and removed her Decepticon insignia placing it on her chest. As she did so the commandant of the barrack came to her with a grin.
“Give up already?”
She looked at him sternly.
“Not at all. I have obtained the information we require.” She took a recording chip from her abdomen and gave it to the commandant. “Check the information I received for its authenticity before we finally deal with this one.”
He looked at her in shock. “How…?”
She began to walk. “Simple. The Autobot is a hardened warrior. To him the interrogation process replaced the battlefield. Through resisting the pain he was continuing to live victories over the Decepticon army. Giving him further pain would only encourage him so I made the interrogation process itself appear pointless. That robbed him of his sense of victory, his sense of importance. He began to give me certain bits of information in the hopes that he would regain that and, once that opening was created, it was child’s play for me to continue to extract more and more.”
The Decepticon commandant snapped out of his surprise. “Impressive for a specimen like you.”
Outwardly she remained calm but inside she burned at that remark. She knew she could not react to it, however, for it would be seen as weakness. She ignored it, acting as if she was above it and activated her communicator.
“Decepticon Command, this is Soul Siren. The information has been extracted and its authenticity will be verified. I will remain here until final results arrive."
Allegiance: Decepticon
Function: Interrogator
Alt. mode: Cybertronian Motorcycle.
Weapons: Robot: Twin Energy guns. Twin Energy daggers.
Height: 20'
Quote: “Give me what I wish for and your pain will end.”
STRENGTH: 4
INTELLIGENCE: 9
DEXTERITY: 7
SPEED: 6
ENDURANCE: 4
COURAGE: 8
FIREPOWER: 4
ACCURACY: 7
MELEE: 5
TECH SKILL: 9
CHARISMA: 7
RANK: TBD
Profile: Soul Siren began her days of service to the Decepticon cause as a simple service droid in the employ in the central Decepticon jail and interrogation center. She dreamed of one day being able to bask in the power that being a full Decepticon gave but the director of the jail, Bullrazen, always treated her harshly giving her the most demeaning of duties to undertake but she quietly did her duty and watched, watched and learned. This existence ended when she discovered his secret dealings with the Autobots and secretly reported it to High Command. She was given a slightly larger body and status as full Decepticon. Her first duty was to extract a confession from Bullrazen before his execution. Due to her humble origins she takes a deep enjoyment in her duty as an interrogator seeing every one of her victims as people who think they are better than she is.
Abilities: Soul Siren has a perverse knowledge of medical information. She knows a transformer body from head to toe and knows how to deal with every part only she uses that knowledge to cause pain not to treat it. She can disassemble an Autobot up to the last parts and be able to keep him functioning all through the process letting her victim feel the pain of every step. Her fingers can all retract to reveal different types of tools. Her natural curiosity has lead her to explore other sciences as well in her spare time. Finally she can record audio and video for large amounts of time. She is intelligent and thorough in her questionings. She has also developed acting skills as part of her manipulations.
Weaknesses: Soul Siren herself is not a very physically powerful robot which is a constant source of frustration to her. Also she is not a very good driver. This is mostly due to the fact that she very rarely used her motorcycle mode as her duties usually keep her within her station. More practice would improve her skills. The same can be said to apply to her combat skills as her weakness and value as a interrogator has made her front line excursions extremely rare.
Sample Roleplay:
Breakthru lay where he has always been for longer than he could count. He had been captured some time ago while leading his unit against a Decepticon fortified positon and, since then, he had faced torture from three separate interrogators each trying to pry from him his secrets. He grinned as he remembered their faces of frustration at not being able to break him. Just as he thought of his past victories the door to his cell opened. He was shocked to find a relatively small and almost frail female transformer walk in with a suitcase of materials. He laughed.
“Whats this? The Decepticons are sending their maids to question me?” He said, his voice full of contempt and amusement. The female turned to him with a smile.
“Not at all.” She said cheerfully which further throw back Breakthru. “The testing period for our interrogators is done and I am here to interview you so that we can get a full accessment on their performance.”
“Their performance? You must be joking, what about my questioning!?” He said in a bewildered voice.
The female giggled. “No, no they were just being tested on their technique and abilities whatever information you hold is of no real value to High Command. In fact we value your aid in helping us test our interrogators so we will not even execute you. We’ll place you in a nice cell where you can spend out the remainder of the war.”
Breakthru’s jaw dropped at what he was being told. The little female was telling him the truth as far as he could tell, after all no one like her would be a Decepticons. They wouldn’t stand someone as weak as her in their presence.
“Wait…” he said in shock. “I do have important information, I really do!”
The female looked at him with a curious look then smiled.
“I’m not really qualified to know about that, uhm, Breakthru is it? So I will just start my job if you don’t mind.”
“No! I do know things!”
She sighed. “Well, I supposed I can listen to what you have to say then report to my superiors to see if there is anything that warrants further questioning.”
He nodded. “Alright! You see I know certain details about…”
Moments Later…
The female stepped out of the cell and allowed the guards to close the doors behind her as she sighed. How she hated to have to act out that role. She reached into the storage pocket on her right side and removed her Decepticon insignia placing it on her chest. As she did so the commandant of the barrack came to her with a grin.
“Give up already?”
She looked at him sternly.
“Not at all. I have obtained the information we require.” She took a recording chip from her abdomen and gave it to the commandant. “Check the information I received for its authenticity before we finally deal with this one.”
He looked at her in shock. “How…?”
She began to walk. “Simple. The Autobot is a hardened warrior. To him the interrogation process replaced the battlefield. Through resisting the pain he was continuing to live victories over the Decepticon army. Giving him further pain would only encourage him so I made the interrogation process itself appear pointless. That robbed him of his sense of victory, his sense of importance. He began to give me certain bits of information in the hopes that he would regain that and, once that opening was created, it was child’s play for me to continue to extract more and more.”
The Decepticon commandant snapped out of his surprise. “Impressive for a specimen like you.”
Outwardly she remained calm but inside she burned at that remark. She knew she could not react to it, however, for it would be seen as weakness. She ignored it, acting as if she was above it and activated her communicator.
“Decepticon Command, this is Soul Siren. The information has been extracted and its authenticity will be verified. I will remain here until final results arrive."
- Mazinman
- Vehicon
- Posts: 332
- Joined: Thu Oct 02, 2003 3:00 pm
Re: NEW Character Applications
- Motto: "Wake up. Wake up and smell the ashes."
- Weapon: Dual Compression Cannons
//Dang, I was still vying for Whirl, ah well, have fun Longshot!
Wheelie
Allegiance: Autobot
Sub-group: Minibot
Function: Survivalist
Alternate Modes: Cybertronian Sports Car (Cybertron), Audi R8 GT (Earth)
Weapons: Fire Stone Slingshot, 3-Bladed Knife
Special Abilities: Low fuel consumption
Height: 15 ft/4.57200 m
Quote: “Only the fierce shall live.”
Strength: 5.0
Intelligence: 5.0
Dexterity: 8.0
Speed: 8.0
Endurance: 9.0
Courage: 8.0
Firepower: 7.0
Accuracy: 7.0
Melee: 6.0
Tech Skill: 7.0
Charisma: 7.0
Rank: 5.0
Profile: Wheelie is the "Wild Boy" of any planet; he is an Autobot youth-like mech who's forthcoming is Survival. Whereas his alternate modes are not useful for speeding through the wilderness, they are useful for speeding through the jungle that is the city. There certainly was a time when Wheelie was not the person to rhyme, but he was taught how to rhyme and he quickly came to it as his common use of speech. Not everyone appreaciates it like Wheelie does, however.
Abilities: He fights only when he's under attack and has to defend himself. He uses a three-bladed knife similar to a Swiss Army Knife. He also uses a Slingshot which hurls fire stones which explodes on impact when he must attack his enemies or defend himself. His alternate mode of a Cybertronian Sports Car can reach 270 mph as a top speed and his R8 mode can reach up to 198 mph; a stark contrast to the Cybertronian mode, but Wheelie likes the look of it as an alternate mode.
Weaknesses: He has no known weakness.
Sample-Post
LV-117 - Trees above Terrestrial Forest
Wheelie placed his hand on the carefully carved wooden railing of the shack he crafted long ago. He looked below the uneven wooden planks he carved to see if anything was below him. Just a few Swamprats, small Herbivores that resemble the cybernetic rats that eat through power cables on Cybertron.
Cybertron.
He could barely remember the place of his creation. It has been so long in the dense Jungle of LV-117 that he can barely remember Cybertron.
Wheelie sighed, it has been a while since he has had use of his Vocalizer ever since he tried the Unversal Greeting on a Arachnosaur. When he said the phrase "Graaaaang" was when he was attacked, and that was the first time he could recollect his realization of the volitility of this planet...
They say soliltude is good for people sometimes. This is not one of those times.
Wheelie
Allegiance: Autobot
Sub-group: Minibot
Function: Survivalist
Alternate Modes: Cybertronian Sports Car (Cybertron), Audi R8 GT (Earth)
Weapons: Fire Stone Slingshot, 3-Bladed Knife
Special Abilities: Low fuel consumption
Height: 15 ft/4.57200 m
Quote: “Only the fierce shall live.”
Strength: 5.0
Intelligence: 5.0
Dexterity: 8.0
Speed: 8.0
Endurance: 9.0
Courage: 8.0
Firepower: 7.0
Accuracy: 7.0
Melee: 6.0
Tech Skill: 7.0
Charisma: 7.0
Rank: 5.0
Profile: Wheelie is the "Wild Boy" of any planet; he is an Autobot youth-like mech who's forthcoming is Survival. Whereas his alternate modes are not useful for speeding through the wilderness, they are useful for speeding through the jungle that is the city. There certainly was a time when Wheelie was not the person to rhyme, but he was taught how to rhyme and he quickly came to it as his common use of speech. Not everyone appreaciates it like Wheelie does, however.
Abilities: He fights only when he's under attack and has to defend himself. He uses a three-bladed knife similar to a Swiss Army Knife. He also uses a Slingshot which hurls fire stones which explodes on impact when he must attack his enemies or defend himself. His alternate mode of a Cybertronian Sports Car can reach 270 mph as a top speed and his R8 mode can reach up to 198 mph; a stark contrast to the Cybertronian mode, but Wheelie likes the look of it as an alternate mode.
Weaknesses: He has no known weakness.
Sample-Post
LV-117 - Trees above Terrestrial Forest
Wheelie placed his hand on the carefully carved wooden railing of the shack he crafted long ago. He looked below the uneven wooden planks he carved to see if anything was below him. Just a few Swamprats, small Herbivores that resemble the cybernetic rats that eat through power cables on Cybertron.
Cybertron.
He could barely remember the place of his creation. It has been so long in the dense Jungle of LV-117 that he can barely remember Cybertron.
Wheelie sighed, it has been a while since he has had use of his Vocalizer ever since he tried the Unversal Greeting on a Arachnosaur. When he said the phrase "Graaaaang" was when he was attacked, and that was the first time he could recollect his realization of the volitility of this planet...
They say soliltude is good for people sometimes. This is not one of those times.
-
#Sideways# - Godmaster
- Posts: 1596
- News Credits: 62
- Joined: Tue Nov 30, 2010 3:18 pm
- Location: Planet X
- Watch #Sideways# on YouTube
- Alt Mode: Motorcycle
- Strength: 5
- Intelligence: 7
- Speed: 9
- Endurance: Infinity
- Rank: ???
- Courage: 7
- Firepower: 7
- Skill: 7
Re: NEW Character Applications
- Motto: "I'm not psycho...I just like psychotic things."
Mazinman wrote:Name: Soul Siren
Allegiance: Decepticon
Function: Interrogator
Alt. mode: Cybertronian Motorcycle.
Weapons: Robot: Twin Energy guns. Twin Energy daggers.
Height: 20'
Quote: “Give me what I wish for and your pain will end.”
STRENGTH: 4
INTELLIGENCE: 9
DEXTERITY: 7
SPEED: 6
ENDURANCE: 4
COURAGE: 8
FIREPOWER: 4
ACCURACY: 7
MELEE: 5
TECH SKILL: 9
CHARISMA: 7
RANK: TBD
Profile: Soul Siren began her days of service to the Decepticon cause as a simple service droid in the employ in the central Decepticon jail and interrogation center. She dreamed of one day being able to bask in the power that being a full Decepticon gave but the director of the jail, Bullrazen, always treated her harshly giving her the most demeaning of duties to undertake but she quietly did her duty and watched, watched and learned. This existence ended when she discovered his secret dealings with the Autobots and secretly reported it to High Command. She was given a slightly larger body and status as full Decepticon. Her first duty was to extract a confession from Bullrazen before his execution. Due to her humble origins she takes a deep enjoyment in her duty as an interrogator seeing every one of her victims as people who think they are better than she is.
Abilities: Soul Siren has a perverse knowledge of medical information. She knows a transformer body from head to toe and knows how to deal with every part only she uses that knowledge to cause pain not to treat it. She can disassemble an Autobot up to the last parts and be able to keep him functioning all through the process letting her victim feel the pain of every step. Her fingers can all retract to reveal different types of tools. Her natural curiosity has lead her to explore other sciences as well in her spare time. Finally she can record audio and video for large amounts of time. She is intelligent and thorough in her questionings. She has also developed acting skills as part of her manipulations.
Weaknesses: Soul Siren herself is not a very physically powerful robot which is a constant source of frustration to her. Also she is not a very good driver. This is mostly due to the fact that she very rarely used her motorcycle mode as her duties usually keep her within her station. More practice would improve her skills. The same can be said to apply to her combat skills as her weakness and value as a interrogator has made her front line excursions extremely rare.
Sample Roleplay:
Breakthru lay where he has always been for longer than he could count. He had been captured some time ago while leading his unit against a Decepticon fortified positon and, since then, he had faced torture from three separate interrogators each trying to pry from him his secrets. He grinned as he remembered their faces of frustration at not being able to break him. Just as he thought of his past victories the door to his cell opened. He was shocked to find a relatively small and almost frail female transformer walk in with a suitcase of materials. He laughed.
“Whats this? The Decepticons are sending their maids to question me?” He said, his voice full of contempt and amusement. The female turned to him with a smile.
“Not at all.” She said cheerfully which further throw back Breakthru. “The testing period for our interrogators is done and I am here to interview you so that we can get a full accessment on their performance.”
“Their performance? You must be joking, what about my questioning!?” He said in a bewildered voice.
The female giggled. “No, no they were just being tested on their technique and abilities whatever information you hold is of no real value to High Command. In fact we value your aid in helping us test our interrogators so we will not even execute you. We’ll place you in a nice cell where you can spend out the remainder of the war.”
Breakthru’s jaw dropped at what he was being told. The little female was telling him the truth as far as he could tell, after all no one like her would be a Decepticons. They wouldn’t stand someone as weak as her in their presence.
“Wait…” he said in shock. “I do have important information, I really do!”
The female looked at him with a curious look then smiled.
“I’m not really qualified to know about that, uhm, Breakthru is it? So I will just start my job if you don’t mind.”
“No! I do know things!”
She sighed. “Well, I supposed I can listen to what you have to say then report to my superiors to see if there is anything that warrants further questioning.”
He nodded. “Alright! You see I know certain details about…”
Moments Later…
The female stepped out of the cell and allowed the guards to close the doors behind her as she sighed. How she hated to have to act out that role. She reached into the storage pocket on her right side and removed her Decepticon insignia placing it on her chest. As she did so the commandant of the barrack came to her with a grin.
“Give up already?”
She looked at him sternly.
“Not at all. I have obtained the information we require.” She took a recording chip from her abdomen and gave it to the commandant. “Check the information I received for its authenticity before we finally deal with this one.”
He looked at her in shock. “How…?”
She began to walk. “Simple. The Autobot is a hardened warrior. To him the interrogation process replaced the battlefield. Through resisting the pain he was continuing to live victories over the Decepticon army. Giving him further pain would only encourage him so I made the interrogation process itself appear pointless. That robbed him of his sense of victory, his sense of importance. He began to give me certain bits of information in the hopes that he would regain that and, once that opening was created, it was child’s play for me to continue to extract more and more.”
The Decepticon commandant snapped out of his surprise. “Impressive for a specimen like you.”
Outwardly she remained calm but inside she burned at that remark. She knew she could not react to it, however, for it would be seen as weakness. She ignored it, acting as if she was above it and activated her communicator.
“Decepticon Command, this is Soul Siren. The information has been extracted and its authenticity will be verified. I will remain here until final results arrive."
Approved. Rank 6. Although Darkride is rather saddened that he won't meet her anytime soon.
-
Ember - Gestalt
- Posts: 2013
- Joined: Wed Jul 28, 2004 4:43 pm
Re: NEW Character Applications
- Motto: "Clarity of thought before rashness of action."
- Weapon: Oxidating Laser
Name: Icepick
Faction: Decepticons
Function: Demolitions
Alt mode: Bipedal Monster
Weapons: Fireball Bazooka
Height: 20ft/6.1m
Quote: “From today’s rubble-strewn fields shall emerge a new Decepticon world!”
STRENGTH: 8
INTELLIGENCE: 7
DEXTERITY: 5
COURAGE: 8
SPEED: 3
COURAGE: 5
ACCURACY: 4
FIREPOWER: 6
ENDURANCE: 8
MELEE: 7
TECH SKILL: 6
CHARISMA: 7
RANK: 6
History/Profile: Icepick is one of the most cheerful Transformers—he truly loves his job and believes in its purpose. He was quick to latch on to Decepticon ideals of replacing the old and weak with the strong, which likely explains his current specialty in demolitions. With all the fervor and ideological zeal of a propaganda ad, Icepick will gladly explain that it only makes sense to recycle the battered buildings of today into the technological marvels of a brave new future. His efforts to convert others to the Decepticon cause have met with very limited success, but the upper echelons of the movement do appreciate his ceaseless efforts on their behalf, no matter how misguided.
Abilities: Icepick possesses great strength and endurance, and above-average intelligence. In creature mode, Icepick can leap a distance of 1.8 miles at a time. As a robot, he is armed with a fireball bazooka.
Weakness(es): Although he believes in what he preaches, Icepick is not convinced of some of the more ruthless Decepticon tactics, especially when they involve unsuspecting victims.
Faction: Decepticons
Function: Demolitions
Alt mode: Bipedal Monster
Weapons: Fireball Bazooka
Height: 20ft/6.1m
Quote: “From today’s rubble-strewn fields shall emerge a new Decepticon world!”
STRENGTH: 8
INTELLIGENCE: 7
DEXTERITY: 5
COURAGE: 8
SPEED: 3
COURAGE: 5
ACCURACY: 4
FIREPOWER: 6
ENDURANCE: 8
MELEE: 7
TECH SKILL: 6
CHARISMA: 7
RANK: 6
History/Profile: Icepick is one of the most cheerful Transformers—he truly loves his job and believes in its purpose. He was quick to latch on to Decepticon ideals of replacing the old and weak with the strong, which likely explains his current specialty in demolitions. With all the fervor and ideological zeal of a propaganda ad, Icepick will gladly explain that it only makes sense to recycle the battered buildings of today into the technological marvels of a brave new future. His efforts to convert others to the Decepticon cause have met with very limited success, but the upper echelons of the movement do appreciate his ceaseless efforts on their behalf, no matter how misguided.
Abilities: Icepick possesses great strength and endurance, and above-average intelligence. In creature mode, Icepick can leap a distance of 1.8 miles at a time. As a robot, he is armed with a fireball bazooka.
Weakness(es): Although he believes in what he preaches, Icepick is not convinced of some of the more ruthless Decepticon tactics, especially when they involve unsuspecting victims.
-
Insidious - RPG Moderator
- Posts: 3266
- Joined: Wed Mar 26, 2003 9:22 pm
- Location: Kansas
Re: NEW Character Applications
- Weapon: Energo-Sword
Insidious wrote:Name: Icepick
Faction: Decepticons
Function: Demolitions
Alt mode: Bipedal Monster
Weapons: Fireball Bazooka
Height: 20ft/6.1m
Quote: “From today’s rubble-strewn fields shall emerge a new Decepticon world!”
STRENGTH: 8
INTELLIGENCE: 7
DEXTERITY: 5
COURAGE: 8
SPEED: 3
COURAGE: 5
ACCURACY: 4
FIREPOWER: 6
ENDURANCE: 8
MELEE: 7
TECH SKILL: 6
CHARISMA: 7
RANK: 6
History/Profile: Icepick is one of the most cheerful Transformers—he truly loves his job and believes in its purpose. He was quick to latch on to Decepticon ideals of replacing the old and weak with the strong, which likely explains his current specialty in demolitions. With all the fervor and ideological zeal of a propaganda ad, Icepick will gladly explain that it only makes sense to recycle the battered buildings of today into the technological marvels of a brave new future. His efforts to convert others to the Decepticon cause have met with very limited success, but the upper echelons of the movement do appreciate his ceaseless efforts on their behalf, no matter how misguided.
Abilities: Icepick possesses great strength and endurance, and above-average intelligence. In creature mode, Icepick can leap a distance of 1.8 miles at a time. As a robot, he is armed with a fireball bazooka.
Weakness(es): Although he believes in what he preaches, Icepick is not convinced of some of the more ruthless Decepticon tactics, especially when they involve unsuspecting victims.
Approved. We'll have to figure out what subgroup to call these guys as 'Monster Pretenders' doesn't really work in the game.

-
Devastron - Godmaster
- Posts: 1779
- Joined: Thu Jul 03, 2003 5:48 pm
Re: NEW Character Applications
- Motto: ""It is all about pain.""
- Weapon: Fusion-Powered Anti-Gravity Gun
#Sideways# wrote://Dang, I was still vying for Whirl, ah well, have fun Longshot!
Wheelie
Allegiance: Autobot
Sub-group: Minibot
Function: Survivalist
Alternate Modes: Cybertronian Sports Car (Cybertron), Audi R8 GT (Earth)
Weapons: Fire Stone Slingshot, 3-Bladed Knife
Special Abilities: Low fuel consumption
Height: 15 ft/4.57200 m
Quote: “Only the fierce shall live.”
Strength: 5.0
Intelligence: 5.0
Dexterity: 8.0
Speed: 8.0
Endurance: 9.0
Courage: 8.0
Firepower: 7.0
Accuracy: 7.0
Melee: 6.0
Tech Skill: 7.0
Charisma: 7.0
Rank: 5.0
Profile: Wheelie is the "Wild Boy" of any planet; he is an Autobot youth-like mech who's forthcoming is Survival. Whereas his alternate modes are not useful for speeding through the wilderness, they are useful for speeding through the jungle that is the city. There certainly was a time when Wheelie was not the person to rhyme, but he was taught how to rhyme and he quickly came to it as his common use of speech. Not everyone appreaciates it like Wheelie does, however.
Abilities: He fights only when he's under attack and has to defend himself. He uses a three-bladed knife similar to a Swiss Army Knife. He also uses a Slingshot which hurls fire stones which explodes on impact when he must attack his enemies or defend himself. His alternate mode of a Cybertronian Sports Car can reach 270 mph as a top speed and his R8 mode can reach up to 198 mph; a stark contrast to the Cybertronian mode, but Wheelie likes the look of it as an alternate mode.
Weaknesses: He has no known weakness.
Sample-Post
LV-117 - Trees above Terrestrial Forest
Wheelie placed his hand on the carefully carved wooden railing of the shack he crafted long ago. He looked below the uneven wooden planks he carved to see if anything was below him. Just a few Swamprats, small Herbivores that resemble the cybernetic rats that eat through power cables on Cybertron.
Cybertron.
He could barely remember the place of his creation. It has been so long in the dense Jungle of LV-117 that he can barely remember Cybertron.
Wheelie sighed, it has been a while since he has had use of his Vocalizer ever since he tried the Unversal Greeting on a Arachnosaur. When he said the phrase "Graaaaang" was when he was attacked, and that was the first time he could recollect his realization of the volitility of this planet...
They say soliltude is good for people sometimes. This is not one of those times.
Show us some rhyming too dang it.

-
Cryhavok - RPG Admin
- Posts: 1643
- Joined: Tue Sep 25, 2001 5:49 am
- Strength: 10+
- Intelligence: 10
- Speed: 5
- Endurance: 10+
- Rank: 9
- Courage: 9
- Firepower: 10+
- Skill: 10
Re: NEW Character Applications
- Motto: "Wreck And Rock"
- Weapon: Double-Barrelled Air-Compressor Cannon
Divebomb
Allegiance: Decepticon
Subgroup: Predacons
Function: Aerial Assault
Alt. mode: Eagle
Weapons: Particle-beam rifle with infra-red sight, laser-guided sword
Special Abilities: Enhanced visual sensors
Height: 31ft / 9.5m
Quote: "Conquer the skies and what's below you will fall."
Strength: 07
Intelligence: 08
Dexterity: 09
Speed: 06
Endurance: 07
Courage: 08
Firepower: 07
Accuracy: 09
Melee: 08
Tech Skill: 06
Charisma: 06
Rank: 06
Profile: Divebomb is one happy Predacon, especially when he is raining down death and destruction on the ground-based Autobot forces. He takes great delight in his work and loves watching his targets scurry about below looking for cover. The more targets he has to choose from the better he likes it. He’s almost always in a good mood, unless he has to deal with his fellow Predacons, whom he only tolerates at best. He prefers to be alone and cherishes his independence. In his downtime, Divebomb likes to build metal “nests” out of whatever scrap happens to be on hand. These fortified structures, usually located at the highest nearby point, are a source of pride for him and a place for him to go when he just wants to get away from his annoying teammates.
Furthermore, Divebomb is highly competitive by nature. So much so that it was the primary reason he took part as a gladiatorial combatant in the underground games back before the war began. It is also why he continued fighting after the Decepticon uprising. Divebomb will usually search out and engage the best Autobot fliers he can find just to prove that he is better. One such flyer is the Dinobot Swoop with whom his has developed an intense rivalry and has previously engaged in aerial conflict.
While Divebomb may not like the other Predacons, he fights alongside them anyway because they are the best of the best in the Decepticon army. When Megatron needs something done right, the Predacons are the ones called upon. Patiently, Divebomb is always waiting for their next assignment, counting down the astroseconds before he can unleash his “happy” side on the unsuspecting enemy once more.
Abilities: Rocket thrusters mounted on his back allow Divebomb to achieve speeds of 300 mph when in eagle mode. He has a 2000 mile range and can reach an altitude of 18 miles. High resolution telescopic lenses within his optical modules enable him to spot a dime from 10,000 feet. He can lift a tank and tear through its armored skin with his beak. In robot mode he uses a particle beam rife with infrared sight and a laser guided sword, which is guided to its target after Divebomb first pinpoints the target with a laser beam that shoots from the sword's tip.
Weaknesses: Divebomb's internal guidance system is easily thrown off by magnetism. Such interference causes him to lose control while he's flying and makes him prone to crashing.
RP Sample:
Divebomb tapped his fingers on the table, and sighed. It had felt like a million stellar cycles since he had gotten a mission. He wasn't quite sure how much longer he would last before snapping at some of the dumber members of the squad- specifically, Tantrum. At the least Headstrong was busy with that tv box or whatever it was called, while Razorclaw was busy with some of the other higher end members of command, and even then he felt like Rampage shared his impatience whenever they were cooped up for so long without a mission. He had never felt happy cooped up on any Decepticon ship. Sure, there were simulations he could partake in, but there was hardly a competition to be had versus pre generated holograms.
He scanned the dark room he was now sulking in. It was a break room, a crummy one at that. Several empty containers were scattered about the room, some of them dripping an energon-like liquid. Hardly anyone bothered to come into this room or even try and clean it. It was a rusting mess, which is why Divebomb found it nice. It was a small getaway from the rest of his squad.
Suddenly, he heard a voice crackling in from his comm system. It was Razorclaw with some exciting news- it was time to roll out. In his newfound excitement, Divebomb nearly knocked over the table as he ran out of the room. It was time to be in the skies again, to be in heavan, to be in a place with as many possible targets as he could ever wanted.
It was time for him to be happy, once again.
- SirSoundwaveIV
- Minibot
- Posts: 179
- Joined: Fri Aug 05, 2011 2:47 pm
- Strength: 5
- Intelligence: 8
- Speed: 4
- Endurance: 8
- Rank: 6
- Courage: 10+
- Firepower: 9
- Skill: 7
Re: NEW Character Applications
- Motto: ""It is all about pain.""
- Weapon: Fusion-Powered Anti-Gravity Gun
SirSoundwaveIV wrote:Divebomb
Allegiance: Decepticon
Subgroup: Predacons
Function: Aerial Assault
Alt. mode: Eagle
Weapons: Particle-beam rifle with infra-red sight, laser-guided sword
Special Abilities: Enhanced visual sensors
Height: 31ft / 9.5m
Quote: "Conquer the skies and what's below you will fall."
Strength: 07
Intelligence: 08
Dexterity: 09
Speed: 06
Endurance: 07
Courage: 08
Firepower: 07
Accuracy: 09
Melee: 08
Tech Skill: 06
Charisma: 06
Rank: 06
Profile: Divebomb is one happy Predacon, especially when he is raining down death and destruction on the ground-based Autobot forces. He takes great delight in his work and loves watching his targets scurry about below looking for cover. The more targets he has to choose from the better he likes it. He’s almost always in a good mood, unless he has to deal with his fellow Predacons, whom he only tolerates at best. He prefers to be alone and cherishes his independence. In his downtime, Divebomb likes to build metal “nests” out of whatever scrap happens to be on hand. These fortified structures, usually located at the highest nearby point, are a source of pride for him and a place for him to go when he just wants to get away from his annoying teammates.
Furthermore, Divebomb is highly competitive by nature. So much so that it was the primary reason he took part as a gladiatorial combatant in the underground games back before the war began. It is also why he continued fighting after the Decepticon uprising. Divebomb will usually search out and engage the best Autobot fliers he can find just to prove that he is better. One such flyer is the Dinobot Swoop with whom his has developed an intense rivalry and has previously engaged in aerial conflict.
While Divebomb may not like the other Predacons, he fights alongside them anyway because they are the best of the best in the Decepticon army. When Megatron needs something done right, the Predacons are the ones called upon. Patiently, Divebomb is always waiting for their next assignment, counting down the astroseconds before he can unleash his “happy” side on the unsuspecting enemy once more.
Abilities: Rocket thrusters mounted on his back allow Divebomb to achieve speeds of 300 mph when in eagle mode. He has a 2000 mile range and can reach an altitude of 18 miles. High resolution telescopic lenses within his optical modules enable him to spot a dime from 10,000 feet. He can lift a tank and tear through its armored skin with his beak. In robot mode he uses a particle beam rife with infrared sight and a laser guided sword, which is guided to its target after Divebomb first pinpoints the target with a laser beam that shoots from the sword's tip.
Weaknesses: Divebomb's internal guidance system is easily thrown off by magnetism. Such interference causes him to lose control while he's flying and makes him prone to crashing.
RP Sample:
Divebomb tapped his fingers on the table, and sighed. It had felt like a million stellar cycles since he had gotten a mission. He wasn't quite sure how much longer he would last before snapping at some of the dumber members of the squad- specifically, Tantrum. At the least Headstrong was busy with that tv box or whatever it was called, while Razorclaw was busy with some of the other higher end members of command, and even then he felt like Rampage shared his impatience whenever they were cooped up for so long without a mission. He had never felt happy cooped up on any Decepticon ship. Sure, there were simulations he could partake in, but there was hardly a competition to be had versus pre generated holograms.
He scanned the dark room he was now sulking in. It was a break room, a crummy one at that. Several empty containers were scattered about the room, some of them dripping an energon-like liquid. Hardly anyone bothered to come into this room or even try and clean it. It was a rusting mess, which is why Divebomb found it nice. It was a small getaway from the rest of his squad.
Suddenly, he heard a voice crackling in from his comm system. It was Razorclaw with some exciting news- it was time to roll out. In his newfound excitement, Divebomb nearly knocked over the table as he ran out of the room. It was time to be in the skies again, to be in heavan, to be in a place with as many possible targets as he could ever wanted.
It was time for him to be happy, once again.
Approved, Divebomb is with Razorclaw having a 'civil' discussion with Starscream on board the Ultrax.
-
Cryhavok - RPG Admin
- Posts: 1643
- Joined: Tue Sep 25, 2001 5:49 am
- Strength: 10+
- Intelligence: 10
- Speed: 5
- Endurance: 10+
- Rank: 9
- Courage: 9
- Firepower: 10+
- Skill: 10
Re: NEW Character Applications
- Motto: "Wake up. Wake up and smell the ashes."
- Weapon: Dual Compression Cannons
//Oh snap, another app!
Wheelie
Allegiance: Autobot
Sub-group: Minibot
Function: Survivalist
Alternate Modes: Cybertronian Sports Car (Cybertron), Audi R8 GT (Earth)
Weapons: Fire Stone Slingshot, 3-Bladed Knife
Special Abilities: Low fuel consumption
Height: 15 ft/4.57200 m
Quote: “Only the fierce shall live.”
Strength: 5.0
Intelligence: 5.0
Dexterity: 8.0
Speed: 8.0
Endurance: 9.0
Courage: 8.0
Firepower: 7.0
Accuracy: 7.0
Melee: 6.0
Tech Skill: 7.0
Charisma: 7.0
Rank: 5.0
Profile: Wheelie is the "Wild Boy" of any planet; he is an Autobot youth-like mech who's forthcoming is Survival. Whereas his alternate modes are not useful for speeding through the wilderness, they are useful for speeding through the jungle that is the city. There certainly was a time when Wheelie was not the person to rhyme, but he was taught how to rhyme and he quickly came to it as his common use of speech. Not everyone appreaciates it like Wheelie does, however.
Abilities: He fights only when he's under attack and has to defend himself. He uses a three-bladed knife similar to a Swiss Army Knife. He also uses a Slingshot which hurls fire stones which explodes on impact when he must attack his enemies or defend himself. His alternate mode of a Cybertronian Sports Car can reach 270 mph as a top speed and his R8 mode can reach up to 198 mph; a stark contrast to the Cybertronian mode, but Wheelie likes the look of it as an alternate mode.
Weaknesses: He has no known weakness.
Sample-Post
LV-117 - Trees above Terrestrial Forest
Wheelie sat in his abode above the forest floor, sharpening each blade of his knife. The day was peaceful, considering the place he was. He heard a flapping and a squawk outside, it ruined the peacefulness of the moment, but still, he was curious on what the creature was.
Grabbing his slingshot and fire stones, Wheelie crept across the wooden panels he crafted with the very knife he kept by his side, and was sharpening earlier. The wooden planks barely creaked, as the way he made his home was altogether too stable for creaking and groaning.
He pulled the door open to see a Shawk, a vicious mix between a what seems to be a Sharkticon and a Cyberhawk. It squawked and fluttered it's wings on the railing of his porch. It hardly noticed him, as they are single-minded and not very eager to stop doing what is most pressing to them. Which seems this one is trying to get a nice nap on his Porch.
Wheelie didn't want him to leave because he didn't like the animal, actually it is one of the more docile of the creatures of this Jungle environment, considering even the plants try to eat you. He wanted it to leave because he didn't want to be around it when it awoke after it's day-long nap, as they are rather cranky when they awake.
"Wheelie say it is not good for Shawk to stay!" Wheelie stated as he drew back his Slingshot, fire stone placed inside.
The Shawk looked back with dreary eyes which quickly filled with rage. With a massive flap of it's wings, the Shawk took off and dove at Wheelie, who launched his Slingshot almost immediately.
The Shawk cried out as the stone struck him and created a small explosion, which was thankfully not enough to catch his tree on fire.
The Shawk flapped away from the "Tree House" and took did a U-Turn and sped after Wheelie, talons glinting in the sunlight.
Wheelie acted fast and flipped out his knife and jabbed it into the Shawk. It cried out in pain as it's leg had been cut clean from it's body. The Shawk began to bleed as he flew with an unbalanced and painful flight away.
Wheelie watched the Shawk fly off, until the trees gave way and a Chaosterous lunged up from the trees and chomped down on the Shawk and fell back to the trees below.
Wheelie shook his head and stepped back in his Home and closed the door behind him. He then sat back down and continued cleaning and sharpening his weapon. All peacefulness is short lived on this planet...

Wheelie
Allegiance: Autobot
Sub-group: Minibot
Function: Survivalist
Alternate Modes: Cybertronian Sports Car (Cybertron), Audi R8 GT (Earth)
Weapons: Fire Stone Slingshot, 3-Bladed Knife
Special Abilities: Low fuel consumption
Height: 15 ft/4.57200 m
Quote: “Only the fierce shall live.”
Strength: 5.0
Intelligence: 5.0
Dexterity: 8.0
Speed: 8.0
Endurance: 9.0
Courage: 8.0
Firepower: 7.0
Accuracy: 7.0
Melee: 6.0
Tech Skill: 7.0
Charisma: 7.0
Rank: 5.0
Profile: Wheelie is the "Wild Boy" of any planet; he is an Autobot youth-like mech who's forthcoming is Survival. Whereas his alternate modes are not useful for speeding through the wilderness, they are useful for speeding through the jungle that is the city. There certainly was a time when Wheelie was not the person to rhyme, but he was taught how to rhyme and he quickly came to it as his common use of speech. Not everyone appreaciates it like Wheelie does, however.
Abilities: He fights only when he's under attack and has to defend himself. He uses a three-bladed knife similar to a Swiss Army Knife. He also uses a Slingshot which hurls fire stones which explodes on impact when he must attack his enemies or defend himself. His alternate mode of a Cybertronian Sports Car can reach 270 mph as a top speed and his R8 mode can reach up to 198 mph; a stark contrast to the Cybertronian mode, but Wheelie likes the look of it as an alternate mode.
Weaknesses: He has no known weakness.
Sample-Post
LV-117 - Trees above Terrestrial Forest
Wheelie sat in his abode above the forest floor, sharpening each blade of his knife. The day was peaceful, considering the place he was. He heard a flapping and a squawk outside, it ruined the peacefulness of the moment, but still, he was curious on what the creature was.
Grabbing his slingshot and fire stones, Wheelie crept across the wooden panels he crafted with the very knife he kept by his side, and was sharpening earlier. The wooden planks barely creaked, as the way he made his home was altogether too stable for creaking and groaning.
He pulled the door open to see a Shawk, a vicious mix between a what seems to be a Sharkticon and a Cyberhawk. It squawked and fluttered it's wings on the railing of his porch. It hardly noticed him, as they are single-minded and not very eager to stop doing what is most pressing to them. Which seems this one is trying to get a nice nap on his Porch.
Wheelie didn't want him to leave because he didn't like the animal, actually it is one of the more docile of the creatures of this Jungle environment, considering even the plants try to eat you. He wanted it to leave because he didn't want to be around it when it awoke after it's day-long nap, as they are rather cranky when they awake.
"Wheelie say it is not good for Shawk to stay!" Wheelie stated as he drew back his Slingshot, fire stone placed inside.
The Shawk looked back with dreary eyes which quickly filled with rage. With a massive flap of it's wings, the Shawk took off and dove at Wheelie, who launched his Slingshot almost immediately.
The Shawk cried out as the stone struck him and created a small explosion, which was thankfully not enough to catch his tree on fire.
The Shawk flapped away from the "Tree House" and took did a U-Turn and sped after Wheelie, talons glinting in the sunlight.
Wheelie acted fast and flipped out his knife and jabbed it into the Shawk. It cried out in pain as it's leg had been cut clean from it's body. The Shawk began to bleed as he flew with an unbalanced and painful flight away.
Wheelie watched the Shawk fly off, until the trees gave way and a Chaosterous lunged up from the trees and chomped down on the Shawk and fell back to the trees below.
Wheelie shook his head and stepped back in his Home and closed the door behind him. He then sat back down and continued cleaning and sharpening his weapon. All peacefulness is short lived on this planet...
-
#Sideways# - Godmaster
- Posts: 1596
- News Credits: 62
- Joined: Tue Nov 30, 2010 3:18 pm
- Location: Planet X
- Watch #Sideways# on YouTube
- Alt Mode: Motorcycle
- Strength: 5
- Intelligence: 7
- Speed: 9
- Endurance: Infinity
- Rank: ???
- Courage: 7
- Firepower: 7
- Skill: 7
Re: NEW Character Applications
- Motto: "This post clearly was meant to offend, and if you are affected by it in any way please close your browser and discuss it with someone who knows not to take the internet seriously."
- Weapon: Black Magic
Am adding this ahead of time (don't plan to start him off for a while yet), so when Psychout gets to the Thanatos, this dude can be woken up and put straight to work. This is the 99% same profile he had last time around, with a swap of a few stats (CHA+COU, and DEX+END), and bit of updating of context in profile.
I have spoken to 'Sid and he has said (Mods approval depending) that Mal can be awakened by Shockwabe, at Psychout's request, on the Thanatos when required. Hope that's ok and he fits with the new game.
Mal Practice
Allegiance: Decepticons
Function: Medic/Scientist (think Frankenstein)
Alt. mode: Blacked-out Boxcar all terrain Ambulance.
Weapons: Energon scalpel/knife, concussion grenades, twin energon pistols. Generally a non-combatant and carries extensive medical equipment in various limb and torso compartments.
Special Ability: Force Field -8.
Height: 30 foot.
Quote: 'Of course i can fix it! But boy, is it going to cost you...'
STRENGTH: 7
INTELLIGENCE: 9
DEXTERITY: 5
SPEED: 5
ENDURANCE: 7
COURAGE: 7
FIREPOWER: 2
ACCURACY: 9
MELEE: 4
TECH SKILL: 10
CHARISMA: 3
RANK: ? (previously 7)
Profile: An early Autobot defector to the Decepticons, Mal Practice is an exceptional - and mercenary - surgeon capable of performing complex operations under battlefield conditions using his own force shield and built in equipment.
In battle he will not fight face to face unless pushed, preferring to nobble the injured in a cowardly way as opposed to fighting them fairly. This lack of ethics spills over into his professional life as a research specialist in Decepticon R&D and Mal Practice has been responsible for many a dark and hideous creation in the past, some that Shockwave himself would have been proud of.
Abilities: As a physician his skills are extensive and his knowledge of transformer maintenance and repair is vast. As a researcher he has studied extensively the processes for integrating various generations of transformer technology together and so is able perform both quick and extensive repairs to models from all era's of the transformer race, from ancient sentinels right through to modern multi-changer designs.
Tough but extremely slow in battle, he is skilled at using concussion grenades to clear a safe zone near the 'patient' for him to work. He also carries paired pistols for emergencies and at extremely close range he is as skilled with an energon dagger as he is as with a scalpel.
His toughened hide can resist most ballistic and artillery fire and doubles as an impact shield in explosions. As long as he stays stationary he can summon a 50' force field to protect himself and his ward that can last for up to 10 minutes, but drains almost half of his energy in that time.
Although due to his position as a Medical specialist he is normally ranked higher than his partner-in-crime, Psychout, he defers to the tiny 'con on almost all matters due to a total reluctance to think about anything non-scientific and will often ignore an order not coming from him if it means he has to leave the safety of his lab. This can put him at odds with his other superiors, although due to his near-legendary skills at repairing anyone and anything technical with just a torque wrench and a bag of hammers most people prefer he was in their side to be able to fix them.
Robot Mode description: Customising his altmode early on in the war to eradicate his Autobot past, Mal chose a non-refelctive black as the predominant colour for his outer armour, retaining the silver skeletal sections on his face and upper arms with minor red detail in his eyes and hands. Similar to Psychout he also prefers to wear a battleplate over his lower face. Unlike previous Autobots of his boxcar/van alt type though, he retains the use of the lower section of his altmode that doubles as a field laboratory he can work in almost any environment and generates the energy shield he uses to protect himself whilst working.
Weaknesses: His ethics are non existent, he has no bedside manner and will charge extra to use anaesthetic. His general lack of speed and inability to fly like other Decepticons leads to him being left behind frequently. Like to take 'trophies' from the battlefield, disgusting all but the most hardened of Decepticons in the process.
I have spoken to 'Sid and he has said (Mods approval depending) that Mal can be awakened by Shockwabe, at Psychout's request, on the Thanatos when required. Hope that's ok and he fits with the new game.
- Psychout
- HMW Moderator
- Posts: 9702
- News Credits: 42
- Joined: Tue Aug 17, 2004 8:04 am
- Location: Vatican City
- Alt Mode: Cassette. The 80s ROCKED
- Strength: 1
- Intelligence: 1
- Speed: 1
- Endurance: 1
- Rank: 10
- Courage: 1
- Firepower: 1
- Skill: 10
Re: NEW Character Applications
- Motto: "This post clearly was meant to offend, and if you are affected by it in any way please close your browser and discuss it with someone who knows not to take the internet seriously."
- Weapon: Black Magic
Character being tried out for the Convergence timeline, profile taken from Dark Legacy Archive.
Punch/Counterpunch
Allegiance: Autobot/Decepticon
Function: Secret Agent
Altmode: Cybertronian Hovercar
Weapons: Punch -- twin mortar launcher; Counterpunch -- photon cannon
Special Abilities: Unique triple-changer design (Autobot Punch, Decepticon Counterpunch, Cybertronian hovercar); flight (Counterpunch only); personality shell-matrix (essentially allows Punch and Counterpunch to register as two completely different mechs in terms of thought patterns, neural circuitry activity and overall personality)
Height: 26 ft. / 7.92 m
Quote: "In my business, there are no friends, only suspects."
Strength: 6
Intelligence: 9
Dexterity: 6
Speed: 6
Endurance: 6
Courage: 10
Firepower: 6
Accuracy: 7
Melee: 7
Tech Skill: 08
Charisma: 7
Rank: (7 on techspecs)
Profile: Punch is as cool-headed and well-adjusted as you will ever meet, although aloof and detached to a certain degree. However, the fact remains that he is, if anything, more observant and wary than many would suspect. Paranoid he may be that there may be traitors in the midst of the Autobots, but it's nowhere near Red Alert's levels of paranoia. He knows all too well just how much he has to lose by taking too many risks -- and the fact that he's willing to do it anyway is a testimony to his confidence in the rightness of his actions, his courage in the face of adversity, and his dedication and resolve to the Autobot cause.
As Counterpunch, on the other hand, he is ruthless, volatile and bad-tempered. An act, of course, but one that Counterpunch has proven capable of portraying quite well. There is a growing confidence in his 'act' as Counterpunch, because of the knowledge that he has been able to retain his Autobot sensibilities in the face of his constant exposure to the Decepticon camp. Still, however, there is the fear lurking in the back of his shared mind of the Counterpunch persona taking over and betraying the Autobots. That, however, is remedied by a personality shell-matrix that helps to ensure that there is enough difference between the Punch and Counterpunch personas to avoid some of the more dangerous pitfalls that could lead to his discovery and execution by the Decepticons.
Abilities: Punch / Counterpunch has slightly above average strength and great intelligence -- a skilled spy and infiltrator, as well as a capable actor and a canny judge of character. His ability to make rapid situational analyses is impressive, as is his knowledge of security and undercover tactics. As a Cybertronian hovercar, Punch / Counterpunch is capable of attaining velocities as high as 160 mph with a range of 1,200 miles. In Autobot mode, Punch utilizes a twin mortar launcher with a range of 9,000 feet; in Decepticon mode, Counterpunch wields a photon cannon designed to destroy the target's circuitry, tearing them apart internally. The Decepticon mode also affords Counterpunch with a personality shell-matrix which helps to dissociate the persona (including neural circuitry activity and thought patterns) from the Autobot mode and the Punch persona.
Weaknesses: The fear of the Counterpunch persona becoming too comfortable as a Decepticon spy and winding up taking full control of the shared body with the Punch persona is a very real possibility that Punch must always take into account. The personality shell-matrix helps to mitigate that somewhat, but deep down, Punch still remains concerned that the Counterpunch persona may find a way to circumvent the personality shell-matrix (or worse, the personality shell-matrix be damaged and rendered inoperable for any appreciable length of time), and thereby allow Counterpunch to wrest full control of their shared mind, in turn sowing untold chaos and disaster for the Autobots.
Sample Post:
"GET OUT OF MY WAY!!!" Counterpunch yelled as he put his foot to the chestplate of the sentry outside the Kaon jail cell and shoved viciously. "I do not need your permission to visit MY captee!" The stunned sentry wasn't paid enough to stand in the way of crazy types like Counterpunch, and Punch knew it. In no hurry to get back up, he just waved the short tempered 'con in, still stunned from the blow. "You never saw me, got that??!" Using his Photon cannon to emphasise the point, he kicked dirt at the sentry and strode off into the jail complex laughing.
He checked to see that the coast was clear and he was safe from the cameras, and switched to his Autobot mode. It had been a while since he needed to change, but this was unavoidable. Disabling the cameras in Gamma-wing is an easy enough task, and I can blame it on this sentrys incompeten... No, no. That's Counterpunch talking - that is not me. I will do this properly so no one gets hurt, I do enough damage as my alter ego as it is. He thought back to the sentry he had just abused, and felt a pang of guilt that he had actually quite enjoyed it. That guard is going to get disassembled after this regardless, I'd be doing him a favour if just killed... No! That's not ME! He opened up the prisoner weapons locker and pulled out a familiar gun, fiddled wiht its settings, checked the coast was still clear and used it to destroy the security system, taking most of the lights with it. Perfect, now lets go and see what state he is in...
Unable to assume his identifiable altmode as even this prisoner - one of his oldest friends - didn't know who both sides of him were, he retained his Autobot robot form and sprinted down the corridor to cell G-477 and entered the code he had stolen weeks ago from a drunken Seeker over some spiked energon ale. To his huge relief, it worked and a battered mech lay half dead in the far corner.
"Hound, its me, Punch. HOUND! Come on, wake up, you have to get out of here!" He threw a handful of fast-charge energon cubes to his friend who just stared unbelievingly at his saviour. Hound tried to mumble a few words of thanks but gave up and quickly drank the energon. "...woah woah, careful, you're still weak. Shush! Don't worry about how I got here, just take your rifle and this keycard, go two floors down to the lowest security wing. Counterpunch is on shift so you should easily defeat him, use the door on the east side. Its unguarded and if you can assume altmode then you should easily get away. Hurry!! You only have another 36.5 minutes before they restore the power. Ill go on ahead and meet you at Outpost Epsilon-6 tonight. NOW GO!!"
He gave Hound a few shoves to get him moving and make sure he was on his way and sprinted off ahead of him, re-assuming his Decpeticon persona once he was far enough away. Even if Hound was up to full speed, Punch was much faster and had more than enough time to overpower the door sentries, take their place and allow Hound to defeat his alter ego. He knew it was going to hurt though, but it had to be done, he couldn't let Hound be executed... but what if I was to actually prevent hound from escaping... I'd be a hero here, maybe even get close to the command and then who knows what information I would be able to get for the Autobots... but is that an acceptable risk..?
Punch/Counterpunch
Allegiance: Autobot/Decepticon
Function: Secret Agent
Altmode: Cybertronian Hovercar
Weapons: Punch -- twin mortar launcher; Counterpunch -- photon cannon
Special Abilities: Unique triple-changer design (Autobot Punch, Decepticon Counterpunch, Cybertronian hovercar); flight (Counterpunch only); personality shell-matrix (essentially allows Punch and Counterpunch to register as two completely different mechs in terms of thought patterns, neural circuitry activity and overall personality)
Height: 26 ft. / 7.92 m
Quote: "In my business, there are no friends, only suspects."
Strength: 6
Intelligence: 9
Dexterity: 6
Speed: 6
Endurance: 6
Courage: 10
Firepower: 6
Accuracy: 7
Melee: 7
Tech Skill: 08
Charisma: 7
Rank: (7 on techspecs)
Profile: Punch is as cool-headed and well-adjusted as you will ever meet, although aloof and detached to a certain degree. However, the fact remains that he is, if anything, more observant and wary than many would suspect. Paranoid he may be that there may be traitors in the midst of the Autobots, but it's nowhere near Red Alert's levels of paranoia. He knows all too well just how much he has to lose by taking too many risks -- and the fact that he's willing to do it anyway is a testimony to his confidence in the rightness of his actions, his courage in the face of adversity, and his dedication and resolve to the Autobot cause.
As Counterpunch, on the other hand, he is ruthless, volatile and bad-tempered. An act, of course, but one that Counterpunch has proven capable of portraying quite well. There is a growing confidence in his 'act' as Counterpunch, because of the knowledge that he has been able to retain his Autobot sensibilities in the face of his constant exposure to the Decepticon camp. Still, however, there is the fear lurking in the back of his shared mind of the Counterpunch persona taking over and betraying the Autobots. That, however, is remedied by a personality shell-matrix that helps to ensure that there is enough difference between the Punch and Counterpunch personas to avoid some of the more dangerous pitfalls that could lead to his discovery and execution by the Decepticons.
Abilities: Punch / Counterpunch has slightly above average strength and great intelligence -- a skilled spy and infiltrator, as well as a capable actor and a canny judge of character. His ability to make rapid situational analyses is impressive, as is his knowledge of security and undercover tactics. As a Cybertronian hovercar, Punch / Counterpunch is capable of attaining velocities as high as 160 mph with a range of 1,200 miles. In Autobot mode, Punch utilizes a twin mortar launcher with a range of 9,000 feet; in Decepticon mode, Counterpunch wields a photon cannon designed to destroy the target's circuitry, tearing them apart internally. The Decepticon mode also affords Counterpunch with a personality shell-matrix which helps to dissociate the persona (including neural circuitry activity and thought patterns) from the Autobot mode and the Punch persona.
Weaknesses: The fear of the Counterpunch persona becoming too comfortable as a Decepticon spy and winding up taking full control of the shared body with the Punch persona is a very real possibility that Punch must always take into account. The personality shell-matrix helps to mitigate that somewhat, but deep down, Punch still remains concerned that the Counterpunch persona may find a way to circumvent the personality shell-matrix (or worse, the personality shell-matrix be damaged and rendered inoperable for any appreciable length of time), and thereby allow Counterpunch to wrest full control of their shared mind, in turn sowing untold chaos and disaster for the Autobots.
Sample Post:
"GET OUT OF MY WAY!!!" Counterpunch yelled as he put his foot to the chestplate of the sentry outside the Kaon jail cell and shoved viciously. "I do not need your permission to visit MY captee!" The stunned sentry wasn't paid enough to stand in the way of crazy types like Counterpunch, and Punch knew it. In no hurry to get back up, he just waved the short tempered 'con in, still stunned from the blow. "You never saw me, got that??!" Using his Photon cannon to emphasise the point, he kicked dirt at the sentry and strode off into the jail complex laughing.
He checked to see that the coast was clear and he was safe from the cameras, and switched to his Autobot mode. It had been a while since he needed to change, but this was unavoidable. Disabling the cameras in Gamma-wing is an easy enough task, and I can blame it on this sentrys incompeten... No, no. That's Counterpunch talking - that is not me. I will do this properly so no one gets hurt, I do enough damage as my alter ego as it is. He thought back to the sentry he had just abused, and felt a pang of guilt that he had actually quite enjoyed it. That guard is going to get disassembled after this regardless, I'd be doing him a favour if just killed... No! That's not ME! He opened up the prisoner weapons locker and pulled out a familiar gun, fiddled wiht its settings, checked the coast was still clear and used it to destroy the security system, taking most of the lights with it. Perfect, now lets go and see what state he is in...
Unable to assume his identifiable altmode as even this prisoner - one of his oldest friends - didn't know who both sides of him were, he retained his Autobot robot form and sprinted down the corridor to cell G-477 and entered the code he had stolen weeks ago from a drunken Seeker over some spiked energon ale. To his huge relief, it worked and a battered mech lay half dead in the far corner.
"Hound, its me, Punch. HOUND! Come on, wake up, you have to get out of here!" He threw a handful of fast-charge energon cubes to his friend who just stared unbelievingly at his saviour. Hound tried to mumble a few words of thanks but gave up and quickly drank the energon. "...woah woah, careful, you're still weak. Shush! Don't worry about how I got here, just take your rifle and this keycard, go two floors down to the lowest security wing. Counterpunch is on shift so you should easily defeat him, use the door on the east side. Its unguarded and if you can assume altmode then you should easily get away. Hurry!! You only have another 36.5 minutes before they restore the power. Ill go on ahead and meet you at Outpost Epsilon-6 tonight. NOW GO!!"
He gave Hound a few shoves to get him moving and make sure he was on his way and sprinted off ahead of him, re-assuming his Decpeticon persona once he was far enough away. Even if Hound was up to full speed, Punch was much faster and had more than enough time to overpower the door sentries, take their place and allow Hound to defeat his alter ego. He knew it was going to hurt though, but it had to be done, he couldn't let Hound be executed... but what if I was to actually prevent hound from escaping... I'd be a hero here, maybe even get close to the command and then who knows what information I would be able to get for the Autobots... but is that an acceptable risk..?
- Psychout
- HMW Moderator
- Posts: 9702
- News Credits: 42
- Joined: Tue Aug 17, 2004 8:04 am
- Location: Vatican City
- Alt Mode: Cassette. The 80s ROCKED
- Strength: 1
- Intelligence: 1
- Speed: 1
- Endurance: 1
- Rank: 10
- Courage: 1
- Firepower: 1
- Skill: 10
Re: NEW Character Applications
- Motto: "I'm not psycho...I just like psychotic things."
Psychout wrote:Am adding this ahead of time (don't plan to start him off for a while yet), so when Psychout gets to the Thanatos, this dude can be woken up and put straight to work. This is the 99% same profile he had last time around, with a swap of a few stats (CHA+COU, and DEX+END), and bit of updating of context in profile.Mal Practice
Allegiance: Decepticons
Function: Medic/Scientist (think Frankenstein)
Alt. mode: Blacked-out Boxcar all terrain Ambulance.
Weapons: Energon scalpel/knife, concussion grenades, twin energon pistols. Generally a non-combatant and carries extensive medical equipment in various limb and torso compartments.
Special Ability: Force Field -8.
Height: 30 foot.
Quote: 'Of course i can fix it! But boy, is it going to cost you...'
STRENGTH: 7
INTELLIGENCE: 9
DEXTERITY: 5
SPEED: 5
ENDURANCE: 7
COURAGE: 7
FIREPOWER: 2
ACCURACY: 9
MELEE: 4
TECH SKILL: 10
CHARISMA: 3
RANK: ? (previously 7)
Profile: An early Autobot defector to the Decepticons, Mal Practice is an exceptional - and mercenary - surgeon capable of performing complex operations under battlefield conditions using his own force shield and built in equipment.
In battle he will not fight face to face unless pushed, preferring to nobble the injured in a cowardly way as opposed to fighting them fairly. This lack of ethics spills over into his professional life as a research specialist in Decepticon R&D and Mal Practice has been responsible for many a dark and hideous creation in the past, some that Shockwave himself would have been proud of.
Abilities: As a physician his skills are extensive and his knowledge of transformer maintenance and repair is vast. As a researcher he has studied extensively the processes for integrating various generations of transformer technology together and so is able perform both quick and extensive repairs to models from all era's of the transformer race, from ancient sentinels right through to modern multi-changer designs.
Tough but extremely slow in battle, he is skilled at using concussion grenades to clear a safe zone near the 'patient' for him to work. He also carries paired pistols for emergencies and at extremely close range he is as skilled with an energon dagger as he is as with a scalpel.
His toughened hide can resist most ballistic and artillery fire and doubles as an impact shield in explosions. As long as he stays stationary he can summon a 50' force field to protect himself and his ward that can last for up to 10 minutes, but drains almost half of his energy in that time.
Although due to his position as a Medical specialist he is normally ranked higher than his partner-in-crime, Psychout, he defers to the tiny 'con on almost all matters due to a total reluctance to think about anything non-scientific and will often ignore an order not coming from him if it means he has to leave the safety of his lab. This can put him at odds with his other superiors, although due to his near-legendary skills at repairing anyone and anything technical with just a torque wrench and a bag of hammers most people prefer he was in their side to be able to fix them.
Robot Mode description: Customising his altmode early on in the war to eradicate his Autobot past, Mal chose a non-refelctive black as the predominant colour for his outer armour, retaining the silver skeletal sections on his face and upper arms with minor red detail in his eyes and hands. Similar to Psychout he also prefers to wear a battleplate over his lower face. Unlike previous Autobots of his boxcar/van alt type though, he retains the use of the lower section of his altmode that doubles as a field laboratory he can work in almost any environment and generates the energy shield he uses to protect himself whilst working.
Weaknesses: His ethics are non existent, he has no bedside manner and will charge extra to use anaesthetic. His general lack of speed and inability to fly like other Decepticons leads to him being left behind frequently. Like to take 'trophies' from the battlefield, disgusting all but the most hardened of Decepticons in the process.
I have spoken to 'Sid and he has said (Mods approval depending) that Mal can be awakened by Shockwabe, at Psychout's request, on the Thanatos when required. Hope that's ok and he fits with the new game.
Okay, his height has got to come down. Axle, my own 'Bot field medic, is only 28ft, and his alt mode is an International 4300 Lo-Profile flatbed tow truck. They're pretty big and according to your profile Mal-Practice is a box-car all terrain ambulance.
Lower his tech skill. A 10 would rival Shockwave, and I don't see any reason for it to be that high.
Need his height in meters and you never listed his speed and range. I'd also like to see a bit more in his profile section. Some explanation on how he and Psychout met through his perspective would be great. Maybe give us a more detailed background on his Autobot past as well. I wanna also know just how unethical he is...elaborate on that a bit. It's be fun to know.
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Ember - Gestalt
- Posts: 2013
- Joined: Wed Jul 28, 2004 4:43 pm
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