[New RPG] Character profiles

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Warcry
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Vehicons

Post by Warcry »

First, the generic architypes:

Name: Car Vehicon
Function: Ground trooper
Alternate Mode(s): Luxury car
Weapons/Equipment: Blaster

The baseline Vehicon. Most numerous of the Vehicon types. Often used as cannon fodder or shock troopers because of their great numbers.

Strength: 6
Intelligence: 5
Speed: 6
Endurance: 5
Rank: 3
Courage: 7
Firepower: 5
Skill: 4
__________________________________________

Name: Jet Vehicon
Function: Air trooper
Alternate Mode(s): Aircar
Weapons/Equipment: Two light blasters, air-to-ground missiles.

The second-most numerous Vehicon type. Generally smarter and more skilled. Decent all-around warriors. A significant threat to Autobots on the ground.

Strength: 6
Intelligence: 6
Speed: 8
Endurance: 4
Rank: 3
Courage: 6
Firepower: 7
Skill: 6
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Name: Tank Vehicon
Function: Ground assault
Alternate Mode(s): Heavy tank
Weapons/Equipment: Plasma cannon

The Vehicon heavy hitters. Least numerous body type. Used for front-lime combat. So formidable that they are exempt from the bullying that other Vehicons suffer on

occasion.

Strength: 8
Intelligence: 4
Speed: 2
Endurance: 8
Rank: 3
Courage: 7
Firepower: 8
Skill: 5
__________________________________________

Name: Helicopter Vehicon
Function: Aerial recon
Alternate Mode(s): Twin-rotor helicopter
Weapons/Equipment: Machine gun, rockets

High-profile targets. Not very durable, so only the best survive for more than a few missions. Veteran units are valued, while rookies are considered disposable.

Strength: 4
Intelligence: 5
Speed: 7
Endurance: 4
Rank: 3
Courage: 5
Firepower: 6
Skill: 6
__________________________________________

Name: Motorcycle Vehicon
Function: Forward scout
Alternate Mode(s): Motorcycle
Weapons/Equipment: Laser pistol

Smallest, weakest Vehicons. Use cunning and ground speed to avoid damage. Not very good in a fight.

Strength: 3
Intelligence: 6
Speed: 8
Endurance: 3
Rank: 3
Courage: 8
Firepower: 4
Skill: 6
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Name: Paramedic Vehicon
Function: Field medicine
Alternate Mode(s): Fire truck
Weapons/Equipment: Scalpels, welders

Non-combat Vehicons programmed with basic repair and maintenance training. Will keep comrades alive and fighting, but lack the skills of a real surgeon.

Strength: 4
Intelligence: 7
Speed: 4
Endurance: 4
Rank: 3
Courage: 8
Firepower: 3
Skill: 7
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Blackjack
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Post by Blackjack »

But... but where's Hammer and the rest of the people?

Assuming that the helicopter, tank and cycle Vehicons are based on Beast Machines models, what's the medic one based on?
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Warcry
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Post by Warcry »

Blackjack wrote:But... but where's Hammer and the rest of the people?
I'm working on those today. Just wanted to do the generics first.
Blackjack wrote:Assuming that the helicopter, tank and cycle Vehicons are based on Beast Machines models, what's the medic one based on?
They're not really 'based' on the BM ones, just inspired by. The paramedic ones aren't based on anything, but I figured if they were stamping out that many soldiers they should have at least a few people around who can patch them back up.
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Warcry
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Post by Warcry »

Name: Hammer
Allegiance: Decepticon
Subgroup: Jet Vehicon
Function: Jet Vehicon Commander
Alternate Mode(s): Silver aircar
Weapons/Equipment: Two light blasters, air-to-ground missiles
Motto: "Leadership is a duty, not a choice."

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

Profile: Although he was created as a lowly Vehicon soldier, Hammer quickly showed that he was smarter and more driven than most of his brothers. Naturally taking command of a Vehicon squad in the heat of battle, his display of leadership soon won him an official position of authority. He commands the respect of his fellow Vehicons because he is one of them, and views each of them as people instead of disposable toys, which makes him a good go-between between the troops and their commanders. But in spite of his civility and professional mannerisms, he clearly plays favourites and assigns his best troops to work with those Decepticons who show respect for them.

Hammer is quite close with former wingman Brick, and appreciates his brother's abilities in spite of his reduced intelligence. He's also on friendly terms with Sixshot, as he's one of the few Decepticons who don't look upon the sixchanger with disgust or flee from him in abject terror. He tries to keep a certain distance from the troops under his command since he knows his orders might lead to their deaths, but he has a hard time doing that since he considers all his fellow Vehicons brothers.

Abilities: Like all jet Vehicons, Hammer is an adept pilot with ingrained flight skills that come closer to instincts than learned abilities. He can reach speeds of up to Mach 1.5 in level flight and is highly agile. He carries two light blasters, usable in both robot and vehicle mode, and carries a payload of air-to-ground missiles useful for targeting enemy ground emplacements. His leadership abilities should not be underestimated -- his low-class origins and quick rise through the ranks make him the perfect Decepticon success story, which inspires loyalty from those who actually believe in the Decepticon philosophy.

Weaknesses: Jet Vehicons are designed for aerial combat as well as ground troop support. They are equally adept at both, but can be defeated by Autobots that specialize in one combat mode or the other. His armour is fairly light, and skill can only compensate for that so much.
__________________________________________

Name: Brick
Allegiance: Decepticon
Subgroup: Jet Vehicon
Function: Air trooper
Alternate Mode(s): Black aircar
Weapons/Equipment: Two light blasters, air-to-ground missiles
Motto: "Hit hard and hit fast."

Strength: 6
Intelligence: 3
Speed: 8
Endurance: 6
Rank: 3
Courage: 9
Firepower: 7
Skill: 6

Profile: Brick's name was given as a cruel pun. While that's not really a fair comparison, his intelligence is definitely below average and he is extremely naive. He's easily led, especially by people who he considers a part of his "family" -- the other Vehicons, Sixshot and his creators Scorponok, Predacon and Tarantulas -- who he trusts implicitly. He doesn't realize that not every member of his family feels the same way, which makes him easy to manipulate or lie to. But as much as he's overly trusting and kind to his brothers, he makes up for it be being coldly indifferent to practically everyone else, including fellow Decepticons. He simply doesn't care whether random strangers live or die, and will happily kill them himself if the situation calls for it or he's especially bored.

Abilities: Like all jet Vehicons, Brick is a good flyer with instinctive piloting skills. He can reach speeds of up to Mach 1.5 in level flight and is highly agile. He carries two light blasters, usable in both robot and vehicle mode, and carries a payload of air-to-ground missiles useful for targetting enemy ground emplacements. He's good in a fight, whether in the air, on the ground or in a bar room.

Weaknesses: Jet Vehicons are designed for aerial combat as well as ground troop support. They are equally adept at both, but can be defeated by Autobots that specialize in one combat mode or the other. He is somewhat more heavily armoured than your average jet Vehicon, but still vulnerable to anti-aircraft fire. He's too trusting of his senior officers, and can't always tell when one is putting their own self-interest ahead of their troops.
__________________________________________

Name: Drivetrain
Allegiance: Decepticon
Subgroup: Car Vehicon
Function: Team leader
Alternate Mode(s): Red luxury car
Weapons/Equipment: Blaster
Motto: "You don't stand for anything unless you stand up for yourself."

Strength: 6
Intelligence: 6
Speed: 6
Endurance: 6
Rank: 4
Courage: 10
Firepower: 5
Skill: 6

Profile: Drivetrain is loud, brash, violent and a menace to anyone who crosses him -- in other words, the perfect NCO to keep rowdy new recruits in line. He's not nearly as nasty as he lets on, though. Once a recruit or fellow Decepticon proves himself to Drivetrain, the squad leader will do everything in his power to stand up for and take care of his comrade. And woe betide anyone who tries to pick on a Vehicon just for being a Vehicon, because that's a sore spot for Drivetrain. On the other hand, Vehicons who prove themselves inept, cowardly or lazy find themselves on the receiving end of constant scorn, abuse and even violence from Drivetrain, who thinks that they're bringing disgrace onto their kind.

Abilities: Like all car Vehicons, he is build for a mix of speed, agility and durability. He has adequate amounts of all three, but exceptional amounts of neither. His top speed is 125 mph, though he can exceed that for short periods if need be. He carries a heavy blaster which is capable of seriously damaging an Autotrooper in a single shot, though more durable Autobots won't be phased by it. Drivetrain is also a particularly good shot, though he prefers to fight up close when he can.

Weaknesses: Drivetrain is too aggressive for his own good, and tends to take more damage than the average Vehicon. His attitude doesn't make him many friends, at least not among the dregs of the Decepticon army.
__________________________________________

Name: Breakneck
Allegiance: Decepticon
Subgroup: Car Vehicon
Function: Sneak attack
Alternate Mode(s): White luxury car
Weapons/Equipment: Blaster, knife
Motto: "Never let them see it coming."

Strength: 6
Intelligence: 6
Speed: 8
Endurance: 5
Rank: 3
Courage: 2
Firepower: 5
Skill: 7

Profile: Breakneck is a dirty coward. But don't let that fool you, because he's still an effective soldier in spite of it. Unlike most Vehicons, he prefers to strike from the shadows or attack when the enemy's back is turned (his team also suggested 'Backstab' for a name, but that was already taken). Ironically, he shows courage and even reckless when in vehicle mode, whipping through traffic at wildly unsafe speeds and performing blatantly illegal maneuvers as if they were second nature to him. And they are -- Breakneck is an innately talented driver with upgrades that make him even more formidable on the road, so he performs his stunts in the full knowledge that he'll be able to do them safely and come out alive.

Abilities: Most car Vehicons, he is build for a mix of speed, agility and durability. Unlike them, Breakneck is equipped with more advanced steering and a more powerful engine. His top speed is 150 mph and he tends to push himself close to that limit very frequently. He carries a heavy blaster which is capable of seriously damaging an Autotrooper in a single shot, though more durable Autobots won't be phased by it. He also carries a small knife that he uses for stealth kills.

Weaknesses: Breakneck's cowardice and sneaky ways don't endear him to his fellow Vehicons, or to commanders who expect him to be a good little disposable soldier.
__________________________________________

Name: Iron Claw
Allegiance: Decepticon
Subgroup: Car Vehicon
Function: Shock trooper
Alternate Mode(s): Black luxury car
Weapons/Equipment: Blaster
Motto: "Drive fast and fight hard!"

Strength: 8
Intelligence: 2
Speed: 7
Endurance: 7
Rank: 2 (not a typo, he's outranked by the generics)
Courage: 8
Firepower: 5
Skill: 3

Profile: Strong, fast, reckless and dumber than a sack of hammers, Iron Claw is too dumb to realize that his leaders consider him a disposable bulletstopper. He enjoys risking his life, whether it be in a fistfight (after which Buckshot needs to repair him) or a street race (Breakneck always beats him), and his leaders are more than happy to accommodate him. His fellow Vehicons like him, but they consider him less of a person than a pet.

Abilities: Iron Claw is quite formidable physically, and can outfight and outlast most Vehicon cars and even some tanks. Is is faster and far more durable than the average car Vehicon, but that comes at the cost of very poor handling. Of course, Iron Claw is too dumb to steer around obstacles anyway, preferring to smash through or run over anything in his path.

Weaknesses: If Iron Claw were any dumber, he wouldn't qualify as sentient.
__________________________________________

Name: Ironside
Allegiance: Decepticon
Subgroup: Tank Vehicon
Function: Ground assault
Alternate Mode(s): Grey heavy tank
Weapons/Equipment: Plasma cannon
Motto: "Kill it, then kill it again!"

Strength: 8
Intelligence: 4
Speed: 2
Endurance: 8
Rank: 3
Courage: 7
Firepower: 8
Skill: 5

Profile: Aggressive and violent, Ironside is a fairly average tank Vehicon. Since there are fewer of them, there is less variation amongst the tanks than the other body types. They also tend to be loners who don't seek out their own kind for company, and Ironside fits that description as well. He lives for a good fight. He prefers to stay in tank mode even when he's at leisure, because his robot mode feels awkward and unbalanced compared to a low-built, heavily-armoured tank.

Abilities: Ironside is a typical tank Vehicon -- durable, reliable and powerful. His armour can absorb serious amounts of damage and his plasma cannon can deal it out just as well.

Weaknesses: Ironside is a slow, lumbering hulk in vehicle mode, and even more ungainly in robot mode. If he runs into something powerful enough to pose a threat to him, the odds of him making an escape in one piece are very slim.
__________________________________________

Name: Buckshot
Allegiance: Decepticon
Subgroup: Paramedic Vehicon
Function: Emergency repairs
Alternate Mode(s): Green fire truck
Weapons/Equipment: Scalpels, welders, shotguns
Motto: "I'm not a doctor - I can harm whatever I want!"

Strength: 4
Intelligence: 7
Speed: 4
Endurance: 5
Rank: 3
Courage: 8
Firepower: 7
Skill: 5

Profile: Buckshot, like his name implies, really likes killing things with his shotgun. That poses a bit of a problem, because he's actually supposed to be spending all his time on the battlefield patching up his injured comrades. His fellow Vehicons aren't sure whether they like him because he fights like one of the guys, or get mad at him for leaving them hobbling around in pain so he can get back to the fight.

Abilities: Buckshot is actually a pretty good medic, when he bothers to do his job. He's a decent fighter too, and is a pretty solid addition to a Vehicon squad if he doesn't forget to fix his teammates.

Weaknesses:Buckshot's commanders don't take well to his aggressive attitude. Conversely, Buckshot isn't very cooperative and tends to run off on his own, disobeying orders.
__________________________________________

Name: Scythe
Allegiance: Decepticon
Subgroup: Helicopter Vehicon
Function: Aerial assault
Alternate Mode(s): Purple twin-rotor helicopter
Weapons/Equipment: Machine gun, rockets
Motto: "Crash and burn."

Strength: 4
Intelligence: 6
Speed: 7
Endurance: 4
Rank: 4
Courage: 5
Firepower: 8
Skill: 6

Profile: Scythe is a terrible helicopter Vehicon. Like all of his kind, he was created for recon and scouting duties. But he wishes he'd been built into a jet or tank form instead, because he has absolutely no knack for scouting and an innate talent for mayhem. Unfortunately his masters haven't taken notice, so he frequently gets sent on recon missions which invariably end with him destroying what he was sent to spy on after he was spotted. In spite of that, he's somehow managed to wind up in charge of his own squad.

Abilities: Like all helicopter units, Scythe carries an advanced ground-tracking sensor unit that he can use in vehicle mode to observe and record enemy formations from a distance. Scythe more often uses it as a targeting system for his air-to-ground missiles, which have been upgraded from the standard Vehicon fare to deliver greater destructive force. He can reach speeds of up to 170 mph.

Weaknesses: Scythe's rotors are particularly fragile, and he's not designed for a long fight.
__________________________________________

Name: Impulsor
Allegiance: Decepticon
Subgroup: Helicopter Vehicon
Function: Aerial recon
Alternate Mode(s): Red twin-rotor helicopter
Weapons/Equipment: Machine gun, rockets
Motto: "Never stop to think."

Strength: 4
Intelligence: 5
Speed: 7
Endurance: 4
Rank: 3
Courage: 9
Firepower: 6
Skill: 4

Profile: Impulsor is, as his name suggests, highly, highly impulsive. He'll take ridiculous risks to get the information his masters want, only to stop and think later about how stupid he was. He's not actually dumb, but he's incredibly naive and child-like and throws himself at anything that interests him with the sort of enthusiasm that only a young child can offer. He's highly likable, but extremely frustrating to work with. His squadmates frequently get mad at him but have trouble staying that way because his enthusiasm in infectious.

Abilities: Impulsor is actually a really good tracker and scout, as long as what he's following has his interest. His ground-tracking sensor unit can observe and record enemy formations from a distance, and he's had it tweaked to allow him to zero in on individual targets as well. His air-to-ground missiles and machine gun provide him with more than enough firepower to defend himself if he's detected in mid-mission.

Weaknesses: Implusor is easily distracted, which can lead to him getting surrounded by enemies or lured into a trap where the Autobots can target his fragile rotors.
__________________________________________

Name: Dirt Rocket
Allegiance: Decepticon
Subgroup: Motorcycle Vehicon
Function: Forward scout
Alternate Mode(s): Yellow motorcycle
Weapons/Equipment: Laser pistol
Motto: "Yeehaw!"

Strength: 3
Intelligence: 5
Speed: 9
Endurance: 3
Rank: 3
Courage: 9
Firepower: 4
Skill: 4

Profile: Reckless, uncouth and violent, Dirt Rocket is in it for the thrills. He doesn't understand his fellow Vehicons' loyalty to the Decepticon cause, because the only thing he's loyal to are the thrills that he feels when he does something stupid and dangerous. That makes him a good scout, but his thrill-seeking can put him in the line of fire when he's supposed to be going unseen. Stealth isn't his strong suit, and he prefers to buzz straight through Autobot camps at full throttle over sneaking in and spying on them.

Abilities: Dirt Rocket is incredibly fast, with a top speed of nearly 180 mph. Motorcycle Vehicons aren't supposed to go that fast, but he routinely pushes his own engines past the red line to get the thrills he needs. He's a good shot with his laser pistol, but he's more likely to run people over than to stop and shoot at them.

Weaknesses: Dirt Rocket's recklessness puts him in unnecessary danger. Since he doesn't care about the cause or his mission, he thinks nothing of blowing off a stealth approach and betraying his presence to the Autobots as he zooms past them.
__________________________________________

Name: Chopsaw
Allegiance: Decepticon
Subgroup: Motorcycle Vehicon
Function: Forward scout
Alternate Mode(s): Red motorcycle
Weapons/Equipment: Laser pistol, buzzsaws
Motto: "Slice and dice."

Strength: 3
Intelligence: 7
Speed: 10
Endurance: 2
Rank: 3
Courage: 8
Firepower: 6
Skill: 7

Profile: Chopsaw is easy to please. An open road will do the trick. So will an Autobot that he's just cut open with his built-in saw blades. Either one works for him. In order to move faster on the highway he's removed several "unnecessary" armour plates, reducing his weight and improving his aerodynamics. While that makes him more vulnerable to damage, Chopsaw knows that he's not going to get damaged if the enemy can't hit him, and that they won't even be shooting if they don't recognize his alt-mode and classify it as a Vehicon.

Abilities: Chopsaw is even faster than Dirt Rocket, topping out at around 200mph, though he comes by his speed by reducing his weight rather than over-revving his engine. His laser gun has good range and middling power, though Chopsaw vastly prefers to close to melee range and shred his enemies to bits with his saw blades (the only non-essential body parts he left intact as he chopped off his armour).

Weaknesses: Chopsaw's reduced armour leaves many of his internal mechanisms exposed, so even one hit can be deadly if it lands in the right spot.
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Blackjack
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Post by Blackjack »

Chopsaw! :D

He's the only non-Minicon originated Vehicon name, no? Other than Brick and Hammer?
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Blackjack
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Post by Blackjack »

Name: Alexander Powers
Allegiance: Sector Seven

Biography/History:
Alexander Powers is a member of the mysterious organization known as Sector Seven. Powers rose through the ranks of the government organization, specifically the division assigned to the task of hunting down alleged ‘mythical creatures’. While it’s more of a formality meant to investigate what is most likely to be paranormal or extraterrestrial sightings, Powers took the larger funding and manpower that the other divisions of Sector Seven has as a personal challenge, and makes up for lack of anything to do by being generally overzealous and slightly paranoid in his job. Powers has, somehow, wormed his way up through the ranks to occupy what is equivalent to Simmons’ position, except that Simmons has executive order over the entire organization. Seeing this as another slight, Powers has driven some sort of a professional rift between himself and the blissfully ignorant Simmons, dubbing his division ‘Sector 7.5’ at times. Powers is overzealous and is liable to hunt down anyone who has the slightest chance of having something to do with his sphere of influence. If Powers’ division isn’t responsible for keeping track of a CLASSIFIED (see Operation: Sleeping Beauty for more details) in Japan, his division might have been shut down or put under new management. As it is, no one wants the job Powers occupies.

Physical Abilities: Powers is a trained agent, and a well-versed marksman. He is knowledgeable in all sorts of mythical legends and animal creatures, as well as privy to most of Sector Seven’s secrets due to being a high-ranking officer.

Weakness: Powers’ pride and imagined rivalry makes him extremely susceptible to arguing with Simmons or other higher-ups of Sector Seven. He’s also not much of a physical fighter, having avoiding training regiments as much as he can.
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Warcry
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Post by Warcry »

Yep, the rest of them are named after Minicons. It wasn't really intentional to start with...they were just the best, easiest source of obscure TF names available so I decided to go with it.
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Blackjack
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Post by Blackjack »

I don't see a Makeshift in there. I like Makeshift (98.5% of that reasoning is because I own his toy). He's actually coloured purple like a Vehicon. :(
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Warcry
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Post by Warcry »

I considered naming one of them Makeshift, but after TF:Prime Makeshift is a person to me now, even if he's an obscure one.
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Jetstream (Custom)

Post by Selkadoom »

Decides to make an official profile since it seems like a fun thing to do.

Name: Jetstream
Faction: Decepticon
Alt Mode: Mitsubishi F2A Fighter Jet
Motto: "He who is strongest is right"

Stats
Strength: 8
Intelligence:6
Speed:7.5
Endurance:8
Rank: 5.5
Skill: 9

Bio: Jetstream is a Warrior through and through. His persona may come off as one who is aloof or perhaps enjoys only tauntong and teasing others, but he is a very skilled fighter. A former student of Yoketron, Jetstream actually looks upon his master with mixed feelings. He respects the bot for taking the young bot from Tesarus in and training him. But he also considers him a damn fool for not sharing his ideology. Jetstream firmly believes in a version of might makes right, in which whoever is the strongest, their ideas and beliefs are the correct ones, even if personally Jetstream disagrees. This was how he found himself drawn into the fold of Megatrons Decepticons. He had encountered Future leader of the cons during his Gladiator days and had challenged him to a fight on the street. The fight was close but ended when Megatron tore Jetstreams original right arm off. Now Jetstream honestly holds no illwill over this and infact took advantage of the amputation to replace his right arm and shoulder with an upgraded stronger version made with prototype pneumatic fiber tech, designed to emulate organic muscle structure. Its black color and different appearance against his white and tan frame is very shocking. Jetstream's relationship with Yoketron is a difficult one to describe, as while he is grateful for his training, he also thinks that he's a blind idiot who squandered his potential. Jetstream was once a very promising candidate for entry into the Knights of Cybertron, but because of his refusal to break his stubborness or change his outlook on the world that Yoketron stepped in and had him made a templar instead. This nearly broke Jetstream as he had his dream denied to him ny the own who helped offer it. This made Jetstream rather bitter as a whole and he now detests both Knights and Templars as reminders of his 'betrayal' by his former master. He also views Terabolt as everything that he could have been that was wrongly denied to him and thus hates her with a Hellish Fury.

Jetstream is a patient combattant, his primary approach being to counterstrike his opponents. He favors this method as he also tries to taunt and enrage his foes to make them clumsy careless and very easy to take advantage of. Aside from standard jet armaments on his frame he prefers to use the blade he claimed when he left Yoketrons tutelage, a blade dating back a milennia before, its design a one edged katana-esque design that was made with out a natural energon network in it, which he has now introduced into the blade to increase its power. This has given the blade a red color to it and makes energy dance along it. He also installed a slider to control how much energon flows through the blade, as he found that if he kept it at 100% for too long the blade might shatter. He also found that at 100% his blade will start to cut through a standard energon weapon, slowly but surely it will eat through. But due to rhe inherrant risks he keeps it at 80% unless needed. He also started to favor a technique he created which was a variation of a Metallikato quickdraw move in which he created a sheath for his blade with small explosives in it to fire the sword out so rhe handle would reach his hand for an insanely fast slash

Now that the opening Salvo of the war has been fired Jetstream fonds himself conflicted internally knowing that Tesarus was laid low early by the forces he now fights with, yet he also knows Megatron is probably the single strongest bot on planet and thus he has the true cause. But only time will tell if another bot could beat him, and maybe change the bots mind.

Strengths: Jetstream is an excellent swordsman, his tutelage under Yoketron honing him into a potential killing machine in combat. His modified arm and sheath also add to this potential as his explosive quickdraw technique is ludicrously quick and if ines never encountered it before will be certainly caught off guard. It helps that he has thus far kept this move a secret. His altmode also graces him with sone ranged capabilities, though he will rarely if ever use them.

Weaknesses: Jetstream for all his skill is an arrogant one. And although be is an excellent fighter, he's not the smartest, nor is his style favoring of being all out aggressive, relying more on a mix of defense and making his enemies sloppy through taunts and insults.
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Nightbeat

Post by Heinrad »

Name: Nightbeat
Allegiance: Autobot
Function: Detective

Strength:5
Intelligence:8
Speed:7
Endurance:6
Rank:7
Courage:9
Firepower:7
Skill:9

Profile:

PROFILE: Nightbeat is a tough, no-nonsense type who is not afraid to break the rules to get what he wants. And usually what he wants is the solution to some complicated mystery.. and he'll go anywhere to get it. He feels as comfortable driving down a dark alley as he does cruising along a six-lane superhighway. He has an intuition for finding the truth that defies all known theories of programming. His superiors, in trying to account for Nightbeat's remarkable talent, have suspected that the circuitry in the Digital Detective's logic center may have been wired in a way contrary to accepted engineering procedures. But why Nightbeat thinks the way he does remains a mystery. He generally prefers to work alone, as most partners don't understand his methods and his reasoning, and often wind up hindering his investigations more than helping them.

Nightbeat is a reluctant soldier, drafted into the Autobot military when War broke out, as the police forces were mobilized to supplement the Autobot army. He'd much rather be investigating a crime than fighting a war.


ABILITIES: Nightbeat carries two photon pistols(hood mounted in vehicle mode) and a high-powered plasma blaster with infra-red sight, as well as a broken cyclone cannon that he's trying to fix. He also has enhanced audio and video sensors that aid in his investigatory work. From five miles away, he can hear a screw fall and count the threads on it. In car mode he can travel at speeds of up to 620 miles per hour and has a range of 1500 miles.

WEAKNESSES: Nightbeat's overconfidence in his abilities typically persuades him that he can handle almost any situation by himself. Given his preference for working alone, he often suffers damage that a more team-oriented Autobot might avoid.
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