Moderator: RPG Support Staff
Cravex wrote:I'd like to take the hyperbot for an NPC test, please.
Name: Blurr
Allegiance: Autobot
Function: Data Courier
Alt. mode: Sports Car (Cybertronian race vehicle)
Weapons: Electro-Laser Cannon
Height: 31ft / 9,45m
Quote: “The faster it is, the better I like it.”
Strength: 07
Intelligence: 08
Dexterity: 10
Speed: 10
Endurance: 06
Courage: 08
Firepower: 07
Accuracy: 07
Melee: 06
Tech Skill: 06
Charisma: 08
Rank: 07
Profile: Blurr is the fastest land-based Transformer in existence. This single characteristic defines much of who he is. Blurr talks fast, acts fast and moves so fast that he leaves a blurred speed trail behind him. Unlike Bluestreak, Blurr’s constant chatter doesn’t come from nervousness, its simply how he thinks and speaks. Aside from his obvious physical speed, Blurr chose the job of courier because he’s not really the violent sort. He’s one of the friendliest Autobots around, and he rarely has a negative thing to say about anyone. Despite his high-strung tendencies, his genuine and honest nature has earned him numerous devoted friends.
Before the war, Blurr was the number one racer on Cybertron. The stardom this provided meant he got into the best clubs, was worshiped by fans and was a highly arrogant and egotistical being, to the point where he couldn't be bothered remembering his co-workers' names. However all this changed when the war broke out. The race track was bombed and the races themselves canceled. Blurr found himself despairing, both due to his life falling apart, and to both sides attempting to recruit him. Not long after "bumping" into a Decepticon, Blurr got caught up in a gunfight that resulted in the death of both of his former co-workers. Blurr had had enough, but after some harsh but fair words from a unit commander, Blurr realized that the reason he'd been so into the races was because it was something that mattered. Using that feeling, he accepted the mission to reach Zeta Prime, and became an Autobot.
The war changed Blurr a great deal. Now working in a role that really mattered, his arrogance and cold manner dropped away, replaced by a highly amiable and talkative mech. He’s capable of speaking at a normal pace with his fellow Autobots, but it takes some concentration from him. During combat and high stress situations his speech will return to a high speed, run together pattern.
Abilities: Subject possesses superspeed due to an unusual design quirk. Vehicle mode is unmatched in ground speed; even his robot mode is capable of outrunning most land-based transports. High-speed joints and enhanced rate at which subject processes and responds to visual stimuli provide super-dexterity and agility. Capable of dodging multiple high-speed projectiles or hitting a target before they can think to defend themselves.
Weaknesses: The more subject pushes his speed abilities, the faster he drains his energy. As a result of his hyperactive nature, subject is prone to lose focus in combat situations.
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.
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.
Longshot wrote:Name: Wingspan
Allegiance: Decepticon
Sub-group: Clone
Function: Data Processor
Alt. mode: Hawk
Weapons: Dual Electro-Burst Rifles
Special Abilities: None
Height: 24 ft / 7.3 m
Quote: “Knowledge is the most deadly weapon of all.”
Strength: 5
Intelligence: 9
Dexterity: 7
Speed: 6
Endurance: 5
Courage: 7
Firepower: 7
Accuracy: 7
Melee: 5
Tech Skill: 9
Charisma: 6
Rank: 6
Profile: Wingspan is much more thoughtful than his clone brother, Pounce, but is just as ruthless in his own way. Wingspan is primarily concerned with information, and he doesn’t care how he gets it. He’s an unrepentant snoop whose inquisitive nature makes him crave new information at a rapid pace. Wingspan can never have enough knowledge, so he seeks it out by spying on enemy troops; if there’s nothing of military importance to occupy his time, he’ll satiate his need for data by spying on friends and foes alike during their private time. When faced with a prisoner who refuses to give up information, Wingspan isn’t above the use of torture to get what he wants. Pounce, who usually shuns his bookish brother, feels great pride when Wingspan resorts to violence.
Abilities: Subject has only average strength and endurance but incredibly high intelligence. He is an expert at collating and analyzing data and recognizing trends in information. His hawk mode has incredible vision as well as chemical and infrared sensors that he uses to collect geographical data and to locate resources. In both modes, he can wield two electro-burst rifles that overload a target’s circuitry.
Weaknesses: Although skilled at his function, Wingspan is at a disadvantage in full-scale combat situations.
Longshot wrote:Name: Scowl
Allegiance: Decepticon
Subgroup: Monstructor Six
Function: Sonic Saboteur
Alt. mode: Bipedal Wolf Monster
Weapons: Sonic Disruptor Rifle
Height: 26ft / 7.92m
Quote: "Control sound, and the faintest whisper can be the fiercest weapon."
Strength: 7
Intelligence: 6
Dexterity: 4
Speed: 2
Endurance: 9
Courage: 8
Firepower: 6
Accuracy: 8
Melee: 6
Tech Skill: 6
Charisma: 5
Rank: 5
Profile: Scowl feels like the victim of some cosmic joke. He had assumed that his alternate mode would strike fear and terror in his enemies, only to find out it elicited more laughs then screams. With his alternate mode a joke, Scowl instead focused on mastering his other abilities. He primarily focuses on using the power of sound waves to disrupt electronic equipment and, at more powerful decibel ranges, physical objects. He has become quite adept with his sonic talents, although the mockery of his alternate mode still stings him.
Abilities: Subject has above average strength and intelligence, and exceptional endurance and resistance to damage. In robot mode he has chest mounted speakers and ultrasonic hearing, allowing him to pinpoint the exact nature and location of even the dimmest sounds at a great distance. He can also generate sonic waves that can disrupt electronics and even, at maximum power, knock another Transformer off his feet. His sonic disruptor rifle can cause a target to either perceive damaging, over-amplified sound or total silence. He combines with his teammates to form Monstructor.
Weaknesses: Subject’s embarrassment of his alternate mode means he refuses to use it and any comments about it will send him into a rage or a depression.
AFTRHR wrote:Blue Bacchus
Allegiance: Decepticons
Function: Gunner
Alternate Modes: Cybertronian Helicopter
Weapons: Liber Rifle, 2x Laser Guns, Rotor Blades, Various Missile Pods and Rocket Launchers
Height: 30 ft / 9.14 m
Quote: “Hit your mark, then hit them again!”
Strength: 8
Intelligence: 8
Dexterity: 9
Speed: 8
Endurance: 8
Courage: 7
Firepower: 8
Accuracy: 10
Melee: 7
Tech Skill: 8
Charisma: 5
Rank: 7
Profile: Working odd jobs was the way to get by for Blue Bacchus before the war started. It was dirty work, and it didn’t pay much, but whatever little it paid was enough to get by. That’s what Bacchus started with, until he found himself a slightly modest position amongst a group of underground gladiators. They may not have been where he expected to wind up, but at least they provided for his sustenance. These pits would be where he found the mech who would eventually turn out to be his closest partner, Black Shadow.
In his optics, Black Shadow was someone for him to look up to. Daring, bold and brash, it had certainly earned him a certain kind of reputation. Wanting to be like him, Bacchus got closer to them. In no time at all, the two had become one of the roughest, meanest thugs in the Decepticon forces. Absolutely merciless and ruthless, Blue Bacchus is tough and cold to the core. Like Shadow, he’s rude and strict around subordinates.
However, this seems to just be a behaviour he shows around Shadow. In actuality, he’s not as brave as the bravado he puts up. He’s fairly normal when he’s not around Shadow, and isn’t that disrespectful to underlings. Occasionally, he could be considered a pushover even, and generally tends to be a lot better to get along with fellow ‘cons.
Abilities: Blue Bacchus is an expert marksman and has a quick draw on his guns. Armed with two laser guns which he expertly dual wields, he’s capable of shooting with pinpoint accuracy from extremely long distances. His signature weapon is his Liber Rifle, a custom-made rifle built to Bacchus’s specifications. With it, he can snipe and mow down foes with greater ease. He also has various missile pods that he can use in both modes. Turning into a cybertronian helicopter, Bacchus often uses his rotor blades as actual weapons, wielding them like swords. He can spin his rotors fast enough to generate gravity-defying torque, capable of lifting things off the ground.
Weaknesses:
Blue Bacchus doesn’t have that many physical weaknesses, but he does tend to get himself in trouble when trying to appear more confident than he actually is.
Cravex wrote:I'd like to add a new psychosis element to my NPC ranks for a test run if I may.
Venom
Allegiance: Decepticon
Sub-group: Insecticon
Function: Psychological warfare
Alternate Modes: Cicada
Weapons: Stinger, electro-blaster rifle, energo-scythe
Special Abilities: Able to produce and inject various chemicals to poison, enhance or control others.
Height: 21ft/6.4m
Quote: “Friends are more dangerous than enemies.”
Strength: 03
Intelligence: 09
Dexterity: 08
Speed: 03
Endurance: 06
Courage: 09
Firepower: 08
Accuracy: 09
Melee: 07
Tech Skill: 09
Charisma: 08
Rank: 08
Profile: Venom will use his powers against even other Decepticons, to both manipulate and harm - because he is paranoid of everyone and everything, particularly his own Insecticons. If he wasn't so busy trying to unravel imaginary conspiracies against him, the ruthless and brilliant Venom could become so much more. Needless to say, the way his paranoia makes him to act, doesn't make him many friends, nor allies. Nor it leaves him time polish his plans to perfection, which infuriates the perfectionistic Venom to no degree, which serves only to fuel his deranged paranoia.
Abilities: Subject is incredibly intelligent and skilled. He is an expert in psychology and tactics, although he is less skilled in cognitive realm than Bombshell. In insect mode, he ca fly at 15 mph for 300 miles. His stinger utilizes a laser cutter capable of punching through up to an inch of steel but can't produce enough heat to cut through some stronger metals. Once inserted, the stinger can pump any number of toxins into its target, from corrosive acids that can wreak havoc inside Transformer's innards to energon disruptives that can force another Transformer to fall into statis. His powers are perhaps even more sinister when used against organic life. He can produce and inject powerful neurotoxins that can be used to poison, paralyze, enhance or control organic life. In robot mode, he wield an electro-blaster rifle and an energo-scythe.
Weaknesses: Subject is physically weak and slow. His paranoia and inability to trust anyone, particularly his troops can work against him.
ctrlFrequency wrote:Name: Submarauder
Allegiance: Decepticon
Function: Navel Recon/Recovery
Special Abilities: non corrosive properties of his armor make it able to withstand salt water
Alt. mode: Cybertronian Submarine
Weapons: Photon Cannon, Torpedo Rifle, 'Organic-Steel' Sword
Height: 25 ft/7.5 m
Quote: "Conquer the seas and the rest will fall!"
Strength: 8
Intelligence: 9
Dexterity: 7
Speed: 5 (in Water, 2 On Land)
Endurance: 8
Courage: 9
Firepower: 7
Accuracy: 8
Melee: 7
Tech Skill: 8
Charisma: 6
Rank: 6
Profile: Submarauder is a quiet, mysterious 'Con, like the deep oceans, which is the only place he is really happy. He prefers to be alone with the sealife, and hidden treasures buried in the depths. He prefers to study, observe, and learn (rather than steal the riches of seas) alone and for long periods of time.
Other Decepticons wonder why he is obsessed by the world beneath the waves; but much like Iguanus, Submarauder feels an deep connection with sea creatures. To the point of delusional, he feels that he was chosen to protect the creatures of the sea. He honestly believes the Autobots have designs to harm them. Even Decepticons aren't always spared from his suspicions... Turning his temper on his comrades as well.
It's been rumored that prior to the war, Submaurader was the Cybertronian equivalent of a marine biologist and changed his name on becoming a Decepticon. He neither confirms or denies it. The scholarly intellect lends to a cunning mind as well, serving him well in dealing with allies and enemies alike. However, getting him away from his studies and out from under the sea is an exercise in futility. He prefers to be alone. Underwater.
Disturb him while he is beneath the waves and you find what makes him a good Decepticon, he has a hair trigger and the strength and fighting abilities to remind others to give him a wide berth.
Though, this monster of the seas has a rather patient spark, one might Say he's an 'old soul', not bothered to bicker as other Decepticons often tend to do. Even when out of the water and in the midst of others, he's calm and almost friendly. It may be even harder to spark his anger on land as opposed to in the water.
In fact he often plays the mediator between Skullgrin and Bomb Burst when the trio find themselves reunited with the Mayhem Attack Squad. He is often having to get between the two to stop (many many many) fights and coaxes them into working together. He actually considers the two his friends, and hates to see the tensions between the two aggressive personalities.
Make no mistake, though he may have more patience than many other Decepticons, his savage temper can erupt with almost no warning and nothing will stop him.
Abilities: Submarauder, by his sea dwelling nature, has exceptional sight for use in adverse conditions... like murky waters. in good conditions, he can see very long distances. He also has long range sonar (though his radar is standard short range).
Exceptionally smart as well, even if he seems a bit delusional in his beliefs, almost a scientific mind of it, applying his 'see both sides of it' skills to his underwater work as well as out of water relationships.
He is extremely skilled in fighting both close range and with guns. His sword fighting abilities are deadly in their own right. From range, his Photon Cannon and Torpedo rifle hit with deadly precision.
Weaknesses: Due to his aquatic alt mode, his land speed is limited to what range he can muster from run speed and his standard Decepticon flight thrusters, Which means he's rather slow on land.
His temper can erupt at any time, making him unpredictable and distracted.
Cryhavok wrote:There will be no major changing of character profile of a character that has been RPed in this game for 10 years the way his existing character profile was written (and by a former moderator).
Light Metal wrote:Getaway
Allegiance: Autobot
Sub-group: Diplomatic Corps
Function: Shock Trooper
Alternate Modes: White Ford Mustang
Weapons: Double-barreled Plasma Shell Shotgun
Height: 28ft/ 8.54m
Quote: “Run hot, but always keep your cool."
Strength: 4
Intelligence: 8
Dexterity: 8
Speed: 6
Endurance: 10
Courage: 10
Firepower: 6
Accuracy: 8
Melee: 8
Tech Skill: 8
Charisma: 7
Rank: 7
Profile: Getaway is a survivor who uses everything at his disposal to get out of dangerous situations. He’s passionate and daring when it comes to his cause, but his greatest asset is his ability to stay absolutely cool under pressure. In situations that would have other Autobots pulling out their own wires in a panic, Getaway calmly and confidently takes stock of things and weighs the pros and cons of every course of action until he comes up with the optimal solution. He does this so quickly that witnesses just attribute his success to intuition and pure luck, but Getaway knows that neither of those is as useful to a soldier as logic and a little finesse. Although he prefers to think his way out of tough spots, Getaway can also rely on his physical attributes to help him cheat death; in the past, he has been blasted, blown apart, and lost limbs, but still somehow remained functional. Getaway doesn’t mind that his style and toughness have made him a legend, even among Decepticons.
This reputation was born on the battlefield in what has come to be known as the Armornecking Incident: Getaway was leading a routine patrol on the Titanium Turnpike on Cybertron when he and his fellow Autobots momentarily paused to witness a spectacular traffic accident on the other side of the highway. While the Autobots were armornecking (the Cybertronic term for slowing down to see an accident), a troop of Decepticons that had secretly staged the accident swooped down upon them and attacked. The ambush left the Autobots in tatters, leaking fuel and leaving body parts all over the road. Getaway had all four tires blown out, lost vision in his right headlights and most of his left, and lost the use of his plasma-shell shotgun. Despite his condition and the Decepticon barrage, he coolly and cleverly led a tactical retreat to the nearby Polyhex Toll Plaza. The Autobots paid their energon tolls and went through. But, as Getaway suspected, the Decepticons weren't carrying the proper change and tried to pass without paying. This activated the toll gate security system, which snared the Decepticons before they could leave, giving the Autobots the advantage they needed to defeat the Decepticons and Getaway his well-deserved reputation.
Getaway joined the Diplomatic Corps. He also has an escape kit concealed within a hidden compartment in his heel that he can reach even when bound. He also has an accent strikingly similar to the Earthen New Zealand accent.
Abilities: Subject is an expert at tactical and strategic planning, and his fast-working cerebro-circuitry can access this information in mere moments. He is an accomplished lock-pick and escape artist; his uniquely jointed limbs are incredibly flexible and allow him to escape a variety of bonds or physical holds. Subject has average strength, and his main defensive strengths are bulletproof windows and shell-resistant outer armor plating. High endurance and numerous redundant systems in his design allow him to take enormous physical damage and continue functioning. He wields a double-barreled shotgun that shoots explosive plasma shells.
Weaknesses: Subject exhibits no known weaknesses.
Sample post:
Getaway didn’t have much time on his side. He had even less luck. That sounded about right, given the predicament he was in. It didn’t take a genius to solve that equation, but it did take a genius to solve that equation. The difference, while subtle, was vitally important.
But moving along because time can’t be spared any longer.
The Decepticons had him surrounded. The Decepticons, also – and obviously – had him outgunned. Six versus one. Getaway was encased in a circle of death.
They looked quite pleased with themselves, the ‘Cons. Where there were facial plates, there were smiles to be found. Big, sadistic grins stretching from audio receptor to audio receptor. Yes, these gentlemechs were indeed a happy bunch, and if they could’ve patted each other on the back for trapping Getaway, the shock trooper would’ve placed a hundred thousand shanix on it immediately.
“Hey, slagger!” one of the ‘Cons – who shall now be referred to as Tin Can – shouted. “Ya think you’ll be gettin’ away from us?”
Make that two hundred thousand.
Raucous laughter followed the remark. Getaway did his best to suppress a shiver. It was bad enough having a multitude of weapons being aimed at him, let alone having to endure awful puns like that. In all fairness and as an act of justice, the ‘Cons should have turned on their comrade and shot him.
“Well, yes,” Getaway said to Tin Can. “I’ll certainly be taking my leave.” He pointed a digit at the pile of rusty nuts. “And it’ll begin with you, my dear friend.”
They weren’t sure how to interpret that. It was too serious, too matter-of-fact. It contrasted to the situation like passing clouds enveloping the sun, thieving the brightness of the day. Getaway knew what happened when Decepticons didn’t understand things all that well. They tended to let their bullets do the speaking for them.
So moving along.
He’d already assessed and created his escape route. It was going to cost him a little pain, but for a lot of freedom, the price was still considered to be a bargain.
What he’d said before was true: it began with the superbly clever Tin Can. And once he’d been dealt with, the rest would fall as easily as a straight line of dominoes – one, two, three, four, five, down and out.
“Who wants to see a cool trick?” he asked them.
Again, their interpretation skills failed them. But he was confident they wanted to see a cool trick – everybody wanted to see a cool trick – so Getaway showed them.
Honestly, who didn’t love a good disappearing act?
AFTRHR wrote:Mirage
Allegiance: Autobot
Function: Spy
Alternate Modes: Koenigsegg One:1 Sports Car
Weapons: Hunting Rifle
Special Abilities: Electro-disruptor
Height: 26ft / 7.93m
Motto: “Who and what I am, I hide.”
Strength: 6
Intelligence: 9
Dexterity: 9
Speed: 7
Endurance: 5
Courage: 5
Firepower: 6
Accuracy: 10
Melee: 9
Tech Skill: 6
Charisma: 8
Rank: 7
Profile: Mirage is not thrilled about being with a bunch of rough-and-tumble freedom fighters like the Autobots. If he had a choice he’d be in Monte Carlo, or better yet, back on his beloved Cybertron hunting turbo-foxes with his high-priced friends. Autobot leader Optimus Prime must constantly cajole him into continuing his service with the Autobots, but Mirage feels it may be a losing battle. Despite his coolness to the cause, Mirage is a surprisingly effective and deadly fighter and an even more effective intelligence gatherer, which is the role he much prefers.
Abilities: Mirage carries a rear-mounted electro-disruptor, which is able to interfere with the circuitry of an opponent by casting discrete packets of electrical charges at him or her. Hence, Mirage is never situated where he seems to be when it is in use, and can even use the disruptor to give himself the illusion of a different physical appearance (which he can sustain for up to six minutes). All of this contributes to his effectiveness as an intelligence agent. He can also hit a screw head dead center from 200 yards with his armor-piercing hunting rifle, making him one of the finest natural marksmechs in either faction. It shoots liquid-fuel-powered darts. In car mode, he tops out at almost 250 mph. He is a practitioner of several elegant and deadly melee fighting styles, combining various forms (Diffusion, Crystalocution, and so on) into his own style that emphasizes the quick, quiet neutralization of opponents.
Weaknesses: He's unsure of the Autobots and their cause, and consequently cannot always be fully trusted. Optimus Prime is well aware of his coolness to the group, but considers him too valuable to let go. Though he’s capable of talking his way past the most vigilant of sentries, Mirage can be something of an antisocial jerk around his fellow Autobots (whom he just barely considers his fellows). As well, he’s not the bravest mech you’ll ever meet.
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