Profile: Karakal is used to skulking in the shadows and operating by her wits: she’s had to use these skills to survive in the shanty towns that are common to Hylion Prime. At less than a meter in length and barely taller than a human’s knee, Karakal is smaller than even the standard humanoid cassette warrior, and is thus vulnerable to the various hostile beings that inhabit the Hylion slums. Making herself seem inconspicuous was a way to reduce her chances of being assaulted by her neighbors and even allowed her to become proficient in stealing what she needed from them. Although she prefers to avoid unnecessary conflict – and thus serious injury – this does not mean she can’t or won’t fight, especially if pushed or cornered. She can be particularly vicious when she fights, acting more like a wild animal than a skilled warrior. In fact, her very personality is similar to that of a near-feral cat: friendly one minute, aloof another, and rancorous the next. Due to a flaw in her vocal synthesizer, Karakal can only communicate through cat-like growls and purrs, though she can usually get her point across. If she is required to elaborate, she can mix together a variety of sounds and voices from her databanks so she can “talk” to others, although she prefers not to use this time consuming technique. Karakal first came to the attention of the Eisen Dragoons when she infiltrated their ship, the Lightning Saix, looking for spare energon. Impressed with her ability to bypass their security grid and recognizing that her skills could be useful to them, Northclaw offered her a position in the Dragoons. Karakal accepted with little hesitation, seeing the offer as a way to improve her life. She’s since become one Northclaw’s favorites and is on good terms with her teammates, who half-jokingly claim that she recruited herself into the Dragoons. Outsiders sometimes mistake the Dragoons’ treatment of Karakal as that of a beloved housecat, but the truth is that they consider her a valued comrade who has more than earned her placed among their ranks.
Abilities: Karakal is hardly the fastest Decepticon in the ranks but there are few who can match her in agility, on either side. Her skills in acrobatics are practically second to none: she can use her back legs to hang from horizontal beams with ease and has been observed climbing down vertical struts head first with no trouble. Her dexterity, combined with her small size, allows her to slip into and out of areas that are inaccessible to her larger comrades. She is able to hack into just about any computer system with ease, usually in nanokliks, copy any sensitive data files she finds, listen in on classified communiqués, upload false information, or even plant a virus to fry hard drives and bring down their associated networks. She’s armed with a pair of light beam cannons for defense and is notorious for shooting at the joints and optics of larger opponents. She’s equipped with a pair of electromagnetic pulse generators, one in each flank, that produces a powerful EMP burst that can disable electronics and larger robots within a fifteen meter radius. Her retractable, hardened Cybertronian alloy claws can shred aluminum like it was paper and she uses the exceptionally long canines to tear into the thinly armored neck braces, hydraulics and fuel lines of her victims. She’s carries a variety of sensors, including, infrared, UV, radar, sonar, and electromagnetic, to detect interlopes and avoid detection and is equipped with special holographic emitters in her nanoskin that allows her to disappear into the background.
Weakness: Karakal has had to sacrifice protective armor in order to achieve her astonishing level of dexterity; as a result, even a glancing blow can result in major damage. Her small size and agility make her a difficult target to hit, more than making up for her thin skin. The two beam cannons she carries are practically useless against medium and heavy armor, thus explaining her tactic of shooting for the joints and optics of her opponents. While immune from the effects of her own EMP weapons, generating even a single pulse uses up a significant amount of energy, often draining her power cells to critical levels. The high-energy demands of this weapon leave her feeling lethargic and disables her other defensive systems, and since it takes time for her cells to recharge, she’s practically defenseless. Because of this, Karakal will only activate her EMP generators as a last resort and will make sure she can escape to somewhere secluded and close-by before use.
Karakal's recent battles
MISSION HISTORY
Karakal does not currently have any mission logs available.
ARENA HISTORY
Karakal does not currently have any arena logs available.
[ Incoming message. Source unknown. ]
[ Click to attempt signal recovery... ]
> COMM LINK: ONLINE
> SIGNAL SOURCE: MOON BASE ONE (DARK SIDE)
> ENCRYPTION: AUTOBOT CYBER-LEVEL 4
> TRANSMISSION TYPE: AUDIO-VISUAL
> STATUS: STABLE ☑
> PLAYBACK BEGINNING...
> DECRYPTION KEY: 5 ROBOT POINTS
> MESSAGE: "IT'S THE END OF THE WORLD AS WE KNOW IT..."
> RESPONSE: "...AND I FEEL FINE."