Post by Seaquake on Sept 6, 2015 2:52:46 GMT
Disclaimer: I think I have to put this here for approval?
Designation : Seaquake
Nicknames: Slapstick <-- sarcasm
Gender : Mech
Age : Around 4 million years (during the Great War). [In IDW cont., he'd have been "Forged"]
Home Planet : First spark in Cybertron. Activated in a hidden workshop.
Faction : Decepticon
Occupation : [Support Role] Hazard Scout (searches for potential resources in environments too hazardous for regular Cybertronians). His extra sub-compartment is useful for smuggling.
Notable Abilities :
1) Sonar
Ability Description : Echo/Sonar (Sound Navigation And Ranging) is a navigational technique that uses sound propagation to detect or communicate with objects underwater (or in any length of matter allowing the long propagation of sound). Ergo:
-Liquid and metals awesome.
-Gas okay.
-Space BAD.
2) Energon Coat [Scales]
Ability Description : Energon Coat is tied to Seaquake's vital essence. Using this coating to dissipate damage or enhance a simple punch can drastically drain his stamina, eventually causing him to lose consciousness.
Optic ( Eye ) Color : Red
Primary Paint Color : Ultramarine Blue
Secondary Paint Color [ Optional ]: Black
Third Color [Optional]: Green (accents of color)
Height: 36 ft (11 m) in Robot Mode
Features:
Alternative Mode:
Akin to a German Seehund (midget submarine)
ARMOR AND WEAPONRY
Armor
Armor Description: Sturdy armor plating with a slippery finish.
Weaponry
Primary Weapon Energon Short-Range Blaster
Description: Much like a shotgun, this short-range blaster can punch a hole in a weak carcass.
Secondary Weapon : 'Stun' Gun
Description: A tiny assemble that is designed to annoy contenders, rather than actually immobilizing anything.
Other Weapons : Detachable Rotor Blades
Description: Seaquake can detach his rotor blades to use as throwing knives. Downside is he has to pick them back up!
Gadgets :
- Field Pressurizer: Given his ability to withstand an enormous amount of pressure, he counts with the aid of eight tiny probes that, when activated, create a closed field. This field can excite atoms to contract or expand, increasing or decreasing atmospheric pressure to a certain degree. Weakness: The probes can only withstand about 110 atmospheres before exploding. Resupply of these probes is really tough.
Melee : Fists
Melee Weapon Description (Optional): Technically, his melee weapons are his fists.
Seaquake is strong; he must be in order to carry around his sag of metal.
Intelligence : 5
As much as it pains him to admit, Seaquake isn't the brightest bulb in the bunch. That goes without saying, he rather follow a plan than make one.
Dexterity : 5* [ground]; 8 [water]
He is a slow robot when confronted out of his zone.
Speed : 0* [ground]; 6 [water]
Seaquake's alt mode is as useful as a giant paper-weight when out of the water.
Endurance : 10
Without using his "Scales", Seaquake can endure a myriad of hits before succumbing. That doesn't mean there is no pain, though.
Firepower : 4
Let's face it. Seaquake is bloody useless without his Short-Range Blaster.
Accuracy : 4* [outer space]; 9 [SONAR]
His SONAR gives him an added accuracy if he's in the right place (heavy atmosphere, underwater).
Seaquake can't shoot at something moving faster than the time it takes him to aim —which is Primus-awful long.
He can take advantage of distracted or incapacitated enemies.
Melee : 5
Seaquake is slow, but when his fist connects with a bot frame, they may as well ask for a new body.
Tech Skill : 4
His knowledge is reduced to Astro-cartography, his Sonar ability and Pressure Probes, making him dependable to any squad he's assigned to. Other than that, he's as clueless as a turbofox in hunting season.
Personality :
He can be rather self-conscious of his uselessness outside his field, and becomes agitated when confronted with said truth. He IS useless when he's not scanning for resources or smuggling energon/weapons of mass destruction. For that, he tends to reserve his opinions to himself. Soft-spoken, sensitive and prone to getting carried away, Seaquake does not act as tough as he appears. He can be stubborn with his ideal, perfectionist in his task, and carry a lot of steam which he can't let off easily due to his private nature.
Courage: 3
If there's something to go by with Seaquake, is that his SONAR readings are in the game... but his feelings aren't. If there are many mean bots surrounding him, you can already count him out of the strategy; he most likely had a spark-attack. After all, he is a supportive bot, not a contender!
Charisma: 6
From time to time, his mismatch of appearance-personality can become quite endearing.
History :
Seaquake was programmed to the last detail - including his covertly dependent personality. A bot with that much power, had he the motive and intelligence, would have rebelled against his subjugators. For every strength they had given him, one less attribute for self-preservation. He was to be built as a tool and nothing more, mindlessly performing his task. Such was his destiny before the Decepticons came along.
At first, Seaquake didn't understand what was happening. The hub containing the illegal sparks he had smuggled for the crooked bosses was suddenly raided by a pack of condescending bots denominated "Decepticon". Even as Seaquake's bosses were practically giving up their little operation in hopes to achieve a settlement, the leader of that raiding group focused his attention on the 'employees' staring at the commotion from the shadows.
The grinning Tarnian metalworker extended a helping hand to Seaquake, breaking the titanium leash with a swing of his hammer.
No longer under leash, Seaquake was able to move... able to choose.
Family :
None
Strengths :
- When in submarine mode, whatever is in his abdominal sub-space compartment is virtually impossible to reach. This makes it the perfect shell (and thus, great for smuggling).
- Seaquake's SONAR ability could be combined with a team HUD overhaul, granting his teammates enhanced accuracy in the battlefield.
- His SONAR can pick up mechanical defects.
- His strength combined with his Scales ability can grant him the edge for a single powerful strike.
- Passionate about beliefs. E.g.: Decepticons.
Weaknesses :
- Seaquake's internal hull is exposed in Robot Mode. It is significantly thinner than his external hull.
- Sensitive to criticism.
- His SONAR is useless in Space. This means his hearing will be compromised and will only be able to rely on comms.
- Gullible as heck.
- Poor optic-sight. Take away his hearing and he's lost.
A Test of Trust (A fragment of memory)
It was too dark for his optics to see. Matrixes filled quickly with precise coordinates in every feed Seaquake received. In what he couldn't appreciate with his limited optics, a map of absolutes drawn in his mind by sound stimuli more than made up for the shortcoming. And the colors of sound illustrated his fellow Decepticon behind a wall, moving its head back and forth. It was his Leader and friend shaking his frame in clear indecision. Discordant steps of several others soon echoed down the hall and drowned the subtle uncertainty in the dark silhouette.
They weren't Decepticons.
A flash of light blinded Seaquake for a split moment. "Seaquake!" The deep voice shook the submarine Decepticon out of his pensive state.
The automatic door slid shut behind the Leader as both instinctively retreated to a darker corner. Seaquake saw the Leader's vulnerability he thought he'd never see. An open wound. "Leader... you're..."
The bigger mech clutched his exposed spark chamber. "Yeah, 'ey got me," he muttered. "Had to sacrifice Brynhilda just to get to you." He smiled wearily.
"But..." Seaquake whispered. His own voice echoed in the small chamber, where there were only CR pods around. There was no exit. "What do we do?" His spark skipped many beats. If they had wounded the Leader, what could he do to protect him?
"Listen to me!" the Leader pushed Seaquake to the steps of a CR pod. "There's no time..."
Seaquake heard the Leader's hands tangling with cables inside of his spark chamber. The stench and slimy dripping noise contaminated the smaller mech's mind. "What are you doing?!"
"Take my spark with you."
BASICS
Designation : Seaquake
Nicknames: Slapstick <-- sarcasm
Gender : Mech
Age : Around 4 million years (during the Great War). [In IDW cont., he'd have been "Forged"]
Home Planet : First spark in Cybertron. Activated in a hidden workshop.
Faction : Decepticon
Occupation : [Support Role] Hazard Scout (searches for potential resources in environments too hazardous for regular Cybertronians). His extra sub-compartment is useful for smuggling.
Notable Abilities :
1) Sonar
Ability Description : Echo/Sonar (Sound Navigation And Ranging) is a navigational technique that uses sound propagation to detect or communicate with objects underwater (or in any length of matter allowing the long propagation of sound). Ergo:
-Liquid and metals awesome.
-Gas okay.
-Space BAD.
2) Energon Coat [Scales]
Ability Description : Energon Coat is tied to Seaquake's vital essence. Using this coating to dissipate damage or enhance a simple punch can drastically drain his stamina, eventually causing him to lose consciousness.
APPEARANCE
Optic ( Eye ) Color : Red
Primary Paint Color : Ultramarine Blue
Secondary Paint Color [ Optional ]: Black
Third Color [Optional]: Green (accents of color)
Height: 36 ft (11 m) in Robot Mode
Features:
- Bulky protective plating wraps around Seaquake's forearms.
Alternative Mode:
Akin to a German Seehund (midget submarine)
ARMOR AND WEAPONRY
Armor
Armor Description: Sturdy armor plating with a slippery finish.
- Inconveniently long servos. He must fold his arms in order to stroll about and not scratch the floor.
- Counts with an extra sub-space compartment located under his spark chamber.
- Thick External Hull: ~4 inches (a.k.a.: high endurance to blasts and pressure.)
- Efficient Design: For all the amount of metal Seaquake must bear, his transformation allocates excess armor over his structural weaknesses to improve endurance in case of an emergency.
Weaponry
Primary Weapon Energon Short-Range Blaster
Description: Much like a shotgun, this short-range blaster can punch a hole in a weak carcass.
Secondary Weapon : 'Stun' Gun
Description: A tiny assemble that is designed to annoy contenders, rather than actually immobilizing anything.
Other Weapons : Detachable Rotor Blades
Description: Seaquake can detach his rotor blades to use as throwing knives. Downside is he has to pick them back up!
Gadgets :
- Field Pressurizer: Given his ability to withstand an enormous amount of pressure, he counts with the aid of eight tiny probes that, when activated, create a closed field. This field can excite atoms to contract or expand, increasing or decreasing atmospheric pressure to a certain degree. Weakness: The probes can only withstand about 110 atmospheres before exploding. Resupply of these probes is really tough.
Melee : Fists
Melee Weapon Description (Optional): Technically, his melee weapons are his fists.
TECH SPECS
Note: This is based off a 1 to 10 scale. One is the lowest, ten is the highest.
LIMITED TO 60 POINTS TOTAL.
*Due to circumstance
Strength : 9*Due to circumstance
Seaquake is strong; he must be in order to carry around his sag of metal.
Intelligence : 5
As much as it pains him to admit, Seaquake isn't the brightest bulb in the bunch. That goes without saying, he rather follow a plan than make one.
Dexterity : 5* [ground]; 8 [water]
He is a slow robot when confronted out of his zone.
Speed : 0* [ground]; 6 [water]
Seaquake's alt mode is as useful as a giant paper-weight when out of the water.
Endurance : 10
Without using his "Scales", Seaquake can endure a myriad of hits before succumbing. That doesn't mean there is no pain, though.
Firepower : 4
Let's face it. Seaquake is bloody useless without his Short-Range Blaster.
Accuracy : 4* [outer space]; 9 [SONAR]
His SONAR gives him an added accuracy if he's in the right place (heavy atmosphere, underwater).
Seaquake can't shoot at something moving faster than the time it takes him to aim —which is Primus-awful long.
He can take advantage of distracted or incapacitated enemies.
Melee : 5
Seaquake is slow, but when his fist connects with a bot frame, they may as well ask for a new body.
Tech Skill : 4
His knowledge is reduced to Astro-cartography, his Sonar ability and Pressure Probes, making him dependable to any squad he's assigned to. Other than that, he's as clueless as a turbofox in hunting season.
OTHER
Personality :
He can be rather self-conscious of his uselessness outside his field, and becomes agitated when confronted with said truth. He IS useless when he's not scanning for resources or smuggling energon/weapons of mass destruction. For that, he tends to reserve his opinions to himself. Soft-spoken, sensitive and prone to getting carried away, Seaquake does not act as tough as he appears. He can be stubborn with his ideal, perfectionist in his task, and carry a lot of steam which he can't let off easily due to his private nature.
Courage: 3
If there's something to go by with Seaquake, is that his SONAR readings are in the game... but his feelings aren't. If there are many mean bots surrounding him, you can already count him out of the strategy; he most likely had a spark-attack. After all, he is a supportive bot, not a contender!
Charisma: 6
From time to time, his mismatch of appearance-personality can become quite endearing.
History :
Seaquake was programmed to the last detail - including his covertly dependent personality. A bot with that much power, had he the motive and intelligence, would have rebelled against his subjugators. For every strength they had given him, one less attribute for self-preservation. He was to be built as a tool and nothing more, mindlessly performing his task. Such was his destiny before the Decepticons came along.
At first, Seaquake didn't understand what was happening. The hub containing the illegal sparks he had smuggled for the crooked bosses was suddenly raided by a pack of condescending bots denominated "Decepticon". Even as Seaquake's bosses were practically giving up their little operation in hopes to achieve a settlement, the leader of that raiding group focused his attention on the 'employees' staring at the commotion from the shadows.
The grinning Tarnian metalworker extended a helping hand to Seaquake, breaking the titanium leash with a swing of his hammer.
No longer under leash, Seaquake was able to move... able to choose.
Family :
None
Strengths :
- When in submarine mode, whatever is in his abdominal sub-space compartment is virtually impossible to reach. This makes it the perfect shell (and thus, great for smuggling).
- Seaquake's SONAR ability could be combined with a team HUD overhaul, granting his teammates enhanced accuracy in the battlefield.
- His SONAR can pick up mechanical defects.
- His strength combined with his Scales ability can grant him the edge for a single powerful strike.
- Passionate about beliefs. E.g.: Decepticons.
Weaknesses :
- Seaquake's internal hull is exposed in Robot Mode. It is significantly thinner than his external hull.
- Sensitive to criticism.
- His SONAR is useless in Space. This means his hearing will be compromised and will only be able to rely on comms.
- Gullible as heck.
- Poor optic-sight. Take away his hearing and he's lost.
SAMPLE RP
Note that a piece of your history, your journey to Earth for example, could be used.
A Test of Trust (A fragment of memory)
It was too dark for his optics to see. Matrixes filled quickly with precise coordinates in every feed Seaquake received. In what he couldn't appreciate with his limited optics, a map of absolutes drawn in his mind by sound stimuli more than made up for the shortcoming. And the colors of sound illustrated his fellow Decepticon behind a wall, moving its head back and forth. It was his Leader and friend shaking his frame in clear indecision. Discordant steps of several others soon echoed down the hall and drowned the subtle uncertainty in the dark silhouette.
They weren't Decepticons.
A flash of light blinded Seaquake for a split moment. "Seaquake!" The deep voice shook the submarine Decepticon out of his pensive state.
The automatic door slid shut behind the Leader as both instinctively retreated to a darker corner. Seaquake saw the Leader's vulnerability he thought he'd never see. An open wound. "Leader... you're..."
The bigger mech clutched his exposed spark chamber. "Yeah, 'ey got me," he muttered. "Had to sacrifice Brynhilda just to get to you." He smiled wearily.
"But..." Seaquake whispered. His own voice echoed in the small chamber, where there were only CR pods around. There was no exit. "What do we do?" His spark skipped many beats. If they had wounded the Leader, what could he do to protect him?
"Listen to me!" the Leader pushed Seaquake to the steps of a CR pod. "There's no time..."
Seaquake heard the Leader's hands tangling with cables inside of his spark chamber. The stench and slimy dripping noise contaminated the smaller mech's mind. "What are you doing?!"
"Take my spark with you."