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Post by rumor on Apr 10, 2010 8:09:31 GMT -6
Whoops, typo there. The head part should stay the same even when in mimed form.
TEH FIXED!
Also i'm working on two more right now, an aquatic type and a...
well the simplest way I can explain it is that it's lower half can turn into a tank tread like form. And technically the aquas' lower half changes also. I ought to have those done soon enough.
*Notes new nickname* NOOOOOOOOOOOOOOOO!!!! >_<
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Post by kehaul on Apr 10, 2010 17:33:29 GMT -6
Ah, I had just assumed that once it mimed another form, its scanning ability dropped off. As in so much was going towards maintaining the guise; that it couldn't keep up everything else at 100% still. Also, since I can form coherent thoughts a bit better today, I might suggest that the "special ability" form just list the changes that occur. Like for the Gladiator: Form Shift: -1CON, +3SPD Giga Plate -> Hyper Plate: Less sturdy than the Giga Plate, but still grants better than average defense. Also has some absorption properties. +Spirit Booster: Exclusive to the Gladiators, this stays inactive until the units shed their outer armor. It creates a field around the unit's legs that adjusts the flow of time around them, in short making these units capable of moving faster than most can even percieve, giving this booster it's name of "Spirit". It also makes these units deadly, hence giving them their other name "Death Runners". ------------------------ It’d take up less space that way and allow a quicker comparison of the differences than having to look back and forth between the two to see what changed. O, and congratz on the new nickname. I'd request a new one myself, but I'm afraid of what it'd be.
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Post by rumor on Apr 11, 2010 18:54:14 GMT -6
Hmm that's a good thought, i'll let Blaze determine if it can keep it's scanner active while cloaked, that could give players an edge...
Edited two previous posts to trim them, and here's two more.
FX Series-Mariner
Description: An aquatic scout, this model is light, and fast on land but when in water they're almost unmatchable. Some carry spears, some tridents but all carry an electrical charge. This makes them VERY lethal underwater, disarm them quickly or else.
Physical Description: Royal Blue with white joint segments, and short fins on their arms, and the sides of their heads, where ears would be. Longer fins cover the backs of their legs, and they have an attachment-like hoop on their backs to hold their weapons. Thin and graceful like either the Fairy Guardian Leviathan or like mermaids of legend, they move quickly....
however, it is to be noted that they like every other FX model carry a secret...
Stats: STR+1, DEX+2, SPD+1 (In water DEX+3 and SPD+2)
Armor
Parts-
Head: FX Scanners- Standard design audio and visual scanners for the FX series. Has upgraded scanners for cloaks, players beware.
Fins: These fins located where ears would be (just like mermaidens of legend) help the Mariner unit swim faster in water along with the others on it's body.
Body: Hydra Plate- Specially designed armor made for water use. Has internal vents to regulate pressure and to shoot out water "jets" to adjust speed and direction while swimming.
Weapon Loop-A small loop that can hold the weapon given to each unit. When not keeping the weapon, this retracts into the unit's back.
Arms: Static Bracers-Generates a near constant electrical charge that the unit can manipulate, to launch a sphere, to charge their weapons, or if in water, to release a medium sized pulse, that will damage and stun nearby targets.
Fins: These on the upper arms help the unit to swim and maneuver better in water.
Legs: Joint Connectors-Useless in this form. Activates by the will of the unit.
Fins-Located on the back of the legs, these larger fins travel down the length of the limbs, ending in fish like tips. Aids in swimming like other fins.
Ability: All FX units have some special ability, the Mariner can flip their legs in, *The frontal areas turn to the inner thigh area* and unite them and making the fins on their legs appear as a mermaid-like tail. In this "Strike" form, they move even faster and can utilize a set of new abilities. Luckily this form can only be utilized in water, though may heaven help you if you meet more than one in this form underwater...
Stat Changes: DEX and SPD +1
Armor
Additional Parts-
Head: Sonar Scope- Detects all nearby units (in a 10 yard radius), both allied and nonallied. So acute it is often said that they act like sharks when detecting blood.
Body: Polar Generator- Creates a field of cold around the Mariner that drops the temperature of the water around them. Used in conjunction with their weapon, they can project and toss spikes of ice at foes, or create icy barriers to protect themselves.
Legs: Joint Connectors-Unites the legs into their "Fish Tail" shape. Can switch back to original form by either unit will or enough damage being done to Strike form.
Strike Tail- Capable of delivering a resounding blow. Also gives the Mariner even more agility and speed when in it's element.
FX Series-Tracker
Description: Painted in camo (changes color to match area automatically), these units are made to hunt and dispose of prey that other units will have difficulty with. Made to be the hunters of the pack, usually one or more of these units will accompany every other unit group, and have many features to efficiently find, track and eliminate prey, also one of the few unit types that will speak, albeit in a robotic monotone.
Physical Description: In general covered in arctic color camouflage, with silver joint segments, though in jungle conditions this changes to typical green and brown camo with rust joint segments. Desert conditions bring desert camo and tan joint segments, and there are more color combos for this unit. Has twin eyes like the Gladiator model, with a scope over one and a small antenna protruding from the back right side of it’s head. Carries various gear all over it’s body, and built to be sturdy, unflinching bloodhounds.
Stats: CON+2, INT+2
Armor
Parts-
Head: Infrared Scope-Can pick up targets from extreme distances, scanning for both visual and thermal cloaks. Also equipped with night vision.
Satellite Comm Link- Can connect with other unit squads or allied PC's over long distances. Bolstered by signal boosters and static blockers, so it is difficult to interrupt or block their communications.
Body: Missile Launchers (located on shoulders) The unit carries and can launch a volley of missiles (30 in each mounted pack) that are heat seeking. Can ditch empty packs to reequip new ones.
Terrain Sensing Camo-Self aware camouflage covering the entire unit that adjusts itself in a fashion similar to a chameleon, it is capable of masking the Tracker unit in nearly any kind of environment. Cannot mask itself from a thermal scanner, but visual scanners are another matter.
Arms: No features are active in this form.
Legs: Composite Boots- The legs of this unit are lined and segmented as if held together out of necessity. However they are especially sturdy and have retractable spikes to better grip tough terrain.
Ability: The Tracker Unit can transform it's legs and lower half into a tank form complete with treads, to traverse ground that would otherwise be too difficult to do so. It also gains devastating new weaponry in it's arms....
Stat Changes: STR+2
Armor
New Parts-
Arms: Beam Cannons-The arms of this unit open and divide to reveal medium strength beam cannons. Combined with their missiles, this makes them a force from long distance. Bring the fight to them and fast.
I think I have it in me to do two more. Blaze? That enough for now?
*wipes sweat from brow*
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Post by kehaul on Apr 12, 2010 18:02:11 GMT -6
They sound good to me.
I'd like to add more than that brief statement after you put all that effort into them, but I can't think of anything to add.
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Post by trueblaze on Apr 12, 2010 22:42:13 GMT -6
*Whips Rumor* Good work. feel free to take a break you earned it.*whips him again*
Feel free to post these in the FX thread if you want, or I can do it tomarrow. I think I'll try to get the story started either tomarrow or soon after and I personally have a couple ideas for FX units (Sniper, Command, and just the general type) that I'll try to get written up and posted sometime soon.
Edit: As for the mime's abilties, I'd have to say they could use their scanners while cloaked/mimiced, but it would increase their chances of being detected. So it would be kind of a trade off as to wether hiding is more important or detection is more important.
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Post by rumor on Apr 13, 2010 16:44:52 GMT -6
Kehaul-No worries, hearing that they sound ok is more than enough for me. Blaze: Yes sir. I'll finalize what I want these next two to do and i'll post them when i'm done. *rubs back* Owie. Edit: Woohoo, got my second guy up. A few notes on him. A) He's evil and likes to cause suffering/death. B) He works for NA but not officially. C) He and Max have met before and he has made one of his life goals to make Max suffer every time they meet up. (To that end i'd like to have someone else RP him for moments I want the two to fight. That Ok boss?)
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Post by rumor on Apr 14, 2010 10:05:09 GMT -6
One of the last two as promised. Once again here first for review.
FX Series-Knight
Description: A valorous model, the Knight series will actively protect their allies, especially those that are important to the current mission, getting more violent the more their allies are attacked. Covered in plate mail style armor, and carrying two massive sword sheaths (One being occupied by a blade of equal size, the other seemingly empty.) as well as a beam shield generator on it's left arm, they certainly look like their namesakes, but they also fight like them too. A tough model overall.
Physical description: Covered in Silver armor, with deep yellow joint segments. Their head is actually a knight-style helmet with the eye guard down. However you can see their eyes clearly, as they shine out brighter than most other model types. Body structure is similar to the Gladiator, but tougher to damage.
Stats: STR+2, CON+3
Armor
Parts-
Head: FX Scanners- Standard design audio and visual scanners for the FX series. Has upgraded scanners for cloaks, players beware.
Battle Plate-Near highest FX model armor. Extremely durable and damage resistant. Present on all parts of the unit.
Honor Bond-Not active unless the unit wills it to be. Uses the helmet's eye guard to scan foes, to obtain a determination of their fighting style.
Body: Blade Sheathes-Worn on the back the left sided sheath holds a giant metallic broadsword enhanced with a heat generator for attacking foes that can block or lessen energy and element attacks. When fully heated up, the blade can cut through most things like they were made of butter.
The right side sheath holds an unknown amount of beam swords in different shapes, from form blades, rapiers and scimitars, to the more recognizable "energy" sword look reploids are known for. To wield them the Knight will lift and tilt it's hand back, a blade popping from the sheath in response.
Arms: Beam Shield-This generator is bonded to the unit's right arm, making a giant tower shield upon activation. Mainly used to block heavy attacks sent the unit's way, all others it will simply allow to hit.
Legs: Jump Servos- Allows the Knight to jump to amazing heights to deliver gravity aided punches, kicks and most importantly blade strikes.
Ability: The Honor bond can scan an opponent and determines it's skillset. The Knight can use this to briefly (about 360 seconds) scan and copy an opponent's fighting style to better match them in combat. If the foe is a strength type, the knight will get stronger. if a Speed type, faster. Out of all of the FX units, this is one of the most troublesome in combat due to this ability. One noteworthy flaw is that when active against multiple foes, the knight will switch "styles" each time a new foe attacks. Therefore if you have the chance, attack with your friends all at the same time.
Stat Changes: Varies.
Armor
Additional Parts-
Body: Element Generator- Imbues the Knight's beam tools with an elemental charge, having the most elemental versatility of any FX unit. Includes: Fire, Ice, Electric, Shadow, Acid (Poison type damage if physical, Armor damage if wearing thick armor, Gravity (blows change the density of the target, hampering movement.) Time (Slows Target) and an unnamed element that is said to destroy objects with a single touch.
In the case of it's beam shield, the element will block attacks from that type. As with the Honor Bond's ability boost, can only ultilize one element at a time.
Legs: Reflex Spring-When in mid-air from a jump, the Knight can activate this to be shot back to earth, often making a crater upon impact due to force. Makes for DEVASTATING blows.
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Post by kehaul on Apr 14, 2010 18:07:21 GMT -6
I caught this one before it had been edited but was on my way out the door at the time. Assuming nothing major got changed since I read it, it sounded good to me at the time.
Blaze: As far as getting the RP started, I'd be for it. I may just start with Akiko at the beginning though. I've got other ideas, but nothing I've come up with yet has kept my continued interest past the "oh, wouldn't that be a cool idea" stage.
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Post by rumor on Apr 14, 2010 18:16:25 GMT -6
I think the last thing I added to this was the reflex spring, every other edit was to clean up text. Ok cool. I suppose I can work on my last one for the time being.... Shame that I've run dry of ideas...
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Post by kehaul on Apr 14, 2010 18:24:57 GMT -6
The reflex spring was there when I read it. I'm thinking the honor bond ability may have gotten a name change, or else something even more obscure and minor was changed. Definitely looks good though. You've managed to capture some really unique abilities for them beyond just saying it's a really fast, or really durable type and stopping there.
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Post by trueblaze on Apr 15, 2010 12:07:20 GMT -6
Wow, it seems the FX units are a lot more popular than I had orginally thought . As for the story, I had an idea about starting it with Blaze being attacked by an unknown group of Joes (could be NA, could Be Arc Angels, could be some random encounter, haven't decided), and I have an idea of how it comes to an end, but aside from that everything else is up in the air.
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Post by kehaul on Apr 15, 2010 13:56:46 GMT -6
That's as good a place as any to start. You spend too much time on the 'and', 'ifs', and 'buts'; then it just precludes something that could have actually happened instead.
With any luck my current character idea might hold my interest long enough to finish it. Although certainly don't hold up the starting of the RP on my behalf.
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Post by rumor on Apr 16, 2010 17:16:50 GMT -6
Sounds good to me Blaze. That sounds like the kind of thing Max would jump into also.
Start whenever you're able.
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Post by kehaul on Apr 21, 2010 18:14:23 GMT -6
And there's my starting character. The functions of each Fairy are still being worked on and tweaked, but I have at least a pretty good idea how they'll work. Here's just a rough format I'm thinking of using as an example:
Cyber Fairies
Using the I.T.S. she can store and call forth mechaniloid-like creatures that function similar to Cyber Elves. These creatures are independent, and each has their own unique personality. They are all moderately durable, universally about three inches in height each, and have proportionally oversized eyes.
Akiko
Damage: * Aerial Mobility: **** Repair: ** Sabotage: **
A miniature ball of spunk with a spitfire personality; complete with a thematically appropriate tuft of spiky, scarlet hair. Her armor coloration is carroty orange and covers the chest, waist, and upper back. She wears a cloth miniskirt as a fashion element. Her buster output is of the fire element, but is primarily in place to facilitate surgical precision repair. She also has the most adorable, smallest, and cutest belly button of all the fairies; a fact she will attest to at length if the topic ever arises. Wings are V-shaped
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Post by rumor on Apr 23, 2010 19:19:02 GMT -6
Blew me away. Great premise and the thought of her having different skillsets available is a cool one. Nicely done.
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