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Post by trueblaze on Apr 7, 2010 18:28:21 GMT -6
Name: FX Series Race: Humanoid Mechaniloid Age: NA Faction: Brant Corp. (95% are currently in their control others are on loan or have been stolen) Eyes: Red (more like dim flashlights than eyes) Height: 5" to 6" depending on type
Physical description: There are many types of FX's though most appear to be slightly large more heavily armored humanoid Pantheons. Others have four legs, hover jets, extra arms or other features depending on what role they specialize in. Though they look similar to Pantheons (or Joes) they are considerably tougher and should not be underestimated as such (if a typical Joe is roughly 50% the strength of a PC character FX units would be roughly 80%).
Strengths: Physically tougher, better armed and better programed than the typical Joe unit, FX are a much greater threat in a fight against a PC than a Joe. FX units designed for specific tasks are almost equal in strength the standard PC, only PC's also designed for that same specific task are considered significantly superior.
Weakness: While more powerful, they are more expensive to produce thus there are fewer currently in use. While repairs can be made to existing units, only Brant Corp. currently has the ability to produce new ones.
Official history: With the fall of world governments a new stronger defense mechanoid was needed. Thus, with the brilliant engineering skills of Brant Corps. scientists, the FX Series was created. Stronger, faster, smarter and more able to specialize than Neo Arcadia's Pantheon unit, the FX series is quickly gaining favor for nations in need of defense world wide.
True History: (note: the only PCs who know this are Corneal Brant himself and Air Raid. This part is for player info only) When the Fallout Project was first commissioned, the Japanese government knew that a single powerful reploid was not enough. Thus Fallout's design was reverse engineered and all excess component's were removed to make a cheaper yet still powerful combat unit, the Fallout Expedients Series (or FX Series). In addition a new reploid, Air Raid, was commissioned to be the FX's navigator and was thus designed to be able to process the tactical data of up to a thousand FX units and the ability to command said units at the same time.
However, before these designs could be distributed, a third party had stolen the data and deleted the original copies. Before they could be recovered Fallout seemingly went berserk killing the staff and destroying the facility. As a result, the entire project was scrapped.
Nearly a hundred years later, Air Raid was sent on an expedition to the long dead desert city of Scarab, where in a hidden underground computer he was able to recover the data. Though a hundred years old, the designs required only minimal modifications to be put into use, and thus the FX Series was born.
FX Series Types:
(to be updated as we play)
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Post by rumor on Apr 13, 2010 17:04:17 GMT -6
FX Series-Gladiator
Description: An upgrade to the Panthenon Warrior, this series have normal sized arms but are twice as strong as their cousins, and wear higher grade armor, that is not only durable to the point of being able to take several hits but is capable of absorbing some energy from beam and elemental attacks, effectively cutting the attack's power. Built to stand tall against most opponents, this series will usually be found guarding important people and areas. The one weakness they might have is that with all their armor, they move slowly...
but perhaps that is also for a reason....
Physical Description: Colored gold with black joint segments, with heavy armor covering their entire body. Twin red eyes and a spiked helmet reminiscent of samurai of old. Their arms are normal sized, but have knuckle weapon-like attachments bonded to their hands. Overall they have a bulky appearance befitting their name, and should be treated with caution.
Stats: STR+2 CON+2 SPD-1
Armor
Parts-
Head: FX Scanners- Standard design audio and visual scanners for the FX series. Has upgraded scanners for cloaks, players beware.
Body: Giga Plate- Fortified battle armor designed to take a beating and keep on moving. Also has some absorption properties.
Arms: Concussion Gauntlets-These knuckles, bonded to the unit's hands take in both internal energy and energy absorbed through their armor and amplify it, releasing it in a powerful surge upon making contact with an object. Powerful and capable of shattering stone, even hardy fighters should avoid these.
Legs: Dash Boots-Standard for all FX units, these allow for a Megaman X like dash for the unit.
Ability-All FX units have some special ability, the Gladiator Series can shed their outer armor to become lighter and much, much faster. Any non allied units can be hit by flying armor bits for minimal damage. While defense goes down a bit, they keep their absorption property and boost their speed, also gaining a new ability.
Stat Changes: CON-1 SPD+3
Armor
Additional Parts-
Body: 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 perceive, giving this booster it's name of "Spirit". It also makes these units deadly, hence giving them their other name "Death Runners".
FX Series-Marionette
Description: A unique model, these units are thin and move in an eerie fashion, either swaying in the air as they are usually hovering in the air, or in the instances that they are on the ground, crawl quickly on all fours, like spiders. Emitting a creepy laughter constantly, these units are one of the many stealth units for the FX series.
Physical Description: Colored blood red with purple joint segments, these have thin arms, legs and bodies, making them appear as dolls. However do NOT be fooled, this unit is deadly in the right circumstances.
Stats: SPD+2 INT+3
Armor
Parts-
Head: Scope Lens/Sonic Amplifier- The Marionette series has a near perfect scanning system, making all attempts at stealth fail. If you want to sneak by these things, take out their heads first. Interferes with mimicry, so the unit must decide whether to sneak or scan.
Body: Terra Plate- Standard FX series armor. Does not carry absorption properties.
Form Shift-Inactive in normal form. Must be triggered by unit.
Arms: Magnetic Gauntlets-Allows units to stick to metal surfaces, to chase after their targets, no matter where they run.
Raze Claws- The unit's fingers will split down the middle, allowing for knife-like blades to protrude from each finger and thumb on both hands. Brutally sharp.
Legs: Dash Boots-Standard for all FX units, these allow for a Megaman X like dash for the unit.
Magnetic Anklets- Same purpose as the gauntlets.
Ability- The Marionette's can mimic a foe, down to their voice and mannerisms, to blend in. This ability is unknown to the general public and even to high-ups in the world. In fact only Copy X and his four guardians and Brant Corp would know of this ability...
So be wary when talking to people on the street, you never know....who they really are.
Stats: Same.
Armor
Additional Parts-
Head: Voice Synthesizer- Capable of mimicking any voice to a near perfect degree. However those with superb audio system can hear a slight metal sound in the unit's voice.
Body:Form Shift- Can mimic a chosen form, but not chosen abilities of that form.
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: 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.
[glow=black,2,300]FX Series-Tracker[/glow]
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
Additional 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.
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Post by rumor on May 6, 2010 21:44:21 GMT -6
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.
[shadow=red,left,300][/shadow][glow=Silver,2,300]FX Series-Healer[/glow]
Description: One of a small number of healing units for the FX series. This model appears robed and carries a shielding system that makes them very difficult to destroy, as it severely weakens most if not all attacks tossed the unit's way. It works quickly to repair any damage another unit has suffered, doing so quickly and efficiently. To further annoy matters, if one or more of this type are on the battlefield, the other units will make it a point to protect them. Above all else, deal with this type quickly!
Physical Description: Cream White with orange joints. The torso, arms and legs have a "robe" like metal covering and extending from them, possessing the FX series Emblem on their upper right bicep area. Their heads are modeled after a priest or bishop and have a rounded "hat" helmet adorning their heads. Walks gently but carefully as this type is only around to heal.
Stats: CON+3, INT+3
Armor
Parts-
Head: Sage's Helm-Allows the Unit to scan allies, and determine what injuries/damage they have.
Area Scanner- Utilizes Brant Corp. satellites to generate a map of the current field, and the locations of every allied unit, allowing the Healer the capability to teleport and rush right to an injured unit’s side.
Savior Bank-A internal memory unit separate from the unit’s main mind that has all known medical and repair knowledge stored within, giving the Healer the ability to aid humans and reploids alike, in any situation.
Body: Defender’s Robes- The vestments of this unit act as a powerful barrier inducing armor. It blocks small shots entirely and cuts everything else based on power. Medium attacks by ½, and Heavy by ¼.
Pure Generator- Using internal tanks of various energies, the Healer can convert them into a restorative force. The more severe the injury, the more energy tapped to heal it.
Arms: Healer’s Touch- Actually located near the wrists, this part channels the energy generated in the body through the arms and more specifically the hands to the target to fix damage.
Medical Tools- Stored in the large, ornate left shoulder of the Healer are the same set of instruments a surgeon would expect to find upon entering an operating room. Mainly used for human allies.
Repair Kit- Stored in the large, ornate right shoulder of the Healer is a tool kit one would expect to be used when repairing sensitive, heavy machinery. Mainly used on reploid allies.
Legs: Warp Jump-A system in the legs allows the Healer to briefly “hop” out of space and time to reappear in a different location up to several feet away. This is used primarily to traverse the battlefield in a matter of seconds as time is upmost to those that dispense medicine.
Ability: For exactly 120 seconds, the Healer can overcharge it’s internal generator to create a field that extends just over 3 feet from it’s body. Any allied units within this field will begin to automatically regain their health and have damage begin to slowly repair itself. Nonallied units will gain no benefit. After using this power, the Healer will be immobile for another 120 seconds while it cools down and recharges.
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