NEW Character Applications

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Re: NEW Character Applications

Postby AFTRHR » Sun Dec 29, 2019 10:24 am

Motto: "Roo!"
Weapon: Quasar Rifle
Drop Bear wrote:Wildrider

Allegiance: Decepticon
Sup-group: Stunticons
Function: Terrorist
Alt. mode: Ferrari 458 Italia
Weapons: Scattershot Gun, Double-Barreled Plasma Cannon
Special Abilities: Like all Stunticons, Wildrider possesses an energy field that makes him extremely resistant to physical damage and allows the reckless driving the Stunticons are famous for.
Height: 26 ft / 7.93 m
Quote: “Either you're out of my way or you're out of luck.”


Strength: 06
Intelligence: 06
Dexterity: 09
Speed: 08
Endurance: 06
Courage: 08
Firepower: 07
Accuracy: 06
Melee: 07
Tech Skill: 05
Charisma: 05
Rank: 05

Profile: Anyone who has seen Wildrider on the roadway and managed to survive later harbours no doubt about how the Decepticon earned his name. With endless malicious energy, Wildrider destroys property and lives with the same grating cackle and careless, erratic manner. His insane antics have been so effective at spreading fear and terror that Wildrider's superiors have taken notice, congratulating him on his technique. These accolades are lost on Wildrider, who responds only with a quizzical look and terrifying laugh—he knows he's not following any plan; he really just is that crazy. Wildrider can't stand quiet, so his actions are all geared towards making the loudest ruckus possible. To torment him, Motormaster sometimes orders the other Stunticons to be utterly quiet; the devilish leader then laughs about Wildrider's frantic reaction.

Abilities: Subject possesses above-average strength and intelligence. He is very manoeuvrable in vehicle mode and can reach a top speed of 299 mph. He can also deploy a trunk-mounted double-barrelled plasma cannon in this mode. As a robot, he wields a scattershot gun that fires an erratic flurry of powerful laser beams at a range of ¼ mile. The beams' firing pattern fills 50 square feet and can destroy a building in a fraction of a breem.

Weaknesses: Subject's driving makes him prone to damage such as blow-outs, which require maintenance. His irrational fear of quiet can make him nervous and ineffective as a warrior. Subject's need to create noise makes it impossible for him to follow through on plans requiring secrecy.

Sample post:

As swift and surprising as the kick he'd received from Motormaster, a funny thought barged into Wildrider’s central processor—right before his harsh landing into the mine which, incidentally, became slightly less funny the instant his face-plate and the ground made their introductions.

“I am always living up to my name.” He rose slowly on shaking limbs, groaning. “Whether on the open road, the narrow streets of a city, or the entrance of a mine, I’m always riding wild.”

The Stunticon paused, pondering over what he’d just said to himself. Riding wild... Riding wild... There was some sense to that remark, wasn’t there? You only had to—

Frag it. Nobody else had heard it, so it was fine.

Wildrider rubbed his backside, half expecting to find Motormaster’s foot firmly jammed up there. It wasn’t, but it sure felt like it was. The boss had literally kicked his aft. In a way, it was hilarious.

He turned, grinning at Breakdown, Drag Strip, and Dead End. “Hey, shirkers! Work called, and it wants you to hurry up and get to it!”

Wildrider is Approved. Welcome back, Drop Bear :)
If you need help hopping back in, drop me a PM and I'll catch you up to speed.
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Posts: 659
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Speed: N/A
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Rank: N/A
Courage: N/A
Firepower: N/A
Skill: N/A

Re: NEW Character Applications

Postby Drop Bear » Fri Jan 03, 2020 9:56 pm

Motto: "Well, I'll be a Cybertronic bolt-bat!"
Weapon: Retractable Mecha-Fangs
Mirage

Allegiance: Autobot
Function: Spy
Alternate Modes: Koenigsegg One:1 Sports Car
Weapons: Hunting Rifle
Special Abilities: Electro-disruptor
Height: 26ft / 7.93m
Motto: “Who and what I am, I hide.”

Strength: 6
Intelligence: 9
Dexterity: 9
Speed: 7
Endurance: 5
Courage: 5
Firepower: 6
Accuracy: 10
Melee: 9
Tech Skill: 6
Charisma: 8
Rank: 7

Profile: Mirage is not thrilled about being with a bunch of rough-and-tumble freedom fighters like the Autobots. If he had a choice he’d be in Monte Carlo, or better yet, back on his beloved Cybertron hunting turbo-foxes with his high-priced friends. Autobot leader Optimus Prime must constantly cajole him into continuing his service with the Autobots, but Mirage feels it may be a losing battle. Despite his coolness to the cause, Mirage is a surprisingly effective and deadly fighter and an even more effective intelligence gatherer, which is the role he much prefers.

Abilities: Mirage carries a rear-mounted electro-disruptor, which is able to interfere with the circuitry of an opponent by casting discrete packets of electrical charges at him or her. Hence, Mirage is never situated where he seems to be when it is in use, and can even use the disruptor to give himself the illusion of a different physical appearance (which he can sustain for up to six minutes). All of this contributes to his effectiveness as an intelligence agent. He can also hit a screw head dead center from 200 yards with his armor-piercing hunting rifle, making him one of the finest natural marksmechs in either faction. It shoots liquid-fuel-powered darts. In car mode, he tops out at almost 250 mph. He is a practitioner of several elegant and deadly melee fighting styles, combining various forms (Diffusion, Crystalocution, and so on) into his own style that emphasizes the quick, quiet neutralization of opponents.

Weaknesses: He's unsure of the Autobots and their cause, and consequently cannot always be fully trusted. Optimus Prime is well aware of his coolness to the group, but considers him too valuable to let go. Though he’s capable of talking his way past the most vigilant of sentries, Mirage can be something of an antisocial jerk around his fellow Autobots (whom he just barely considers his fellows). As well, he’s not the bravest mech you’ll ever meet.

Sinnertwin

Allegiance: Decepticons
Sub-group: Terrorcons
Function: Sentry
Alternate Modes: Two Headed Hellhound
Weapons: Flamethrowers, Rocketgrenade Launcher
Special Abilities: Unknown or none
Height: 35ft/ 10,67m
Quote: “The sound of ripping metal is music to my audio modules.”


Strength: 09
Intelligence: 06
Dexterity: 07
Speed: 03
Endurance: 09
Courage: 06
Firepower: 07
Accuracy: 07
Melee: 08
Tech Skill: 06
Charisma: 05
Rank: 05

Profile: [Intelligence Report C121735: Punch, Autobot Undercover Agent] Subject T105, aka Sinnertwin - is a troublemaker with cruel taste of humour. Just guarding an installation is not enough for Sinnertwin; the subject wants to seek out potential problems and destroy them before they even approach whatever he is guarding. Destruction brings him a singular pleasure, and he actually enjoys ensuring his job is done right. The subject loves to out do the other Terrorcons, and is always the first to volunteer for a mission. Not too surprisingly, other Terrorcons are not too happy about this behavior, although Hun-Grrr seems to find it amusing. When it comes to tough situations however, the subject is also the first Terrorcon to run away. Sinnertwin possess one of the most advanced tracking modules I have witnessed being used and it is no consequence that the subject's keen senses are often used for tracking Autobots, renegade Decepticons or any other possible preys. More than often his reward is to eliminate his prey, something this monster enjoys all too much. To rip large metal objects to shreds seems to please the subject more than anything else, and often the subject is known for tearing into the remains fallen enemies long before the battle has been won by the Decepticons. Hun-Grrr and the others seem to be impressed with his dedication but could clearly do without his tendency to pace and complain when he's not doing something he finds exciting.

Abilities: In creature mode the subject has a powerful flamethrower in both of his mouths that can melt an average Cybertronian into slag in seconds. In robot mode he uses armor-piercing rocketgrenade launcher but he is also able to use this weapon in creature mode as well. The pronghorns, teeth and claws of his strange creature mode can pierce through practically any substance. The subject is particularly dangerous in melee combat in his both modes and Autobots encountering this Terrorcon are recommended to deal with him from range. Although, like with the other Terrorcons, this is easier said than done.

Weaknesses: Rather curiously, Sinnertwin seems to be almost comically afraid of small creatures, organic and otherwise. The subject hates anything small and moving, refusing to go near them. Instead, he prefers trying to shoot them from the distance. This is particularly useful information as the subject is a deadly warrior difficult to deal with in normal situations.
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Drop Bear
Combiner
Posts: 496
Joined: Wed Mar 30, 2005 10:55 pm
Location: Australia
Strength: 3
Intelligence: 3
Speed: 3
Endurance: 3
Rank: 3
Courage: 3
Firepower: 3
Skill: 3

Re: NEW Character Applications

Postby AFTRHR » Sat Jan 04, 2020 2:14 am

Motto: "Roo!"
Weapon: Quasar Rifle
Drop Bear wrote:Mirage

Allegiance: Autobot
Function: Spy
Alternate Modes: Koenigsegg One:1 Sports Car
Weapons: Hunting Rifle
Special Abilities: Electro-disruptor
Height: 26ft / 7.93m
Motto: “Who and what I am, I hide.”

Strength: 6
Intelligence: 9
Dexterity: 9
Speed: 7
Endurance: 5
Courage: 5
Firepower: 6
Accuracy: 10
Melee: 9
Tech Skill: 6
Charisma: 8
Rank: 7

Profile: Mirage is not thrilled about being with a bunch of rough-and-tumble freedom fighters like the Autobots. If he had a choice he’d be in Monte Carlo, or better yet, back on his beloved Cybertron hunting turbo-foxes with his high-priced friends. Autobot leader Optimus Prime must constantly cajole him into continuing his service with the Autobots, but Mirage feels it may be a losing battle. Despite his coolness to the cause, Mirage is a surprisingly effective and deadly fighter and an even more effective intelligence gatherer, which is the role he much prefers.

Abilities: Mirage carries a rear-mounted electro-disruptor, which is able to interfere with the circuitry of an opponent by casting discrete packets of electrical charges at him or her. Hence, Mirage is never situated where he seems to be when it is in use, and can even use the disruptor to give himself the illusion of a different physical appearance (which he can sustain for up to six minutes). All of this contributes to his effectiveness as an intelligence agent. He can also hit a screw head dead center from 200 yards with his armor-piercing hunting rifle, making him one of the finest natural marksmechs in either faction. It shoots liquid-fuel-powered darts. In car mode, he tops out at almost 250 mph. He is a practitioner of several elegant and deadly melee fighting styles, combining various forms (Diffusion, Crystalocution, and so on) into his own style that emphasizes the quick, quiet neutralization of opponents.

Weaknesses: He's unsure of the Autobots and their cause, and consequently cannot always be fully trusted. Optimus Prime is well aware of his coolness to the group, but considers him too valuable to let go. Though he’s capable of talking his way past the most vigilant of sentries, Mirage can be something of an antisocial jerk around his fellow Autobots (whom he just barely considers his fellows). As well, he’s not the bravest mech you’ll ever meet.

Sinnertwin

Allegiance: Decepticons
Sub-group: Terrorcons
Function: Sentry
Alternate Modes: Two Headed Hellhound
Weapons: Flamethrowers, Rocketgrenade Launcher
Special Abilities: Unknown or none
Height: 35ft/ 10,67m
Quote: “The sound of ripping metal is music to my audio modules.”


Strength: 09
Intelligence: 06
Dexterity: 07
Speed: 03
Endurance: 09
Courage: 06
Firepower: 07
Accuracy: 07
Melee: 08
Tech Skill: 06
Charisma: 05
Rank: 05

Profile: [Intelligence Report C121735: Punch, Autobot Undercover Agent] Subject T105, aka Sinnertwin - is a troublemaker with cruel taste of humour. Just guarding an installation is not enough for Sinnertwin; the subject wants to seek out potential problems and destroy them before they even approach whatever he is guarding. Destruction brings him a singular pleasure, and he actually enjoys ensuring his job is done right. The subject loves to out do the other Terrorcons, and is always the first to volunteer for a mission. Not too surprisingly, other Terrorcons are not too happy about this behavior, although Hun-Grrr seems to find it amusing. When it comes to tough situations however, the subject is also the first Terrorcon to run away. Sinnertwin possess one of the most advanced tracking modules I have witnessed being used and it is no consequence that the subject's keen senses are often used for tracking Autobots, renegade Decepticons or any other possible preys. More than often his reward is to eliminate his prey, something this monster enjoys all too much. To rip large metal objects to shreds seems to please the subject more than anything else, and often the subject is known for tearing into the remains fallen enemies long before the battle has been won by the Decepticons. Hun-Grrr and the others seem to be impressed with his dedication but could clearly do without his tendency to pace and complain when he's not doing something he finds exciting.

Abilities: In creature mode the subject has a powerful flamethrower in both of his mouths that can melt an average Cybertronian into slag in seconds. In robot mode he uses armor-piercing rocketgrenade launcher but he is also able to use this weapon in creature mode as well. The pronghorns, teeth and claws of his strange creature mode can pierce through practically any substance. The subject is particularly dangerous in melee combat in his both modes and Autobots encountering this Terrorcon are recommended to deal with him from range. Although, like with the other Terrorcons, this is easier said than done.

Weaknesses: Rather curiously, Sinnertwin seems to be almost comically afraid of small creatures, organic and otherwise. The subject hates anything small and moving, refusing to go near them. Instead, he prefers trying to shoot them from the distance. This is particularly useful information as the subject is a deadly warrior difficult to deal with in normal situations.

Mirage and Sinnertwin are approved. Have fun!
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Rank: N/A
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Skill: N/A

Re: NEW Character Applications

Postby Ninthshadow » Thu Mar 19, 2020 4:16 pm

Weapon: Retractable Mecha-Fangs
Venomcoil

Allegiance: Decepticons
Function: Sabotage
Alternate Modes: Fighter Jet - F22 Raptor.
Weapons: Arm mounted double venom lasers. Single "Fangs" wrist-blade. Alternate only nose-gun ballistics, A2A and A2G missiles.
Special Abilities: Localized EMP Blast (5 pts).
Height: 26 ft / 7.9m
Quote: "Fair? I don't do fair!"

Strength: 3
Intelligence: 6
Dexterity: 9
Speed: 8
Endurance: 4
Courage: 3
Firepower: 8
Accuracy: 8
Melee: 5
Tech Skill: 7
Charisma: 4
Rank: (GM Assigned)

Profile: Venomcoil was originally a systems maintenance engineer in the slums of Cybertron. A thankless task, ensuring the flow of Energon even when he barely received enough himself.

His affiliation with the Decepticons was a slow conversion; gratefully snatching up offered Energon or alterations in return for small jobs. Perhaps more importantly, his discretion.

By the time the war was in full swing, Venomcoil had traded himself piece by piece into a fully functional Decepticon aerial grunt. Favouring debilitating weaponry, speed and avoidance.

Black and grey in colour, Red eyes and cockpit glass. A metal 'hood' and matching faceplate. Damage to his vocal unit adding a static hiss he never got around to fixing.

The transformer showed a rather natural talent for getting where he needed to be, whether others wanted him there or not. His knowledge for repairing proved just as useful for disabling machines as fixing them.

As the missions grew increasingly dangerous, and his escapes narrower, Venomcoil had plenty to be paranoid about. Commanded to covertly hijack, disable or destroy the vessel Echoing Pride.

Forces aboard the ship fought to their mutual destruction; the ship crippled beyond repair, all aboard drained or destroyed. Venomcoil held onto consciousness and hope for days in a storage locker; finally triggering a stasis lock believing the Decepticons would come for his team. They never did.

By happenstance or yet unknown design, Echoing Pride's derelict mass entered the Sol system. Venomcoil, and potentially others, still on board.

Abilities: Venomcoil is an extremely agile combatant in ground or air. Intelligent and tech savvy enough to identify weaknesses and viciously exploit them. Often letting his venom cannons do their work before swooping in to finish the job.

These same qualities make him a stealthy, capable saboteur and tinker. A well placed EMP burst often causing chaos with enemy systems, such as communication. A valuable defensive tool as well, particularly in the airborne realm of tracking ordinance.

Weaknesses: Venomcoil's notable talents help obscure his prelethra of weaknesses. Perhaps most glaringly, his innate desires not lining up with his greatest strengths. He prefers using his curved wrist-blade, despite lacking any notable skill with it. Sometimes painstakingly dragging out a confrontation for an opportunity to use it relatively safely.

No small feat, considering repeated grievous injuries and abandonment have left him traumatised. Not to mention, incredibly insecure.

While this skittish streak greatly compliments his elusive skillset and bumps his survival odds, it does not often go over well with his allies. Socially "high maintenance", he requires consistent reassurance (or intimidation) to perform in very dangerous situations.

A perhaps catastrophic combination with his potentially irritating voice, reserved nature and unforgiving Decepticon commanders.

Sample post:

Sparks flew from the flickering light overhead. Tubes of wiring hung from the ceiling. Bulkheads and debris littered the floor panels. A low, dull scraping left a long scratch along the wall. Small sparks as the broken blade on his forearm gave an extra, tiny window of light as it raked along. The sounds in the vacuum almost nonexistent, even the heavy thump of his steps.

He leant on the bulkhead as he walked, grasping the hole in his midriff still red hot from where the massive slug had carved through his plating. Servos whirring. Step by step. He slid into the open cargo bay doors and, with great effort, heaved the powered down slabs into place.

A flashing terminals baleful light attempted to dance off his dull and scorched chassis as he approached.

"Come on" He urged. Voice crackling.

"If you can hear this we did it. They are down. We are all down. You need to come get us." Venomcoil said. A low, static hiss accompanying every word.

'Attempting to transmit' the cracked display read. Dot. Dot. Dot. Back to one dot, and repeat.

An ellipsis at the end showing the attempt was indeed in progress. Slowly he backed away. Shoulders and wings hitting the bulkhead behind him. Metal grinding as he slid to sitting. A loose cable flopping out of his leg, flicking fluid across the floor and a piece of shrapnel clattering loose.

His optics threatened to lose focus. Sitting, staring at those words. Seconds turned to minutes. Watching those three dots appear and vanish. Over and over again. This was going to take a while, even if it were working.

His head slumped forward. He was going to have to ration his power. A low, electronic hum descended in tone as components whirred down. Putting the program in place to reactivate his other systems shortly. World flicking to black as his optics went into standby. Beginning to calculate exit routes to occupy what was left of his processing power during the long, stimuli deprived wait. Anything to stave off potential stasis lock a little while longer.
Ninthshadow
Mini-Con
Posts: 12
Joined: Mon Mar 16, 2020 2:36 pm
Location: UK
Alt Mode: Police BMW
Strength: 4
Intelligence: 8
Speed: 7
Endurance: 6
Rank: 7
Courage: 5
Firepower: 5
Skill: 7

Re: NEW Character Applications

Postby Insidious » Thu Mar 19, 2020 4:41 pm

Motto: "Clarity of thought before rashness of action."
Weapon: Oxidating Laser
Ninthshadow wrote:Venomcoil

Allegiance: Decepticons
Function: Sabotage
Alternate Modes: Fighter Jet - F22 Raptor.
Weapons: Arm mounted double venom lasers. Single "Fangs" wrist-blade. Alternate only nose-gun ballistics, A2A and A2G missiles.
Special Abilities: Localized EMP Blast (5 pts).
Height: 26 ft / 7.9m
Quote: "Fair? I don't do fair!"

Strength: 3
Intelligence: 6
Dexterity: 9
Speed: 8
Endurance: 4
Courage: 3
Firepower: 8
Accuracy: 8
Melee: 5
Tech Skill: 7
Charisma: 4
Rank: (GM Assigned)

Profile: Venomcoil was originally a systems maintenance engineer in the slums of Cybertron. A thankless task, ensuring the flow of Energon even when he barely received enough himself.

His affiliation with the Decepticons was a slow conversion; gratefully snatching up offered Energon or alterations in return for small jobs. Perhaps more importantly, his discretion.

By the time the war was in full swing, Venomcoil had traded himself piece by piece into a fully functional Decepticon aerial grunt. Favouring debilitating weaponry, speed and avoidance.

Black and grey in colour, Red eyes and cockpit glass. A metal 'hood' and matching faceplate. Damage to his vocal unit adding a static hiss he never got around to fixing.

The transformer showed a rather natural talent for getting where he needed to be, whether others wanted him there or not. His knowledge for repairing proved just as useful for disabling machines as fixing them.

As the missions grew increasingly dangerous, and his escapes narrower, Venomcoil had plenty to be paranoid about. Commanded to covertly hijack, disable or destroy the vessel Echoing Pride.

Forces aboard the ship fought to their mutual destruction; the ship crippled beyond repair, all aboard drained or destroyed. Venomcoil held onto consciousness and hope for days in a storage locker; finally triggering a stasis lock believing the Decepticons would come for his team. They never did.

By happenstance or yet unknown design, Echoing Pride's derelict mass entered the Sol system. Venomcoil, and potentially others, still on board.

Abilities: Venomcoil is an extremely agile combatant in ground or air. Intelligent and tech savvy enough to identify weaknesses and viciously exploit them. Often letting his venom cannons do their work before swooping in to finish the job.

These same qualities make him a stealthy, capable saboteur and tinker. A well placed EMP burst often causing chaos with enemy systems, such as communication. A valuable defensive tool as well, particularly in the airborne realm of tracking ordinance.

Weaknesses: Venomcoil's notable talents help obscure his prelethra of weaknesses. Perhaps most glaringly, his innate desires not lining up with his greatest strengths. He prefers using his curved wrist-blade, despite lacking any notable skill with it. Sometimes painstakingly dragging out a confrontation for an opportunity to use it relatively safely.

No small feat, considering repeated grievous injuries and abandonment have left him traumatised. Not to mention, incredibly insecure.

While this skittish streak greatly compliments his elusive skillset and bumps his survival odds, it does not often go over well with his allies. Socially "high maintenance", he requires consistent reassurance (or intimidation) to perform in very dangerous situations.

A perhaps catastrophic combination with his potentially irritating voice, reserved nature and unforgiving Decepticon commanders.

Sample post:

Sparks flew from the flickering light overhead. Tubes of wiring hung from the ceiling. Bulkheads and debris littered the floor panels. A low, dull scraping left a long scratch along the wall. Small sparks as the broken blade on his forearm gave an extra, tiny window of light as it raked along. The sounds in the vacuum almost nonexistent, even the heavy thump of his steps.

He leant on the bulkhead as he walked, grasping the hole in his midriff still red hot from where the massive slug had carved through his plating. Servos whirring. Step by step. He slid into the open cargo bay doors and, with great effort, heaved the powered down slabs into place.

A flashing terminals baleful light attempted to dance off his dull and scorched chassis as he approached.

"Come on" He urged. Voice crackling.

"If you can hear this we did it. They are down. We are all down. You need to come get us." Venomcoil said. A low, static hiss accompanying every word.

'Attempting to transmit' the cracked display read. Dot. Dot. Dot. Back to one dot, and repeat.

An ellipsis at the end showing the attempt was indeed in progress. Slowly he backed away. Shoulders and wings hitting the bulkhead behind him. Metal grinding as he slid to sitting. A loose cable flopping out of his leg, flicking fluid across the floor and a piece of shrapnel clattering loose.

His optics threatened to lose focus. Sitting, staring at those words. Seconds turned to minutes. Watching those three dots appear and vanish. Over and over again. This was going to take a while, even if it were working.

His head slumped forward. He was going to have to ration his power. A low, electronic hum descended in tone as components whirred down. Putting the program in place to reactivate his other systems shortly. World flicking to black as his optics went into standby. Beginning to calculate exit routes to occupy what was left of his processing power during the long, stimuli deprived wait. Anything to stave off potential stasis lock a little while longer.


Looks like a workable starter character. Welcome to the game. Approved. We'll give him a rank of 6 for now. You can make an entry in the roll call thread and post his profile up in the fanmade Decepticon section.

He can start off either waking up from a CR chamber or simply be one of the many Decepticon Seekers already serving in the war. You can have him aboard the Decepticon ships Thanatos or Semper Tyrannis, both in the Solar System forum.

If you have any more questions, don't hesitate to PM me or one of the other mods.
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Location: Kansas

Re: NEW Character Applications

Postby Light Metal » Fri Jul 31, 2020 7:26 pm

Motto: "Rule number one: there are no rules."
Weapon: Double-Barreled Solid Sonic Energy Blaster
Getaway


Allegiance: Autobot
Sub-group: Diplomatic Corps
Function: Shock Trooper
Alternate Modes: White Ford Mustang
Weapons: Double-barreled Plasma Shell Shotgun
Height: 28ft/ 8.54m
Quote: “Run hot, but always keep your cool."


Strength: 4
Intelligence: 8
Dexterity: 8
Speed: 6
Endurance: 10
Courage: 10
Firepower: 6
Accuracy: 8
Melee: 8
Tech Skill: 8
Charisma: 7
Rank: 7


Profile: Getaway is a survivor who uses everything at his disposal to get out of dangerous situations. He’s passionate and daring when it comes to his cause, but his greatest asset is his ability to stay absolutely cool under pressure. In situations that would have other Autobots pulling out their own wires in a panic, Getaway calmly and confidently takes stock of things and weighs the pros and cons of every course of action until he comes up with the optimal solution. He does this so quickly that witnesses just attribute his success to intuition and pure luck, but Getaway knows that neither of those is as useful to a soldier as logic and a little finesse. Although he prefers to think his way out of tough spots, Getaway can also rely on his physical attributes to help him cheat death; in the past, he has been blasted, blown apart, and lost limbs, but still somehow remained functional. Getaway doesn’t mind that his style and toughness have made him a legend, even among Decepticons.

This reputation was born on the battlefield in what has come to be known as the Armornecking Incident: Getaway was leading a routine patrol on the Titanium Turnpike on Cybertron when he and his fellow Autobots momentarily paused to witness a spectacular traffic accident on the other side of the highway. While the Autobots were armornecking (the Cybertronic term for slowing down to see an accident), a troop of Decepticons that had secretly staged the accident swooped down upon them and attacked. The ambush left the Autobots in tatters, leaking fuel and leaving body parts all over the road. Getaway had all four tires blown out, lost vision in his right headlights and most of his left, and lost the use of his plasma-shell shotgun. Despite his condition and the Decepticon barrage, he coolly and cleverly led a tactical retreat to the nearby Polyhex Toll Plaza. The Autobots paid their energon tolls and went through. But, as Getaway suspected, the Decepticons weren't carrying the proper change and tried to pass without paying. This activated the toll gate security system, which snared the Decepticons before they could leave, giving the Autobots the advantage they needed to defeat the Decepticons and Getaway his well-deserved reputation.

Getaway joined the Diplomatic Corps. He also has an escape kit concealed within a hidden compartment in his heel that he can reach even when bound. He also has an accent strikingly similar to the Earthen New Zealand accent.

Abilities: Subject is an expert at tactical and strategic planning, and his fast-working cerebro-circuitry can access this information in mere moments. He is an accomplished lock-pick and escape artist; his uniquely jointed limbs are incredibly flexible and allow him to escape a variety of bonds or physical holds. Subject has average strength, and his main defensive strengths are bulletproof windows and shell-resistant outer armor plating. High endurance and numerous redundant systems in his design allow him to take enormous physical damage and continue functioning. He wields a double-barreled shotgun that shoots explosive plasma shells.

Weaknesses: Subject exhibits no known weaknesses.

Sample post:

Getaway didn’t have much time on his side. He had even less luck. That sounded about right, given the predicament he was in. It didn’t take a genius to solve that equation, but it did take a genius to solve that equation. The difference, while subtle, was vitally important.

But moving along because time can’t be spared any longer.

The Decepticons had him surrounded. The Decepticons, also – and obviously – had him outgunned. Six versus one. Getaway was encased in a circle of death.

They looked quite pleased with themselves, the ‘Cons. Where there were face plates, there were smiles to be found. Big sadistic grins stretching from audio receptor to audio receptor. Yes, these gentlemechs were indeed a happy bunch, and if they could’ve patted each other on the back for trapping Getaway, the shock trooper would’ve placed a hundred thousand shanix on it immediately.

“Hey, slagger!” one of the ‘Cons – who shall now be referred to as Tin Can – shouted. “Ya think you’ll be gettin’ away from us?”

Make that two hundred thousand.

Raucous laughter trailed after the remark. Getaway did his best to suppress a shiver. It was bad enough having a multitude of weapons being aimed at him, let alone having to endure awful puns like that. In all fairness and as an act of justice, the ‘Cons should have turned on their comrade and shot him.

“Well, yes,” Getaway said to Tin Can. “I’ll certainly be taking my leave.” He pointed a digit at the pile of rusty nuts. “And it’ll begin with you, my dear friend.”

They weren’t sure how to interpret that. It was too serious, too matter-of-fact. It contrasted to the situation like passing clouds enveloping the sun, thieving the brightness of the day. Getaway knew what happened when Decepticons didn’t understand things all that well. They tended to let their bullets do the speaking for them.

So moving along.

He’d already assessed and created his escape route. It was going to cost him some pain, but for a lot of freedom, the price was still considered to be a bargain.

What the shock trooper had said before was true: it began with the superbly clever Tin Can. And once he’d been disposed of, the rest would fall as easily as a straight line of dominoes – one, two, three, four, five, down and out.

“Who wants to see a cool trick?” he asked them.

Again, their interpretive skills failed them. But he was confident they wanted to see a cool trick – everybody wanted to see a cool trick – so Getaway showed them.

Honestly, who didn’t love a good disappearing act?


Dead End


Allegiance: Decepticon
Sub-group: Stunticons
Function: Warrior
Alt. mode: Porsche 911 model year 2011
Weapons: Compressor Air Rifle, Trunk-Mounted Double-Barreled Compressed Air Cannon
Special Abilities: Dead End emanates a radar signal that allows him to detect the movements of any vehicle or robot within a 200-mile radius as well as map surrounding terrain.
Height: 26 ft / 7.93 m
Quote: "We are all just food for rust."


Strength: 7
Intelligence: 6
Dexterity: 8
Speed: 7
Endurance: 7
Courage: 9
Firepower: 5
Accuracy: 7
Melee: 7
Tech Skill: 6
Charisma: 3
Rank: 5


Profile: The most encouraging thing Dead End is capable of saying before combat, is that he hopes he doesn't suffer too much when his inevitable death comes. Pessimism is a way of life for Dead End, whose reliably dour mood has become a source of humour among his fellow Stunticons, particularly the mean-spirited Motormaster. He'll tease Dead End about his incessant moping and bizarrely intense maintenance and beautification routines, which only serves to further crush Dead End's broken spirit. Dead End likes to keep himself looking and feeling perfect so that when the end does arrive, he'll leave an attractive corpse to let everyone know what they'll be missing. He finds conflict pointless since everyone will wind up dead eventually, but he becomes a surprisingly fearless and ferocious fighter when stirred to combat. That's the only time his outlook improves because it focuses Dead End on his desire to live: he may be convinced he'll become inoperative eventually, but he doesn't want to do it anytime soon.

Abilities: Subject possesses significantly above-average strength and above-average intelligence. Once roused to fight, he's a highly effective warrior. As a vehicle, he can reach a top speed of 220 mph. His internal radar system allows him to track the movements of vehicles and robots within a 200-mile radius; he can use the information to map terrain, enemy positions, and troop movements. He can use this knowledge to lead enemy combatants into traps before they can figure out the lay of the land. Subject can deploy a double-barreled compressed air cannon as a vehicle; in robot mode, he uses a handheld compressed air rifle. Even the smaller rifle is capable of delivering 40,000 psi of pressure.

Weaknesses: Subject is extremely difficult to motivate into fighting, often requiring a direct verbal or physical assault (from the Autobots or even Motormaster) before he answers the call to arms.

Sample post:

Faltering his step, another gust of wind whipped Dead End, continuing the merciless succession of lashes slowly but most assuredly stripping the paint from his chassis. Had it not been for the sand, mixed heavily into the gusts, he’d have tolerated the conditions a little better. Emphasis on little; this miserable planet, even minus the vast supply of sand and wind it stocked, was a nightmare manifested from the dark recesses of his mind.

The morose Stunticon sighed and stopped walking. He was determined to prohibit his thoughts – already plunged into the depths of his usual negativity – to descend any further into the abyss. Woeful, indeed, was this mission, and Dead End couldn’t afford to fortify its awfulness by having his mood dictate to him any more than it currently did.

Pressing on, the warrior’s advance was immediately resisted by a strong gust: slapped with its grittiness, he felt it scour him, as if the desert was attempting to erase his presence from its expanse. He sighed, louder this time. That would not surprise him, considering the viciousness of the winds.

“Never mind,” Dead End said. “It doesn’t matter. It does not matter.”

It did, he had to admit, but his concentration was needed elsewhere – specifically here, in this exact spot, as he trekked onwards. He couldn’t see more than a mecha-metre in front of him, so thick was the golden brown sand congesting the air. Swirling and shifting, obscuring then revealing the landscape only to conceal it again, it deceived his sight, forcing the warrior to walk carefully. There were strange rock formations – ranging from small to massive, their sizes varied dramatically – populating the desert, and he had no desire to smack into one. He had to be vigilant.

And there was energon nearby, apparently on the surface. Dead End didn’t ask how that came to be. The fact that it made their mission more bearable by a degree or two quelled his curiosity. He also didn’t care.

But his curiosity did return to enquire as to why the Stunticons had been selected for this mission. Knowing there were others more suitable, he wanted to pry Motormaster for an answer, but his leader’s temper had been exceptional of late. Wildrider had learned the hard way. So Dead End maintained silence, and now here he was, stuck in a horrible desert as the Stunticons had separated to search for energon deposits.

Although he’d been equipped to deal with the harsh terrain, travelling via his alternate mode was an option he dismissed. The rock formations were many – he’d lost count of the amount he’d passed – and to speed along with such limited visibility for guidance was to invite an injury he’d rather avoid. His paint job, curse it, was ruined and that rankled. He would not risk the chance of something worse occurring.

At least the Stunticons had been bounced in the vicinity of the energon. A piece of good news salvaged from this mess of a mission. If it was to be believed, then it meant Dead End was closer to finding it than not.

He didn’t believe it. His suspicions dismantling his optimism, his quest for energon would be arduous – was arduous since an appeal for Dead End’s satisfaction had yet to be granted. Glancing at his arm confirmed that. Patches of bare metal riddled the maroon.

“Well, isn’t that droll.”

It wasn’t.

Dead End kept walking.
User avatar
Light Metal
Micromaster
Posts: 56
Joined: Tue Sep 19, 2017 6:00 am
Location: In limbo
Strength: 6
Intelligence: 8
Speed: 9
Endurance: 6
Rank: 6
Courage: 10
Firepower: 7
Skill: 9

Re: NEW Character Applications

Postby Insidious » Sat Aug 01, 2020 11:17 am

Motto: "Clarity of thought before rashness of action."
Weapon: Oxidating Laser
Light Metal wrote:Getaway


Allegiance: Autobot
Sub-group: Diplomatic Corps
Function: Shock Trooper
Alternate Modes: White Ford Mustang
Weapons: Double-barreled Plasma Shell Shotgun
Height: 28ft/ 8.54m
Quote: “Run hot, but always keep your cool."


Strength: 4
Intelligence: 8
Dexterity: 8
Speed: 6
Endurance: 10
Courage: 10
Firepower: 6
Accuracy: 8
Melee: 8
Tech Skill: 8
Charisma: 7
Rank: 7


Profile: Getaway is a survivor who uses everything at his disposal to get out of dangerous situations. He’s passionate and daring when it comes to his cause, but his greatest asset is his ability to stay absolutely cool under pressure. In situations that would have other Autobots pulling out their own wires in a panic, Getaway calmly and confidently takes stock of things and weighs the pros and cons of every course of action until he comes up with the optimal solution. He does this so quickly that witnesses just attribute his success to intuition and pure luck, but Getaway knows that neither of those is as useful to a soldier as logic and a little finesse. Although he prefers to think his way out of tough spots, Getaway can also rely on his physical attributes to help him cheat death; in the past, he has been blasted, blown apart, and lost limbs, but still somehow remained functional. Getaway doesn’t mind that his style and toughness have made him a legend, even among Decepticons.

This reputation was born on the battlefield in what has come to be known as the Armornecking Incident: Getaway was leading a routine patrol on the Titanium Turnpike on Cybertron when he and his fellow Autobots momentarily paused to witness a spectacular traffic accident on the other side of the highway. While the Autobots were armornecking (the Cybertronic term for slowing down to see an accident), a troop of Decepticons that had secretly staged the accident swooped down upon them and attacked. The ambush left the Autobots in tatters, leaking fuel and leaving body parts all over the road. Getaway had all four tires blown out, lost vision in his right headlights and most of his left, and lost the use of his plasma-shell shotgun. Despite his condition and the Decepticon barrage, he coolly and cleverly led a tactical retreat to the nearby Polyhex Toll Plaza. The Autobots paid their energon tolls and went through. But, as Getaway suspected, the Decepticons weren't carrying the proper change and tried to pass without paying. This activated the toll gate security system, which snared the Decepticons before they could leave, giving the Autobots the advantage they needed to defeat the Decepticons and Getaway his well-deserved reputation.

Getaway joined the Diplomatic Corps. He also has an escape kit concealed within a hidden compartment in his heel that he can reach even when bound. He also has an accent strikingly similar to the Earthen New Zealand accent.

Abilities: Subject is an expert at tactical and strategic planning, and his fast-working cerebro-circuitry can access this information in mere moments. He is an accomplished lock-pick and escape artist; his uniquely jointed limbs are incredibly flexible and allow him to escape a variety of bonds or physical holds. Subject has average strength, and his main defensive strengths are bulletproof windows and shell-resistant outer armor plating. High endurance and numerous redundant systems in his design allow him to take enormous physical damage and continue functioning. He wields a double-barreled shotgun that shoots explosive plasma shells.

Weaknesses: Subject exhibits no known weaknesses.

Sample post:

Getaway didn’t have much time on his side. He had even less luck. That sounded about right, given the predicament he was in. It didn’t take a genius to solve that equation, but it did take a genius to solve that equation. The difference, while subtle, was vitally important.

But moving along because time can’t be spared any longer.

The Decepticons had him surrounded. The Decepticons, also – and obviously – had him outgunned. Six versus one. Getaway was encased in a circle of death.

They looked quite pleased with themselves, the ‘Cons. Where there were face plates, there were smiles to be found. Big sadistic grins stretching from audio receptor to audio receptor. Yes, these gentlemechs were indeed a happy bunch, and if they could’ve patted each other on the back for trapping Getaway, the shock trooper would’ve placed a hundred thousand shanix on it immediately.

“Hey, slagger!” one of the ‘Cons – who shall now be referred to as Tin Can – shouted. “Ya think you’ll be gettin’ away from us?”

Make that two hundred thousand.

Raucous laughter trailed after the remark. Getaway did his best to suppress a shiver. It was bad enough having a multitude of weapons being aimed at him, let alone having to endure awful puns like that. In all fairness and as an act of justice, the ‘Cons should have turned on their comrade and shot him.

“Well, yes,” Getaway said to Tin Can. “I’ll certainly be taking my leave.” He pointed a digit at the pile of rusty nuts. “And it’ll begin with you, my dear friend.”

They weren’t sure how to interpret that. It was too serious, too matter-of-fact. It contrasted to the situation like passing clouds enveloping the sun, thieving the brightness of the day. Getaway knew what happened when Decepticons didn’t understand things all that well. They tended to let their bullets do the speaking for them.

So moving along.

He’d already assessed and created his escape route. It was going to cost him some pain, but for a lot of freedom, the price was still considered to be a bargain.

What the shock trooper had said before was true: it began with the superbly clever Tin Can. And once he’d been disposed of, the rest would fall as easily as a straight line of dominoes – one, two, three, four, five, down and out.

“Who wants to see a cool trick?” he asked them.

Again, their interpretive skills failed them. But he was confident they wanted to see a cool trick – everybody wanted to see a cool trick – so Getaway showed them.

Honestly, who didn’t love a good disappearing act?


Dead End


Allegiance: Decepticon
Sub-group: Stunticons
Function: Warrior
Alt. mode: Porsche 911 model year 2011
Weapons: Compressor Air Rifle, Trunk-Mounted Double-Barreled Compressed Air Cannon
Special Abilities: Dead End emanates a radar signal that allows him to detect the movements of any vehicle or robot within a 200-mile radius as well as map surrounding terrain.
Height: 26 ft / 7.93 m
Quote: "We are all just food for rust."


Strength: 7
Intelligence: 6
Dexterity: 8
Speed: 7
Endurance: 7
Courage: 9
Firepower: 5
Accuracy: 7
Melee: 7
Tech Skill: 6
Charisma: 3
Rank: 5


Profile: The most encouraging thing Dead End is capable of saying before combat, is that he hopes he doesn't suffer too much when his inevitable death comes. Pessimism is a way of life for Dead End, whose reliably dour mood has become a source of humour among his fellow Stunticons, particularly the mean-spirited Motormaster. He'll tease Dead End about his incessant moping and bizarrely intense maintenance and beautification routines, which only serves to further crush Dead End's broken spirit. Dead End likes to keep himself looking and feeling perfect so that when the end does arrive, he'll leave an attractive corpse to let everyone know what they'll be missing. He finds conflict pointless since everyone will wind up dead eventually, but he becomes a surprisingly fearless and ferocious fighter when stirred to combat. That's the only time his outlook improves because it focuses Dead End on his desire to live: he may be convinced he'll become inoperative eventually, but he doesn't want to do it anytime soon.

Abilities: Subject possesses significantly above-average strength and above-average intelligence. Once roused to fight, he's a highly effective warrior. As a vehicle, he can reach a top speed of 220 mph. His internal radar system allows him to track the movements of vehicles and robots within a 200-mile radius; he can use the information to map terrain, enemy positions, and troop movements. He can use this knowledge to lead enemy combatants into traps before they can figure out the lay of the land. Subject can deploy a double-barreled compressed air cannon as a vehicle; in robot mode, he uses a handheld compressed air rifle. Even the smaller rifle is capable of delivering 40,000 psi of pressure.

Weaknesses: Subject is extremely difficult to motivate into fighting, often requiring a direct verbal or physical assault (from the Autobots or even Motormaster) before he answers the call to arms.

Sample post:

Faltering his step, another gust of wind whipped Dead End, continuing the merciless succession of lashes slowly but most assuredly stripping the paint from his chassis. Had it not been for the sand, mixed heavily into the gusts, he’d have tolerated the conditions a little better. Emphasis on little; this miserable planet, even minus the vast supply of sand and wind it stocked, was a nightmare manifested from the dark recesses of his mind.

The morose Stunticon sighed and stopped walking. He was determined to prohibit his thoughts – already plunged into the depths of his usual negativity – to descend any further into the abyss. Woeful, indeed, was this mission, and Dead End couldn’t afford to fortify its awfulness by having his mood dictate to him any more than it currently did.

Pressing on, the warrior’s advance was immediately resisted by a strong gust: slapped with its grittiness, he felt it scour him, as if the desert was attempting to erase his presence from its expanse. He sighed, louder this time. That would not surprise him, considering the viciousness of the winds.

“Never mind,” Dead End said. “It doesn’t matter. It does not matter.”

It did, he had to admit, but his concentration was needed elsewhere – specifically here, in this exact spot, as he trekked onwards. He couldn’t see more than a mecha-metre in front of him, so thick was the golden brown sand congesting the air. Swirling and shifting, obscuring then revealing the landscape only to conceal it again, it deceived his sight, forcing the warrior to walk carefully. There were strange rock formations – ranging from small to massive, their sizes varied dramatically – populating the desert, and he had no desire to smack into one. He had to be vigilant.

And there was energon nearby, apparently on the surface. Dead End didn’t ask how that came to be. The fact that it made their mission more bearable by a degree or two quelled his curiosity. He also didn’t care.

But his curiosity did return to enquire as to why the Stunticons had been selected for this mission. Knowing there were others more suitable, he wanted to pry Motormaster for an answer, but his leader’s temper had been exceptional of late. Wildrider had learned the hard way. So Dead End maintained silence, and now here he was, stuck in a horrible desert as the Stunticons had separated to search for energon deposits.

Although he’d been equipped to deal with the harsh terrain, travelling via his alternate mode was an option he dismissed. The rock formations were many – he’d lost count of the amount he’d passed – and to speed along with such limited visibility for guidance was to invite an injury he’d rather avoid. His paint job, curse it, was ruined and that rankled. He would not risk the chance of something worse occurring.

At least the Stunticons had been bounced in the vicinity of the energon. A piece of good news salvaged from this mess of a mission. If it was to be believed, then it meant Dead End was closer to finding it than not.

He didn’t believe it. His suspicions dismantling his optimism, his quest for energon would be arduous – was arduous since an appeal for Dead End’s satisfaction had yet to be granted. Glancing at his arm confirmed that. Patches of bare metal riddled the maroon.

“Well, isn’t that droll.”

It wasn’t.

Dead End kept walking.


Both approved. You know the drills by this point. Have fun!
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Insidious
RPG Moderator
Posts: 3197
Joined: Wed Mar 26, 2003 8:22 pm
Location: Kansas

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