Moderator: RPG Support Staff
Cravex wrote:(I hate to say this, but I love the anti-authority types. )
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.
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.
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.
ctrlFrequency wrote:Okay... now I am ready to post it
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.
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.
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.
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.
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.
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.
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.
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