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Rockman X: And Eternity; Something is waking up beneath the wreckage...
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Topic Started: Nov 20 2013, 03:02 AM (2,647 Views)
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Zubenel
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Nov 20 2013, 03:02 AM
Post #1
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- Posts:
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- Mar 14, 2013
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[style=font-weight: bold; font-family: georgia; font-size: 2em; -webkit-text-stroke: 1px black; color: white; text-shadow: 3px 3px 0 #000, -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;]Fallout and Cop-out[/style]
The aftermath of the Repliforce War left many problems for those remaining to clean up. Some who weren't perhaps the most glamorous of heroes or immediately recognizable. Common, everyday men and women, human and machine.
The unfortunate sacrifice and misunderstanding that started it all was left unresolved in the end. Those who had been a part of the Repliforce were on probation, given tasks that were monitored by Hunter HQ. Even now their allegiances are considered suspect, creating a scapegoat race of reploids without any true freedoms.
The wreckage of the Sky Lagoon, New Perth, and later the reploid base of Europa Station were found in the deserts of the west along with countless resources that could still be plundered by both the Maverick Hunters and other organizations. Humans, reploids, cyborgs and androids all living in communities built up around these technological junkyards, all working together to take part in the joy of discovery, but perhaps missing the true tragedy of their advent...
[style=font-weight: bold; font-family: georgia; font-size: 2em; -webkit-text-stroke: 1px black; color: white; text-shadow: 3px 3px 0 #000, -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;]Frontier Life[/style]
The ironically named center of 'Last Chance' was one of these. A Maverick Hunter outpost surrounded by a community of junk runners, inventors, artificers and those willing to take advantage of the wallets of those headed for the wrecks, as well as their prospects. Too small for much tourism, it still hosts a slew of small businesses, suitable for both organic and mechanical life. Little greenery exists here in the rocky canyons, and more often than not a dust storm sweeps by during long excursions.
The base itself is outfitted for training, one of it's primary functions as the derelict ruins offer the opportunity at search and rescue training as well as other survival skills. These are the first responders, the stealthy, and the die-hards. They are also often those who couldn't make it in general society. Hotheads, eccentrics, the highly unpopular and the slightly off-balance all make their voices known.
But the chain of command is strong, respect is earned and given. There is a surprisingly strong work ethic here at the edge of civilization. Even those left over from disbanded Repliforce units can find a home here. And those with little chances elsewhere. Perhaps it isn't the loyalty to any given faction, but the camaraderie between the inhabitants of Last Chance's sole Hunter presence.
[style=font-weight: bold; font-family: georgia; font-size: 2em; -webkit-text-stroke: 1px black; color: white; text-shadow: 3px 3px 0 #000, -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;]Here comes the mystery...[/style]
However there is something below the wreckage of Europa's fractured left wing. Something that was there even before the fallout... Something that someone had taken time and effort to keep hidden there...
Only after the entrance to what appears to be an abandoned shelter is found do things start getting a little strange in Last Chance. Brewing antagonism between factions rises, strange maverick sightings, and a new commander at the base could signal the beginning of another dangerous turn in history.
Zero and X can't come play the hero. This is just a remote base in the middle of nowhere. In fact... it's doesn't even have a full write up in the database. But a familiar face is hiding beneath the wreckage. One that views Last Chance as a good start for their plans to work their to the top and bring down one last rival...
[style=font-weight: bold; font-family: georgia; font-size: 2em; -webkit-text-stroke: 1px black; color: white; text-shadow: 3px 3px 0 #000, -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;]Playable Races[/style]
Humans - probably not your most sturdy, usually humans stay behind their walls and let the reploids take care of anything dangerous they don't feel like messing with, including other reploids. But some take their chances, and others work to help create better opportunities for both, refusing to view their technical progeny as second class creations like many have.
Humanoid - This universe's equivalent of a cyborg. It is simply a term to describe a human with mechanical parts in some form or another. Usually from traumatic injury, though sometimes a human can desire to augment their own body to this degree. Most are viewed with stigma, feared by humans for the lengths they've gone to bypass nature. Even reploids tend to avoid these types, leaving them as loners, only able to fully integrate with others of their kind.
Android - not quite on the same terms as a reploid, these life forms were created not based on the data for X, but a split in the field of robotics. Only one company has succeeded in creating these more realistic models that unless properly scanned can pass for a human quite easily. That is until met on the field of battle. They lack the durability of a reploid but have the increased perceptions and processing speed of their mechanical brethren.
Reploid - They appear either male or female. They usually have a human face (and sometimes, hair), as well as bulging armor around the forelimbs and upper body. However, many are built to actually resemble robotic animals with humanoid traits. For our purposes, human type reploids are refereed to when using this name. As machines, Reploids do not age, although they still require rest and maintenance to remain functional. They are capable of many of the same mundane activities of a human's day to day life, though they aren't required. Energy supplementation is necessary for continued functioning however some more creative reploids have found ways to do this in perhaps a more indulgent way, via facsimile foods.
Mutos Reploid - These are based on animals and mythological creatures. They stand out for their completely mechanical appearance, and they usually possess skills and weapons not available to ordinary Reploids. The appearance and abilities of each Mutos Reploid are generally related to the tasks they are created for, allowing for an unlimited variety of Mutos Reploids. On a mental level, Mutos Reploids are as human-like as their regular counterparts; each Mutos Reploid has a unique personality and way of thinking, which can be affected by their personal experiences. Sometimes the more particular nuances and instinctual habits of their donor creature are incorporated into their personalities.
[style=font-weight: bold; font-family: georgia; font-size: 2em; -webkit-text-stroke: 1px black; color: white; text-shadow: 3px 3px 0 #000, -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;]Additional Races[/style]
Pseudoroid - These rare prototype Reploids incorporate both Mutos and human characteristics, able to take on a transformation between the two if enough energy is harnessed prior. Due to how glitchy and cumbersome such reploids are, the funding for R&D toward these types is limited. Drawbacks include a weaker human form and a chance to be stuck in one form longer than desired, often taking an hour or two before able to change back.
Mechanoloid - Physically they carry no anthropomorphic characteristics, instead being housings for weapons or tools within their large machine bodies. They have a rather cool and shrewd intellect and seem only capable of rudimentary emotions that even they suppress in favor of acting with unrestricted logic.
DNA Souls - Not exactly a race per-say but the ghosts of passed reploids or the beginning AIs of freshly created machine life. They lack a clear definition at this time but have been able to be captured and identified. It is currently illegal to modify or steal the DNA soul of a living reploid, though that doesn't stop some. Currently some experimental types have been under development by the researchers at Last Chance's Hunter Base.
Currently two types exist in Styx, DNA-elves and DNA-metals.
DNA-elves are extremely primitive Cyber-elves in a sense. They can assist, act somewhat independently of their companion as well as gather data perform field analyses. They however require an allotment of energy crystals in order to function and are somewhat limited in combat. Currently Styx has one operational elf acting as a spotter for training missions. The Independent Research And Experimentation Elf is also known as Irae.
DNA-Metals are, like cyber-elves, primitive versions of bio-metals. Rather glitchy, they may or may not properly manifest an armor set and weapons for their chosen host. It depends on compatibility as well as how advanced the Metal is. (Ask if you're interested in having one).
[style=font-weight: bold; font-family: georgia; font-size: 2em; -webkit-text-stroke: 1px black; color: white; text-shadow: 3px 3px 0 #000, -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;]Hunter Base, Styx[/style]
Though lacking the full complement necessary to run a truly efficient base, Styx manages well enough on it's own. It's well stocked, fortified as well as within a convenient distance of two salvage sites and the settlement of Last Chance itself. It seems the primary issue is the fact it's inhabitants, if unable to amuse themselves with their work are often bored to the point of tears. Styx Base Base NPCs
Base Commander - Vacant Acting Command Officer - Wolff Chief Medical Officer - Gene Replete Energy Forge - Seele Field Medic/Orderly - Einhorn Covert Ops Trainer - Red Fisher Grunt - Drachen Brigandy
[style=font-weight: bold; font-family: georgia; font-size: 2em; -webkit-text-stroke: 1px black; color: white; text-shadow: 3px 3px 0 #000, -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;]Last Chance Settlement[/style]
The settlement has most of what any ruin spelunker would need to be happy, as well as it's host of personalities to clash in the mix. Whether or not it's for preserving history or selling it wholesale, there's a niche for any frontier type here.
Last Chance Settlement Last Chance NPCs
Lost and Found Bar Owner - Jigsaw Jackyl Dressed to Kill Custom Armor Shop - Regen Blend Dunebuggy Rentals - Wingnut Steamplant Operator - Flashfire Monohawk Guns n' Bait Owner - Aster Maps and Surveying Office - Tinker and Spark Crash
[style=font-weight: bold; font-family: georgia; font-size: 2em; -webkit-text-stroke: 1px black; color: white; text-shadow: 3px 3px 0 #000, -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;]Roster[/style]
1. Gear Arclight - Xion 2. Hailfire Hydra - Bio 3. Zweiton - Bio 4. Azhrarn - Kayurin
[style=font-weight: bold; font-family: georgia; font-size: 2em; -webkit-text-stroke: 1px black; color: white; text-shadow: 3px 3px 0 #000, -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;]Currently on Hold[/style] 1. Chaos Chimera - Santa 2. Chrome Buckler - Digi
[style=font-weight: bold; font-family: georgia; font-size: 2em; -webkit-text-stroke: 1px black; color: white; text-shadow: 3px 3px 0 #000, -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;]NPC Roster[/style]
1. Wolff - Zubenel 2. Gene Replete - Zubenel 3. Einhorn - Zubenel 4. Red Fisher - Zubenel 5. Regen Blend - Zubenel 6. Drachen Brigandy - Zubenel 7. Seele - Xion 8.
[style=font-weight: bold; font-family: georgia; font-size: 2em; -webkit-text-stroke: 1px black; color: white; text-shadow: 3px 3px 0 #000, -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;]Antagonist Roster[/style]
1. Unknown Lead 2. Unknown Lead 3. Unknown Henchman 4. Unknown Henchman 5. Unknown Henchman 6. Unknown Henchman 7. Unknown Maverick 8. Fawn Petalhoof - Zubenel 9. Lunar Phantomoth - Zubenel 10. Deepsea Anguillord - Zubenel
If an NPC is not listed, they will simply be played as needed.
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[b]Name:[/b] (Not all reploids have a surname, this is normal. Mutos -always- have two-part names) [b]Age:[/b] (Not required as reploids vary greatly depending on when they were created) [b]Gender:[/b] (despite being mechanical, gender does help individualize reploids) [b]Race:[/b] (Everything under playable races, unless I'm asked otherwise) [b]Appearance:[/b] (Remeber, armor isn't permanently attached, though it is very personal and should be unique) [b]Personality:[/b] (How you are at the start, mostly. Keep in mind this isn't static, and may very well be changed by the game.) [b]Miscellaneous:[/b] (if your character has any possessions you may list them here.) [b]Weapon(s):[/b] (What does your character normally fight with? Energy Melee weapons are somewhat OP in this universe, as in they can stand up to ranged but aren't necessarily more powerful) [b]Fighting style:[/b] (Disciplined militant? Street brawler? Martial arts or even more of a magic user?) [b]Occupation:[/b] (Most will be new recruits, though you can have held a role prior to arriving (transferred from another base) or already be in place (please discuss first).)
[b]Strengths and Weaknesses:[/b] (Can be anything from cooks well to can't read a straight line without help. Just because Reploids are made sturdier than humans, it doesn't mean they don't all have inherent flaws. Combat strengths and weaknesses would also go here)
Optional: [b]DNA-Metal:[/b] (Metals are usually designated by two letters. ie., Nightmare Nidhoggr would be DNA-Metal NN.) [b]Personality:[/b] (Maternal? Egotistical? Do they plan carefully or simply want to rush? As Metals grow, like elves do, they gain maturity. They are very childlike at the beginning of their development.) [b]Equipped Form:[/b] (How does it manifest? Armor and weapons are both inherent parts of a Metal's power, though it may grow in time.)
Edited by Zubenel, Aug 15 2014, 11:20 PM.
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Xion Asuka
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Nov 20 2013, 05:57 AM
Post #2
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Wanna be a pest? Then die like the rest.
- Posts:
- 876
- Group:
- Members
- Member
- #7
- Joined:
- Jul 21, 2012
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It's that time again. Time for
WORK. IN. PROGRESS!!!
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PLAYER CHARACTERS
Gear Arclight Name: Gear Arclight
Age: Physically 22, literally 7
Gender: Male
Race: Reploid
Appearance: Gear stands at 5'7, hair colored red with a design that hangs down around the front-sides of his head with the rest of his hair spiking outward toward the back, while his eyes are green. He has a scar on his right-cheek from his recreational activities prior to joining the military. When equipping his armor, Gear usually wears an off-white bodysuit before being outfitted with grey armor parts styled like the average reploid. His armor is slightly modified, however, possessing low-power thrusters behind his feet, arm armor, and shoulders for additional propulsion in combat against foes. He considers them a bit of a defining trait, as even a seemingly normal-looking reploid like him can catch well-armed foes off-guard.
Personality: Though rough-edged and a little reckless, he is a spirited youth of a reploid. Despite his fighting style and past dealings, he's far from the usual 'asshole' everyone expects him to be. More often than not, he'll be one of the few people to walk up to someone and ask what's wrong if they're looking down, and if he can't directly assist, will try to BS up a motivational to give them a positive outlook. He possesses a fondness for battle, and his approach to it gives others the impression of him being a 'battle-loving meathead', a nickname he nevertheless wears with prideful amusement. He does possess some negative qualities, however, such as being cocky and even just a bit arrogant... Traits more often viewed in the face of the enemy rather than allies.
Miscellaneous: Various trinkets and objects gained from foes defeated in the past.
Weapon(s): S-Knuckles, short for Stun-Knuckles. They are akin to brass knuckles with electric pulse emitters located within the weapons. Each strike releases a jolt that can shock foes, with repeated strikes adding up to weakening them faster than normal strikes would. These are mounted on his arm armor, and fold over his hands in use.
Fighting style: More or less a street brawler style. He will aim to tackle and take-down foes by any means necessary before punching away at a downed foe with his S-Knuckles. The quicker a battle can be decided, the better. He also is not afraid of using whatever isn't bolted down to strike a foe with.
Occupation: An ex-street fighter-turned-new recruit, primarily. Getting into a scuffle with an authority figure, and subsequentially being beaten soundly, led the kicker of his ass to offering him a chance to turn his ways around and discipline himself better. Had he known what he was in for, he would have probably stuck to what he did best.
Strengths and Weaknesses: Gears' strengths would likely lie in creative thinking and fast action, though this can also turn out to be a weakness. In addition, he possesses a supportive will to drive on even when times are looking down, both for himself and others. As mentioned in strengths, a possible weakness can be his fast action, as this makes him prone to act without fully thinking things through. In addition, he is unable to multitask properly due to a rather simple mind-set, so if numerous foes engage him or if he is bogged down with too many tasks, he can act sluggish in overcoming obstacles.
DNA-Metal: DNA-Metal NN (Nightmare Nidhoggr)
Personality: He starts off simple and childlike, perhaps more than normal. Unable to vocalize full sentences, he speaks the minimum words needed to state his intentions. This is not by choice, but by his limited recreational intelligence. Combat-wise is where his activity shines... While he retains his speech patterns, he is more easily-able to cut loose and exercise. He dislikes feeling pain and discomfort, and tends to hiss like a snake when he incurs it. Due to being equipped with Gear, some of NN's minor aspects tend to manifest through him. Where his growth will take him depends on how far Gear is willing to carry him.
Equipped Form: A black-and-gray armor frame at the base. Gears own body appears to be overwritten slightly. Working from the ground up, his normal legs now sprout claw-like toes along with a single spike jutting from each kneeguard. His torso is rather ornate, the upper torso armor possessing three small spikes that point down while the lower torso/pelvic armor possesses two small spikes pointing upward, mimicking teeth. This is further emphasized as part of the chest armor narrows slightly as it juts out, akin to a snout.
The head armor shows the greatest change, being present when Gear himself has no helmet. The head is designed with the forehead armor jutting out into a spike and sweeping back to form a horn with a green tip. Two more, also with green tips, sweep back and up slightly along the sides of his head for a total of three. His shoulder armor possesses a pair of green circles in the middle of black, diamond-shaped armor. Finally, his arms look more or less normal, sans the oversized shield-like units he carries. Named 'Grabacr' and 'Ofnir', they possesses a similar diamond-like shape as his shoulders, but house more offensive purposes: Just infront of the points where his hands hold the shields, a series of five gun barrels are able to fire slightly-weak energy blasts at distant foes, one of his only midrange attacks. The front of the shields themselves can shoot out slightly, akin to piledrivers, but can also seperate at this point to form huge claws (upon doing so, his hands become locked in the shields so he can guide the fingers easier).
As far as unique aspects of the armor are concerned, the armor is geared toward intimidation purposes, great offensive capability (more focused on close-combat, with mid-range following behind), and stealth/movement functions. Though due to Gear's newbie status and the armors' experimental nature, some of its aspects are lacking. Its weaknesses lie in low defensive capability and inability to engage long-distance foes.
Seele Name: Seele
Age: 26
Gender: Male
Race: Humanoid
Appearance: A man of a height of 5'10, he finds himself hanging around the size of the average male. His eyes are hazel in color, while his hair is black, noted for being rather long as it hangs down around his head (The front hangs down as far as his chin), and far down his back (As least as far down as to the base of his lower back), but never beyond. Having been chided for his hair a few times, however, he has since tied the back of his hair into a ponytail to keep it somewhat manageable. He appears primarily humanoid, but he has recieved mechanical part support, notably in his arm and leg muscles (the latter due to a past injury), as well as around his eyes. Though ostracized by other humans for his choice, he is nevertheless comfortable with his choice and makes no effort to change the opinions of others on his choice, as it isn't his place to make them change.
Personality: Friendly and good-natured, calm and kindhearted almost to a fault. Despite his skills with the sword, he hasn't lost sight of the human qualities that should make the most of anyone. Difficult to anger even in the face of foes, he maintains a pleased demeanor under pressure. Part of this is due to the anticipation for combat, as life on the base is usually boring for him, mostly spent cooped up in the Energy Forge. Though he doesn't have an aversion to killing a foe, he saves it only for those who he deems are 'beyond hope of redemption', and yet even against them he will not look at them with scorn or hate. If, for whatever reason, someone discovers the way to anger him and attempts to, it is almost assured that they will not exist long enough to talk about it. It is usually that same person who will see the coldest eyes imaginable as their final image.
Miscellaneous:
Weapon(s): A simple, solid katana aptly referred to as 'Nameless Katana'... Or was, anyway. During one investigation mission looking into a local disturbance, he came across a DNA-Soul causing trouble such as harassing wandering travelers and even going as far as to damage the area. Attempting to pacify it with the sword, Seele instead unknowingly gave it a vessel to inhabit when the sword absorbed it. Originally intending to infect and possess Seele, his status as a human prevented it from being able to corrupt him... And so instead, it settled for residing in the weapon so Seeles' foes would become his own. With a thirst for energy and a penchant for combat, the DNA-Soul in the sword entrusted itself to Seeles' ownership, in the anticipation of conflict to come. From this point on, he comes to call the sword 'Nekuroki', though for what reason is unknown... Possibly to show something inhabits it now.
Fighting style: Disciplined swordsmanship, with a focus on iaijutsu. Seemingly slow, he never makes a strike without first analyzing a foes build and discerning the best place to make an attack. Due to his mostly human body, he makes it a point not to recieve too many direct attacks, as he lacks the staying power of even average reploids. Instead, he has been known to counter or even redirect many of a foes attacks in some cases, an adaptation of his inability to take certain attacks.
Occupation: Seele looks over the Energy Forge, a storehouse housing energy reserves for various purposes such as the creation of energy weapons. Intent on deterring anyone from taking unnecessarily, he makes sure all checks and requests for it go through him first, though his actual focus is less on watching the reserves and more on 'forging' the energy weapons themselves. Often times he is found within, meditating to intake residual energy to fuel both himself and the sword he carries. This relationship allows him to detect shifts in the air of the Energy Forge when suspicious activity occurs, such as the taking of its contents without his acknowledgement.
Strengths and Weaknesses: Fast reaction times, heightened perception, and improved muscle reflex are one of many strengths, though all were artificially augmented. These traits are the most notable ones that affect his swordplay, giving him the movement speed needed to execute his attacks fast enough for foes to miss when they blink. More natural strengths include his kindhearted nature, unwilling to turn his weapon on those undeserving or even anyone, ally or enemy, to die. Depending on who this is aimed towards, this can also be seen as a weakness.
Speaking of, his weaknesses can be found in misjudgement of character, where first thoughts and impressions of a foe by glance-analysis turn out to be the opposite of what he anticipated. He can also tire easily, as the enhancements to his body also accelerate his metabolism, requiring him to take in more energy (food or otherwise) than normal to fight as long as others. Finally, he is extremely inept with any other weapon but his own sword, though whether this is by his own capability or something inflicted by the sword is unknown. Nevertheless, he can fight with only one weapon, leaving him disadvantaged versus those with numerous attack capabilities.
Elijah Name: Elijah Bannings
Age: 19
Gender: Male
Race: Human
Appearance:
Personality: (How you are at the start, mostly. Keep in mind this isn't static, and may very well be changed by the game.)
Miscellaneous: (if your character has any possessions you may list them here.)
Weapon(s): Trial Production Buster Rifle (Modified Infantry-use Rifle with Buster technologies), various military-grade munitions
Fighting style: Ranged/Supportive Combat
Occupation: (Most will be new recruits, though you can have held a role prior to arriving (transferred from another base) or already be in place (please discuss first).)
Strengths and Weaknesses: (Can be anything from cooks well to can't read a straight line without help. Just because Reploids are made sturdier than humans, it doesn't mean they don't all have inherent flaws. Combat strengths and weaknesses would also go here)
===
NON-PLAYER CHARACTERS (Allied)
Drachen Brigandy Name: Drachen Brigandy Age: 20 Gender: Male Race: Reploid Appearance: A dark complexion and jet black hair, along with dark navy and purple armor, Drachen seems somewhat swarthy and mysterious, though his personality is anything but. He normally wears his armor most of the time, finding it takes more effort than he's willing to expend to do upkeep on his gear, or put it back on. Unless he's sleeping, expect to see him in a rather sturdy looking set of hunter units. His right arm houses most of his weaponry, brought out when necessary, though sometimes he's used his buster canon for more mundane purposes, like shooting a can of peaches off the top shelf of the mess hall pantry. Personality: Lazy but creative about it, Drachen is known for doing the bare minimum in style. He might be the most frustrating recruit Wolff has ever encountered, if Wolff himself wasn't also overcome with lastitude. Drachen finds a reason to smile most of the day, enjoying his seemingly endless vacation in Last Chance. He's been known to team up with the other resident trouble-maker Hailfire and join her in Ride Armor excursions through the Lagoon Debris fields. He knows how to have fun and enjoy life, taking responsibility for his duties when reminded enough, and then doing his best to get whatever angry superior he has to calm down.
He is a classic case of why young men have been sent into military service for centuries. A delinquent case needing discipline and a proper work ethic, his antics can't help but charm those who should be cross with him. He can manage to find a way to lighten any mood, always ready with a good anecdote, even if it's self depreciating. Miscellaneous: Copies of satyrical periodicals, a collection of old human science fiction shows on his threedy (personal entertainment tablet). He might also be the provider of the base's karaoke machine... Weapon(s): His customized Wither Canon was formerly a stock issue buster arm. It has the effect of causing mass degradation to susceptible metals, forcing things to rust from the inside out, busting capacitors, and rendering parts useless after a minute. Brittle metal joints and circuitry then become easy enough to shatter with his pin-point bullet shards, a combined energy and ammunition attack, allowing a delay in the explosion of the bullet for once it hits a more vital spot. Fighting style: A bit showy, Drachen likes to perform trick shots that don't always succeed, but when they do it can be an amazing feat of showmanship. However he isn't doing this for the attention as much as he's trying to keep the battle from being too much of a drag, that and he finds it easier to keep cool if he isn't taking himself too seriously. Occupation: Grunt. Drachen was formerly a security guard for a weapons depot in Last Chance but ended up selling a few of the wares in order to buy a novelty trinket at the shop next door as a joke to play on his colleague. It didn't go over well and he ended up brought to the Hunter Base for Wolff to discipline. After a few months in the brig with outings for community service, Drachen seemed rehabilitated. He was allowed to integrate into the base, only to end up slacking on his armory duty. Since then he's manned the security post and is not allowed to have a swivel chair after breaking the last one.
Strengths and Weaknesses: Drachen is often too busy trying to have fun that he isn't as careful as he could be. This leaves some pretty glaring vulnerabilities, and chances for foes to take cheap shots on him. He does have a bit of extra durability due to his armor typing though.
He's easy to get along with, and hard to stay mad at. Drachen will always be willing to make a new friend and show them the ropes, though he may also try to introduce as many shortcuts as he can for even the most mundane tasks. After all, what else were you expecting?
Named Attacks:
Desague - A charged ball of energy from the wither canon that slows and begins to atrophy a foe's target limb. At the least it makes the limb more difficult to use until repaired.
Violar - A follow-up attack against a weakened joint, dealing extreme amounts of damage if the target is already affected by Desague Bala. If not it's a charged shot dealing 1.5x more damage than normal.
Metralla - A quick succession of multi-shots, shooting charges of three buster bullets at a time for up to three shots.
Locura Tiro - Altering the effects of his wither unit, Drachen changes his shot to a non-damaging burst, that instead of withering the parts affected, instead begins to corrupt the target's mind, causing gradual derrangement of a temporary duration.
===
NON-PLAYER CHARACTERS (Enemy)
Gestalt Protemperor Name: Gestalt Protemperor Age: Unknown Gender: Decidedly Male Race: Mechaniloid Appearance: A truly frightening abomination of a machine, Gestalt's height is variable, but tends to never be less than 9' tall. Although he appears to have the beginning of a normal reploid body, any further evidence of this has long since been dashed by the entirety of his form. His head is monstrous in design, appearing more like a full-head visor than anything with a moving jaw to catch and even crush others who get too close. His left arm is equipped with a fully-functional laser cannon with variable energy outputs and controls to respond to many situations as they arise, while his left is armed with a sophisticated launcher system to unleash devastating payloads of various missiles and bombs. Finally, his lower torso... Seemingly left unfinished, his lower torso is nothing but a writhing mass of cables that help him slither across the ground or attach to structures to support himself. He is equally adept at using these to restrain and otherwise shock foes into submission. Personality: Gestalt seemingly has no personality to speak of. An obedient machine, he recieves his orders from those in command, and executes them with ruthless efficiency. When not ordered out into the field, he lies in wait back at home base to act as a guardian, where he exists in standby mode. His speech is also noticable machine-like, making anyone wonder if he is little more than a mindless-yet-obedient weapon of mass destruction. Miscellaneous: Nothing Weapon(s):
- G-Cannon: Short for Gestalt Cannon, it is the weapon that exists as his left arm. Primarily it fires straight beams of energy, but possesses numerous firing styles such as Stream (Continued fire, sweepable), Rapid (Weaker, but quick bursts like a machinegun), Diffuse (Shotgun-like blast), Rain (Upward blast that rains down in a limited area), and Sword (Reconfigures energy use and combines with the G-Crushers' aspects to hold a sustained beam of energy like a massive blade).
- G-Bomber: Short for Gestalt Bomber, the weapon that exists as his right arm. An extensive launcher system, its normal function fires RPG-like rounds. Alternative armaments include napalm (Warheads that explode with fiery results), Nitrogen (Icy warheads that employ a fast-freezing agent), Cluster (Fires a single warhead that breaks into many, smaller ones), Chaff (Non-lethal warheads that interfere with the sensors of any mechanical unit), Smoke (Same as Chaff, but aimed also to obscure humans as well) and finally Flare (Another non-lethal round, employs a blinding glare to disorient surrounding foes).
- G-Crusher: Short for Gestalt Crusher, this is considered Gestalt Protemperor's defining weapon... And is actually his head. His real capabilities lies in being able to control gravity, able to make complex calculations in his head quickly enough to project when/where he needs it to be altered, and how. Unlike his other weapons, there are no limits to how he can use it. He can fire concentrated bursts of gravitational force from his head, or he can generate repulsing fields around himself and allies, as two of many possible uses. This ability is also the main reason he is able to fight at full power even when allies are nearby: Able to project a similar defensive field around them, his attacks are quickly redirected around them and sent into another direction, or else they are shielded from the effects of his weapons, resulting in no loss of allied forces.
- Tendrils: Not a weapon, per se, but he uses them as such at times. With his ability to manipulate his lower half, he can use the cables to ensnare and pull foes apart, or else shock them to the point of defeat. He is also not above slamming them around or using them as a shield to defend himself from other enemy attacks.
Fighting style: Overwhelm and destroy. With his programming, he is able to accomodate for, and engage, many foes at once. Able to cycle through quick analysis to deem which ones are the best to focus on, he can either pick off targets one by one or annihilate them wholesale in one burst. Attempting to overpower him has ended poorly for those attempting, either scrapped or vaporized to the point where salvage is impossible. Playing safe against him, however, is no better as he seems to be capable of seeking out those who attempt to tread carefully. This all adds up to a foe who is near-impossible to take down solo. Occupation: Strategic weapon of mass destruction. Really, does anything more need to be said? Strengths and Weaknesses:
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Zubenel
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Nov 20 2013, 09:51 PM
Post #3
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- Posts:
- 630
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- Mar 14, 2013
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Since all of my characters will basically be npcs for this... I'll just try to neatly stick them in here so they don't take up too much space. Currently WIPs.
Gene Replete Name: Gene Replete Age: 24 Gender: Female Race: Reploid Appearance: A woman of tanned complexion, her hair a lighter hue of soft blue, she makes a striking picture and knows it. Her usual attire is light, and not built for combat as most of her time is spent indoors, working in either the infirmary or in R&D. Often she dons a lab-coat though underneath is a sign of her still questionable loyalties; mixed fragments of her old Repliforce uniform. A fitted top leotard, long dark colored leggings fitted into the larger boots common to reploids. She favors a more cranberry red, white and gold for her colors and keeps her hair long and loose, hitting her mid-back. Personality: She doesn't seem to care much that others have formed opinions of her due to her former affiliation. It's nothing she can change, and like most things unable to be affected by her power, they're of little use to her. She would rather spend her time trying to dig deeper into the mysteries of the universe, to the point of crossing taboo subjects. Her helpful attitude has an ulterior motive, though there's not harm intended. She enjoys the pursuit of knowledge, to the point of recruiting those around her as resources for her data and experiments. Often without even realizing it she'll start working on a new weapon design or program to benefit someone else on base. She can be rather impersonal, a bit invasive in her conversations and it has been known to leave other people uncomfortable. It's not intentional, she's sometimes too focused to be aware of the effects of her words. Miscellaneous: A patch with the Repliforce insignia she proudly wears on her uniform. She also carries around various tools in a shoulder bag for outings. Her DNA-Elf I.R.A.E. accompanies her whenever she leaves the lab, along with a few unseen but following remote bots for assistance. Weapon(s): Gene is a noncombatant, though she can assist in missions through the use of her remote drones, playfully named after nursery rhymes. Hickory - A lock-picking password testing drone that is used for gaining access into restricted areas of the surrounding salvage sites. Dickory - Using a small amount of Gene's living metal compound, this drone can produce any necessary tool if given the right schematic. Dock - The smallest but most battle capable drone, Dock is around the size of a seedless watermelon and capable of emitting pulses to disable some, but not all attacking mechanoloids. Element: Darkness Fighting style: As a noncombatant, Gene relies on others to protect her during battle and usually avoids missions with high danger levels, content to send out her drones and I.R.A.E. for data collection. Occupation: Scientist with a medical background. Gene runs the infirmary though with little eventful happenings she spends most of her time in R&D, working on her DNA-Souls projects. Strengths and Weaknesses: Gene is more durable than a human in battle, but not by much. She can however handle herself at close range with martial arts. However she can be easily overwhelmed. Her strength lies in her intellect and ability to process streamed battle data quickly, picking up on possible traps in the area or advantages to be taken. She can directly interface with her lab, allowing a greater degree of processing power, though she gets drained at an exponential rate and can endanger herself if no one keeps an eye on her. She works well with Seele as he can fully realize her plans for weaponry and even a few armor trinkets with his forge.
Einhorn Name: Einhorn Zwei Age: 17 Gender: Female Race: Reploid Appearance: Small and unassuming, Einhorn tends to be rather quiet around the others, but it doesn't detract from her desire to keep company. She can be rather lonely and feels a part of the group, even if no one is actively speaking to her. Her long periwinkle hair slips out from beneath her helm, her visor almost always on to keep anyone from looking into her eyes. Her armor colors are white accents on violet and pale yellow. The horn coming from her helm is silver and appears to be rather sharp. She has no obvious weaponry attached to her armor, and keeps a cape on to help prevent scuffing from the desert winds. Her foot units mimic hooves, adding to her rather unicorn-like appearance. Personality: Extremely shy, it's sometimes hard to even tell if she's there in the room with you from how quiet she is. Even when conducting a conversation, her voice remains in hushed tones unless someone points it out, causing her to ramp up the volume while blushing in embarrassment. She doesn't enjoy a fight and it's clear from her somewhat cowardly behavior she was sent to Styx in order to keep her from becoming a hazard on the field for more 'serious' teams. In essence, getting her out of the way without having to find some more elaborate way to discharge her from service. Despite this lack of bravery, she genuinely seems to enjoy her duties as a field medic, and guarding the energy storehouse back on base. She enjoys feeling useful and having others notice it, otherwise she just feels like fading into the background. She almost seems to be waiting for something, a wary look in her eyes when you catch her just right. Miscellaneous: She almost always has her med kid tied to her back, ready to take care of any organic or mechanic wounds. A selection of potted plants in her room bespeaks a silent hobby she enjoys when no one else is around. She has one fairly girly dress in her footlocker, waiting to someday be used on the town. Weapon(s): A small hand blaster augmentation built into her left arm. It has a decent short to mid-range and can be charged up to the strength of three shots, but otherwise she has no notable weapons to speak of. Element: Metal Fighting style: Mostly closing her eyes and flailing her weapon at the intended target, hopefully not hitting an ally in the process. Occupation: She works as a Field Medic and support unit during missions. Little is know about what she was doing prior as it's hard enough to get her to talk about anything, let alone her past. It might be telling that her inability to properly use a weapon contributed her to being stationed at Styx. Strengths and Weaknesses: Depressing as it may seem, there don't seem to be any obvious strengths to Einhorn in battle, outside of the fact she makes an efficient medic under pressure. Her armor is average, her self defense skills subpar, her reflexes a little below average. She however seems to have a photographic memory, as well as the ability to think quickly and almost precognitive senses for incoming attacks. When she gets spooked, others usually take it seriously, or should...
Wolff Name: Oberst Wolff
Age: 28
Gender: Male
Race: Mutos Reploid
Appearance: At 7 and a half feet tall, Wolff is a rather well groomed looking lupine reploid who sports a full set of armor bits reminiscent of an old Repliforce uniform. Despite his dislike of that particular fashion, he enjoyed their styling and professional look much more than the slipshod fashions of the Maverick Hunters. His body bits are a sleek bronze tone with his eyes set with a glowing blue light.
Personality: The first thing that comes to mind when dealing with Wolff is his focus on order. But not to the extent that it prevents anything from happening on base. He has the ground rules set and as long as they remain unbroken, any number of petty offenses can occur without his feeling a need to get involved. Like the old child complaining about an annoying sibling, only if blood is drawn will he get up out of his chair and put the newspaper down.
He often occupies himself with the administrative functions of the base, only coming out to fight if absolutely necessary, or to train recruits. His lessons are strict and he has little patience for failure, to the point where he himself might give up and just leave the training grounds, asking someone else to take over for him.
Miscellaneous: A collection of esoteric classics from human historians, as well as conspiracy theories. His office serves as his residence as he's perfectly fine sleeping in his chair for the night.
Weapon(s): 'Celeriat', A single beam-rapier, it's hilt housing an elemental blast generator. On either elbow is a barrier unit that projects a long energy shield, strong enough to quickly deflect an attack as well as take a heavy blow without faltering.The soles of his feet have been fitted with dash-boosters that he can also use to discharge fiery blasts during less elegant maneuvers, then again, Wolff never claimed to be a gentleman or fight fairly.
Element: Air
Fighting style: Either hand is capable of wielding the blade and he switches stances depending on the situation. His exact style isn't exactly defined though it gets close to traditional fencing mingled with more slashing blows allowed by the wind blade creations of his rapier. When his blade is in 'Celeriat' mode and the wind module activated he can use it for both stabbing and slashing attacks with equal proficiency.
His blows are surprisingly quick and powerful for his size and extremely balanced.
Occupation: Acting Base Commander. No one knows how he got the job or why only a Lieutenant is in charge of an outpost, but with how easy life is it isn't exactly anything anyone feels a need to question or change.
Strengths and Weaknesses: Wolff is an extremely balanced and experienced fighter who takes time to learn the weaknesses of his opponent before he gets serious during a fight. His stamina is an asset in wearing down a foe and learning their patterns, but it also leaves him vulnerable as he is lax in changing up his own strategies and they can in time become trite and repetitive. Eventually he'll have to put more effort into the fight and by then he's become bored and willing to forfeit in order to go do something more interesting elsewhere.
His focus and patience are strengths, while his lack of interest and seemingly missing motivation are clear weaknesses. He can be extremely anal about getting paperwork done, going over it multiple times for correctness in order to avoid having to command the troops.
Oddly enough, bring him a joke he hasn't heard before and you might just find his good side.
Named Attacks:
Haleine - Using a hidden unit within his chest he howls out a blast of pressurized air, able to knock back or push down a target directly in front of him. It can be countered, though it usually comes unexpected and possibly during other attacks.
Tonnerre - Overcharging the wind unit in Celeriat he blasts a wave of cooled and heated air at the same time, forcing the creation of static along the blade toward his opponent. This can addle a mechanical's responses for a few seconds, enough to let him get the upper-hand.
Rafale - A sideways slash of Celeriat, creating a vacuum blade of air toward his target. He can do this in rapid succession for up to three blades at once.
Aquilon - The power of the north wind incarnate, he sets an endothermic reaction in place, drawing the heat out of the air around him and freezing anything he manages to pierce for the short time the effect is active.
Red Fisher Name: Red Fisher
Age: 32
Gender: Male
Race: Reploid
Appearance: Almost a bit deconstructed, his limbs have a thin protective plating and his armor is also nothing to write home about, except for the brilliant red color from which he gets his name-sake. His head lacks additional armor and he sports a rather bouffant head of soft turquoise hair. At the end of his limbs are long metal talons on his hands or feet, useful for climbing and also attacking, as he can launch his arms at will.
Personality: Red is a hard luck case who doesn't take it too badly. He's a bit crazy, often coming up with ideas the others would find unsound, and that he himself has never actually tried out. But that doesn't stop him from recognizing when he needs to work appropriately in a group, he may just treat himself as somewhat invincible until he gets cut in half, -again-.
Red is the type you would find laid back on the roof, reading a copy of 'Gun Nut' while enjoying a hot beverage.
Miscellaneous: Nothing permanent, Red doesn't like to be tied down by -anything-.
Weapon(s): His own limbs are often the best weapons. And an energy knife he keeps fixed at his side. His claws can conduct electricity from his generator units inside his shoulders, acting as tesla cables once embedded in a foe.
Element: Electric
Fighting style: Acrobatic and piercing. He can use his terrain to his advantage and due to the nature of his arms he can climb almost any surface to evade, swinging at the end of his limbs like rope tethers. He can also use these to tie up his current target.
Occupation: Covert Ops Trainer/Base Weirdo
Strengths and Weaknesses: He has extremely light armor and if hit just right it can be torn like tissue paper. But by the same merit he's extremely agile and can more often than not evade even ballistic weapons and is difficult to corner.
Regen Blend Name: Regen Blend
Age: 22
Gender: Female
Race: Reploid
Appearance: Dark chocolate brown hair with a tinge of red and tan-warmed skin, Regen gives the impression of someone who enjoys their time in the sun, despite the fact reploid skin doesn't function that way. She has a stylish layered hairstyle with a single low pony-tail. Jackets and fitted clothing cover her otherwise unarmored body. She's built for work, not for war it seems.
Personality: Regen is... goofy. She likes to joke around, is easily prone to bouts of laughter, finding amusement in everyday things. She's always ready to offer a helping hand but when she gets caught up in her work it's sometimes hard to break her focus, enough that it might be necessary to reach in, snap your fingers next to her head to get her attention. Startled, she'd just smile it off and ask what you needed help finding.
Miscellaneous: A set of tools is always present on her, though not in any organized fashion.
Weapon(s): An amplified heat-gun she uses for welding, though it seems there's more to it than meets the eye...
Element: Fire
Fighting style: She'd rather abstain but if necessary, she can be rather serious. She currently has no plans for taking on anything of that nature, with the exception of rowdy customers.
Occupation: Custom Armor Outfitter and Designer
Strengths and Weaknesses: Currently Unknown
Villain side:
Fawn Petalhoof Name: Fawn Petalhoof
Age: 14
Gender: Female
Race: Mutos Reploid
Appearance: She appears to be as her name suggests, a rather svelt deerlike mutos reploid. Her coloring is a light tan with accents in green and the occasional synthetic flower woven into her gear, especially in a collar at her neck and a corsage on one wrist. She has a faraway look in her eyes and seems at odds with staying too close to civilized areas, though she is almost at home in ruined and abandoned ones.
Personality: With how little she says, it's hard to gauge, but she seems to prefer her own company, and is skittish when approached.
Miscellaneous: A collar on her neck appears to be a gift, one that she always wears.
Weapon(s): A conical field generator that forms in front of her after activation, and allows her to use four pinpoint bits as anchors to form a point.
Element: Metal
Fighting style: It acts not only as a shield, but also as a weapon when she starts to charge at high speeds into a chosen target. Due to her speed, this is a rather effective weapon, though it leaves her rather vulnerable to attacks from behind.
Occupation: Naturalist/Eco-Terrorist
Strengths and Weaknesses: Due to how she performs her attacks, it would be easy to take a shot at her from behind, but in a one on one fight it's akin to a charging bull. You simply want to get out of the way.
Lunar Phantomoth Name: Lunar Phantomoth
Age: 19
Gender: Female
Race: Mutos Reploid
Appearance: (Remeber, armor isn't permanently attached, though it is very personal and should be unique)
Personality: (How you are at the start, mostly. Keep in mind this isn't static, and may very well be changed by the game.)
Miscellaneous: (if your character has any possessions you may list them here.)
Weapon(s): (What does your character normally fight with? Energy Melee weapons are somewhat OP in this universe, as in they can stand up to ranged but aren't necessarily more powerful)
Element: Light
Fighting style: (Disciplined militant? Street brawler? Martial arts or even more of a magic user?)
Occupation: (Most will be new recruits, though you can have held a role prior to arriving (transferred from another base) or already be in place (please discuss first).)
Strengths and Weaknesses: (Can be anything from cooks well to can't read a straight line without help. Just because Reploids are made sturdier than humans, it doesn't mean they don't all have inherent flaws. Combat strengths and weaknesses would also go here)
Deepsea Anguillord Name: Deepsea Anguillord aka 'Anguilla'
Age: 26
Gender: Female
Race: Pseudoroid
Appearance: (Remeber, armor isn't permanently attached, though it is very personal and should be unique) Personality: (How you are at the start, mostly. Keep in mind this isn't static, and may very well be changed by the game.)
Miscellaneous: (if your character has any possessions you may list them here.)
Weapon(s): (What does your character normally fight with? Energy Melee weapons are somewhat OP in this universe, as in they can stand up to ranged but aren't necessarily more powerful)
Element: Aqua
Fighting style: (Disciplined militant? Street brawler? Martial arts or even more of a magic user?)
Occupation: (Most will be new recruits, though you can have held a role prior to arriving (transferred from another base) or already be in place (please discuss first).)
Strengths and Weaknesses: (Can be anything from cooks well to can't read a straight line without help. Just because Reploids are made sturdier than humans, it doesn't mean they don't all have inherent flaws. Combat strengths and weaknesses would also go here)
Edited by Zubenel, Dec 12 2013, 09:49 PM.
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Kayurin
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Nov 21 2013, 04:05 PM
Post #4
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Sword Master and Wizard Extraordinaire
- Posts:
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- GM Directors
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- #15
- Joined:
- Jul 21, 2012
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Name: Azhrarn
Age: 21 (He could sound slighty younger sometimes.)
Gender: Male
Race: Reploid
Element: Air
Appearance: Azhrarn base appearance is made to look very humanlike with some notable traits that give him out as a reploid. Delicate, elvenlike and almost feminine traits for his visage, together with a slender frame and limbs to give him an appearance that definetely doesn't make him look as if being built for battles. At the same time there are traits like the pointed ears, midnight blue orbs in place of his eyes and a black jewel placed on his forehead with a draconic wing tattoo around it that would make sure he definetely isn't to be counted amongst humans. Tall, reaching around 190 cm Azhrarn is lighter than many other reploids of similar heights and, also thanks to his musical voice, easily to be confused for a, not really developed, girl giving the right make-up. A misconception usually enforced by his habits of keeping his raven black hair bottom long and wearing silvery jewelry like earrings, rings and natural stones pendants, items he has quite the large amoutnt of as he enjoys crafting these. So despite his body being pretty detailed under the clothes\armor, people falling for the appearances often leads to awkward moments for him.
Azhrarn's armor is something pretty controversial for him as he had received it just recently. Fitting to the theme behind his creation, the armor is pretty fantasy-esque and light compared to many others. One would say that it looks made more for looking cool than to actually protect and it's partly true. On the other side though, the armor's designed to allow Azhrarn to retain as much movement ability he can and that explains the parts that are willingly left without plating and the lightness of the amor itself As expected is black with an arabesque motif that starts glowing of a faint blue light when the armor is donned and Azhrarn enters full combat mode. It comes with a bodytight undersuit to be wear under the armor.
Personality: First and foremost, Azhrarn is a gentle and kind spirit. A bit of a loner himself having been raised by loving parents but without being given the possibility to confront with children of his own age, he's reserved and not really inclined into making friends. Despite his strenght he's not one that will rush into battle, usually preferring to seek dialogue before taking actions but in case there are no other options he's more than ready to take a stance to protect his beliefs and the ones in need. While he would always try to save as many as he can, Azhrarn has his priorities set straight and will always go first for the ones he cares the most, something he got scolded for but that the reploid can't really do anything about. Reserved, he prefers to take the task of solving his own problems upon himself, the only ones he feels close enough to confide with being his parents. At the same time he's never rude, usually politely thanking for the interest but assuring whoever inquires about his well being that everything's alrighty and excusing himself. A lover of beauty, the only moments when he somewhat interacts with others is when he plays the lute or when he accepts requests for some handcrafted jewelry, both things that the reploid enjoys very much.
Having been raised by human parents sort like a human himself, he can be somewhat naive and childish about new things, being able to get amazed even over minor events that he had never seen or heard of. Generally Azhrarn is pretty mature though, someone that takes a certain pride into being considered reliable and thus he strives to prove it.
Miscellaneous:
- Bard's Mask: A plain white mask that covers Azhrarn's whole face. It's connected to his mind and he can make patterns appear on its surface and animate them. Used for entertainment purposes.
- Lute: While it's not a precious item like a wooden one, this musical instrument had been made with synthetic materials to be resistent and still produce top quality sounds.
- Multi-crafter: A civilian version of Will'o'wisps, the multi-crafter is a floating orb with integrated nano-sized tools. Useful on everyday's life, Azhrarn's makes the best use of it while crafting jewelry.
- Pendant: Silvery, it can be opened and houses a picture of Azhrarn and his parents inside it. He usually keeps it under the clothes and looks at the picture while in need of comfort or self confidence.
Weapon(s):
- Zephir and Breeze: A pair of longswords with energy coated blades. They can combine into a larger two handed one for a small time and their resonating generators can produce an extended energy blade that Azhrarn usually uses to finish the toughest opponents.
- Will'o'wisps:: Eight faint blue glowing orbs that are usually stored as ornaments on Azhrarn's armor, they can float around remotely controlled by the reploid's mind and act as probes sending him visual feeds thanks to their miniaturized cameras. They can also project energy beams that are Azhrarn main ranged attacks.
- Giramphiel: A pitch black cape, large enough able to cover Azhrarn's body fully and provide some stealth effects. A winged emblem is embroidened with silver on it and an arabesque theme in the same color adorns the border. The cape is able to absorb energy based attacks, and some elemental ones based on heat or cold as well, but since it absorbs rather than disperde it's susceptible to overheat (Or overfreeze) thus forcing Azhrarn to discard it if too much energy is absorbed in one single hit or before it could cool down.
- Wired Anchors: A pair placed on each forearm's armor, these are used either to help him climbing natural walls or gigantic enemies. They're also a lifesaver when Azhrarn or someone else is falling and can be switched from forearms to armor's hips in combat situations.
Fighting style: Azhrarn favors the use of swords, usually dual wielding but given enough time and a favorable setting he can snipe from a range when going close combat would be unfavorable to him. He relies a lot on speed and agility to land quick strikes and rapidly get himself out of enemies' reach, something that doesn't makes him the most durable tank but a pretty performing duelist. Due to that he usually fights as a loner as others would disrupt the flow of battle he carefully plans and tries to maintain, something that makes the reploid an excellent scout.
Occupation: Archaelogist and camp guard for his colleagues. He acted mostly as an assistant for his parents but he's schooled enough to having been able to work on his own if he had wished for.
Strengths and Weaknesses: His frame gives him excellent speed and agility but at the same time hes slightly sub par in the brute strenght and resilience compartment compared to other reploids more combat focused. Beside than battle purposes, his agility manifests also as in an exceptional precision and accuracy when either playing musical instruments or jewelcrafting. Smarter even than the average reploid, Azhrarn somewhat lacks in the social, being shy and usually not too keen about being amongst others. He has excellent memory, not really unexpected, but it helps him being a pretty cultured scholar. It also should be noted that being all of Azhrarn's weapons energy ones he's at heavy disadvantage against energy resistant enemies.
Named Attacks:
- Vanity Ripper: Azhrarn charges in at full speed, using Zephyr and Breeze to deliver a long series of moderately damaging strikes at high speed before combining them and going for a passing attack with the powered up two handed sword.
- Shooting Bladestar: Azhrarn reaches for high in the sky (Usually through the Wired Anchors or any other mean.), above his opponents before dashing down toward them, a spinning whirlwind of blades hitting on the targets.
- Windstorm Dance: Using the enviroment to get a footing, Azhrarn makes use of the enviroment turning it to his advantage for moving all around the largest opponents and deliver fly-by attacks with his blades.
- Vanity Ripper - Over End Mode: The upgraded version of Vanity Ripper, Azhrarn uses this always as an ending strike as it taps great parts of his energy levels. Works the same as regular Vanity Rippers but the energy blades gets overloaded and grow in size. The finisher is a three slashes combo with a giant sized energy blade.
- Starry Night: Azhrarn sends the Will'o'wisps all around his target having them strike from a distance with quick moderately powered beams. While not a really powerful attack, it's useful to disrupt the enemy's rythm and get the chance to close in with the blades.
- Plasma Blast: Azhrarn deploys the Will'o'wisps in two concentrical circles in front of himself, energy being emitted by them and a faint blue magical pentagram being formed. The five bits on the outer circle fires their beam attacks on the three in the inner one which in turn amplify the strike and project a devastating blast of plasma energy forward. Despite the high power output Azhrarn isn't keen about using it due to the long time it needs charging and how much it taxes his energy levels.
- Dancing Crystals: Azhrarn uses Ice Elemental chips to create multiple small shards floating around him, acting as a shield to intercept physical blows and reflecting laser based ones. Accordly to the strenght of the attack these shards are used to protect from, they can shatter and melt after preventing damage.
Edited by Kayurin, Jul 21 2014, 10:12 PM.
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Tanyip
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Nov 21 2013, 11:43 PM
Post #5
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- Posts:
- 40
- Group:
- Members
- Member
- #11
- Joined:
- Jul 21, 2012
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Hailfire Hydra Name: Hailfire Hydra Age: n/a Gender: Female Race: Mutos Reploid Appearance: [image]Hailfire has three heads, with the middle head being the main one while the other two are mute and controlled by AI. She’s approximately 9’ due to the height of the elemental heads. Rightmost is fire, leftmost is ice, and both can act independently but are easily overridden by the middle head whenever it's needed. They also act as extra eyes, often seen glancing around when she’s not focused on something or someone, and make it harder to sneak up on her though it’s still possible. Each head has a gem colored the opposite of its element; ice has red and fire has blue, while the middle is purple. Overall, Hailfire herself is a light lavender color with the two heads being vibrant reds and blues. The armor on her arms and legs reflect the elements she wields as well; her arms contain heating elements leading to her black claws, which turn a vibrant orange when activated, all the way up to white-hot. Lacking normal thrusters, Hailfire either uses her wings by themselves or activates super-cooled thrusters in her legs which provide faster flight and leave ice crystals in her wake. A massive wingspan and long whip-like tail give her an intimidating profile, though unless you give her reason to be angry she is anything but. Her tail also ends in a vicious-looking blade made to resemble the spaded tail of dragons. Out of armor, she wears a long-sleeved shirt with a neck opening that shows her shoulders and oversized jeans. Interestingly, the heads and wings aren’t part of her actual armor and remain attached even when it’s removed. Personality: Easygoing and contemplative, it takes a lot for her to decide that immediate action is the best course to take. Expect an answer anywhere from the next day to a week. If you’re considered her equal or below her rank, trying to rush her will only earn you some serious irritation from a ten-foot dragon. However, she is willing to bend much more easily to authority or friends out of respect. Despite Hailfire preferring to think and mull over the situation, that doesn’t exclude her from coming up with some crazy schemes that she believes will work. They often don’t, earning her a bit of an infamous reputation as a spur-of-the-moment screwball wherever she’s stationed. Nobody ever believes her when she says she actually thinks her schemes through, probably because otherwise she really is a bit of a goofball. A major sign that she likes you is being given something from her hoard; considering how possessive she is, it’s extremely hard for her to part with anything. However, Hailfire has a bit of a dark secret lying beneath her chipper personality; extremely prideful, she fully believes that Reploids are physically and mentally superior to humans. She does not however belittle humans; in her eyes they deserve respect for being the creators of AI and the Reploid race, and for her it is akin to the kind a child shows the elderly. She is still very polite to humans and would never dream of harming them willy-nilly, and will often go out of her way to protect one even if it puts her own life at risk. She utterly despises Mavericks for their treatment of humans as cannon fodder, but she also believes that Reploids have a right to protect the human race by any means… even if it means lording over them in a dictatorship. Arguably, that’s much worse. She also has issues with possessiveness, another quirk thanks to her design, and sometimes forgets that friends are not things you can hoard to yourself. Miscellaneous: True to the mythological creature she’s designed after, Hailfire has a collection of pretty-but-otherwise-worthless baubles. These range from statues made of glass or (rarely) crystal, or jewelry she can’t wear (but she tries, with hilarious results). The higher the price, the more she wants it just for the sake of having it and she’s a major hit with the local antique shop owners. Just don’t steal anything from her “hoard” and all will be well. Weapon(s): Hailfire is a combination of ranged and melee, though she seems to lean more towards melee. Weaponry-wise, she has the two heads which spew out their respective element, blasts of cool air from her boots which are also used for propulsion in flight, and claws which are normally extremely dull until the heating elements in them are activated. That spade on her tail isn’t just for looks either; it’s a weapon as well. Element: Fire/Ice Fighting style: Hailfire loves to take to the skies for battle, strafing the enemy with elemental blasts or slicing with her heated claws or tail-tip. However, her flight in no way matches that of speedsters even with her thrusters on, but she’s still faster in the air than on ground. When she can’t fly, she’s often on the offensive and isn’t above fighting dirty and using her tail to trip opponents. Occupation: Before Hailfire wound up on the Styx base, she was part of a team attempting to locate supposed Supra-Force Metal deposits in the Arctic Circle. Her ability to bore through thick glaciers with fire and reinforce tunnels with blasts of ice came in handy, but with no results the funding eventually ran dry and she was out of a job. Lacking a direction in life, she joined the Hunters. Fast-forward to today and her new “occupation” is stirring up trouble in Last Chance as a resident mischief-maker. Strengths and Weaknesses: What Hailfire lacks in speed she makes up for with sheer strength in battle. Being one of the larger Reploids, this ability translates well into helping with the heavy lifting around the base while off the battlefield. Her ability to fly also gives her an advantage over ground-bound opponents. Hailfire’s pride has often gotten her into trouble as it’s hard for her to shrug even the smallest slight off, as well as her general possessiveness towards her things or friends. She also does not like the heat, having originally been created to work optimally in glacial areas, and is usually more active after dark when it cools down. She’s also a big and somewhat slow target, especially on the ground, and her wings are extremely easy to disable. Named Attacks
- Blazing Claws
Exactly what it says; the heating elements in the claws on her hands are activated, turning the normally black and dull tips of her fingers into white-hot knives capable of neatly slicing through all but the most resistant armor.
- Frosty Morning
As she flies low to the ground or dashes, the air around her feet super-cools because of the vents located on them, forming large spikes of ice on the ground that are a hazard to anyone who rely on melee attacks and can’t maneuver over them.
- Cryoclast Blast
Releases a blast of freezing liquid from the leftmost head’s mouth. When used on the ground it creates higher spikes than Frosty Morning, but while airborne the liquid will become water balloon-like blobs. The liquid is extremely cold, slowing the target down for a short time unless they shake it off and warm up.
- Pyroclast Blast
Releases a blast of flaming liquid from the rightmost head’s mouth. When used on the ground it leaves a trail of high flames, but while airborne the liquid will separate into fireballs. The liquid is sticky, dealing burn damage on the target for a short time unless they shake it off.
Zweiton Name: Zweiton Age: n/a Gender: Male Race: Android Appearance: [image]Zweiton’s armor is a drab combination of green, black, and tan, almost seemingly fabric-like than the traditional hard armor of Reploids. This light armor is flexible, resembling body armor worn commonly by humans or humanoids. This armor also has a few pockets to hold extra ammo and other small, necessary items. Its dull finish helps out in the field where a wayward shine could attract unwanted attention for a squishy sniper. A green visor can be brought down to cover his face, which shows data important to long-range attacks such as distance, windspeed, the cardinal directions, and probabilities of hitting targets. His hair is dirty blonde and pulled back into a ponytail, with emerald eyes and a light complexion. He stands at about 5’5” and in a base full of giants often has to crane his neck up, a fact which he often jokes about. Out of armor he wears a simple green shirt with khaki pants and heavy black boots. Personality: As a newcomer to the base--and due to his circumstances--Zweiton is very standoffish, but he’s no stranger to a smile and is much nicer once he warms up to you. He would rather follow than lead, but does show some promise of being a leader. However, he still doesn't take the crowds and the silliness of some of his comrades too well, but he has lots of patience with which to deal with them. When Zweiton’s embarrassed by something or someone he’ll often pull his visor down if he’s in full armor in order to hide it, but it only makes it more obvious. When not on-duty he usually keeps very busy and helps around the base whenever he can, or sometimes just relaxes with gun cleaning after a tough assignment. He rarely leaves his post outside of necessities unless urged to, giving him the impression of a recluse, but he’s really just having trouble adapting. Try breaking him out of his shell with a good joke or just by being thoughtful. Miscellaneous: He doesn’t have much in the way of personal possessions, having been unable to gather anything from Eichel Engineering while running for his life. Weapon(s):
- VX-13 Sniper Rifle: Nicknamed the "Viper", it's Zweiton's trademark weapon. This large gauss rifle can reach targets miles off if he’s got the perfect shot lined up and everything is in his favor. It rarely ever is.
- Plasma Pistol: Standard-issue pistol holstered on his right hip. Nothing incredibly special, but he keeps it for close-range combat or in situations where the rifle would be incredibly unhandy.
- Saber: A shortened, one-handed saber that Zweiton uses when guns won’t work and someone is -really- in his personal bubble. Not very adept at using it so he’ll probably get wrecked by a competent user if he tries to go one-on-one with them.
Element: Metal Fighting style: Zweiton’s skills lie solely in ranged support; he seems to have a natural talent for it but because of his light armor prefers to let the bruisers on base handle the frontal assaults anyway. Occupation: Having lived in Eichel Engineering’s building all his short life and with nowhere else to go, or no ‘family’ known to be alive he could seek out, Zweiton mans the Armory for the Styx outpost. He takes his new job seriously, making sure the requests have been approved before parting with any of its contents. He even has a bed in there. Zweiton’s taken an interest in the mechanics of each and every weapon under his watch, pulling apart each one for cleaning and checking each part for signs that it might need to be replaced. If someone has a question about field dressing a gun or maintenance, he’s probably got an answer. Strengths and Weaknesses: Zweiton is fast on his feet and agile, due to the fact that his armor is light and non-restricting. However, this armor has an obvious drawback; Zweiton’s defensive capabilities are almost on the same level as a human’s and injuries that would only inconvenience a Reploid are devastating to him. This is why he prefers to stick to long-range fights as much as possible, since he has very little skill or defense for close-range combat. Despite his rather unique origin, when injured Zweiton can be jury-rigged with the usual parts available for Reploids, but by doing so there might be some consequences down the line. Zweiton’s habit of cleaning the guns in the Armory, while useful because guns often need regular upkeep, is actually a coping mechanism for the loss of everything he knew and loved back in Eichel Engineering. It’s not uncommon for him to pass out on top of a pile of parts from a gun he was working on and wind up the next morning with red marks on his face due to the metal digging into his skin.
Edited by Tanyip, Dec 19 2013, 09:57 PM.
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Zubenel
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Nov 28 2013, 08:38 PM
Post #6
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If we don't have any other sign-ups by next week I can work on our first mini-arc write up.
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Zubenel
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Dec 1 2013, 06:55 PM
Post #7
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Final due this week, will get something going after 12/7/13
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Zubenel
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Dec 9 2013, 11:24 PM
Post #8
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Giving Santa time to look it over, starting Saturday for sure if not sooner.
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Zubenel
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Dec 12 2013, 08:57 PM
Post #9
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small addition! After thinking about it and consulting a much more megaman educated brain than my own, I would like to add one additional thing to profiles...
Element! This comes into play in regard to weaknesses and strengths, can exploit or be exploited but is a very ingrained part of this universe. If you're not sure what your character would have, chances are it's 'metal' which is the equivalent of null element or neutral here.
It's not just for mavericks, for more of an idea though -> here
Can stick this under weapon for now.
- Code:
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[b]Element:[/b] ( Air, Aqua, Darkness, Earth, Electric, Fire, Ice, Light, Metal )
Edited by Zubenel, Dec 12 2013, 09:07 PM.
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Santa
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Dec 13 2013, 12:59 PM
Post #10
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Well I believe i got it all done.
Chaos Chimera
Name: Chaos Chimera (Refers to self as Leo and Goat)
Age: n/a
Gender: Male
Race: Mutos Reploid
Appearance: Chimera stands about 6 ft tall, with two faces. His "Primary" head Is shaped like a lion, with a golden mane(simialr to Slash Beast). At the base of his neck, on either side are golden colored horns. While his "Secondary" head located around on his back- at the shoulder blades, resembles that of a goat and is white in color. Chimera possesses the ability to Rotate his upper body, allowing him to switch between the hammer armed "Goat" and the blade weilding "Lion". Due to his Duality his armor has two primary color schemes. A white armor with blue trim adorns Goat's side, while Leo's side of the armor is more of a mix between golden rod and Orange, also with blue accents to balance the two out. A blue gem is placed at the center of both foreheads. On his hips a pair of blasters can be equipped- which he states are simply signal guns. Outside of his armor He doesn't frequently wear a shirt, this may be due to Goat's tendency to eat just about anything thats put infont of him. As for pants he'll typically put on anything that fits.
Personality: Chaos Chimera has two distinct personalities. The lion headed personality, Leo is a fun loving slacker, the type who enjoys pranking pretty much everyone around him. This has caused him to be transfered on more than one occasion. Leo is rather insistant that Goat was an unwanted after market upgrade. Goat seems to be a bit on the grumpy side, pretty much the polar opposite of the happy jokester. Alway focused on the task at hand, and does his best to remain ever vigilant. He usually reprimands Leo for his behavior. Goat is able to take control of the body, but doing so requires him to use resources that are norally in use. Goat believes that they have always been one entity.
Miscellaneous: Not exactly an Item persay but Goat's horns are linked to the image processing abilites of Chimera and allows fo the projection of holographic images. Weapon(s): Chaos Chimera utilizes Energy claws- though they are limited in "battery life". Chaos Chimera also has a pair of pile driver like hammer "arms" providing a rough contast to the clean slices of the energy claws. Element: Light/Metal Fighting style: A decidedly Melee based fighting style. Leo uses his energy claws- and in extreme cases the signal guns when needed, at close range anything can pack a punch. Goat's fighting capabilities are much more lmited, as his primary weapons are a pair of arm mounted pile divers, with very limited range. Due to Leo's lack of combat experience, and Goat's limited capabilities more often than not they will utilize their holographic capabilities to get the drop on enemies.
Occupation: Chaos Chimera stated off as Luminous Leo, displeased with his assignment as sentry- he decided to go out and try to get an upgrade to his processing capabilities so he could multi task. However the shady mechanic decided to take the opportunity to do some experimenting. Using parts from what was an unfinished reploid Leo's body was heavily altered. In the end Sure Leo got extra processing power- but it came with a grumpy AI,and the head of a Goat on his back. Shortly after This he found himself being transferred, and chose to adopt a new name more befitting his new form. After several transfers Chimera eventually found himself being transferred to the middle of nowhere- a base called styx. A place thats so far out of the way it couldn't possibly get involved in any major incidents- right?
Strengths and Weaknesses: Though lacking in real battle experience, and training, Chimera makes up for it in ingenuity and his ability to monitor nearly a full 360 degrees around him. His ability to manipulate light/create holograms is ideal for distractions, and aiding with stealth missions. However his self bickering, as well as his tendency to use holograms for pranks has gotten him transferred on several occasions. An inability to take things seriously is possibly his biggest weakness- possibly more than his reliance on his holograms.
Named Attacks:
Luminous Slash Activating his Energy claws Chimera sprouts a pair of energy blades tht can cut through a wide variety of materials. The range however is limited, and its not as useful as the HailfireHydra's similar Blazing Claws. However the fact that they are energy claws- and not solid blades they can be used for a surprise attack.
Steel Strike Chimera uses the pile driver like arms to break down walls, or knock enemies away with great force.
Signal Blast Chimera can take aim with his signal gun to fire a flare, most effective at a short range, best used as a distraction or against humans due to relatively low damage.
Signal Blast v2 By switching the signal guns from flare mode to Energy mode a powerful blast of energy can be unleashed.
Chaos Blast A Combination attack that alternates between Signal Blast v2 and Steel Strike. Most effective against large enemies or to break through thick armor.
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