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Re: Character Bios [S2]

Posted: Thu Mar 08, 2012 2:57 pm
by Blazemane
Okay. Apparently Aphrodite's stats add up now. We'll go with your recommendation of the Author having a choice on how effective it is on their character, as many characters may not be effected by the ability. Approved.
Got it. As far as that goes, then, I approve of Aphrodite.

I'm still reading the character's stats at 49, though. And what did we want to do for rank? I thought I read somebody saying 3...

Re: Character Bios [S2]

Posted: Thu Mar 08, 2012 3:08 pm
by NaitoKage
I just went over it again.. You added the Rank of 1. *L* Uh, I guess that depends. I think for now 1 is fine, we'll see how the character interacts and so on.

Re: Character Bios [S2]

Posted: Thu Mar 08, 2012 3:37 pm
by Blazemane
Oh, I missed her updated version. She put it in quotes, so I passed over it thinking it was part of a post where Cubic was pointing something out, or...

Well of course her old version had 49 points; that's why it's the old version. Yeah, o.k., her bio has 48 points now. All's well.

And you're saying you'd prefer the rank to be 1?

Re: Character Bios [S2]

Posted: Thu Mar 08, 2012 4:31 pm
by NaitoKage
Yeah. We'll raise it as we see the character grow and how she interacts with the Maximals.

Re: Character Bios [S2]

Posted: Fri Mar 09, 2012 6:12 am
by Alak
So I made several adjustments to Orcariner's profile. With the RPG becoming more technical each week, I figured it was best to make everything as specific as possible.

- His standard radar still has the reach of a 1 kilometer radius. His sonar may only give feedback at 250 meters.
- Non-transmetal characters are invisible to Orcariner's standard radar as long as they are in beast mode.
- Beacon 2.0 is only received by Maximals who are within a 100 meter radius of Orcariner. The radar info given to them only extends to 500 meters radius rather than the full kilometer.
- The deployable motion sensors work at a 50 meter radius. Once they reach their 5 minute time limit, they self-destruct as well as emit an electromagnetic pulse with a 2 meter radius (stun effect for 10 seconds unless if target within area of effect is immune). The short distance for this EMP is only meant to deter enemy players from destroying these devices once they come across them. The EMP effect is not intended to weaponize these motion sensors.
- Motion sensors cannot detect non-transmetal beast modes.
- Specified Orcariner's elemental weakness in Season 2 as cyber venom. This is intended to imply that Quickstrike is able to bypass Orcariner's armor and paralyze him. Other forms of cyber venom (sword, dart, gun, teeth, stinger, etc.) will only affect him if they manage to penetrate his armor. Quickstrike is the exception because his projectiles have been proven to ignore any sort of heavy armor (Inferno, Dinobot, Silverbolt, Depth Charge, etc.).
- Specified that his flares only work against heat seeking projectiles. I don't know why I needed to write this in, but I did it anyway.
- Elaborated on how strong his hand-held shield. While it will dissipate under extended duress, it still is capable of deflecting fusion cannons and explosives.
- Added "insulation" into the description of his Transmetal body so that he won't be susceptible to lightning bolts while flying through thunderstorms.
- Change the term "defender" in one sentence to "blood tank".

Overall, I'm trying to develop Orcariner as an RPG character who has a primary job class and a secondary job class. His primary is obvious since it's the same as it was in Season 1: Blood Tank. Despite its gruesome connotation, I needed to specify that since there are actually two types of tanks in RPGs. The blood tank is the character who has an absurd amount of defensive stats and health points. The goal is to aggro the enemy characters into pouring all of their efforts into destroying the blood tank, allowing its allies to take advantage of the distraction. Meantime, the medic will constantly stay by its side and ensure that the blood tank continues to live and serve its role. Now, the blink tank is sort of the opposite. Like its bulkier counterpart, it will aggro the enemy and force all opposing characters to focus on itself. However, blink tanks favor absurd speed and agility over actual defense. If you want an example, Cheetor would be the epitome of a blink tank in this game since in Season 2 and 3 he's the fastest land and aerial combatant (also does a mighty fine job with distraction). Anyway, being a blood tank is Orcariner's top priority. Hence, the excessive armor and energy shielding and lack of elemental weaknesses in Season 2.

His secondary job class is to be a controller-type character. By no means does he represent a true controller, which is why it's only a sub-class for him. However, his wide use of radar, sonar, tactical headset, and upload data allows him to buff his team so much that they don't need him as an offensive combatant. Those who receive Beacon 2.0 will always know where the enemy is. The colored outlines around each combatant will also help Maximals make more accurate and selective shots. Orcariner doesn't have any debuffs to use against the enemy team, but that's fine since he's not a primary controller. Debuffing seems to be an inherent Predacon trait anyhow (Inferno, Rampage, Tarantulas, Blackarachnia, Scorponok, Quickstrike, TM2 Megatron).

Anyway, that's why I added those edits and specifications.




By the way, if anyone's wondering what TM Orcariner sees through his HUD, just think of it as a mixture between the games Metroid Prime, Republic Commando, and the War for Cybertron's Orbital Beacon 2.0 radar.

Re: Character Bios [S2]

Posted: Fri Mar 09, 2012 6:46 am
by NaitoKage
Very nice. Huh.. 1 kilometer radar range, I imagine that is hampered in environments like thick woods and such though. Currently the only one who has a Cyber venom weapon like that other then Quickstrike is Cecaelia, and to a degree Tarantulus (season1) and Blackarachnia (season 1&2) with their cybervenom darts.

Hm.. so Season 2 Marine unit is a Tank, and Aphrodite as a controller using stuns and a bow and arrow.

Re: Character Bios [S2]

Posted: Fri Mar 16, 2012 7:41 am
by NaitoKage
Name:Umbra
Allegiance: Predacon
Function: Sabotage/"Ninja"
Alt. Mode: Mimic Octopus
Height: 9 feet
Quote: "True strength lies in winning without a fight"

Strength: 8
Intelligence: 7
Speed: 6
Endurance: 5
Rank:
Courage:8
Firepower:6
Skill: 8
Total:48


Image
Image

Biography: If there was a prize for being sneaky, Umbra would probably get first place. While not programmed as a Predacon, his memories became altered by his Octopus programming, making him more comfortable with the idea of becoming someone else.

Lurking in the Shadows, he watches friend and enemy alike, taking down information, even known to take some jobs from his allies from purposes like blackmail to framing others. Those not providing some benefit to him find themselves to hate and not trust him at all.

Personality wise, Umbra tends to be more neutral. He's not particularly evil, but not above doing acts of evil as for the most part only looks out for himself. This also works the other way as he doesn't go out of his way to be a puppy kicker if it provides him no benefit. While social, this is again derived for his own benefits, as it makes it easier for copying. His speaking tends to be very polite for a Predacon, even when speaking towards Maximals.

In battle he prefers to avoid direct front line combat, sneaking around to take out stronger targets in rogue or assassin tactics... Or using his mimicry ability to pretend to be one of the Maximals and provide them with false information while obtaining any information them.



Weapons:
Acid Edge:A short sword equipped with a compressed tank of a slimy acid, on impact the blade cuts armor and applies the acid. If the sword doesn't cut through the enemy's armor, the acid eventually will wear it down.

Poison Edge:A short sword equipped with a Cyber poison emitter, on impact cutting and applying a strength sapping cyber poison to a enemy. The poison is not as effective as some other poison users and will wear off quickly in minor amounts, but as exposure increases from hits the target will start to become weaker and slower until they are no longer able to move.

Demolition charge: A small explosive which can be set on a timer, similar to Rattraps. Carries 6.

In for repairs:
Scoped Gauss rifle: Alternatively known as a coil gun, a type of electromagnetic accelerator and cousin of the Railgun family.While similar to a Railgun, Coilguns have far less power, but at the advantage of less noise,zero muzzle flash, and low maintenance. Umbra's Gauss rifle is a standard model designed to fire tungsten steel spikes which have less resistance to being fired underwater compared to conventional energy or projectile weapons. Has two firing modes Single shot (Firepower:6) which has a waiting period between each shot as the Capacitor bank recharges, and burst mode (Firepower:4) firing three shots in quick succession at the cost of power between recharges.
Ammo:
20 rounds per magazine,carries 2 magazines. Umbra sometimes coats his normal ammo with cyber poison to give the shots more punch by weakening his enemy.


Explosive throwing blades: Kunai style throwing blades with a hidden switch and impact sensor to detonate a small charge, capable of being thrown or used like a basic dagger which are easy to conceal. Mid to close range use only.

Sonar Visor: Equipped in Umbra's helmet, a retractable visor capable of displaying a 3D echolocation interpretation, using an array of parameteric speakers (In otherwords, it fires a focused beam of sound). While this limits Umbra's view to only forward objects, this can also prevent his location being spotted by those with acute audio sensory. Operates on land or underwater, but can not operate through objects.


Abilities:
Shadow Mimic: Much in the way the Mimic Octopus will mimic other animals and it's surroundings, Umbra can mimic Cybertronian forms in his robot mode, contorting his body, changing textures, colors, reflectiveness, and his vocal patterns. These changes are impressive, but not perfect. Those fairly observant may notice differences in areas he might have trouble mimicking or overlooked from brief observations, like having extra fingers, missing animal legs,not shining right,wrong optic color,not acting the same,smell the same,or being heavier compared to the originals.

While in this state, Umbra can not transform and does not have the beast modes or the ability to copy the beast modes of the characters, nor does he have their abilities, and only has their weapons if he steals them or have them specifically made for a mission by one of the other Predacons.

Umbra's mimic capabilities have a "mass" limit as well, as characters like DepthCharge, Optimal Optimus Primal, Rampage,Tantrum,and Orcariner are far too large. Characters bellow Rattrap's height are also difficult for him to copy, as it requires alot of physical compression. This list includes Frilla,Aurora,and Arachnitron.

To copy someone, he has to observe them from almost all angles, and hear a few sentience. For better copying, longer observations are required to pick up mannerisms, fighting techniques, and so on.

In beast mode, Umbra can only mimic sea life or certain backgrounds like sand,tree bark,moss, and some metal surfaces.Grass is nearly impossible unless it's short grass as his texture capabilities can not extend past a certain length.

Item Slot:
Energon rocket package:Replacing Umbra's old Jump jet system, this energon rocket package is composed of one large thruster installed in his back with vector control from his octopus siphon, as well as two smaller thrusters installed in the back of his legs to augment his mobility. Used in combination with the webbing of Umbra's tentacles, he can achieve flight.


Replaced:
Jump jet: Using the Octopus siphon, Umbra can compress air or water in his body to jet out behind him for a sudden burst in jump height or speed with a boosted jump/propulsion of 30 feet. After the burst is performed, his body has to recharge by compressing air or water, which seems to be faster underwater.


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.

Loot:
Flashlight
Medical supplies
Medical tablet computer
Stasis pod

Weaknesses:
Umbra's mimic skill is far from perfect (See list of weaknesses above), requiring more then a mere glance to get a target down, over observation is even more dangerous as he may become too into the role and think he is really the person he's copying.

Umbra's memory while good, can't hold every bit of detail on his enemies, specially as he copies a new target and may forget their physical details after his second or third copy depending on how detailed the copy effect is.

Umbra is not well built for long ranged combat and has poorly suited long range attacks.

Umbra's Gauss rifle while quiet, is slow to recharge between shots. It also carries limited ammo. Even with poisoning the ammo, it takes alot of hits before his target is unconscious. And even while more stealthy then some alternatives, due to the huge amount of magnetic energy generated on each shot, the gun lights up on radar as random noise/interference which can be used to tell where the shooter is.

While his body is very flexible and durable to physical impacts, it is more susceptible to gunfire and blade based attacks.

Umbra is slower moving on land in his beast mode (half speed)

While his normal self, Umbra doesn't have a "Poker face", his body will change colors based on his emotional state. This sometimes can be observed even in his mimicry if emotionally disturbed enough to forget his concentration on his act.

Umbra's poison attack is weaker then most others, shaving at a character's endurance stat to weaken them.The poison also has to hit their physical body, so shields,extra armor parts, or blocking with a weapon can prevent being poisoned. (In other words, characters with higher endurance take longer to weaken.) Physically stabbing through the armor can put enough poison into their system to put them in stasis lock.

Umbra's Sonar visor has a limited field of view, making it difficult to impossible to aim his gun while wearing it.

Having gained the ability of flight, this also comes with weaknesses. Umbra's means of flight is slow, his tentacles give him a "wing span" of over 30 feet making him a fairly large target in the air and inexperienced at flying and combat in the air with limited range weaponry. Using his new thrusters increases his thermal signature making him easier to detect by thermal sensors unless gliding.

Re: Character Bios [S2]

Posted: Fri Mar 16, 2012 9:38 am
by starshadow
Interesting oc! I think Banshee would invite him for some energon in a steel tea cup. LOL! :P

Re: Character Bios [S2]

Posted: Fri Mar 16, 2012 1:03 pm
by NaitoKage
0_o I'm not sure I understand..

Re: Character Bios [S2]

Posted: Fri Mar 16, 2012 8:38 pm
by starshadow
Lol it's a joke. Just saying there might be a friendly conversation(with energon of course) between them since they are the...only sane predacons including Steel and Onyx and probably Buster. I mean hey, Banshee invites anyone for energon. :P

Re: Character Bios [S2]

Posted: Fri Mar 16, 2012 9:23 pm
by Blackrosefencer
starshadow wrote:Lol it's a joke. Just saying there might be a friendly conversation(with energon of course) between them since they are the...only sane predacons including Steel and Onyx and probably Buster. I mean hey, Banshee invites anyone for energon. :P
Yes, but insane Preds are so much fun!!! :wink:

Re: Character Bios [S2]

Posted: Fri Mar 16, 2012 9:25 pm
by starshadow
Very true Blackrose! I have not start Star's true insanity yet. ;)

Re: Character Bios [S2]

Posted: Sun Mar 18, 2012 11:11 pm
by Blazemane
Umbra seems good to me. The only thing I can think to point out is that he has a firepower ranking of 7, but only 2 demolition charges. Are the charges supposed to be really powerful? Because otherwise, Umbra could probably have a stat boost in some other areas by taking a few points off of firepower. Of course, if the charges are really powerful, then 7 could work.

I'm still figuring out the new ranking system. I figure Umbra could wind up highly valued. But if characters must work their way up the ranks first, then I suppose, 2? 3?

Re: Character Bios [S2]

Posted: Sun Mar 18, 2012 11:42 pm
by NaitoKage
Well, his blades will eventually be able to throw a projectile, when he learns how. I'll reduce it though. Shifted a point from firepower to speed, so.. I guess he runs fairly fast in robot mode.

Rank wise, I guess start him off as a 1 or 2, just let it go up as he completes missions or takes out important targets.

Re: Character Bios [S2]

Posted: Sun Mar 25, 2012 11:15 am
by starshadow
Name: Cecaelia
Allegiance: Predacon
Function: Soldier
Alt mode: Transmetal Blue ring octopus
Height: 7'5
Quote: "Sleep with the dead fishes, sucker!"

Strength: 8
Intelligence: 6
Speed: 7
Endurance: 7
Rank: assigned by staff
Courage: 7
Firepower: 8
Skill:7

Bio: Cecaelia was on a mission to rescue Starshadow on the unknown planet. She got herself involved in the beast wars for her interests for mechs with aquatic beast modes. After learning about Glowstick's death and Starshadow's betrayal, Cecaelia went in a state of confusion and denial. She became more agressive and less merciful towards her enemies after the transwarp surge, including the one she had previously served. (I suck at writing, sorry)

Weapons:
- Tentacle buster cannon with gattling system(http://www.youtube.com/watch?v=V9vWbTzOYTc skip to 2:46 and you'll see how the effects of the buster cannon looks like)
There are four tentacles on the cannon and they transform into guns that shoots laser. Firepower of the guns is 5. (heh...an improved version of her old tentacle lasers) These guns have a gattling system. Cannon is the main weapon. It takes 3 minutes to cool down before the weapon can be used again. Cooldown can be reduced if equipped with cooling system.

- Explosive throwing knives

- Long twin flame daggers
These long daggers are able to combine into a double sided dagger. click here.

- Plasma gun

Transmetal Feature:
She transforms into a motorbike. With her nternalized water jet in beast or robot mode, Cecaelia can swiftly swim through the water as if she were flying, the water jet acting like a internalized duct fan. In beast/motorbike or robot mode, Cecaelia can produce a smoke screen while retreating.

Abilities:
- Cyber venom (effects will be the same as her previous one)
- Camoflage

Weakness:
- When cannon overheats, gattling system is disabled.
- Sometimes, Cecaelia doesn't like to be a team player. Less cooperation with her team may lead to disaster such as unintentional friendly fire.
Edited for my new plans. Just added the bio, changed weakness and quote. Nothing much. Gonna do for Star another day. Sleep time!