Character Bios [S2]
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- NaitoKage
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Well this has been an interesting time.. alrighty.. guess I'll go over some madness.. and probably cause some anger.
Weapons in relations to character types:
Normal characters do not gain the full points that a transmetal gets, So what benefits do they have? Additional weapon slot at the cost of those two points. So a normal character can have five weapons, or six if they use their special ability slot for one. Ofcourse carrying that many might be overkill.
Fuzors also do not gain the benefit of the extra points, but because of their dual nature they are far more adaptable then most characters while also having four weapon slots and an ability slot.
Transmetals gain more stat points, but are limited to 1 ability and four weapon slots, plus whatever their transmetal vehicle mode/feature is.
Discuss!
Weapons in relations to character types:
Normal characters do not gain the full points that a transmetal gets, So what benefits do they have? Additional weapon slot at the cost of those two points. So a normal character can have five weapons, or six if they use their special ability slot for one. Ofcourse carrying that many might be overkill.
Fuzors also do not gain the benefit of the extra points, but because of their dual nature they are far more adaptable then most characters while also having four weapon slots and an ability slot.
Transmetals gain more stat points, but are limited to 1 ability and four weapon slots, plus whatever their transmetal vehicle mode/feature is.
Discuss!
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As long as the writers choose to play fair and don't go all godmode on anyone else, I'm fine with what character mechanics we have in place. I'll reiterate what I've said on Skype:
Everyone needs to be able to envision their OC being able to beat any other OC in a fight as well as lose to these same OCs in a fight. It doesn't matter how high your stats are, how strong your shields are, how many guns you carry, how fast you can heal, or how experienced you are. If you look at someone else's OC and think to yourself "There's no way he/she can beat my OC" then you're just being prideful. Don't even bother playing the game if you're not going to play it fair.
^ That's what I mean when I say don't go all godmode on anyone else. Stats, character bios, and rankings are all just trivial technical small talk that some people (such as myself) enjoy revising over and over again. In the actual game itself, the characters' actions and outcomes of battles will depend solely on the people sitting in front of their computers. Nothing else matters.
Everyone needs to be able to envision their OC being able to beat any other OC in a fight as well as lose to these same OCs in a fight. It doesn't matter how high your stats are, how strong your shields are, how many guns you carry, how fast you can heal, or how experienced you are. If you look at someone else's OC and think to yourself "There's no way he/she can beat my OC" then you're just being prideful. Don't even bother playing the game if you're not going to play it fair.
^ That's what I mean when I say don't go all godmode on anyone else. Stats, character bios, and rankings are all just trivial technical small talk that some people (such as myself) enjoy revising over and over again. In the actual game itself, the characters' actions and outcomes of battles will depend solely on the people sitting in front of their computers. Nothing else matters.
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Somehow, I get the feeling that later on, in the months to come, I'll contradict myself and say I never agreed to any notion like this, but...
^ This.Everyone needs to be able to envision their OC being able to beat any other OC in a fight as well as lose to these same OCs in a fight. It doesn't matter how high your stats are, how strong your shields are, how many guns you carry, how fast you can heal, or how experienced you are. If you look at someone else's OC and think to yourself "There's no way he/she can beat my OC" then you're just being prideful. Don't even bother playing the game if you're not going to play it fair.
^ That's what I mean when I say don't go all godmode on anyone else. Stats, character bios, and rankings are all just trivial technical small talk that some people (such as myself) enjoy revising over and over again. In the actual game itself, the characters' actions and outcomes of battles will depend solely on the people sitting in front of their computers. Nothing else matters.
I understand... you are, after all, a predacon.
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- NaitoKage
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Update edit:
Reduced Umbra's speed to 6 and upped his strength to 8, which is more fitting since Octopus are generally not the fastest, but are a fairly strong animal, and also taking in the size of Umbra's body including his tentacles, his beast mode is kinda big being around roughly 28 ft end to end tentacle wise.. Or 18 ft tentacle to mantle. Due to that, I increased his mass limit to include Megatron and Primal, but not Depthcharge,Rampage, or Optimal Optimus. All those are too big.
Added:Other image of Umbra
Natural ability:
Ink:Like most Cephalopods, Umbra is able to discharge ink. This typically is released in a smoke like jet, but in limited uses in robot mode Umbra can spit a glob of ink to temporally blind a target, or even use the ink from his mouth to write notes or mark locations.
Included specs for his future commission weapon, a Heavy Crossbow.
Heavy Crossbow: Sealed until obtainedA two handed compound crossbow made from the parts of a standard Predacon assault rifle. The weapon seperates into three parts for storage, a Receiver, shaft, and bow. Assembled the weapon operates with a cranking winch and handloaded one bolt per shot, taking around 15 seconds at the fastest to reload the weapon. While slow and primitive by cybertronian standards, it stands to be rather effective as a mid range sniping tool. Utilizing a reflect resistant sight,hand grip monopod, and rubber string stopper(reduces noise), the weapon has no muzzle flash and barely a sound when fired making it very stealthy.
Bolt types:
12 tungstun steel bolts: Standard bolts with a screw on tungstun steel tip. Tips can have poison applied to them to weaken victim.
Weakness:
Umbra's Crossbow while very silent,is poorly suited for combat outside of sniping as it takes time to assemble and 15 seconds to load/reload it. It also carries limited ammo. (Though to be honest, I almost never ran out of ammo for Icebreaker and I kept track of all his shots.)
Reduced Umbra's speed to 6 and upped his strength to 8, which is more fitting since Octopus are generally not the fastest, but are a fairly strong animal, and also taking in the size of Umbra's body including his tentacles, his beast mode is kinda big being around roughly 28 ft end to end tentacle wise.. Or 18 ft tentacle to mantle. Due to that, I increased his mass limit to include Megatron and Primal, but not Depthcharge,Rampage, or Optimal Optimus. All those are too big.
Added:Other image of Umbra
Natural ability:
Ink:Like most Cephalopods, Umbra is able to discharge ink. This typically is released in a smoke like jet, but in limited uses in robot mode Umbra can spit a glob of ink to temporally blind a target, or even use the ink from his mouth to write notes or mark locations.
Included specs for his future commission weapon, a Heavy Crossbow.
Heavy Crossbow: Sealed until obtainedA two handed compound crossbow made from the parts of a standard Predacon assault rifle. The weapon seperates into three parts for storage, a Receiver, shaft, and bow. Assembled the weapon operates with a cranking winch and handloaded one bolt per shot, taking around 15 seconds at the fastest to reload the weapon. While slow and primitive by cybertronian standards, it stands to be rather effective as a mid range sniping tool. Utilizing a reflect resistant sight,hand grip monopod, and rubber string stopper(reduces noise), the weapon has no muzzle flash and barely a sound when fired making it very stealthy.
Bolt types:
12 tungstun steel bolts: Standard bolts with a screw on tungstun steel tip. Tips can have poison applied to them to weaken victim.
Weakness:
Umbra's Crossbow while very silent,is poorly suited for combat outside of sniping as it takes time to assemble and 15 seconds to load/reload it. It also carries limited ammo. (Though to be honest, I almost never ran out of ammo for Icebreaker and I kept track of all his shots.)
Last edited by NaitoKage on Sat Nov 10, 2012 10:52 pm, edited 1 time in total.
- NaitoKage
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Name: Aerostriker
Allegiance: Maximal
Function: Air guardian/Air support
Alt. Mode: Swift(A type of bird), Jet
Height: 6ft 5'
Quote: "I may not have dreams.. but you know.. I can protect them."
Strength: 5
Intelligence: 5
Speed: 10
Endurance: 4
Rank: Soldier
Courage: 8
Firepower: 10
Skill: 5/8
Total:50
Biography: Once part of the Maximal air force as a test pilot, he eventually wanted to stretch his wings out and see the sky's of other planets. Hotblooded and possibly a little nuts, he roams the skies of earth showboating every chance he gets, much to the frustrations of his partner.
Partnered with "Stag", a combat artificial intelligence housed in a targetmaster system, the pair act much like a jet-fighter's tandem pilots.
This concept is nothing new in Cybertron's history as many types of targetmasters have been made from earlier to current generations, but with varied results. Stag is a prototype attempt to try to mass produce a targetmaster.
While effective, the system was scrapped as test pilots generally disliked,distrusted,or fought with the system finding it too invasive. This similarly held with why so few combiner teams exist after the great wars.
With most the project scrapped, Stag strangely was left with Aerostriker as one of the few "successful" test subjects, in hopes that later data gathered from Stag's growth under Aerostriker might lead to revitalize the project at a later point.
In case of Aerostriker, this doesn't bother him seeing the little computer as a partner and friend rather then a weapon, even if the two don't always see eye to eye from Stag's more logical nature.
Update: After events of Aerostriker's first day of functioning, he suffered massive amounts of damage, even further having a large portion of his body consumed by Nemesis, his body was recovered and rebuilt to the best of the Maximal's abilities, but some of his components were lost.
Weapons:
Laser sub-machine guns:Mounted on either side of Aerostriker's head in robot mode, these act as directional anti air guns. Used in robot mode or as a rear turret in vehicle mode,fire linked.
Firepower:6
Chest launchers: Housed in his chest is a set of missile launchers, capable of firing up to six Optical micro missiles at once. Micro missiles are medium ranged of up to 2 km with a tungsten shrapnel warhead and proximity fuse. Robot mode only.
Firepower:8
Optional item:
External fuel tanks: Stored on Aerostriker's legs, these tanks can increase his flight range or the amount of time he can sustain high speeds.
Abilities:
Transmetal aircraft:Augmenting Aerostriker's already incredible speed to the limit, operating with twin energon jet engines,and a bank of high powered energon rocket motors. Bird legs are equipped with landing gear wheels. Ramjets,vtol, and jet nosecone have been lost.
RCS (Reaction control system): A system used for altitude control by diverting rocket thrust or using internal miniature arc thrusters for improved mobility.Operable in robot or vehicle mode.
Target Master (Strategic tactical artifical-intelligent gun) "Stag":
A Combat A.I. housed inside a cyber stag beetle frame,"Stag" can transform into a high powered Electron beam rifle and interface with his user in tandem, providing assistance in combat through "augmented or assisted" aim and control, as well as combat situation analysis. In beast mode, Stag can perform recon visually or with powerful olfactory sensors on the sides of his head as well as limited manipulation of objects with it's two large mandibles and manipulator cable.
Electron beam rifle description:Gun fires a magnetically bottled beam of concentrated electrons, on impact with a surface the kinetic force of the beam is converted into heat,burning,melting,or even welding the surface. Operates in two modes. Semi auto and Charge shot. Semi auto fires weaker quick accurate shots, while Charge shots fire high powered continuous beams requiring replaced cartridges after each shot. Contains 5 cartridges before reloading.
Firepower:6/10
Strength: 5
Intelligence: 8
Speed: 3
Endurance: 3
Courage: 10
Skill: 8
total:47
Weaknesses:Stag augments alot of Aerostriker's skill, so when the two are apart Striker becomes less accurate and effective in combat, as well as losing his main weapon.
While anyone can operate Stag, the trigger on the beetle is optional, Stag can opt out of shooting a target, and can even shoot his own user if he desires.
Back to back use of Charge shots before a cool down period will result in Stag's gun barrel melting.
Aerostriker is prone to running out of ammo or fuel quickly, as his small body can only hold so much.
Aerostriker strangely isn't used to walking, his beast mode simply isn't made for it and his legs are sometimes slowed down by strapping external fuel tanks to them to increase his flight range.
While Aerostriker's missiles are immune to flares and chaff, his optical missiles can be fooled by cloud cover or smokescreens.
Large amounts of Aerostriker's organic components and transmetal plating was lost after being ravaged by Nemesis, his body has less protection from energon surges.
Allegiance: Maximal
Function: Air guardian/Air support
Alt. Mode: Swift(A type of bird), Jet
Height: 6ft 5'
Quote: "I may not have dreams.. but you know.. I can protect them."
Strength: 5
Intelligence: 5
Speed: 10
Endurance: 4
Rank: Soldier
Courage: 8
Firepower: 10
Skill: 5/8
Total:50
Biography: Once part of the Maximal air force as a test pilot, he eventually wanted to stretch his wings out and see the sky's of other planets. Hotblooded and possibly a little nuts, he roams the skies of earth showboating every chance he gets, much to the frustrations of his partner.
Partnered with "Stag", a combat artificial intelligence housed in a targetmaster system, the pair act much like a jet-fighter's tandem pilots.
This concept is nothing new in Cybertron's history as many types of targetmasters have been made from earlier to current generations, but with varied results. Stag is a prototype attempt to try to mass produce a targetmaster.
While effective, the system was scrapped as test pilots generally disliked,distrusted,or fought with the system finding it too invasive. This similarly held with why so few combiner teams exist after the great wars.
With most the project scrapped, Stag strangely was left with Aerostriker as one of the few "successful" test subjects, in hopes that later data gathered from Stag's growth under Aerostriker might lead to revitalize the project at a later point.
In case of Aerostriker, this doesn't bother him seeing the little computer as a partner and friend rather then a weapon, even if the two don't always see eye to eye from Stag's more logical nature.
Update: After events of Aerostriker's first day of functioning, he suffered massive amounts of damage, even further having a large portion of his body consumed by Nemesis, his body was recovered and rebuilt to the best of the Maximal's abilities, but some of his components were lost.
Weapons:
Laser sub-machine guns:Mounted on either side of Aerostriker's head in robot mode, these act as directional anti air guns. Used in robot mode or as a rear turret in vehicle mode,fire linked.
Firepower:6
Chest launchers: Housed in his chest is a set of missile launchers, capable of firing up to six Optical micro missiles at once. Micro missiles are medium ranged of up to 2 km with a tungsten shrapnel warhead and proximity fuse. Robot mode only.
Firepower:8
Optional item:
External fuel tanks: Stored on Aerostriker's legs, these tanks can increase his flight range or the amount of time he can sustain high speeds.
Abilities:
Transmetal aircraft:Augmenting Aerostriker's already incredible speed to the limit, operating with twin energon jet engines,and a bank of high powered energon rocket motors. Bird legs are equipped with landing gear wheels. Ramjets,vtol, and jet nosecone have been lost.
RCS (Reaction control system): A system used for altitude control by diverting rocket thrust or using internal miniature arc thrusters for improved mobility.Operable in robot or vehicle mode.
Target Master (Strategic tactical artifical-intelligent gun) "Stag":
A Combat A.I. housed inside a cyber stag beetle frame,"Stag" can transform into a high powered Electron beam rifle and interface with his user in tandem, providing assistance in combat through "augmented or assisted" aim and control, as well as combat situation analysis. In beast mode, Stag can perform recon visually or with powerful olfactory sensors on the sides of his head as well as limited manipulation of objects with it's two large mandibles and manipulator cable.
Electron beam rifle description:Gun fires a magnetically bottled beam of concentrated electrons, on impact with a surface the kinetic force of the beam is converted into heat,burning,melting,or even welding the surface. Operates in two modes. Semi auto and Charge shot. Semi auto fires weaker quick accurate shots, while Charge shots fire high powered continuous beams requiring replaced cartridges after each shot. Contains 5 cartridges before reloading.
Firepower:6/10
Strength: 5
Intelligence: 8
Speed: 3
Endurance: 3
Courage: 10
Skill: 8
total:47
Weaknesses:Stag augments alot of Aerostriker's skill, so when the two are apart Striker becomes less accurate and effective in combat, as well as losing his main weapon.
While anyone can operate Stag, the trigger on the beetle is optional, Stag can opt out of shooting a target, and can even shoot his own user if he desires.
Back to back use of Charge shots before a cool down period will result in Stag's gun barrel melting.
Aerostriker is prone to running out of ammo or fuel quickly, as his small body can only hold so much.
Aerostriker strangely isn't used to walking, his beast mode simply isn't made for it and his legs are sometimes slowed down by strapping external fuel tanks to them to increase his flight range.
While Aerostriker's missiles are immune to flares and chaff, his optical missiles can be fooled by cloud cover or smokescreens.
Large amounts of Aerostriker's organic components and transmetal plating was lost after being ravaged by Nemesis, his body has less protection from energon surges.
Last edited by NaitoKage on Thu Sep 12, 2013 3:40 pm, edited 3 times in total.
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Aerostriker sounds awesome, NaitoKage. I personally don't have a problem with the idea of targetmaster being paired with him, but I recognize that some other players might. So, as always, if anyone else wants to chime in, they should go ahead...
So where does the new ranking system put him? Is 3 to high?
So where does the new ranking system put him? Is 3 to high?
I understand... you are, after all, a predacon.
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- NaitoKage
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3 sounds fine for rank since he will be starting with the group and from his functions will probably be put to work on all sorts of different mission roles. And I understand the targetmaster aspect might be frowned upon. That's also why I stated it's an AI based target master for lower intelligence and only has a beast mode, though some of the Action master targetmasters did have beast modes..And I guess worse off Stag could end up like Hal9000.*LOL*
- Mystrea
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Hope this is the right place to post this. Transmetal Ironclaw.
Name: Ironclaw
Allegiance: Maximals
Function: Soldier - Shock trooper
Height: 12 feet (beast mode, 5)
Quote: I have no time for great speeches....or patients.
Strength: 8
Intelligence: 8
Speed: 5
Endurance: 8
Rank: -
Courage: 8
Fire power: 5
Skill: 8
These total to 50, I'm not sure if that's what we do with characters going TM. If not they will simply return to what they were.
Weapons (Robot mode): extendable claws mounted on his wrists. He also has cannons attached to his wrists which are suited to short to medium range combat.(same as before)
Abilities: In robot mode he can deploy a defensive barrier or energy/hard light shield. These being able to protect him and anyone close to him. The strength to absorb most light attacks. Both his beast mode and robot mode have think armor, he is strong and fearless in both modes. He can keep fighting for long periods of time.
Weaknesses: Now that Ironclaw has become TM, not only has his physical state changed but so has his mental state. He is no longer reluctant to get into a fight or make a decision. However this can make him over zealos or make rash decisions.
Alternate form: He doesn't have one yet. So in the rp he will be having problems chainging into it.
Bio: Because Ironclaw is descended from Ironhide people had great expectations for him, but instead of becoming a weapons specialist he became an engineer. While training as an engineer he also trained to fight, knowing that it would hurt to learn how to defend himself. He trained for years as an engineer and a warrior, but he was far better as an engineer then he was as a warrior. While working on a star hoppers wiring, he accidentally turned it on, having no experience on how to pilot, he had no choice but to allow it to travel to it’s destination. Moments later he past through a worm hole and began to descend toward a strange blue and green planet, during which the ship went haywire and crashed upon impact. His scanners managed to scan a Honey Badger before going permanently off line, now he is stuck on an unknown planet with no where to go.
Continued: Ironclaw has accepted his Autobot heritage and will from now on will embody the role of Ironhide. He is a mor effective combatant, he has greater courage and he will probably start trying to lead more to his own surprise. He is going to be quite head strong and direct. I didn't want to make just anothe Ironhide and wanted my own twist on this character. To me he will be like a mash up of G1 Ironhide and Grimlock. I want him to be a powerful character but have enough sense about him to deserve respect from Optimus. Although I know Optimus and Megatron get the best stats, I'd like to think Optimus wouldn't just order him about but actually work with him, similar o Depthcharge. Ultimately I want Optimus and Ironclaw to be great partners by the end of it but I think there should be a story arc before that.
Name: Ironclaw
Allegiance: Maximals
Function: Soldier - Shock trooper
Height: 12 feet (beast mode, 5)
Quote: I have no time for great speeches....or patients.
Strength: 8
Intelligence: 8
Speed: 5
Endurance: 8
Rank: -
Courage: 8
Fire power: 5
Skill: 8
These total to 50, I'm not sure if that's what we do with characters going TM. If not they will simply return to what they were.
Weapons (Robot mode): extendable claws mounted on his wrists. He also has cannons attached to his wrists which are suited to short to medium range combat.(same as before)
Abilities: In robot mode he can deploy a defensive barrier or energy/hard light shield. These being able to protect him and anyone close to him. The strength to absorb most light attacks. Both his beast mode and robot mode have think armor, he is strong and fearless in both modes. He can keep fighting for long periods of time.
Weaknesses: Now that Ironclaw has become TM, not only has his physical state changed but so has his mental state. He is no longer reluctant to get into a fight or make a decision. However this can make him over zealos or make rash decisions.
Alternate form: He doesn't have one yet. So in the rp he will be having problems chainging into it.
Bio: Because Ironclaw is descended from Ironhide people had great expectations for him, but instead of becoming a weapons specialist he became an engineer. While training as an engineer he also trained to fight, knowing that it would hurt to learn how to defend himself. He trained for years as an engineer and a warrior, but he was far better as an engineer then he was as a warrior. While working on a star hoppers wiring, he accidentally turned it on, having no experience on how to pilot, he had no choice but to allow it to travel to it’s destination. Moments later he past through a worm hole and began to descend toward a strange blue and green planet, during which the ship went haywire and crashed upon impact. His scanners managed to scan a Honey Badger before going permanently off line, now he is stuck on an unknown planet with no where to go.
Continued: Ironclaw has accepted his Autobot heritage and will from now on will embody the role of Ironhide. He is a mor effective combatant, he has greater courage and he will probably start trying to lead more to his own surprise. He is going to be quite head strong and direct. I didn't want to make just anothe Ironhide and wanted my own twist on this character. To me he will be like a mash up of G1 Ironhide and Grimlock. I want him to be a powerful character but have enough sense about him to deserve respect from Optimus. Although I know Optimus and Megatron get the best stats, I'd like to think Optimus wouldn't just order him about but actually work with him, similar o Depthcharge. Ultimately I want Optimus and Ironclaw to be great partners by the end of it but I think there should be a story arc before that.
Last edited by Mystrea on Sat Nov 29, 2014 2:22 pm, edited 6 times in total.
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- RPG Characters: Nemesis,Aurora,Zodiac
Posting a slightly revised S2 Aurora bios here. Also have a suggestion since the bios threads tend to get very cluttered with other discussions regarding the characters and what not so it's very difficult to find the exact character you're looking for.. How about once a character has gone through the debate and approval process, the approved bios is posted in a separate thread where discussions are not allowed? Would be nice to clear up some of the clutter..
NAME: Aurora
ALLEGIANCE: Maximal
FUNCTION: Medical Engineer/Hacker
ALTERNATE MODE: Fuzor Ermine/Butterfly
HEIGHT: 5 ft
QUOTE: “The greatest fun is to dismantle a new toy to see how it works.”
STRENGTH: 5.0
INTELLIGENCE: 8.5
SPEED: 6.0
ENDURANCE: 6.0
RANK: [Assigned by the staff. ]
COURAGE: 7.5
FIREPOWER: 5.0
SKILL: 10.0
[Stats excluding rank must not total over 48!]
BIO: After the demise of the Maximal medic Nightmist at the hands of Nemesis, the body was found to have some of Nemesis’ nanotechnology remaining. The nanobots reformed the remains into a completely new being before they deactivated. Providing the life force needed to generate a spark, Icebreaker also took part in the creation of the new Maximal.
The new Maximal would come to take the name Aurora, after the aurora borealis she so loves to watch. Being brought to life inside the Maximal base rather than through a crashed pod, Aurora got to choose her alternate mode. Her final selection came down to a butterfly and an ermine, so she chose to fuse the two.
PERSONALITY: Being a new creation, Aurora looks at the world with the curiosity of a child. She is very intelligent and learns new skills quickly, often tagging along with those more experienced so that she might learn from them. Often she will come up with her own solutions to problems when she is allowed to explore independently. She will often get fascinated by equipment she comes across and will, if given the chance, not hesitate to disassemble said equipment to figure out how it works.
Although unaware of her link to the key players in her creation, she does possess certain traits found in each of them. She may be reckless at times and may get into trouble, yet her intentions are usually good. She shows an interest and skill in the field of medicine, chemistry, and the science of engineering, and is perhaps especially adept at computer technology and hacking. In robot form her wings fold down so that they’re not in the way all the time.
Being brought to life in the midst of a deadly war has taken a toll on Aurora, as she got to experience the death of loved ones early on. She tends to take the responsibility of their deaths upon herself and will at times experience conflicting emotions in such regards. Upon seeing the suffering around her, she developed an interest in medicine and healing.
WEAPONS:
Taser; Aurora carries a small taser for close encounters with hostiles, allowing her to provide a non-lethal shock which may temporarily scramble the circuits of the attacker and let her escape.
Crossbow: Providing Aurora with a medium range weapon, the crossbow is used to fire mostly non-lethal arrows with modified arrowhead tips at opponents. Aurora carries a cocktail of drugs, including tranquilizers, that she can use to augment the arrowheads to sedate opponents without inflicting serious damage. The crossbow includes a laser sight and a mounted grappling hook to allow her to gain some altitude needed to glide.
EQUIPMENT:
Smoke grenades to provide a smoke screen for cover.
Portable medical kit to provide medical intervention to wounded team mates.
Portable computer for hacking purposes, equipped with a wireless access point as well as an extendable wire hook-up for situations where wireless is not an option.
ABILITIES:
Aurora’s iridescent and translucent wings function almost like a hang glider, allowing Aurora to glide through the air on currents of wind. To do so she needs to gain enough altitude to catch updrafts that will keep her airborne for a while. She is, however, incapable of flying like a bird and cannot take to the skies from ground level. Her speed while in the air is also dependent on how strong the winds are, as is the amount of time she can stay airborne.
In her beast mode Aurora has typical traits of the ermine, such as a keen sense of smell, ability to climb well, as well as swim short distances.
Hacking; Aurora has the ability to perform different hacking skills such as take control over a computer through programming or ‘viruses’, extraction of information, or interfering with communication.
She also has some extent of engineering, chemistry, and medical skills.
WEAKNESSESS:
Aurora’s wings are rather fragile and will not offer much support in a fight. They also make it more difficult to hide, since light bounces off them so easily. Aurora’s curiosity and lack of experience may get her in trouble as well. Her lack of lethal ranged firearms requires her to be at a short distance to inflict any damage through other means such as chemical warfare.
NAME: Aurora
ALLEGIANCE: Maximal
FUNCTION: Medical Engineer/Hacker
ALTERNATE MODE: Fuzor Ermine/Butterfly
HEIGHT: 5 ft
QUOTE: “The greatest fun is to dismantle a new toy to see how it works.”
STRENGTH: 5.0
INTELLIGENCE: 8.5
SPEED: 6.0
ENDURANCE: 6.0
RANK: [Assigned by the staff. ]
COURAGE: 7.5
FIREPOWER: 5.0
SKILL: 10.0
[Stats excluding rank must not total over 48!]
BIO: After the demise of the Maximal medic Nightmist at the hands of Nemesis, the body was found to have some of Nemesis’ nanotechnology remaining. The nanobots reformed the remains into a completely new being before they deactivated. Providing the life force needed to generate a spark, Icebreaker also took part in the creation of the new Maximal.
The new Maximal would come to take the name Aurora, after the aurora borealis she so loves to watch. Being brought to life inside the Maximal base rather than through a crashed pod, Aurora got to choose her alternate mode. Her final selection came down to a butterfly and an ermine, so she chose to fuse the two.
PERSONALITY: Being a new creation, Aurora looks at the world with the curiosity of a child. She is very intelligent and learns new skills quickly, often tagging along with those more experienced so that she might learn from them. Often she will come up with her own solutions to problems when she is allowed to explore independently. She will often get fascinated by equipment she comes across and will, if given the chance, not hesitate to disassemble said equipment to figure out how it works.
Although unaware of her link to the key players in her creation, she does possess certain traits found in each of them. She may be reckless at times and may get into trouble, yet her intentions are usually good. She shows an interest and skill in the field of medicine, chemistry, and the science of engineering, and is perhaps especially adept at computer technology and hacking. In robot form her wings fold down so that they’re not in the way all the time.
Being brought to life in the midst of a deadly war has taken a toll on Aurora, as she got to experience the death of loved ones early on. She tends to take the responsibility of their deaths upon herself and will at times experience conflicting emotions in such regards. Upon seeing the suffering around her, she developed an interest in medicine and healing.
WEAPONS:
Taser; Aurora carries a small taser for close encounters with hostiles, allowing her to provide a non-lethal shock which may temporarily scramble the circuits of the attacker and let her escape.
Crossbow: Providing Aurora with a medium range weapon, the crossbow is used to fire mostly non-lethal arrows with modified arrowhead tips at opponents. Aurora carries a cocktail of drugs, including tranquilizers, that she can use to augment the arrowheads to sedate opponents without inflicting serious damage. The crossbow includes a laser sight and a mounted grappling hook to allow her to gain some altitude needed to glide.
EQUIPMENT:
Smoke grenades to provide a smoke screen for cover.
Portable medical kit to provide medical intervention to wounded team mates.
Portable computer for hacking purposes, equipped with a wireless access point as well as an extendable wire hook-up for situations where wireless is not an option.
ABILITIES:
Aurora’s iridescent and translucent wings function almost like a hang glider, allowing Aurora to glide through the air on currents of wind. To do so she needs to gain enough altitude to catch updrafts that will keep her airborne for a while. She is, however, incapable of flying like a bird and cannot take to the skies from ground level. Her speed while in the air is also dependent on how strong the winds are, as is the amount of time she can stay airborne.
In her beast mode Aurora has typical traits of the ermine, such as a keen sense of smell, ability to climb well, as well as swim short distances.
Hacking; Aurora has the ability to perform different hacking skills such as take control over a computer through programming or ‘viruses’, extraction of information, or interfering with communication.
She also has some extent of engineering, chemistry, and medical skills.
WEAKNESSESS:
Aurora’s wings are rather fragile and will not offer much support in a fight. They also make it more difficult to hide, since light bounces off them so easily. Aurora’s curiosity and lack of experience may get her in trouble as well. Her lack of lethal ranged firearms requires her to be at a short distance to inflict any damage through other means such as chemical warfare.
Last edited by Phoenix on Wed Nov 14, 2012 11:13 pm, edited 1 time in total.
- Big Convoy
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- Joined: Sat Sep 15, 2012 9:08 pm
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- Location: Glasgow
I have a few questions that's been bugging me.
First off, is it alright to give a character a Pretender Shell? Second question is that is it possible for a character to be a Action Master (a Transformers that can use a ton of weaponry at the cost of losing the ability to transform) considering that Energon will be stable after the end of Season One?
And the third and last question is that is it possible for a Combiner to appear in this?
First off, is it alright to give a character a Pretender Shell? Second question is that is it possible for a character to be a Action Master (a Transformers that can use a ton of weaponry at the cost of losing the ability to transform) considering that Energon will be stable after the end of Season One?
And the third and last question is that is it possible for a Combiner to appear in this?
- NaitoKage
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Big Convoy:
1 Beast wars technology is sort of a combination of Pretenders and Micromasters.. so a pretender shell is not possible under normal pretender means.. Considering you mentioned action masters, I think I see where your going, using "kibble" as the toy collectors call it to turn a Shellformer style transformer into a pretender. I suppose you could do that, but it wouldn't have the benefits of being a "powered armor", mostly a remote drone at the cost of losing your Energon shielding, disguise, and possibly internal repairs when detached.
2 Normal Action masters are not an option as they run on nucleon. Though there is a group of transformers in the mythos that have their transformation cogs removed for political/religious reasons. http://tfwiki.net/wiki/Militant_Monoform_Movement However, I'm not sure even this group would be allowed in the game as they may or may not exist in the timeline.
If you want a ton of weapons, go as a "normal" or "season 1" style character, we allow them to carry 5 weapons standard, 6 if they use their special ability slot as a weapon. Also to note, dual barreled or "firelinked" weapons are considered one weapon. For instance, season 1 Primal's shoulder cannons/launchers or Terrorsaur's shoulder launchers are considered one weapon. Having multiple features into one weapon is allowed but that typically is a special abilty/weapon. Though there are some exceptions.
3 Outside of a one time battle/one time story event, combiners are not allowed due to the game master's desire to keep alot of G1 and other transformers tech out of the game. This also goes for Mitosis sparks like Magmatron or Duocons.
1 Beast wars technology is sort of a combination of Pretenders and Micromasters.. so a pretender shell is not possible under normal pretender means.. Considering you mentioned action masters, I think I see where your going, using "kibble" as the toy collectors call it to turn a Shellformer style transformer into a pretender. I suppose you could do that, but it wouldn't have the benefits of being a "powered armor", mostly a remote drone at the cost of losing your Energon shielding, disguise, and possibly internal repairs when detached.
2 Normal Action masters are not an option as they run on nucleon. Though there is a group of transformers in the mythos that have their transformation cogs removed for political/religious reasons. http://tfwiki.net/wiki/Militant_Monoform_Movement However, I'm not sure even this group would be allowed in the game as they may or may not exist in the timeline.
If you want a ton of weapons, go as a "normal" or "season 1" style character, we allow them to carry 5 weapons standard, 6 if they use their special ability slot as a weapon. Also to note, dual barreled or "firelinked" weapons are considered one weapon. For instance, season 1 Primal's shoulder cannons/launchers or Terrorsaur's shoulder launchers are considered one weapon. Having multiple features into one weapon is allowed but that typically is a special abilty/weapon. Though there are some exceptions.
3 Outside of a one time battle/one time story event, combiners are not allowed due to the game master's desire to keep alot of G1 and other transformers tech out of the game. This also goes for Mitosis sparks like Magmatron or Duocons.
- Big Convoy
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- Location: Glasgow
I can get the answers to the Pretender and Combiner questions but I don't get the Nucleon one. Can you explain why Nucleon is the problem of making a Action Master? I really don't know much about G1 considering I became a fan because of Beast Wars (like a whole lot of people).
- NaitoKage
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Going by G1 History, Nucleon is kinda rare, allows the user to never need the use of energon since they produce their own power supply due to a mutation. You could think of it as the equivalent to a Nuclear powered submarine.. as a transformer. The process also altered their physical structures to make them stronger,faster,etc at the cost of their ability to transform which was used to act as energy storage.
- Big Convoy
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- 12
- Location: Glasgow
Ah right, thanks for the info.
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- Super Poster!
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- RPG Characters: Whitegrazer, TyCross, and Blackarachnia
- Location: swinging on Optimal Optimus Primal's finger
I just wanted to let you guys know since we are getting close to S2, I scrapped Warspark.
Whitegrazer's Theme*new*: http://www.youtube.com/watch?v=ogppFDSlhRE Her Master's theme: http://www.youtube.com/watch?v=ODGVz2g-yGA