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NEW Character Applications

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Re: NEW Character Applications

Postby Cravex » Tue Jul 03, 2018 9:03 pm

Motto: ""I am my business""
Weapon: Crossbow
(I hate to say this, but I love the anti-authority types. :D )

Name: Snarl
Allegiance: Autobot
Sub Group: Dinobot
Function: Desert Warrior
Alternate Mode: Stegosaurus
Weapons: Energo blade, missile launcher, long-range laser rifle
Height: 35ft
Motto: “Only in war is there happiness.”

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

Profile:
Before Snarl and his fellow Dinobots were trapped on Earth thousands of years ago he was silent and unhappy, often sticking to himself and rarely interacting with others, including his fellow Dinobots. He preferred to leave the important and strategic thinking to others and would just blindly follow the orders of Grimlock, making him the Dinobot Commander's favorite solider. However, that was before Grimlock's actions trapped Snarl and the other Dinobots in a river of molten lava. Now reawakened and aware of what has transpired Snarl has changed. He no longer blindly follows Grimlock and he has learned the harsh lesson of how important it is to think for himself. Now he questions Grimlock’s every action and he no longer lets someone else do the thinking for him. Regardless of these changes that have taken place inside of Snarl’s spark and processor he feels trapped in an alternate mode he despises and he still desperately wants to return to Cybertron. His only respite comes when he is locked in combat with the Decepticons.

Abilities:
Snarl is a very physically powerful Autobot, but as a Dinobot he is only the fourth strongest of them. However, he has the ability to greatly increase his strength due to the solar panels on his back. These panels that are on his back in both his robot and alternate modes collect solar power and convert it to energy, augmenting his strength and making him up to ten times as powerful as he normally is. While in dinosaur mode he is capable of channeling this collected energy into concentrated blasts from the spikes on his tail. His tail is also very powerful while he is in dinosaur mode, and even without strength augmentation it can shatter a 20 square foot concrete block with one swipe. Snarl also has considerable defensive capabilities. His armour is very thick and designed so that it can deflect enemy fire. He's armed with an energo blade, long-range laser rifle and missile launcher in robot mode.

Weaknesses:
Snarl often forgets about his weaknesses without the augmentation solar power makes to his strength and he can find himself stuck in situations that are more then he can handle alone. Although Snarl is now starting to think for himself he has begun to second guess himself, which can lead to critical indecision on the battlefield, causing him to turn to others to make up his mind when he can’t come to a decision. Despite his loss of faith in Grimlock as a leader, Snarl may still follow the Dinobot Commander like he once did only to later question the rex-former on the battlefield and disobey orders, often causing potential problems.
User avatar
Cravex
Combiner
Posts: 482
Joined: Thu Nov 27, 2003 12:42 am
Strength: 9
Intelligence: 7
Speed: 6
Endurance: 6
Rank: N/A
Courage: 10+
Firepower: 7
Skill: 7

Re: NEW Character Applications

Postby Cravex » Tue Jul 03, 2018 9:06 pm

Motto: ""I am my business""
Weapon: Crossbow
Name: Lockdown
Allegiance: Whoever pays the most (Decepticon)
Function: Bounty Hunter
Alt. mode: Amalgam of a 1980s Corvette and a 1960s Cougar
Weapons: Hook, chainsaw, oil slick, smoke screen, EMP generator.
Ship: The Death’s Head
Height: 31ft /9.45m
Quote: “Run all you want. It’ll make the chase more fun."


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

Profile: Lockdown could care less about Megatron and his grand goals of universal domination. He's in the game for upgrades, pure and simple, and he wears the Decepticon badge because they're the ones who can get him the systems he wants. For the right price he'll hunt down any target and bring it in - functioning or not. As a bonus, every new target means new trophies for his workshop wall. He enjoys his work, and he's traveled from one end of the universe to the other doing it, which is why he's got a collection of weapons and functions second to none. Driven by the thrill of the chase, Lockdown is a bounty hunter by choice and a Decepticon only by necessity. Once he's accepted a contract, nothing short of total deactivation can stop him. His services don't come cheap, but he's the best there is at what he does.

Lockdown has a grisly habit of collecting "trophies" from his victims for his own use. He has attached a number of parts that appear to be stolen, such as his hook, chainsaw weapons, and parts of his left leg.

Abilities: Lockdown can reach a top speed of 250mph. Subject utilizes a supercharger that stores the kinetic energy from racing in his alternate form and uses it to boost his own speed for short bursts. This is his favorite device... because his favorite tactic is to catch up with targets and sink in his Capture Hook for the up-close-and-personal kill. He has also been known to use his cow-catcher to clear a path though obstructions to get to his target. Lockdown also possesses an EMP generator which, when fired, can knock out electronics, and, if one is close enough, another Transformer. The weapon is limited in that it takes time to generate enough energy to fire an effective pulse. While in his alternate mode Lockdown can deploy an oil slick and a smoke screen in order to elude his enemies. He replaced his right hand with a hook; he finds pleasure in using it to capture his prey.

Weaknesses: Lockdown’s EMP generator takes time to charge making him vulnerable while waiting for the device to fire. Although he is quite arrogant, Lockdown is by no means reckless; as most egotistical beings. Lockdown’s profession has procured him a decent number of enemies; however his reputation has kept them at bay, thus far.
User avatar
Cravex
Combiner
Posts: 482
Joined: Thu Nov 27, 2003 12:42 am
Strength: 9
Intelligence: 7
Speed: 6
Endurance: 6
Rank: N/A
Courage: 10+
Firepower: 7
Skill: 7

Re: NEW Character Applications

Postby AFTRHR » Tue Jul 03, 2018 9:09 pm

Weapon: Railgun
Ransack

Allegiance: Decepticon
Sub-group: Insecticon
Function: Warrior
Alternate Modes: Locust
Weapons: Concussion blaster cannon, shield
Special Abilities: Electricity generation, sonic vibrations
Height: 21ft/6.4m
Quote: “The sight of ruin only makes me crave more.”


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

Profile: Ransack requires no more rewards for his toil as a Decepticon than the heaps of twisted steel and smoldering rubble he leaves in his wake. Nothing delights his optics more than the sight of tumbled buildings and scorched earth, and nothing excites his olfactory sensors more than the aroma of burnt Autobot. Though most of the Insecticons pride themselves on their cunning and innovative tactics, Ransack is much more direct in his approach and follows two simple maxims: if it stands in between you and your prey, destroy it; if it doesn’t stand between you and your prey, destroy it anyway. This method of hunting down Autobots is not quiet or clean, but Ransack doesn’t much care. It gets the job done, and the resulting square kilometers of destruction resulting are a beautiful thing to Ransack. Besides, the other Insecticons are around to help Ransack when subtlety, stealth, and smarts are required.

Abilities: Possessing impressive strength and durability, especially for a Transformer his height and mass, Ransack is arguably the most combat-oriented Insecticon. In addition to allowing him to leap up to two hundred times his own length, Ransack’s powerful legs can crack reinforced steel like plywood with a single kick, and he is capable of generating sonic vibrations that shatter audio receptors and ferroconcrete alike. Adding to his firepower in robot mode is a powerful concussion blaster cannon, and he protects himself with a highly reflective, energy-absorbent shield. In both modes he can generate intense blasts of electricity from his antennae, up to and even exceeding a magnitude of eighty kilovolts.

Weaknesses: Ransack is powerful but not terribly precise. His warrior skills are quite average, and given that his usual tactic is to simply blast away until there’s only wreckage, he can get into quite a bit of trouble when faced with opponents who possess strength as well as savvy. Compared to most of his Insecticon brethren, he is not very smart or subtle, and to a large degree depends on them for guidance.
User avatar
AFTRHR
RPG Moderator
Posts: 673
News Credits: 1
Joined: Mon Jul 10, 2017 8:04 am
Alt Mode: Helicopter
Strength: N/A
Intelligence: N/A
Speed: N/A
Endurance: N/A
Rank: N/A
Courage: N/A
Firepower: N/A
Skill: N/A

Re: NEW Character Applications

Postby Smokescreen85 » Tue Jul 03, 2018 9:18 pm

Motto: ""A look can be deceiving; a touch can be lethal.""
Weapon: Twin Shoulder-Mounted Rocket Launchers
Cravex wrote:(I hate to say this, but I love the anti-authority types. :D )

Name: Snarl
Allegiance: Autobot
Sub Group: Dinobot
Function: Desert Warrior
Alternate Mode: Stegosaurus
Weapons: Energo blade, missile launcher, long-range laser rifle
Height: 35ft
Motto: “Only in war is there happiness.”

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

Profile:
Before Snarl and his fellow Dinobots were trapped on Earth thousands of years ago he was silent and unhappy, often sticking to himself and rarely interacting with others, including his fellow Dinobots. He preferred to leave the important and strategic thinking to others and would just blindly follow the orders of Grimlock, making him the Dinobot Commander's favorite solider. However, that was before Grimlock's actions trapped Snarl and the other Dinobots in a river of molten lava. Now reawakened and aware of what has transpired Snarl has changed. He no longer blindly follows Grimlock and he has learned the harsh lesson of how important it is to think for himself. Now he questions Grimlock’s every action and he no longer lets someone else do the thinking for him. Regardless of these changes that have taken place inside of Snarl’s spark and processor he feels trapped in an alternate mode he despises and he still desperately wants to return to Cybertron. His only respite comes when he is locked in combat with the Decepticons.

Abilities:
Snarl is a very physically powerful Autobot, but as a Dinobot he is only the fourth strongest of them. However, he has the ability to greatly increase his strength due to the solar panels on his back. These panels that are on his back in both his robot and alternate modes collect solar power and convert it to energy, augmenting his strength and making him up to ten times as powerful as he normally is. While in dinosaur mode he is capable of channeling this collected energy into concentrated blasts from the spikes on his tail. His tail is also very powerful while he is in dinosaur mode, and even without strength augmentation it can shatter a 20 square foot concrete block with one swipe. Snarl also has considerable defensive capabilities. His armour is very thick and designed so that it can deflect enemy fire. He's armed with an energo blade, long-range laser rifle and missile launcher in robot mode.

Weaknesses:
Snarl often forgets about his weaknesses without the augmentation solar power makes to his strength and he can find himself stuck in situations that are more then he can handle alone. Although Snarl is now starting to think for himself he has begun to second guess himself, which can lead to critical indecision on the battlefield, causing him to turn to others to make up his mind when he can’t come to a decision. Despite his loss of faith in Grimlock as a leader, Snarl may still follow the Dinobot Commander like he once did only to later question the rex-former on the battlefield and disobey orders, often causing potential problems.

Approved. Welcome to the Dinobots! :D
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Smokescreen85
RPG Moderator
Posts: 2443
Joined: Wed Aug 08, 2007 12:44 pm
Location: The Lost Light
Alt Mode: Nissan Z Proto
Strength: 4
Intelligence: 9
Speed: 7
Endurance: 6
Rank: 6
Courage: 8
Firepower: 7
Skill: 9

Re: NEW Character Applications

Postby Smokescreen85 » Tue Jul 03, 2018 9:20 pm

Motto: ""A look can be deceiving; a touch can be lethal.""
Weapon: Twin Shoulder-Mounted Rocket Launchers
Cravex wrote:Name: Lockdown
Allegiance: Whoever pays the most (Decepticon)
Function: Bounty Hunter
Alt. mode: Amalgam of a 1980s Corvette and a 1960s Cougar
Weapons: Hook, chainsaw, oil slick, smoke screen, EMP generator.
Ship: The Death’s Head
Height: 31ft /9.45m
Quote: “Run all you want. It’ll make the chase more fun."


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

Profile: Lockdown could care less about Megatron and his grand goals of universal domination. He's in the game for upgrades, pure and simple, and he wears the Decepticon badge because they're the ones who can get him the systems he wants. For the right price he'll hunt down any target and bring it in - functioning or not. As a bonus, every new target means new trophies for his workshop wall. He enjoys his work, and he's traveled from one end of the universe to the other doing it, which is why he's got a collection of weapons and functions second to none. Driven by the thrill of the chase, Lockdown is a bounty hunter by choice and a Decepticon only by necessity. Once he's accepted a contract, nothing short of total deactivation can stop him. His services don't come cheap, but he's the best there is at what he does.

Lockdown has a grisly habit of collecting "trophies" from his victims for his own use. He has attached a number of parts that appear to be stolen, such as his hook, chainsaw weapons, and parts of his left leg.

Abilities: Lockdown can reach a top speed of 250mph. Subject utilizes a supercharger that stores the kinetic energy from racing in his alternate form and uses it to boost his own speed for short bursts. This is his favorite device... because his favorite tactic is to catch up with targets and sink in his Capture Hook for the up-close-and-personal kill. He has also been known to use his cow-catcher to clear a path though obstructions to get to his target. Lockdown also possesses an EMP generator which, when fired, can knock out electronics, and, if one is close enough, another Transformer. The weapon is limited in that it takes time to generate enough energy to fire an effective pulse. While in his alternate mode Lockdown can deploy an oil slick and a smoke screen in order to elude his enemies. He replaced his right hand with a hook; he finds pleasure in using it to capture his prey.

Weaknesses: Lockdown’s EMP generator takes time to charge making him vulnerable while waiting for the device to fire. Although he is quite arrogant, Lockdown is by no means reckless; as most egotistical beings. Lockdown’s profession has procured him a decent number of enemies; however his reputation has kept them at bay, thus far.

Approved. Have fun with him!
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Smokescreen85
RPG Moderator
Posts: 2443
Joined: Wed Aug 08, 2007 12:44 pm
Location: The Lost Light
Alt Mode: Nissan Z Proto
Strength: 4
Intelligence: 9
Speed: 7
Endurance: 6
Rank: 6
Courage: 8
Firepower: 7
Skill: 9

Re: NEW Character Applications

Postby Smokescreen85 » Tue Jul 03, 2018 9:22 pm

Motto: ""A look can be deceiving; a touch can be lethal.""
Weapon: Twin Shoulder-Mounted Rocket Launchers
AFTRHR wrote:Ransack

Allegiance: Decepticon
Sub-group: Insecticon
Function: Warrior
Alternate Modes: Locust
Weapons: Concussion blaster cannon, shield
Special Abilities: Electricity generation, sonic vibrations
Height: 21ft/6.4m
Quote: “The sight of ruin only makes me crave more.”


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

Profile: Ransack requires no more rewards for his toil as a Decepticon than the heaps of twisted steel and smoldering rubble he leaves in his wake. Nothing delights his optics more than the sight of tumbled buildings and scorched earth, and nothing excites his olfactory sensors more than the aroma of burnt Autobot. Though most of the Insecticons pride themselves on their cunning and innovative tactics, Ransack is much more direct in his approach and follows two simple maxims: if it stands in between you and your prey, destroy it; if it doesn’t stand between you and your prey, destroy it anyway. This method of hunting down Autobots is not quiet or clean, but Ransack doesn’t much care. It gets the job done, and the resulting square kilometers of destruction resulting are a beautiful thing to Ransack. Besides, the other Insecticons are around to help Ransack when subtlety, stealth, and smarts are required.

Abilities: Possessing impressive strength and durability, especially for a Transformer his height and mass, Ransack is arguably the most combat-oriented Insecticon. In addition to allowing him to leap up to two hundred times his own length, Ransack’s powerful legs can crack reinforced steel like plywood with a single kick, and he is capable of generating sonic vibrations that shatter audio receptors and ferroconcrete alike. Adding to his firepower in robot mode is a powerful concussion blaster cannon, and he protects himself with a highly reflective, energy-absorbent shield. In both modes he can generate intense blasts of electricity from his antennae, up to and even exceeding a magnitude of eighty kilovolts.

Weaknesses: Ransack is powerful but not terribly precise. His warrior skills are quite average, and given that his usual tactic is to simply blast away until there’s only wreckage, he can get into quite a bit of trouble when faced with opponents who possess strength as well as savvy. Compared to most of his Insecticon brethren, he is not very smart or subtle, and to a large degree depends on them for guidance.

You guys are on a roll tonight. ;) Approved. Enjoy!
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Smokescreen85
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Joined: Wed Aug 08, 2007 12:44 pm
Location: The Lost Light
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Strength: 4
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Endurance: 6
Rank: 6
Courage: 8
Firepower: 7
Skill: 9

Re: NEW Character Applications

Postby Starman99 » Wed Jul 04, 2018 9:47 pm

Motto: "“The Galaxies The Limit!”"
Weapon: Fusion Cannon
(Note: This original character was inspired by Jack Burton and other eighties action heroes)

Name: Bruiser
Allegiance: Autobots
Function: Heavy Weapons Specialist
Alt-Modes: 2008 Mach Titan
Weapons: Sawn-Off Scattergun, Frag Mines, Chain-Guns, and Napalm pellets
Height: 30 ft.
Quote: “The best weapon to have on the battlefield is your mind....annnnd your trusty scattergun”

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

Profile: Bruiser requires only his firearms and a small cube of energon to win over a fight, a wager that is more often than not true in the optics of his allies. Any Decepticon in his wake become piles of molten scrap and burning vehicle fluids; nothing brings a smile to his face than a dead con at his tread covered feet. Though many warriors in the Autobot cause tread with very little preparation or weaponry, Bruiser prefers coming into a battlefield prepared; armed to the teeth and itching to rip metal. His specialization in firearms and flammable explosives have led him to gain a reputation amongst smaller troops, a reputation that he doesn’t mind on occasion. However his greatest asset on the field is his knowledge of repairing or operating heavy weaponry, may it be a large cybertronian cannon or the turrets of a space freighter.

Abilities: With immense strength and endurance, more than any normal Autobot soldier in the cause, Bruiser lives up to name and function. While not trained in any proper combat style except Marksmanship, Bruiser can deliver punches that can leave knuckle marks in concrete and can shatter reinforced steel with minor difficulty. Attached to his arms and shoulders are four chain-guns, capable of firing payloads through light Decepticon armor and leaving imprints in ferroconcrete. Bruiser can also deploy out miniature frag-mines from his hubcaps, leaving many pursuing Decepticons in a explosive predicament. These mines can be thrown by Bruiser onto enemy ships or machinery, harming or hampering the Decepticons plans.

Along with his mines and chain guns, Bruiser carries a Sawn-Off ScatterGun as his personal weapon of choice in any fight. The Scattergun is sawed in half, making it easier to fire widespread and have no choke to hamper it. Bruiser often employs regular cybertronian slugs and napalm pellets into his firearms ammunition, preferring his opponents to be wounded and burning all at once. The Napalm Pellets can also be used as a deterrent on the battlefield; Bruiser can chuck a handful of these purple colored pellets and send enemy troops into an inferno of blazing fire.

Weaknesses: Despite being a Heavy Weapons Specialist, Bruiser is powerful and terrifying but he is not skilled in Melee combat. Bruiser lacks the non-projectile based combat skills of his teammates, he can barely punch and cannot do the complex martial arts of others. His main tactic is to simply blow something up and if that does not work, go in bullets flying and turn enemies to mush. This tactic often leads to him in trouble with Opponents armored slightly above than him and slightly stronger than him.


Sample Post

“C’mon Old Bot...Show us your appreciation for the Decepticon CauACK!!!”

Bruiser pulled the trigger upon the small Decepticon cadet, a splash of energon hit the floor and the “Thump” of a dead body. The Autobot have had enough with all of the propaganda spewing gangs that have been resurfacing across Cybertron; many young cybertronians had started to harass cadets from Autobot boot camp and have been drafting the innocent into their fray. What a piece of Slag!, Bruiser tossed a purse of energon chips to Maccadam and nudged the fallen punk off the table, if there’s one thing he hated more than Decepticons were the ones who spoiled his leisure period. He had been the Heavy Weapons Specialist for seven years and had seen the war front for the first time; Bruiser was part of a small platoon that were tasked with destroying enemy infantry and delaying shock troops. His first memories as a marksman came from charging into a Decepticon troop and unloading his mini-guns upon them.

Alas the war was not all playing hero and serving Justice, the Autobot took a swig from the bottle of Kreemzeek Kleaner and leaned back in his chair. He remembered wheeling away injured soldiers and berating younglings about weaponry preparation, their laughter and cries of anguish rang through his circuitry. His optic sensors were about to close from a drunken stupor until harsh voices roared through his hearing sensors

“Hey! Wake Up Drunkard!!!”

“Get Up and Face Us Old Bot!!

Bruiser wiped away some energon spittle as he lurched up, right before him stood a group of cybertronian punks; the sharp purple symbol was tattooed to their forearms and jagged blunt weapons gripped in their palms. The ringleader walked over from the group towards the Autobot; his green treads hung from his head like dreadlocks. “You offlined my lieutenant officer, Me and my Family don’t take kindly to the murder of our members”, droplets of green fuel oozed from a harsh tongue. Bruiser sighed as he tossed another purse towards Maccadam and motioned him to stay clear from the backroom. “Look i want no trouble from your ruffians but...if all of you insist on fighting me, so be it”, the Autobot cocked his scattergun in his palms.

That’s when the backroom roared with fury and battle; Bruiser eyes furrowed with determination as the ringleader charged at him. The Ringleader swung a large barbed club in righteous anger, mouth frothing with green ooze. Bruiser kicked the table before him and unloaded another blast from his Scattergun; the punk slumped to the floor with a hole in his chest area. Following their fallen leader, thugs charged at Bruiser with no fear or cowardice. “Maccadam is going to give a wide tab for this...”, the Autobot dropped his gun to the floor and stood his ground, a large noise of heavy gunfire sang through the confines of Maccadam’s Old Oil House.

Bullets flew through the walls as Bruiser unloaded his mini-guns, his foes were being reduced to torn metal frames and spilled energon. One last body dropped to the floor as Bruiser sat down on a unharmed bar table; the backroom was messed up from both bullets and broken alcohol containers. Maccadam hustled back in and his optic sensors widened.

“MY ROOM!!!, WHAT DID YOU DO TO MY BACKROOM!!!!”

“These idiots tried to fight me over a simple matter, i never intended upon wrecking the place but these punks tried to do it anyway” said Bruiser, retracting back his firearms into his shoulders and arms. Maccadam’s face squinted as he looked down upon the bodies on his floor, he stared upon the bodies purple Decepticon tattoos and fallen faces for a moment, before looking back at Bruiser. “The tab is going to be large if you intend to pay it off, I can assign you a job if you intend to pay in advance”, the bartender looked a mischievous grin towards the Autobot. What type of job?, Bruiser thought for a while as the bartender walked away to fill up some glasses. The only job he ever had was working in the Military but even then his pay was not steady enough.

Following the bartender and tapping his shoulder, Bruiser had made up his final thoughts; “Look i never intended for this to happen but I will pay off the damages, so what’s the job you need me to accomplish???”. Upon hearing his question, the Bartender smiled and turned on a small holo-device; a holographic projection of planet appeared before his eyes. “An aquaintance of mine is in need of extra crew members, it seems like Decepticons have set their greedy eyes on enslaving the fleshy inhabitants of this planet. If you can join up with this crew and work well with them, I’ll call off your debt in advance. This is just like the Military but a bit more...wilder.”

Bruiser looked upon the blue and green planet, he didn’t intend upon leading more troops to their ill-prepared anguish but this work seemed different. The Autobot look towards the bartender and gave him a Wiley smile, only three words came out of his lips; yet Maccadam only needed those three.

“I’ll take it!”
Last edited by Starman99 on Mon Jul 16, 2018 8:06 pm, edited 1 time in total.
Starman99
Mini-Con
Posts: 17
Joined: Tue Jul 03, 2018 6:23 pm
Alt Mode: Flying Saucer
Strength: 7
Intelligence: 9
Speed: 5
Endurance: 8
Rank: 6
Courage: 8
Firepower: 9
Skill: 5

Re: NEW Character Applications

Postby Smokescreen85 » Mon Jul 09, 2018 5:47 pm

Motto: ""A look can be deceiving; a touch can be lethal.""
Weapon: Twin Shoulder-Mounted Rocket Launchers
ctrlFrequency wrote:Okay... now I am ready to post it :-P

I decided to keep Blackout's minicon, so their is a profile for both in this post, but if that's a no go, I can drop the mini :)


Changed his alt mode from the movie alt mode of a Pave Low to an Osprey as the Air Force have retired the Pave Lows about 10 years ago. It doesn't make sense to have alt modes of vehicles no longer in service (unfortunately because the Pave Low looks so much cooler than Osprey in my opinion!) Edit: after a conversation with Smokey, going to ditch the Osprey for a King Stallion for an alt mode. :)

His Tech Specs list his rank at 7, which I totally think is off (too high but put it in anyway). Rank doesn't matter to me, so I will leave that to mod discretion. :)

Changed the name of his minicon (to Incinerator). Because I fear Cry's wrath (and really... I never understood how Scorponok could be so small... It's Scorponok!)

Incinerator's stats are official Tech Specs (except his int, I raised that from 3 to 4). I’m going to keep him at a less cognizant status because I think it's a better fit for him. I don't think drone is the best way to handle him, but I don't want him to be overly involved


Name: Blackout
Allegiance: Decepticon
Function: Infiltration
Altmode: Sikorsky CH-53k King Stallion Helicopter (Earth), Cybertronian Long Range Special Ops Helicopter(Cybertron)
Weapons: *(usable in both modes) 3x Machine Gun (ramp mounted in back), 2x each chaff and flare launchers
*(robot mode only) rocket launchers in arms, laser Cannon, rotor blade "weapon"
Special Abilities: Sonic Shock Wave, Radiation Pulse Field, Hacking Cables System
Height: 35 ft
Quote: "When you see me, death follows."

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

Profile: More than loyal to Megatron and the Decepticon cause, the looming, brooding, quiet Blackout is a faultless soldier when it comes down to it. He would quite literally do anything for the Decepticon cause. He does his job, and he does it very well.


Blackout's role is a highly specialized one. He is the "first in", the spearhead of infiltration teams, posing as a native VTOL.

His job is to get into military bases with as little suspicion from the locals as possible, hack their systems, and provide suitable cover for entering and departing operations.

He accomplished this with a hefty toolbox of tricks Armed with flares, electronics disruptors, and a nifty little trick of using the downwash from his rotors to kick up dust for cover, he knows how to distract. His toolbox includes his partner, Incinerator, whom he shares a symbiotic relationship with, much like Soundwave's Cassettes. Either will create distraction while the other lays waste to the target(s). (See Incinerator's profile below)

His preferred method of attack is to attack with a lot of noise and light distraction, accomplishing his primary objectives, which are to gather information and provide cover. Once that is accomplished, he prefers to destroy everything (and everyone else), leaving nothing but ruin in his wake.

Though his guns aren't pinpoint accurate, he doesn't need them to be, his general firepower does pack a punch. Often times he is called upon to immobilize as well as distract.

He carries a minigun and a machine gun in both robot and alt modes.

Abilities: Blackout is designed for special ops entry and distraction. Well armored, he can take a few hits, but his true forte lays in distracting targets.

He creates the distraction partly to get special forces in unnoticed, or to get them out under cover of smoke and noise. While the target is busy dealing with the looming presence and lights and smoke (and shock waves) of Blackout, the special ops are busy doing their job.

He generates a weak Radiation Pulse field to passively interfere with electronics.
The pulse is a long range burst of radiation, much like radar jamming, that also interferes with electrical generation. The pulse waves, shutting down equipment momentarily with each pulse.
This works well for cutting communication and scrambling some radar, not meant to be particularly powerful. It's purpose is to confuse and disorient.

He can generate a sonic shock wave, which he usually accompanies with a very bright light and smoke, from special emitters in his hands. Capable of breaking glass, blasting dirt and debris, and shaking buildings. It is not strong enough to do real structural damage to a building (unless said building is already structurally unsound).

While all that distraction is going on, Blackout has the ability to uplink into local computers via cables deployed from his hand and hack in and download a database.

Incinerator becomes one of his 3 engines in alt mode, giving him a slight boost in power making him just a little faster than other helicopters of his class. It is only a slight avantage, however it is still faster.

The tail rotor can detach and be qused as a spinning blade weapon, though store on his back when not in use. His front rotors, however, remains on his back in a locked (though can be unlocked for deploying Incinerator a bit more easily).

His rocket payload includes incendiary, concussion, and flares (for a bright light show), each type of round able to be deployed simultaneously together or one type at a time.

Weaknesses: Because if his almost single mindedness for the Decepticon cause, when things don't go the way he wants them, he tends to let loose a “fiery rage”, his temper gets out of control and he attempts to flatten everything.

His engine No. 2 is prone to overheating.


----

Name: Incinerator
[b]Allegiance:
Decepticon
Function: Infiltration
Altmode: Turboshaft Helicopter Engine
Weapons: Retractable Tail Blade (5 blades), Twin Drill Claws, Claw Mounted Rocket Launchers
Height: 12 ft

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

Profile: Incinerator is viewed by most as merely a drone, minion of Blackout, with very little spark of life.

Despite that view, he is a touch more intelligent that most believe. But beyond following orders, he isn't the most cognizant creature. When it comes to hunting and following orders, though, he is a highly effective, very competent and terrifying killer.

He and Blackout share a very close, almost symbiotic relationship, and he spend much of his time housed attached to Blackout's back under his rotors. Blackout downloads information continuously to Incinerator while they are attached pertaining to the situation and the two keep constant, silent communication during battle to act as one.

Incinerator's robot mode is a Cybertronian scorpion. Capable of drilling and tunnelling through metal, dirt, sand… most substances planets are made of, except for the most hard of materials.

His movements underground are near silent thanks to sound dampening mechanisms on his claw drills. Making him an excellent member of the special ops teams, he can often be found popping up from underground behind his targets. He prefers to use this element of surprise for his advantage, often his targets can't tell where he will attack from.

Abilities: Incinerator may be short on smarts but manages to be pretty cunning thanks to his instincts and communication with Blackout. He’s a natural hunter with patience and most importantly, the ability to burrow under his targets to catch them unawares.

He transforms into one of Blackout's engine nacelles (No 3), giving Blackout an extra boost of power allowing him to fly just a little faster than most helicopters of his style.

His tail is made up of 4 dagger-like spikes that open when he engages his main center blade that sheathes inside his tail when the tip is closed.

His sharp claws close into drills that can cut through many materials. Though best in soft material, he can cut through harder metal and stone with relative ease. He can stab with them, but they are much more suited to drilling.

Rocket launchers are housed in the claws, with the mobility of the limbs, he can easily fire in any direction as well as being able to fire on multiple targets (2) using each launcher independently of the other. He uses incendiary rockets of varying degrees of impact, some able to create a sizable fire.

His targeting system is remotely linked with Blackout's, allowing them to coordinate on targets.

Weaknesses: Incinerator's boost to Blackout's speed is marginal, only allowing a slight speed advantage and can potentially burn out Blackout's proprotors if using too much power for too long.

A breakdown in communication with Blackout can disorient him temporarily when he is detatched from Blackout's back.

Okay, this looks good. Approved for both Blackout and his minion. Rank 5 for Blackout. You can start him on the mission to Earth if you like. Enjoy!
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Re: NEW Character Applications

Postby Drop Bear » Sun Jul 15, 2018 3:03 am

Motto: "Well, I'll be a Cybertronic bolt-bat!"
Weapon: Poison-Tipped Missiles
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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Re: NEW Character Applications

Postby Smokescreen85 » Sun Jul 15, 2018 7:38 am

Motto: ""A look can be deceiving; a touch can be lethal.""
Weapon: Twin Shoulder-Mounted Rocket Launchers
Drop Bear wrote: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.

Approved. Welcome back DB! :D
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Re: NEW Character Applications

Postby Smokescreen85 » Sun Jul 15, 2018 8:01 pm

Motto: ""A look can be deceiving; a touch can be lethal.""
Weapon: Twin Shoulder-Mounted Rocket Launchers
Starman99 wrote:(Note: This original character was inspired by Jack Burton and other eighties action heroes)

Name: Bruiser
Allegiance: Autobots
Function: Heavy Weapons Specialist
Alt-Modes: 2008 Mach Titan
Weapons: Sawn-Off Scattergun, Frag Mines, Chain-Guns, and Napalm pellets
Height: 30 ft.
Quote: “The best weapon to have on the battlefield is your mind....annnnd your trusty scattergun”

Strength: 8
Endurance: 9
Courage: 9
Dexterity: 7
Speed: 3
Melee: 4
Tech Skill: 9
Intelligence: 8
Charisma: 6
Firepower: 8
Accuracy: 7

Profile: Bruiser requires only his firearms and a small cube of energon to win over a fight, a wager that is more often than not true in the optics of his allies. Any Decepticon in his wake become piles of molten scrap and burning vehicle fluids; nothing brings a smile to his face than a dead con at his tread covered feet. Though many warriors in the Autobot cause tread with very little preparation or weaponry, Bruiser prefers coming into a battlefield prepared; armed to the teeth and itching to rip metal. His specialization in firearms and flammable explosives have led him to gain a reputation amongst smaller troops, a reputation that he doesn’t mind on occasion. However his greatest asset on the field is his knowledge of repairing or operating heavy weaponry, may it be a large cybertronian cannon or the turrets of a space freighter.

Abilities: With immense strength and endurance, more than any normal Autobot soldier in the cause, Bruiser lives up to name and function. While not trained in any proper combat style except Marksmanship, Bruiser can deliver punches that can leave knuckle marks in concrete and can shatter reinforced steel with minor difficulty. Attached to his arms and shoulders are four chain-guns, capable of firing payloads through light Decepticon armor and leaving imprints in ferroconcrete. Bruiser can also deploy out miniature frag-mines from his hubcaps, leaving many pursuing Decepticons in a explosive predicament. These mines can be thrown by Bruiser onto enemy ships or machinery, harming or hampering the Decepticons plans.

Along with his mines and chain guns, Bruiser carries a Sawn-Off Scatterblaster as his personal weapon of choice in any fight. The Scattergun is sawed in half, making it easier to fire widespread and have no choke to hamper it. Bruiser often employs regular cybertronian slugs and napalm pellets into his firearms ammunition, preferring his opponents to be wounded and burning all at once. The Napalm Pellets can also be used as a deterrent on the battlefield; Bruiser can chuck a handful of these purple colored pellets and send enemy troops into an inferno of blazing fire.

Weaknesses: Despite being a Heavy Weapons Specialist, Bruiser is powerful and terrifying but he is not skilled in Melee combat. Bruiser lacks the non-projectile based combat skills of his teammates, he can barely punch and cannot do the complex martial arts of others. His main tactic is to simply blow something up and if that does not work, go in bullets flying and turn enemies to mush. This tactic often leads to him in trouble with Opponents armored slightly above than him and slightly stronger than him.

Not a bad attempt. The stats need adjusting, though. You have a total of 78 and the highest you can have is 70, not counting rank, which you didn't include so that's fine. Also, you can only have one stat of 9. So, the others will have to be lowered. Lastly, as a new player, you will need to provide a sample post. Do those things and re-post the entire app, and I'll have another look at it.
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Re: NEW Character Applications

Postby Smokescreen85 » Sun Jul 15, 2018 8:12 pm

Motto: ""A look can be deceiving; a touch can be lethal.""
Weapon: Twin Shoulder-Mounted Rocket Launchers
Starman99 wrote:Okay this is my first fan-made character for the Earth rp =D
Name: Beserker
Allegiance: Autobot
Function: Munitions Warrior
Height: 26 ft.
Alt-Mode: T-14 Armata Russian Battle Tank
Weaponry: Arm Mounted Tank Cannon (With a variety of different munitions), ATGM box shoulder launchers (guided missiles that can be released from within back and shoulders, robot alt-mode only weapon)
Quote: “Everybot has their passion, Mine’s blowing cons up and seeing the sky become an inferno...”

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

Appearance: In his vehicle Alt-Mode, Beserker becomes the one vehicle he loves more than anything on else on Earth. Taking up the mode of a T-14 Armata Russian Main Battle Tank, Beserker becomes a explosive monster on both the road or on the battlefield. His armored framing is Obsidian colored with small blotches of emerald green scattered all over. Instead of having the Russian Millitary brand on his sides; the explosive cybertronian bears the flag of the Autobots, the badge image shown in a deep red tone. While the heavy weight of his-alt-mode proves troublesome at times, Beserker can operate on solidly built surfaces or bridges with minor difficulty.
In robot mode; Beserker is a rather stout and pudgy when compared with other Autobots, leading to a lot of jokes being made at his weight. The long caterpillar tracks hang off of Beserkers face and head, giving him the appearance of having dreadlocks. The cannon that would normally appear on his tank mode can double as a mountable firearm on Beserkers right hand and can flip over when transforming back into vehicle alt-mode. Also stored in both his shoulders and middle area of his back carry caches of explosive ATGM’s (Anti-Tank Missiles), these munitions often add weight to Berserker’s heavy frame.

Profile: “Beserker is an explosive bot in entirely, that’s not even counting for the amount of casualties brought on by-accident”
-Autobot Soldier
Beserker is an explosive loose cannon; his aggressive tactics on the battlefield and hellfire temper often alienated him from most warriors in the Autobot millitary. However this alienation came from the years of loss; watching young troops be ripped by enemy fire and having to “Offline” injured soldiers too critical to be repaired. Beserker had attempted to quell these feelings of frustration and vengeance for his comrades; taking up bottles of strong Energon and making heavier ordnance explosives to drown away his sorrows. These feelings persisted and ended up rotting away Berserkers ability to reason between friend or foe on the battlefield, everything around him looked like a hidden Decepticon. Many troops in the Autobot Cause are often left speechless when the explosive warrior charged into a squad of Decepticon warriors, raging war whoops roared through the fields and the spilling of purple energon bled upon the metallic ground.

Years later; Beserker became a walking munitions cache and lead suicidal charges against the Decepticons. His mind had dampened itself in favor of blazing violence, causing the Autobot to experience “Abnormal Behavior Patterns” and go into a spastic rage if shown the decepticon symbol. If shown the Decepticon flag; Beserker will go into a murderous rampage and render the room a charred mess of cyber fluids or shrapnel. With the constant explosive issues and frightened soldiers, Beserker was shuttled off towards a group of Autobots stationed on Earth, his superiors wanting him to be healed and erode away his murderous tendencies...

Abilities: Skilled in both munitions and firepower; Beserker can wield a cannon as one could wield a handgun. His tank alt-mode can fire a variety of ammunition which includes:
- Sabot rounds
-Fletchettes
- Napalm rounds
- Frag Rounds
-Grapeshot
-Shrapnel
- “Energon Inferno” (Explosive of his own creation that can bursts into a inferno of purple colored fire, burning anything in it’s path or injuring any foes near the burning flames.)

Despite having one cannon for his robot alt-mode, Beserker can fire out a bombardment of ATGM’s (Anti-Tank Missiles) from the caches inside his back and shoulders. These missiles can render a battlefield a smoldering ash pile and leave a small Decepticon group a purple splatter on the metallic fields of Cybertron. However these missiles can only be used once, since the reload for the entire cache will need time to complete. Beserker is also skilled in the creation and manipulation of his explosive weaponry, others can find him tinkering or improving his experiments during break hours. While he maybe a tinkerer when it comes to explosives, Beserker knows how to repair minor damage on his body, sadly he cannot do extreme procedures that Mechanical Engineers or Medics can do on the battlefield.

Weaknesses: Along with his lack of knowledge in the extreme fields mentioned above, Beserker suffers from two debilitating weaknesses. Beserker often suffers from aggression and unchained rage; often going into a blind fury if shown the Decepticon banner. This fury caused by the deaths in his past makes Beserker unable to differentiate between Friend and Foe, thus leading him to mow down allies or unlucky foes who try to stop him. Foes can often use this rage to their advantage, turning Beserker against his allies will take some patience but it will prove fruitful for the enemy cause. Autobot physician can also sedate this rage by the injection of sedative fluids or sleep-nets, these can often put Beserker down for the count.

Another weakness is that Beserker can be rather cumbersome and even unusable on stealth missions; his large frame and heavy ordinance weaponry provide no silence while gathering information.

Like your other app, this one's stats need adjusting, as well. Again, you have a total of 78 points. 70 is the limit. And, again, you have multiple stats of 9. Only one stat of 9 is allowed. You also need to do a sample post.

Furthermore, after reading through Berserker's profile, I think you need to tone down his murderous rage some, especially the part where he can't tell Autobots from Decepticons. He's not going to be able to interact or get along at all with his fellow 'Bots in the game if he's that explosive towards his own comrades. Plus, you have his Charisma at a 6, which would seem to indicate that he could get along with others pretty well. He can still have rage (he is called Berserker, after all), but I would tone it down some so that he at least doesn't have a habit of injuring other Autobots.

Make these changes, re-post the entire app and I'll have another look at it.
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Re: NEW Character Applications

Postby Skritz » Mon Jul 23, 2018 3:08 pm

I'd like to make a double-application for a dreadfulduo.

Name: Dreadwind
Allegiance: Decepticon
Function: Air Defense
Alt. mode: Cybertronian Jet (F-16 Fighting Falcon Jet)
Weapons: Air-to-air Proton missiles, Thermal Melters
Height: 33'/ 10.0584 m
Quote: “Fear is a friend whose presence is felt long after he's left.”

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

Profile: (From the Personal Datatracks of Darkwing, Decepticon Aerial Assault) Dreadwind’s about as welcome as a particularly chafing rust rash. He rivals Dirge in his ability to promote ominous feelings in those around him. For Dreadwind though, it’s more than just a poser tactic to impress weak-minded mechanoids, he really is that dismal and hopeless. In fact, he may be the only ‘Con I know whose outlook is even bleaker than my own. Seeing someone more steeped in misery than me always sparks my circuits…plus, I can’t deny that he and I together are more effective at making others suffer than we are individually. Besides, it’s not like anyone else could stand working with the poor wretch. He’s lucky I can tolerate him.

Abilities: In jet mode Dreadwind can reach speeds up to Mach 2.6, and is able to climb to sub-orbital altitudes. He is armed with air-to-air missiles and two thermal melter cannons which he uses as rifles in robot mode. Together, we combine to form our Dreadwing jet mode which doubles our speed and firepower. It’s a disgusting process to share parts like that, but it’s potent in battle, allowing us to fly in space and achieve speeds faster than light. Until our number comes up and we get blasted out of the sky, that is.

Weaknesses: I often have to lie to Dreadwind about how everything’s going to be okay and work out in the end, or some such nonsense, in order to pull him out of his melancholic funk and into battle.

Name: Darkwing

Allegiance: Decepticon
Function: Aerial Assault
Alt. mode: Cybertronian Jet (Panavia Tornado S.2 Jet)
Weapons: Laser-Guided Electro-Kinetic Blasters
Height: 33'/ 10.0584 m
Quote: “Things are never as bad as they seem- usually they're worse.”

Strength: 06
Intelligence: 07
Dexterity: 08
Speed: 07
Endurance: 05
Courage: 07
Firepower: 07
Accuracy: 07
Melee: 08
Tech Skill: 05
Charisma: 04
Rank: 05

Profile: Calling Darkwing a miserable pessimist would b too complimentary. Darkwing doesn’t worry if the fuel tank is half-full or half-empty since he’s convinced it will blow up in his face either way. He’s unable to control his depression and refuses any offer to check his cerebro-circuitry for defects that may be causing his condition. His comrades don’t know what makes him feel better, convincing himself he’s doomed or depressing others. Most would bet on the latter, since the mean-spirited and acid-tongued Darkwing takes a sadistic pleasure in making others suffer. He reasons that since he’s doomed to a sorrowful life of pain, he might as well make others’ lives even worse than his own. Darkwing’s only real friend, although neither will admit it, is fellow flier Dreadwind.

Abilities: In both jet and robot modes Darkwing is armed with two electro-kinetic blasters. They are capable of taking a target’s kinetic energy and turning it against them. The more an affected target attempts to struggle or fight back, the more pain they feel. The more powerful the foe, the more Darkwing can hurt him. This effect can last for up to 1 breem per blast. Subject is a highly skilled aerial combatant. He is mobile and lethal in robot mode, specializing in hand-to-hand combat. In a process developed by Shockwave, he can combine with Dreadwind to from their super-jet mode, Dreadwing.

Weaknesses: Darkwing has no physical weaknesses. Darkwing hates combining to form Dreadwing, and is often distracted by continually bickering with Dreadwind.
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Re: NEW Character Applications

Postby Insidious » Mon Jul 23, 2018 9:10 pm

Motto: "Clarity of thought before rashness of action."
Weapon: Oxidating Laser
Skritz wrote:I'd like to make a double-application for a dreadfulduo.

Name: Dreadwind
Allegiance: Decepticon
Function: Air Defense
Alt. mode: Cybertronian Jet (F-16 Fighting Falcon Jet)
Weapons: Air-to-air Proton missiles, Thermal Melters
Height: 33'/ 10.0584 m
Quote: “Fear is a friend whose presence is felt long after he's left.”

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

Profile: (From the Personal Datatracks of Darkwing, Decepticon Aerial Assault) Dreadwind’s about as welcome as a particularly chafing rust rash. He rivals Dirge in his ability to promote ominous feelings in those around him. For Dreadwind though, it’s more than just a poser tactic to impress weak-minded mechanoids, he really is that dismal and hopeless. In fact, he may be the only ‘Con I know whose outlook is even bleaker than my own. Seeing someone more steeped in misery than me always sparks my circuits…plus, I can’t deny that he and I together are more effective at making others suffer than we are individually. Besides, it’s not like anyone else could stand working with the poor wretch. He’s lucky I can tolerate him.

Abilities: In jet mode Dreadwind can reach speeds up to Mach 2.6, and is able to climb to sub-orbital altitudes. He is armed with air-to-air missiles and two thermal melter cannons which he uses as rifles in robot mode. Together, we combine to form our Dreadwing jet mode which doubles our speed and firepower. It’s a disgusting process to share parts like that, but it’s potent in battle, allowing us to fly in space and achieve speeds faster than light. Until our number comes up and we get blasted out of the sky, that is.

Weaknesses: I often have to lie to Dreadwind about how everything’s going to be okay and work out in the end, or some such nonsense, in order to pull him out of his melancholic funk and into battle.

Name: Darkwing

Allegiance: Decepticon
Function: Aerial Assault
Alt. mode: Cybertronian Jet (Panavia Tornado S.2 Jet)
Weapons: Laser-Guided Electro-Kinetic Blasters
Height: 33'/ 10.0584 m
Quote: “Things are never as bad as they seem- usually they're worse.”

Strength: 06
Intelligence: 07
Dexterity: 08
Speed: 07
Endurance: 05
Courage: 07
Firepower: 07
Accuracy: 07
Melee: 08
Tech Skill: 05
Charisma: 04
Rank: 05

Profile: Calling Darkwing a miserable pessimist would b too complimentary. Darkwing doesn’t worry if the fuel tank is half-full or half-empty since he’s convinced it will blow up in his face either way. He’s unable to control his depression and refuses any offer to check his cerebro-circuitry for defects that may be causing his condition. His comrades don’t know what makes him feel better, convincing himself he’s doomed or depressing others. Most would bet on the latter, since the mean-spirited and acid-tongued Darkwing takes a sadistic pleasure in making others suffer. He reasons that since he’s doomed to a sorrowful life of pain, he might as well make others’ lives even worse than his own. Darkwing’s only real friend, although neither will admit it, is fellow flier Dreadwind.

Abilities: In both jet and robot modes Darkwing is armed with two electro-kinetic blasters. They are capable of taking a target’s kinetic energy and turning it against them. The more an affected target attempts to struggle or fight back, the more pain they feel. The more powerful the foe, the more Darkwing can hurt him. This effect can last for up to 1 breem per blast. Subject is a highly skilled aerial combatant. He is mobile and lethal in robot mode, specializing in hand-to-hand combat. In a process developed by Shockwave, he can combine with Dreadwind to from their super-jet mode, Dreadwing.

Weaknesses: Darkwing has no physical weaknesses. Darkwing hates combining to form Dreadwing, and is often distracted by continually bickering with Dreadwind.


I've seen enough of your work to believe you can pull off these characters, so no sample needed. We'll call these approved. They were last on the bridge of the Thanatos. Have fun!
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Insidious
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Re: NEW Character Applications

Postby Steponahen Day » Tue Jul 24, 2018 4:29 am

Motto: "Always expect the unexpected"
Weapon: Flamethrower Cannons
Name: Cannontron

Allegiance: Decepticon

Function: Warrior

Alt. mode: 2006 Kenworth k104b green truck minus a trailer.

Weapons: twin blasters that pop out from the arms by his fists. His fists and mind


Height: 30ft

Quote: "You either lead by example or follow without question"

STRENGTH: 7
INTELLIGENCE: 8
DEXTERITY: 5
SPEED: 4
ENDURANCE: 6
COURAGE: 7
FIREPOWER: 7
ACCURACY: 7
MELEE: 6
TECH SKILL: 7
CHARISMA: 9
RANK: Assigned by RPG moderators.

Profile: Cannontron is a con without humor, he takes everything serious and to the point. One to follow orders without question, Cannontron will do what he must if it means that the Decepticons grow closer to victory. He tends to hang out and plan strategies and create new tactics for use against the Autobots and others who stand against the Decepticons. He will waste no time in taking down Autobots thanks to his time in the low life areas of Kaon. He believes the mind is the greatest weapon and that with it, all can be won.

Abilities: Cannontron is able to detect when a bot is either lying or attempting to deceive him. His weapons are able to generate a weak magnetic pulse that draws in small metal objects towards the affected bot for a period of 5 seconds.

Weaknesses: Cannontron's ability to detect when a bot is either lying or attempting to deceive only works when he is the target and thus not able to tell Megatron when Starscream is lying or deceiving him. Cannontron also has moments of being blind and his wish for his team to be able to combine can often blind him if brought up at the right moment.

Sample Post:
Cannontron walked around the bridge of The Dread, his personal starship, he and his team were currently off duty and looking around space while waiting for the right time to be called in. With no contact from Megatron for sometime, Cannontron was starting to worry, what if the Decepticons lost the war and the call was never going to come. He had to do something but all he could think about was how many of his plans could be wasted if they lost...
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Steponahen Day
Mini-Con
Posts: 17
Joined: Fri Mar 23, 2018 11:22 pm
Alt Mode: Demon of destruction
Strength: Infinity
Intelligence: Infinity
Speed: 10+
Endurance: Infinity
Rank: ???
Courage: 10+
Firepower: Infinity
Skill: Infinity

Re: NEW Character Applications

Postby Steponahen Day » Tue Jul 24, 2018 4:48 am

Motto: "Always expect the unexpected"
Weapon: Flamethrower Cannons
Name: Razorhide

Allegiance: Decepticon

Function: Scout

Alt. mode: grey and brown Harpy Eagle

Weapons: Sharp talons (Eagle mode) Razor sharp daggers, razor sharp fingers, small blaster.

Special Abilities:

Height: 25ft

Quote: "Those who seek to navigate the Sea of Rust, know that I am it's queen navigator and predator"

STRENGTH: 8
INTELLIGENCE: 8
DEXTERITY: 6
SPEED: 7
ENDURANCE: 6
COURAGE: 9
FIREPOWER: 7
ACCURACY: 8
MELEE: 8
TECH SKILL: 5
CHARISMA: 8
RANK: Assigned by RPG moderators.

Profile: A bird of prey in the Sea of Rust, Razorhide joined the Decepticons and the Combators for the thrill of the hunt. While being looked down upon by many, her fellow teammates saw the potential in having such a bird of prey on the team. Razorhide also found familiarity in the Predacons and their animals of the hunt alt forms. Razorhide is a deadly assassin, spy and scout. She can see for several miles with her optics. Her skills in hand to hand combat are beyond anything that Cannontron has ever seen and wonders who taught her these skills or who her maker is. Shrouded in mystery, Razorhide claims to have a father who she looks away from, a Shadow who seeks to claim the entire omiverse for his father and his grandfather.

Abilities: Razorhide has an incredible sense of smell and sight. She enjoys watching her victims suffer and die from a slow painful death while showing some form of extra dimensional power locked away within her by her uncle in gratitude for aiding him.

Weaknesses: Razorhide can often be found on her own and preying upon anyone unfortunate enough to encounter her in alt mode. As such, she can be drawn out and into an ambush and used as bait if any bot is willing to take the pain that comes with it.

Sample Post:
Razorhide sat in her room, using what limited connection she had left to her father to view what he was doing. Upset that he never cared for her and that all he wanted was for her to become his slave. She left and aided his brother, in doing so, she was granted the choice of a universe to escape to, selecting this universe, she decided it was best that she had her powers cut. Living in the Sea of Rust for millions of years had given her a keen sense of the area and how little energon she needed. Being not truly Cybertronian meant she could use her connection to her father to draw upon his energy to fuel her.
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Steponahen Day
Mini-Con
Posts: 17
Joined: Fri Mar 23, 2018 11:22 pm
Alt Mode: Demon of destruction
Strength: Infinity
Intelligence: Infinity
Speed: 10+
Endurance: Infinity
Rank: ???
Courage: 10+
Firepower: Infinity
Skill: Infinity

Re: NEW Character Applications

Postby Steponahen Day » Tue Jul 24, 2018 5:01 am

Motto: "Always expect the unexpected"
Weapon: Flamethrower Cannons
Name: Hellmaster

Allegiance: Decepticons

Function: Warrior

Alt. mode: Brown bell Ah-1G Cobra attack helicopter

Weapons: twin swords, blaster.

Height: 28ft

Quote: "You think you've seen it all and then you met your killer"

STRENGTH: 7
INTELLIGENCE: 7
DEXTERITY: 8
SPEED: 7
ENDURANCE: 7
COURAGE: 9
FIREPOWER: 8
ACCURACY: 6
MELEE: 8
TECH SKILL: 6
CHARISMA: 7
RANK: Assigned by RPG moderators.

Profile: Hellmaster hates to tell about his past but when he does, many see the ruthless killer he is deep inside. Once a member of the gladiator fights. Hellmaster left to join up with his old buddy Cannontron and his new team. With a passion for combat and a personal hate for the Autobots, Hellmaster was quick to fit in with the Decepticons and their goal. Often preferring to be alone to his weapons unless there's a fight, Hellmaster will threaten anyone one who disturbs him.

Abilities: His blaster create a 5 second long temporary EMP that Hellmaster uses in conjunction with his swords to bring down his foes.

Weaknesses: Hellmaster often finds himself falling into a bloody rage and can be hard to stop him from lashing out at his foes and at times, allies. Often his hate for the Autobots overrides him from lashing out at his allies, but if driven enough, he will attack anyone in his path but Cannontron. Hellmaster is also slightly crazy and can be found talking to his weapons and at people who do not exist in his room (or do they exist)

Sample Post:
Hellmaster enjoyed his time alone with his weapons. He was talking to them about how he slaughtered many gladiators in his time in the pits and how he enjoyed every single moment of it. He also talked about how he almost ended the life of several potential wreckers before being called away by Cannontron for other matters. Hellmaster payed no attention to the non-existent figure in the corner of his room. Knowing that others would call him crazy for yelling at something that didn't exist even if he believed it did...
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Steponahen Day
Mini-Con
Posts: 17
Joined: Fri Mar 23, 2018 11:22 pm
Alt Mode: Demon of destruction
Strength: Infinity
Intelligence: Infinity
Speed: 10+
Endurance: Infinity
Rank: ???
Courage: 10+
Firepower: Infinity
Skill: Infinity

Re: NEW Character Applications

Postby Drop Bear » Tue Jul 24, 2018 6:43 am

Motto: "Well, I'll be a Cybertronic bolt-bat!"
Weapon: Poison-Tipped Missiles
Swooping in faster than the Flash here. I'll look after Wildrider, Fox.

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.
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Drop Bear
Headmaster Jr
Posts: 500
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Strength: 1
Intelligence: 2
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Endurance: 4
Rank: 5
Courage: 6
Firepower: 7
Skill: 8

Re: NEW Character Applications

Postby Chibi Starscream » Tue Jul 24, 2018 8:42 am

Motto: ""You and what army, you maxi turkey?!""
Weapon: Null-Ray Rifle
Blast Off

Allegiance:Decepticons
Sub-group: Combaticons
Function:Space Warrior
Alternate Modes: Cybertronian Assault Shuttle / Boeing X-37B Spaceplane
Weapons:Twin cannons, ionic blaster
Abilities: Spaceflight
Height: 33ft /10.07m
Quote: “I destroy Autobots by choice, not command..”


Strength: 3
Intelligence: 8
Dexterity: 9
Speed: 10
Endurance: 3
Courage: 5
Firepower: 9
Accuracy: 10
Melee: 7
Tech Skill: 8
Charisma: 4
Rank: 5


Profile: Removed from the type of close-quarters combat his fellow Combaticons engage in, Blast Off soars through the vast vacuum of outer space feeling literally and figuratively above the other Transformers. He exudes an aristocratic air, believing that the problems of others are too petty and foolish for him to be concerned with. He appears quite happy in his role, orbiting hundreds of miles away from his comrades. But his happiness is an act, a disguise he uses to hide his long-distance loneliness. His aloof and superior manner is just a front that prevents the other Decepticons from knowing his true feelings. None of this interferes with his performance. From his perch high above, he is cruelly efficient at raining destruction down on the world below. Perhaps because of the remoteness of his targets, or because that's just the way he is, Blast Off feels not the least trace of remorse about his actions.

Abilities:In his spacecraft mode, Blast Off can reach speed of light and stay in orbit up to eight months. From his nosecone he can emit a powerful x-ray laser that can burn a hole through a rocketing ICBM 12,000 miles away or hit an Autobot on the ground. The effectiveness of this weapon is reduced 80% by the Earth's atmosphere. He also carries relaying equipment that allows over-the-horizon communication between Decepticons on the surface. In robot mode, he uses an ionic blaster, which shoots a beam of highly charged particles that disrupts the flow of electricity in anything of an electrical nature.

Weaknesses: Subject exhibits no known physical weaknesses.
Last edited by Chibi Starscream on Tue Jul 24, 2018 9:21 am, edited 2 times in total.
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Chibi Starscream
Headmaster Jr
Posts: 507
Joined: Fri Aug 25, 2017 5:15 pm
Alt Mode: Small Toy Fighter Jet
Strength: ???
Intelligence: ???
Speed: Infinity
Endurance: ???
Rank: Infinity
Courage: N/A
Firepower: ???
Skill: ???

Re: NEW Character Applications

Postby Chibi Starscream » Tue Jul 24, 2018 8:50 am

Motto: ""You and what army, you maxi turkey?!""
Weapon: Null-Ray Rifle
Scavenger

Allegiance:Decepticons
Sub-group:Constructicons
Function:Mining & Salvage
Alternate Modes: Excavator
Weapons:Laser Pistol (robot mode), Missile Launcher (alt. mode)
Special Abilities:Special Sensors in Alt. Mode
Height: 26 ft, 7.93 m
Quote: “Everything is worth something, even me.”


Strength: 7
Intelligence: 2
Dexterity: 5
Speed: 3
Endurance: 6
Courage: 9
Firepower: 6
Accuracy: 6
Melee: 5
Tech Skill: 5
Charisma: 3
Rank: 4


Profile: Scavenger is driven by a manic urge to find things of value in a desperate attempt to prove his worth to his comrades, particularly his fellow Constructicons. And it makes no difference to him whether he has to dig up a hillside or someone's backyard- he could care less about personal property- in order to accomplish his goal. But more often than not, what he brings back is useless junk, which only reinforces his own image of uselessness to the others. Decepticon Leader Megatron has gravely noted that, "such behavior would be charming in a puppyoid, but ill-becomes a Decepticon warrior." It is only because Scavenger's unique abilities sometimes prove to be of vital importance that Megatron tolerates his continuing existence.

Abilities:In vehicular mode Scavenger's power shovel is equipped with a variety of magnetic, ionic, electrical and gas sensors that allow him to detect the presence of a variety materials within a 500-yard radius. He can also emit sonic charges into the ground. By analyzing the echoes that come back to him and using his other sensors he can determine with 80% accuracy the composition of ground underneath him to a depth 1.2 miles. His power shovel and detection powers combine to give Scavenger the ability to locate and uncover any number of materials, from trace metals to fuel sources, that might be useful the Decepticon cause. He carries a missile launcher in vehicular mode and a laser pistol in robot mode. When combined with his fellow Constructicons, he serves as the right arm module in the giant robot known as Devastator.

Weaknesses: Scavenger's abilities are diluted by his poor judgment, which causes him to squander vast amounts of his fuel supply. He is also prone to overtaxing his power shovel, causing it to break down from metal fatigue.
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Chibi Starscream
Headmaster Jr
Posts: 507
Joined: Fri Aug 25, 2017 5:15 pm
Alt Mode: Small Toy Fighter Jet
Strength: ???
Intelligence: ???
Speed: Infinity
Endurance: ???
Rank: Infinity
Courage: N/A
Firepower: ???
Skill: ???

Re: NEW Character Applications

Postby ctrlFrequency » Tue Jul 24, 2018 5:48 pm

Motto: "Björnen tycker om vegetarian...?"
Weapon: Fusion Cannon
I would like... In the future.. to introduce all three Dreads but I have run into some complications with the other two (Crankcase's name being one, an irritating part of using movieverse characters, and what to do with Hatchet... Because Crowbar I want with Bomb Burst... Hatchet wouldn't fit in)

Until I can sort out the details... I am leaving the Sub-Group in... But making no mention of the other two yet.

Stealthers rule. All hail sneaky types.

Name: Crowbar
Allegiance: Decepticon
Sub-Group: Dreads
Function: Secured Entry Override Specialist
Alt. mode: Modified Security Detail Style Black Chevrolet Suburban SUV
Weapons: Nanotech Sentries, Plasma Rifle (usable on both modes, deploys from cargo area in alt mode), Dual Spiked Energon Charged Spears
Height: 26 ft/8m
Quote: "You will never know..."

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


Profile: Crowbar’s official title may be Secured Entry Override Specialist, but what that really means... he’s a B&E guy, breaking and entering is his specialty. Be it hacking computers, overriding locks, safecracking... you want in it, he can open it.

Before the war he was a thief, honing his skills at B&E by stealing valuables. This lead him to work on perfecting all kinds of entry, even common manual locks, and, of course, computer systems.

Though he is fully competent for hacking computers, his forte lies in hacking security to gain entry, most often in buildings. He prefers to bypass locks than dig for info.

But popping locks is what gets his engines revving. The thrill of lockpicking and code cracking is what he lives for.

He also excels in hacking security cameras, taking over them to use as his eyes.


Abilities: Sometimes… you have to go through the door. Sometimes you can disable it. No matter what, Crowbar is prepared for it.

He has the strength to brute force his way through a door. Often he resorts to that method if overriding the lock and the security fails. But it is his last resort.

His Nanotech Sentries are very small orbs that he deploys as “look outs” when breaking in or doing undercover work where they may need eyes behind them. Equipped with cameras to send back visuals.

They attach to a surface, usually a wall if available, higher up and out of the line of sight.
Nano technology allows them to remain near invisible to electronic detection and the perchance to stay above line of sight (and in dark or shadows) makes them overlooked easily.

Once they detect a hostile, they alert Crowbar and open fire with plasma beam lasers. These generally do not cause much damage at all, but create confusion, distraction, and are a bit annoying.


His Plasma rifles fires a concentrated beam of plasma.

The energon charged spiked Spears (there are two of them) are generally his weapons of choice. They remain hidden in a compartment on his back. The dual ended spears are shorter than what most commonly consider spear length, and usually tossed more like throwing knives, with a sharp point on both ends. When stored they retract into the thicker, spiked center of the weapon (for space saving), extending when removed.

They have a slight charge, mainly sending a quick shock to the target on impact, though the shock causes no lasting damage.

He is above average on melee and accuracy. Though he really shines in security system overriding and lockpicking, he can stand his own in combat. He is quick and can dodge well, allowing him to avoid hits and escape situations.

He has hardwires that retract to behind his cranial unit, used for hacking security systems that can't be done remotely. They don't fully retract when not in use, however, they don't flop around and generally look unobtrusive.

Crowbar also boasts an unusual facial feature. He has a second set of optics immediately above his normal optics. These optics allow him a wider field of vision and can also be switched to an infrared mode allowing him to see in low light.

Weaknesses: He can be a bit of a greedy mech. His roots as a thief make it hard to resist something of value that may cross his path.
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Re: NEW Character Applications

Postby Cravex » Wed Jul 25, 2018 1:44 pm

Motto: ""I am my business""
Weapon: Crossbow
Name: Oil Slick
Allegiance: Decepticon
Function: Chemical Warfare
Alt. mode: Modified Dodge Tomahawk concept Motorcycle
Weapons: Chemical Sprayers, various chemical compounds, chain flail
Height: 30 ft, 9.16m
Quote: “ Fear is my ally.”

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

Appearance: Oil Slick is tall and gangly in his robot mode, with abnormally long arms ending in clawed fingers. His head is covered by a yellowish translucent retractable dome that provides him extra protection from the chemicals he works with. His dominant colors are a yellow green and dark green. His alternate mode is a 4 wheeled motorcycle with a goat skull mounted on the front.

Profile: Oil Slick is cold, even for a Decepticon. There are some who say that all of his time working with chemicals did something to him, burned out something in his head, and maybe they are right. Oil Slick talks and acts with a certain detachment about anything, ranging from the torture of a prisoner to the creation of new chemical compounds. He does not get excited, sad, happy or even frightened. Other Decepticons find themselves creeped out by his demeanor, but Oil Slick himself doesn’t particularly care what anyone thinks, as long as he is allowed to experiment and create new and more lethal chemical weapons.

Oil Slick was an expert with chemicals even before the war started. Working as a chemist on Cybertron, he found himself particularly drawn to the chemicals that affected other Transformers, both physically and mentally. Research for such chemicals was highly restricted and expensive, so he turned to the illegal narcotics trade to help fund his research and bribe officials to let him continue it. He was a known dealer of the illegal circuit booster Syk. Among his various customers was the future Autobot Tracer. The drug seemed to elevate her mood when she was depressed, but gradually required greater doses over time, making her a regular customer. She later gave up the drug when the war started, but Oil Slick certainly remembers her.

When the war started Oil Slick saw an opportunity to expand his research. While both sides publicly refused to use chemical weapons, through his various underground contacts he knew the Decepticons would accept him. While his work was mostly kept secret, he no longer had to concern himself with restrictions of any kind. He moved from experimentation to weaponization. He developed a weaponized form of cosmic rust and various acidic compounds, among others.

While most other Decepticons steer clear of him do to his creepy demeanor and fear of exposure to his experiments he did develop a friendship of sorts with Darkride. The other Decepticon is only too happy to test his various chemicals on his prisoners in exchange for a report on the results to Oil Slick.

Oil Slick was able to secure a personal lab on board the Ultrax in exchange for providing Motormaster with various chemicals to use on his team. Oil Slick has been experimenting with various mood adjustment chemicals that can be added to fuels which Motormaster hopes will eliminate some of the unstable personalities in his team. Whether Oil Slick is actually living up to his end of the bargain or is merely using them all as test subjects is known only to him.

Abilities: Oil Slick is a highly skilled combatant. His general strategy is that of vehicle to vehicle combat. As such he has developed expertise in disabling and destroying vehicles. The enemy Autobot is then left slowed and vulnerable, making them easy to finish off with his chemical weapons or his chain flail. The chain flail consists of two heavy spiked spheres connected by a long chain in the middle. Oil Slick has trained with its use extensively along with Circuit-Su making him a formidable melee combatant. In addition to his pure melee skills his arms are equipped with chemical sprayers. Frome hoses connected to the tanks on his back he can unleash various chemical weapons on his foes. The sprayers do have a limited range however

In his alternate mode he is exceedingly fast, particularly for a motorcycle, reaching speeds of over 300 mph. In his alternate mode he possesses twin barrels at the back, each capable of carrying a chemical weapon that can be dumped on the road behind him for others to drive through. One of these always contains a super slick oil like substances, helping him to earn his name. The other can contain any number of acids or other toxic chemicals or mechanoid viruses.

Due to considerable exposure to various chemical agents and enhancements to his body done by himself he is immune to the various chemical weapons he wields. This immunity is maintained by regular treatments to his armor and inoculations to his internal systems. His combat expertise has also made him a skilled mechanic.

Weaknesses: Oil Slick’s personality and function tend to drive away all but the bravest or craziest of Decepticons. In battle he will rarely find any assistance. His preference and specialty for close in combat renders him highly ineffective in ranged combat. His chemical weapons have been known to cause ‘collateral damage’ and affect other Decepticons if they get caught in their deployment. While this doesn’t particularly disturb Oil Slick it does provide a hazard for member of his faction.
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Cravex
Combiner
Posts: 482
Joined: Thu Nov 27, 2003 12:42 am
Strength: 9
Intelligence: 7
Speed: 6
Endurance: 6
Rank: N/A
Courage: 10+
Firepower: 7
Skill: 7

Re: NEW Character Applications

Postby Cravex » Wed Jul 25, 2018 3:10 pm

Motto: ""I am my business""
Weapon: Crossbow
Name; Sideswipe
Allegiance: Autobot
Function: Warrior
Alternate Mode: Lamborghini Countach
Weapons: Shoulder missile (left shoulder), pile drivers, and a rocket backpack
Height: 28ft / 8.5m
Quote: "I don't break the rules; I bend them -- a lot.”

Strength: 7
Intelligence: 7
Dexterity:[b] 8
[b]Speed:
7
Endurance: 7
Courage: 10
Firepower: 3
Accuracy: 5
Melee: 8
Tech Skill: 5
Charisma: 6
Rank: 5

Profile: Although nearly as capable as his twin brother Sunstreaker in the combat arts, Sideswipe is far less cold blooded about it. He thoroughly relishes engaging an opponent in a fight to the finish, and will use any dirty underhanded tactic he can think of to come out on top. Back on his home world of Cybertron this conduct extended itself to the rest of his lifestyle: getting what he can out of life, enjoying it to the fullest, and cheating to get the rest. His exile to Earth hasn't changed his behavior, just his cause- now instead of doing everything for himself he does it for the sake of freedom for all. Personal safety takes a backseat to his reckless, but brave actions.

Abilities: In Autobot mode, Sideswipe's two arms can be used as pile drivers. Each exerts 8000 pounds of force upon impact with up to five impacts per second, making him particularly useful in close combat and for breaking through fortifications. A rocket backpack can sustain him in the air for two-minute spurts before refueling is necessary. When launched, two shoulder-mounted magnesium phosphorous flares can each be seen from a distance of 18 miles on a clear night.

Avatar: Sidswipe's avatar looks exactly like Sunstreaker's avatar with the exception that her hair is black not blonde.

Weaknesses: If it weren't for his rash behavior, Sideswipe wouldn't have any serious weaknesses. But as he often acts without consideration of the consequences and takes a special delight in plunging into extremely dangerous situations, Sideswipe, more than any other Autobot, finds himself being patched together by Chief Medical Officer Ratchet. Naturally, he takes his injuries in stride.
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Cravex
Combiner
Posts: 482
Joined: Thu Nov 27, 2003 12:42 am
Strength: 9
Intelligence: 7
Speed: 6
Endurance: 6
Rank: N/A
Courage: 10+
Firepower: 7
Skill: 7

Re: NEW Character Applications

Postby Smokescreen85 » Wed Jul 25, 2018 6:13 pm

Motto: ""A look can be deceiving; a touch can be lethal.""
Weapon: Twin Shoulder-Mounted Rocket Launchers
Drop Bear wrote:Swooping in faster than the Flash here. I'll look after Wildrider, Fox.

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.

Approved. Enjoy!
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Smokescreen85
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Re: NEW Character Applications

Postby Smokescreen85 » Wed Jul 25, 2018 6:14 pm

Motto: ""A look can be deceiving; a touch can be lethal.""
Weapon: Twin Shoulder-Mounted Rocket Launchers
Chibi Starscream wrote:Blast Off

Allegiance:Decepticons
Sub-group: Combaticons
Function:Space Warrior
Alternate Modes: Cybertronian Assault Shuttle / Boeing X-37B Spaceplane
Weapons:Twin cannons, ionic blaster
Abilities: Spaceflight
Height: 33ft /10.07m
Quote: “I destroy Autobots by choice, not command..”


Strength: 3
Intelligence: 8
Dexterity: 9
Speed: 10
Endurance: 3
Courage: 5
Firepower: 9
Accuracy: 10
Melee: 7
Tech Skill: 8
Charisma: 4
Rank: 5


Profile: Removed from the type of close-quarters combat his fellow Combaticons engage in, Blast Off soars through the vast vacuum of outer space feeling literally and figuratively above the other Transformers. He exudes an aristocratic air, believing that the problems of others are too petty and foolish for him to be concerned with. He appears quite happy in his role, orbiting hundreds of miles away from his comrades. But his happiness is an act, a disguise he uses to hide his long-distance loneliness. His aloof and superior manner is just a front that prevents the other Decepticons from knowing his true feelings. None of this interferes with his performance. From his perch high above, he is cruelly efficient at raining destruction down on the world below. Perhaps because of the remoteness of his targets, or because that's just the way he is, Blast Off feels not the least trace of remorse about his actions.

Abilities:In his spacecraft mode, Blast Off can reach speed of light and stay in orbit up to eight months. From his nosecone he can emit a powerful x-ray laser that can burn a hole through a rocketing ICBM 12,000 miles away or hit an Autobot on the ground. The effectiveness of this weapon is reduced 80% by the Earth's atmosphere. He also carries relaying equipment that allows over-the-horizon communication between Decepticons on the surface. In robot mode, he uses an ionic blaster, which shoots a beam of highly charged particles that disrupts the flow of electricity in anything of an electrical nature.

Weaknesses: Subject exhibits no known physical weaknesses.

Approved.
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Smokescreen85
RPG Moderator
Posts: 2443
Joined: Wed Aug 08, 2007 12:44 pm
Location: The Lost Light
Alt Mode: Nissan Z Proto
Strength: 4
Intelligence: 9
Speed: 7
Endurance: 6
Rank: 6
Courage: 8
Firepower: 7
Skill: 9

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