• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fandom Falling Apart 2.0: The Redux [Character Submission]

Main
Here
OOC
Here
Lore
Here
Other
Here

AshuraaHunter

A Roleplayer with Standards
CHARACTER SHEET TEMPLATE

Full Name

Alias(es)/Nickname(s)

Fandom/Universe [type 'original character' if your character is unique]

Alignment [ex. Lawful/Neutral/Chaotic, Good/Neutral/Evil]

STATISTICS [12 to distribute]
EDR - 10 [150,000]
STR - 10
DEF - 10
ECH - 10
RES - 10
AGI - 10
PER - 10
SKI - 10
INT - 10
CHA - 10
LUK - 0


Age

Gender

Sexuality

Species

Appearance [photo/desc or both]

Personality

Backstory

How did they get absorbed into the chaos?

Strengths [include resistances to damage types]

Weaknesses [include weaknesses to damage types]

Equipment

Special Abilities

Notable quotes [optional]

Theme song [optional]

Please await a like from Falling Apart admins/GMs like me in order to await acceptance.
Maximum amount of characters is currently 5 per person, excluding NPCs.
Be sure to read the text files in the Falling Apart Extras before posting a character submission.
CURRENTLY ACCEPTED CHARACTERS
The Fabulous Emerald The Fabulous Emerald - Captain Falcon (F-Zero)
GearBlade654 GearBlade654 - Pixels Mk. II (XCOM: UFO Defense OC)
Ferociousfeind Ferociousfeind - Marie (Splatoon 2)
BlightGiver BlightGiver - Haydee (Haydee)
 
Last edited:
falconnn_by_vegacolors-d8svn1p.jpg

FULL NAME: Douglas Jay Falcon.

ALIAS(ES)/NICKNAME(S): Captain Falcon, and Famicom. Why he called himself Famicom is a long story, but in short it was when Captain Falcon entered a race under a different name.

FANDOM/UNIVERSE: F-Zero, with a bit of Smash Bros mixed in.

ALIGNMENT: Chaotic Good. While he used to work for the police, and may have been considered Lawful Good, he is now a bounty hunter and isn't too fussed about killing if he has too.

STATISTICS
EDR - 8 [130,000] - as an ex-police captain, a bounty hunter and overall badass, I think he's probably more resilient than your average guy. However, he isn't superhuman and he isn't made of steel so compared against other characters, not as tanky.
STR - 14 - although not really a main factor in the games, it is suggested that Captain Falcon is incredibly strong. Not considering the fact he can toss people like Bowser around with no real issue, it is also shown that he can break out of telekinetic bonds (F-Zero GX) with no real issue.
DEF - 12 - similarly to his endurance, he is an ex-police captain who now makes a living by hunting dangerous criminals. Not only is he capable of countering swords and punching arrows out of the air, he is also known to have survived an accident three years prior which considering that having an accident in a machine that can race at mach speeds...it's pretty impressive.
ECH - 6 - it is suggested that Falcon Punch and other similar moves are chi energy as opposed to magic. It is suggested that he can Falcon Punch through sheer will and strength of soul alone, over magical potential.
RES - 10 - although magic does exist within the F-Zero universe, he has never been shown to have any special resistance against it. Although in F-Zero GX he was shown to be able to break out of telekinetic magic bonds, it is suggested that was down to pure strength as opposed to any magical resistance.
AGI - 16 - he is a martial artist and a street fighter, with police training and discipline. Not to mention he is the second fastest character in Smash Bros, beaten only by a creature that runs at the speed of sound. Considering that other fighters include goddesses, teleporting ninjas, teleporting ninja frogs and robots, it is pretty impressive. He is certainly more agile and flexible that the average person, not to mention quicker. He can perform dodge rolls, punch arrows out of the air...he's quick, to put it lightly. Hence the name 'Falcon'.
PER - 14 - he drives at the speed of sound. Yeah, no, he's definitely perceptive. One wrong degree on the steering wheel, or one wrong memory of a turn coming up and you are mega dead. He is also shown to be able to dodge attacks fairly easily, as shown by Smash Bros.
SKI - 12 - again, he drives at the speed of sound, is a martial artist and is shown to be able to quickdraw and fire a pistol quicker than someone aiming at him can react (the first F-Zero had a comic where this is shown - it is also the only canon time where Captain Falcon is shown to use his firearm). He pilots both a spaceship and a mach speed racer which has been shown to have been upgraded and changed over the years. Not to mention he is from the future, so chances are he could probably pick up how to use new things fairly easily.
INT - 10 - while it is suggested that Captain Falcon designs his racers, and is constantly shown to have incredible knowledge about driving, those two fields of expertise are fairly limited and could be explained down to wisdom as opposed to intelligence. Even still, he has never been shown to convey any form of super intelligence.
CHA - 8 - Captain Falcon appears to be a fan of the silent protagonist route, opting to not partake in interviews when he wins and instead just retreats back to his private archipelago near Port Town. While that makes him clearly badass, it doesn't make him very charismatic.
LUK - 2 - it is suggested that while most of his feats come from skill and perception, there is a fair bit of luck involved with Captain Falcon. Probably more than he'd like to admit. For example, when he was escaping from a building about to explode where he escaped with literally no time left on the clock before the building exploded. If he arrived at the scene even a second slower, he would be ash.

AGE: Early to late 30s.

GENDER: Male.

SEXUALITY: Heterosexual.

SPECIES: Human - may be considered superhuman depending on your species naming.

PERSONALITY: Captain Falcon can easily be considered brash, bold and stubborn. He has the courage, the impeccable timing and the reflexes to race a machine at mach speeds and it clearly shows. Known for his famous falcon emblem, his red helmet, his yellow scarf and his blue bodysuit, Captain Falcon has often been called flashy in his career. However, while he is confident of his abilities and will stand by them to the grave, he isn't big-headed. He knows when a bounty is too difficult to claim, or a race too difficult to win - not that he would avoid them, though. He'd just change how he works his way around them. Despite his career, he does not crave attention. Usually, when he wins a race, he simply retreats from the crowds and flies to his private archipelago near Port Town. Yes, he has a private archipelago. Deal with it.

BACKSTORY: To know the backstory of Captain Falcon, one must understand the world he comes from. In the future, the 24th century, technology was advanced so far that distant planets were just a bus drive away - literally (there are space roads that go up past the atmosphere into warp gates) - and soon enough, deals were made between all of the species. If one planet had an abundance of iron, and another an abundance of coal, trades were made between the two so that both species came out stronger. As a result, intergalactic peace was pretty much established. Sure, there's the odd war here or there but never anything serious. The merchants responsible for these intergalactic trades were incredibly rich, as one may imagine, and eventually demanded a sport more...exciting that the usual sports. Hence, the F-Max races were born. There were teething problems with the races, but eventually the brutal and insane concept of machines racing at mach speeds became so popular with the public that they demanded more. Eventually, after many great accidents and other events, the F-Zero races were born two centuries later.

F-Zero races are fairly simple in context - racing at, and past, the speed of sound. A myriad of tracks were built spanning kilometres upon kilometres located on mulitple planets all across the galaxy. Using a mixture of magnetism and thrusters, these machines hover around a foot off the ground and can drift at virtually right angles. During these times, a racer known as Captain Falcon quickly ascended through the ranks.

It is unknown where he came from, but it is known that he is an ex-police captain and now a feared bounty hunter. He has accomplished many amazing feats, such as escaped from an exploding building, defeat corrupt drivers to even defeating gods, known as the Creators, at their own game. Super Arrow may be a superhero, but Captain Falcon is a superhero.

That is, until, one day he was driving to his next race. Using the space roads to the warp gates, as his Falcon Flyer was undergoing repairs, he drove through unsuspecting of a slight error in the warp gate's programming. Whether it was a simple malfunction, and accident or purposeful espionage is unknown, but does that even matter now? He is now stranded in lands he does not know, with nothing but his wits, his skills and his Blue Falcon to help him out.

STRENGTHS: Captain Falcon is so skilled in close combat, not to mention his body suit designed to resist certain things, that he can simply knock away blades, clubs and even arrows without a second thought. Not to mention he is strong enough to be able to shrug off such things. As a result, he has resistances to physical things such as Blunt, Sharp, Puncture and Kinetic. He is also able to tolerate high heat - mainly from his own attacks, and as such has a resistance to Heat.

WEAKNESSES: However, despite his amazing skills, courage and general attitude, Captain Falcon isn't perfect. He is only human, so environmental effects still harm him. Specifically, he has weaknesses to Gas, Mind, Toxic, Ice and Shock.

EQUIPMENT
FALCON'S LASER PISTOL
Description: A rarely used standard issue police pistol that fires a steady plasma beam at the foe.
Slot: Sidearm.
Base Damage: 2000 Heat for the first action of concentrated fire, 3000 Heat for each action onward as the target is subject to the excess heat that the plasma produces. At maximum, one magazine deals 14000 Heat damage over the course of five actions.
Accuracy: 14/20 at close range, but quickly drops down in accuracy at longer ranges. It clearly isn't meant to perform like a rifle, which is probably why it sees so little action. Why use a pistol, a weapon designed for short range, when you have fists and kicks that do an arguably superior job?
Noise Level: Medium.
Magazine Size: 5 actions of concentrated fire.
Firing Speed: 1 action to fire, but extended usage can use as many actions as he likes.
Reload Speed: 1 action.
Ammo Utilised: Standard Energy Pistol Clips. At this current moment in time, he has two clips on him - the one in his gun, and one spare.
Special Attributes: The plasma rounds that the gun fires appears to affect the entire body, not just the point of impact, as shown when Captain Falcon shot 'Scale Head' and caused his entire body to start smoking.

FALCON'S ATTIRE
Description: Captain Falcon's famous clothing. Designed for both brawling and racing, this iconic blue body armour is just as resilient as the one who wears it.
Slot: Armour.
Status Chance: 10% double damage.
Special Attributes: Designed with heat and blunt resistance in mind, anyone who wears his suit becomes immune to the side effects of Heat and Blunt attacks (i.e burning and fracture, but if there are any others he becomes immune to those too). His gloves and boots are built for combat and as such there is a 1 in 10 chance that any Normal type move can do double damage (it only counts for the single punch that the 10% chance rolls for, not the entire combo - not to say that he can't roll lucky and have double damage for the whole chain, of course).

SPECIAL ABILITIES
KI MASTERY
Description: Captain Falcon has mastered the Way of the Falcon, and now uses inner strength as opposed to magic to use his heavy hitting moves.
Power Points: 10.
Speed: 10 minutes of uninterrupted meditation.
Special Attributes: Passively, his ki based attacks (i.e his Way of the Falcon moves) use his STR stat as opposed to his ECH stat. Also, his ki moves do not have individual PP but instead draw from a larger pool (the PP for this move is the pool). Using a ki move depletes the total pool by one, except for stronger attacks and the Knee (will describe when he learns them - I'll also mention how much an individual move costs). However, he cannot regenerate this using things like potions or even magic orbs (unless the item is specifically designed for ki energy). No, in order to replenish his ki he must meditate without massive interruption (i.e, without fighting - he can still talk and stuff). Each uninterrupted minute of meditation replenishes one PP. He cannot replenish more than than 10 PP at one time, nor hold more PP than the maximum. For future reference, I shall refer to this as KP (ki points).

FALCON PUNCH
Description: Captain Falcon's signature move. A chi-infused punch so powerful that whoever is at the end of the punch is met by explosions, pain and probably several cracked everythings. It is named adequately, as when performed a fiery falcon forms out of Captain Falcon's fist to 'greet' the target.
Base Damage: 9000 Heat, 1000 Blast.
Status Chance: 10% (burning only).
Speed: 2 actions.
Special Attributes: Despite the small explosion and the huge fiery wave, Captain Falcon does not seem affected by any backlash from the ability. Uses 1 KP.

FALCON KICK
Description: A kick that defies physics completely, as it propels Captain Falcon through the air without touching the ground. Not to mention the 'slight' burning sensation people feel after being hit by it.
Base Damage: 4000 Heat normally, 2000 Heat and 250 Blast when used in the air.
Status Chance: 10% (burning only).
Speed: 1 action.
Special Attributes: Due to the nature of the ability, Captain Falcon cannot be affected by ground based obstacles whilst using it. He can also use this ability in the air to allow him to land quickly and without taking falling damage. As he lands, he also produces a small shockwave that does very little damage but is enough to cause someone to stumble/possibly fall over. Uses 1 KP.

MARTIAL TRAINING

Description: Skilled beyond mere men at fighting, Captain Falcon is virtually unbeatable at close quarters combat.
Speed: Passive, and 1 held action.
Special Attributes: Whenever he dodges a close quarters attack, or the attack misses him initially, he gets the ability to retaliate with one free action of Normal attacks against that target. For multihit moves, this free action of attacks will interrupt the rest of the multi-attacks (it causes them to not start, not causes them to miss). Normally, he can only do this once per turn. However, if he prepares a combat stance (i.e hold an action) he can do this as much as he can, against anyone and he causes CQC attacks to have a disadvantage to hit him (meaning that it is more likely to trigger the passive effect). For reference, any attack that is within his arm's reach triggers this - holding a pistol to his head triggers it as much as any melee attack.

DISARM
Description: You need a gun to fight? Captain Falcon mocks you as he takes your toys away.
Status Chance: 10% fracture (because I like the idea that when Captain Falcon disarms you he just breaks your arm to do it).
Speed: 1 or 2 actions.
Special Attributes: Using his martial prowess, Captain Falcon can disarm a myriad of weapons from an attacker. In order to be successful, he must beat his opponent in either a STR or SKI check (he gains an advantage if he spends the extra action) and if he succeeds, he throws the weapon away. If possible, he will throw the weapon into unreachable locations such as off a cliff or into fire, if it is nearby enough. The move disarms both hands. He gets to choose whether to use his strength or skill to disarm, as he knows how to wrestle a gun out of someone's hand but also how to disarm them in a way they'd never expect using martial arts.

NOTABLE QUOTES:
"You don't win by being lucky - you win by being bold!"
"FALCONNNnnn....PAAAWWNCH!"
"Come on...BLUE FALCON!"
"Show me ya moves!"

 
Full Name: Pixels Mk II

Alias(es)/Nickname(s) (Codename in this case): "Hoplomachus"

Fandom/Universe [type 'original character' if your character is unique]: XCOM: UFO Defense with a rather large hint of XCOM 2. Original Character.

Alignment [ex. Lawful/Neutral/Chaotic, Good/Neutral/Evil]: True Neutral-Pixels fights on orders from XCOM HQ.

STATISTICS [12 to distribute]
EDR: 13 (180,000). Pixels' new chassis is far more sturdy than the ultralight armor of the last one, utilizing alloyed plates and internal repulsory fields to reflect some fire.
STR - 12. The new chassis allows for high-powered hydraulics, allowing not only for Mk 1 to get past its strength problem but surpass it.
DEF - 14. Medium alloy plating means Pixels can eat much more damage than it could before.
ECH - 5. Pixels wasn't programmed with magic in mind, but it certainly can use a magic weapon off a fallen combatant-but it's mediocre at it.
RES - 14. Pixels' internal repulsory fields assist in repelling enemy plasma fire, dulling the impact. This applies to magic as well.
AGI - 5. Pixels' new armor and gear mean that the leg servos can no longer maneuver as well as Mk 1.
PER - 12. Pixels' CPU isn't as quick as Mk 1 seeing as it has to monitor multiple systems now, but it still has a fairly advanced array of sensors that can detect anything of note.
SKI - 5. Pixels' already mediocre handling becomes worse. Neo Pixels' CPU cannot handle small objects with precision.
INT - 11. While Pixels mainly acts on orders from ground control, its CPU is advanced enough to do actions autonomously if needed.
CHA - 11. Pixels can now speak. Its polite tone and manner when in times of non-combat allow it to handle diplomatic situations decently, not to mention ground crew has a couple of diplomats on hand.
LUK - 10, 5% on crits and 2.5% on dodges. Neo Pixels, while it's relatively bulky frame means it can't ruthlessly identify, flank, and slaughter enemies with weak point recognizition, still has its advanced CPU. Said CPU is constantly scanning its opponent during combat, and very rarely it detects an exposed weak spot, leading to critical hits. In terms of dodges, sometimes the magnetic field boosts itself up to completely stop a melee attack, while the repulsory field sometimes tunes in to a magic attack's "frequency". The field matches the "frequency" and completely evaporates the magic attack.


Age: Pixels has already seen its fair share of combat, its programming in service for 5 chronological years. The chassis, however, is completely new.

Gender: Male programming.

Sexuality: None, as it's a robot.

Species: A highly advanced machine.

Appearance [photo/desc or both]
20180521220539_1.jpg

A side shot to show off Pixels' BIT Drone (Will be explained later)
20180522155810_1.jpg


Personality: The previous chassis was completely incapable of speech, but the new chassis is capable. Pixels maintains a polite manner, if not somewhat verbose. Underneath this polite manner, however, is an extremely loyal warrior. Pixels would never consider turning traitor against XCOM, and as Pixels was deployed to combat whatever was plaguing the XCOM world at the time, Pixels is likely to show that same sort of loyalty to its comrades as well.
On the more trivial side, Pixels does not like water and will maintain a healthy distance from anything aquatic if off duty.

Backstory:
[CENSORED] Log 21
This unknown enemy has been assailing Terra for quite some time now. One would have thought that once the original extraterrestial enemies were defeated, we would see peace for the foreseeable future. As fate would have it, however, a new enemy struck soon after the aliens' defeat, forcing plans for civilian applications for the technology we... salvaged from the former alien invaders to be postponed. Instead, we first responded to this threat combat-wise to put forth the XCOM Shade program, for robots to take the place of humans in battlefield reconnaissance.
Pixels Mk. 1 was the first of it's kind, the first Shade. The machine was deployed on numerous scouting missions. Now, we have upgraded Pixels for full-on assault duty, as we have quickly learned from the next Shade that an armored approach to scouting enemy positions is far more effective than a fragile scout that could be destroyed in a matter of seconds.
Pixels Mk. 1 had ultralight armor to aid in speed. Now, that speed and mobility has been sacrificed for formidable defensive power with improved gear, defense systems, armor plating, and improved hydraulics that rectify Pixels' strength problem.
In place of the rapid-fire laser rifle that Pixels carried while it was a recon unit, Pixels now carries what research has designated the Superheavy Gauss Cannon. It is essentially a minaturized battleship railgun, capable of felling even the mightiest of enemies at the cost of rapid firing and accuracy. The Superheavy Gauss Cannon is so heavy that only Pixels is capable of handling the weapon without suffering from being overloaded.
Finally, we have provided Pixels with the BIT drone. Fondly nicknamed the "Robot Beachball", the BIT is versatile in that it can hack security systems from a distance and fire a multitude of single shot but deadly weapons-a rocket launcher, a giant shotgun that rips armor off enemies called a Shredder Gun, a flamethrower, and a plasma based weapon that fires in a straight line. However, the BIT can only take one of these devastating weapons on a mission, and we currently lack the knowledge on how to cloak such a drone, meaning the BIT is vulnerable to enemy attack.
With these upgrades, now we bring the fight to the enemy. Pixels has been deployed to a reported rift via Skyranger.
Commence Operation Wicked Mirror.
How did they get absorbed into the chaos?
A VTOL was hovering over a shadowy rift. Pixels would be sent there to strike against the enemy's heart. XCOM ground crew were watching through the machine's optical sensors, bated breath apparent.
"Skyranger-01. You are clear to deploy Hoplomachus. Operation Wicked Mirror has commenced."
"Roger that, HQ."
The pilot of the VTOL stood up, setting the vehicle to hover over the rift, before turning to the giant machine standing just a little behind the ramp of the VTOL.
"Alright, Hoplomachus. Go. Make their lives miserable."
Pixels nodded, then jumped towards the rift.
At that moment, hundreds of system and environmental readings opened at base.
Strengths: [include resistances to damage types]
Robotic Systems: Pixels is completely immune to status effects that hurt an organic. Poisoned, Bleeding, Mind Control as examples, and taunts to some extent, though Pixels can be distracted.
Medium HWP Alloy Plating: Pixels has a flat out 10% damage reduction. Counts as armor. Chances to critically hit Pixels are halved.
Jetboots: Pixels can leap great heights without any aid, though Pixels' horizontal movement is limited with Jetboots active.
Weaknesses: [include weaknesses to damage types]
Robotic Systems: Pixels can be affected by effects that affect mechanical units. Rusting, Short-Circuited, and Hacked, for example.
Attempting to heal Pixels with Water damages it by half the amount it would heal.
Bulky: Pixels cannot take cover at all.
Big Target: An attack that misses Pixels and wasn't repelled by a miracle dodge can roll again to hit.
Other: Pixels counts as a robot and is heavy, mechanical, and large for potential gameplay functions.
Equipment
Superheavy Gauss Cannon
Noise Level: Super loud. Once Pixels fires everything is alerted to Pixels' presence.
Damage: 5000 Kinetic+4000 Heat.
Accuracy: 13/20
Ammo: 3 shots. Pixels has a decent amount of reloads (9 clips), but needs to use 1 action to reload.
Fire rate: 1 shot will end the turn.
Special-A hit will shred 5% of an enemy's damage reduction. Damage reduction is not DEF and RES itself, but, say, a passive, equipment, or strength.

BIT Drone
The BIT has 17,000 EDR along with 7 DEF and EDR. If Pixels is destroyed the BIT shuts down. The BIT counts as a light robot floating on multiple anti-gravity plates.
The BIT can hack security systems from a distance, but not robotic enemies. Pixels is also terrible at it and SKL is treated as 3 while hacking.
The BIT can also carry one of these heavy weapons on a mission. All 4 heavy weapons are single shot.:
A rocket launcher dealing 7000 blast damage in a medium radius. Also removes 10% of an enemy's damage reduction. Blast does collateral damage.
A plasma blaster that fires a straight line of plasma. Deals 6000 heat damage and pierces combatants, also shredding 10% off everything hit. Collateral damage in a straight line with the beam.
A shredder gun which is a giant armor shredding shotgun. Deals 400 damage*20 pellets in a large cone-shaped area and takes 10% damage reduction off those hit. Lots of collateral damage.
A flamethrower that deals 5000 Heat damage to everything caught in a small cone-shaped area. Everything hit is set on fire dealing 500 heat damage for 6 turns. Mechanical enemies are immune. Can obviously be put out with various methods like jumping into water. Limited collateral damage, only flammable objects are affected.

Special Abilities
Overdrive
4 turn cooldown. Pixels gains actions equivalent to 1.5x his normal actions for the turn Overdrive activates (this usually means Pixels gets three actions instead of two), and nothing is turn ending. Reloads only need 1 action during Overdrive.

Bulwark
A passive. Everything can use Pixels as full cover, and Pixels itself has extra 10% damage reduction that counts as armor. Stacks with Alloy Plating for 20% total.

Strike: 2 turn cooldown. Pixels runs right up to an enemy and deals a hefty 8000 blunt damage with an accuracy of 17/20. Ends the turn.
Notable quotes [optional]
"Hoplomachus online."
"Target identified, calculating target trajectory."
"Direct hit on target."
"Recalculating precision algorithms."
"Life signs terminated. Target down."
"Electronic functions within target have ceased. Successfully terminated."
Theme song [optional]
XCOM Geoscape
 
Last edited:
Full Name
Marie Cuttlefish (presumed last name)

Alias(es)/Nickname(s)
Agent 2

Fandom/Universe
Splatoon

Alignment
Lawful Neutral

STATISTICS
EDR - 8 [130,000] : Marie is an Inkling, and therefore rather fragile.
STR - 12 : Marie is professionally trained, and is more than a match against a human in terms of raw strength
DEF - 9: Despite being strong, she isn't very sturdy, and can't take a hit very well.
ECH - 1: Marie's universe does not utilize magic in any capacity (although the Octarians may disagree), so she can't exactly cast spells all that well.
RES - 3: Nor can she resist magical attacks.
AGI - 16: However, she is a speedy fellow, and can move from place to place very quickly.
PER - 14: As an agent of the Squidbeak Splatoon, she's expected to be observant.
SKI - 13: Another expectation is her ability to pick up a foreign weapon and understand how it works.
INT - 16: Marie is naturally cunning and intelligent, with a very quick wit.
CHA - 14: She is also one half of the outrageously popular group the Squid Sisters.
LUK - 6: Idunno, I had points remaining.

Age: 17

Gender: Female

Sexuality: Straight

Species:
"Inkling" - Half kid, half squid.
Splatoon_Wiiu.png

As a squid, Marie can maneuver around at about the sprinting speed of a normal human. She can slip through about anything that could fit the tiny "inner" squid through - functionally a few centimeters in width - as seen in the image below:
fadd405ceddf36d3ef4d86543875fbf5c09d5280_hq.jpg

As a kid, an Inkling can do about anything a normal human could. The only notable difference is that they have no bones, their limbs are held rigid by either some form of cartilage (like our ear lobes) or pneumatics (like a spider's limbs).

Of INCREDIBLY IMPORTANT NOTE; Inklings are very short creatures, from 1/3 to 1/4 the height of a normal human. Despite this, or perhaps due to this, they are incredibly robust creatures capable of stunning feats of strength and agility... for their size.

Appearance:
Hotaru.%28Splatoon%29.600.2124501.jpg


Personality
Marie is quieter and not as excitable as her cousin, Callie. She is very witty and is characterized with biting sarcasm, which often takes the form of a bratty, prone-to-complaining Inkling. Most of the time, however, her mood is too mild for her wit to cause any serious harm, and she usually means well. She dislikes intense, stimulating activities, and is a little prone to laziness. She is not a fan of tomatoes.

Backstory
Having risen to stardom over time as part of the Squid Sisters with her cousin (not her actual sister) Callie, Marie enjoyed life near the top for some time. Then, the Octarians captured the Great Zapfish. With the help of Captain Cuttlefish and Agent 3, the Squidbeak Splatoon as a whole defeated D.J. Octavio and saved the day.
No more than two years later, the Octarians struck again, capturing Callie in the process, and Agent 3 and the Captain were off on something of a business trip. Marie enlisted the help of the newly-recruited Agent 4 to help her rescue Callie and the Great Zapfish again.
After that, all was well. Until...

How did they get absorbed into the chaos?
Not long after rescuing the Great Zapfish a second time, Marie saw an eerie portal of sorts, presumably left by the explosion of Octavio's Octobot King II. Being one normally consumed by curiosity, there was no choice but to venture to the other side...

Strengths [include resistances to damage types]
* Marie is professionally trained in the art of warfare, meaning she can pick up about any weapon small enough for her and quickly become relatively proficient with it.
* As an Inkling, whose ink is toxic itself, she can tolerate high amounts of toxic substances, she takes 0.5x toxic damage from attacks.
* With no bones to speak of, Inklings can tank blunt damage relatively well. Marie takes 0.5x blunt damage.

Weaknesses [include weaknesses to damage types]
* Being a fragile Inkling, Marie does not handle sharp or puncture damage very well. She takes 2x sharp and puncture damage.
* Because Marie is an Inkling, she cannot tolerate water in any form. Be it ice, liquid water, or even very humid air, an Inkling's oily form cannot stay cohesive in the excessive presence of water. She takes 2x ice damage and water damage. She is very prone to drowning, and cannot swim.
* Inklings, too, are biological constructs, and take 2x virus damage.

Equipment
Hero's Charger
Description- The Hero's Charger is a military-grade Inkling weapon. It consumes Inkling ink to fire, and can, as the name implies, "charge" a shot for an additional action to increase the range and potency. Even so, it's still a small weapon and deals little base damage.
Slot- Primary
Base Damage- 1200 Kinetic, 300 Toxic
Accuracy- 18/20
Noise Level- Medium
Magazine Size- 10 "charges"
Firing Speed- 1 "charge" per action, firing itself is free
Status Chance- 5% stun chance
Ammo Utilized- Ink Tank. Comes standard with most Inkling weapons, and can be recharged by simply diving into one's ink. When no ink-able surfaces are nearby, it will slowly charge on its own.
Special Attributes
*
This weapon can "charge" its shots, effectively overlaying up to 10 (yes, the entire tank's worth) charges in one shot. Per "charge", the released projectile deals 1200 kinetic and 300 toxic damage, and adds 2% stun chance. At full (exceedingly rare) charge, it does 12000 kinetic and 3000 toxic damage, and has a 25% stun chance.
* It takes one action to charge one "charge".
* This weapon uses Inkling ink to run, and can cover surfaces - and enemies - in the sticky, opaque stuff. The stuff is somewhat toxic, which can cause problems when struck with it. It is also very surprising, and may stun unaware targets.

Hero's Splattershot
Description- The Hero's Splattershot is a military-grade Inkling weapon. It consumes Inkling ink to fire a barrage of ink pellets at the enemy. While a small weapon, and weak even to Inkling standards, the ink it fires is slightly toxic to non-Inklings.
Slot- Sidearm
Base Damage- 100 Kinetic, 50 Toxic per pellet (6 per shot)
Accuracy- 8/20 per pellet
Noise Level- Low
Magazine Size- 30 "rounds"
Firing Speed- 1 "round" per action
Status Chance- 2% stun chance per pellet
Ammo Utilized- Ink Tank. Comes standard with most Inkling weapons, and can be recharged by simply diving into one's ink. When no ink-able surfaces are nearby, it will slowly charge on its own.
Special Attributes
*
This weapon fires very fast. It releases 6 "pellets" of ink per "round" fired. A dice is rolled for accuracy for each pellet.
* This weapon uses Inkling ink to run, and can cover surfaces - and enemies - in the sticky, opaque stuff. The stuff is somewhat toxic, which can cause problems when struck with it. It is also very surprising, and may stun unaware targets.

Hero's Splat Bombs
Description- The Hero's Splat Bombs are military-grade Inkling weapons. They hold a large amount of Inkling ink, and will detonate, spreading the ink over a small area and covering anyone in the blast.
Slot- Secondary
Base Damage- 1000 Blast, 500 Toxic
Noise Level- High
Magazine Size- 3 bombs, equivalent to 10 "rounds" each
Firing Speed- 1 bomb per action
Status Chance- 25% stun chance, 5% mindshock chance.
Ammo Utilized- Ink Tank. Comes standard with most Inkling weapons, and can be recharged by simply diving into one's ink. When no ink-able surfaces are nearby, it will slowly charge on its own.
Special Attributes
*
I'm not sure how you want bombs etcetera to work, so feel free to tell me what I'm missing.
* This weapon uses Inkling ink to run, and can cover surfaces - and enemies - in the sticky, opaque stuff. The stuff is somewhat toxic, which can cause problems when struck with it. It is also very surprising, and may stun unaware targets.

Hero's Ink Tank
Description- The Hero's Ink Tank is a military-grade Inkling Ink Tank. It can hold ink in a large number of different unit sizes, ranging from the insignificant "pellet" to the sizable "charge".
Slot- Back
Magazine Size- 10 "charges", 30 "rounds", 60 "flicks", 180 "pellets", 360 "droplets", (approximately 2 liters)
Conversions:
* 6 "droplets" equal 1 "flick"
* 6 "pellets" equal 1 "round"
* 2 "flicks" equal 1 "round"
* 3 "rounds" equal 1 "charge"
OR
* 1 "charge" equals 36 "droplets"
* 1 "round" equals 12 "droplets"
* 1 "flick" equals 6 "droplets"
* 1 "pellet" equals 2 "droplets"
Special Attributes
*
Essential to the operation of most Inkling weapons, and can be recharged by simply diving into one's ink.
* While submerged in ink, the Ink Tank charges 1 "charge" (36 "droplets") per turn.
* While not submerged in ink, the Ink Tank still charges! While on the back of an Inkling, it can charge 3 "droplets" per turn.

Special Abilities
Is Secretly A Squid
Description- All Inklings can transform freely into and out of more compact squid forms. Unfortunately, in this more compact form, they must stow their gear and are unable to use it.
Usage Time- Takes one action to transform.
Duration- Unlimited
Recharge- None
Special Attributes
*
The player's Strength (STR) and Skill (SKL) drop to 0 temporarily, as they cannot attack and cannot handle tools in this form.
* The player's Agility (AGI) increases by 4 points temporarily, as they can move around much faster.
* If the player is wearing an Ink Tank, it will recharge much faster now.
* As a squid, an Inkling is very maneuverable in their ink. If it is there, they can swim through it. As a squid they can also slip through grates, vents, and even cracks as narrow as a few centimeters. I'm not sure how often that will become beneficial, but it's there.
* If an Inkling were to stay perfectly still while in their ink, they would be totally invisible to the naked eye... except for the giant splotch of Inkling ink.

But Actually A Kid
Description-
All Inklings can transform freely into and out of their more compact "squid" forms at will, with little consequence.
Usage Time- Takes one action to transform.
Duration- Unlimited
Recharge- None
Special Attributes
*
The player's stats return to normal.
* This does not erase status effects.
* If the player is wearing an Ink Tank, it will no longer charge faster.

Notable quotes
* "I know you're a little star-struck, but you're going to have to get over it."
* "Yes, that Marie. You know, from the Squid Sisters?"
* "Wait, you've never heard of me? For eel?"

Theme song

 
Last edited:
Full Name: Pixels Mk II

Alias(es)/Nickname(s) (Codename in this case): "Hoplomachus"

Fandom/Universe [type 'original character' if your character is unique]: XCOM: UFO Defense with a rather large hint of XCOM 2. Original Character.

Alignment [ex. Lawful/Neutral/Chaotic, Good/Neutral/Evil]: True Neutral-Pixels fights on orders from XCOM HQ.

STATISTICS [12 to distribute]
EDR: 13 (180,000). Pixels' new chassis is far more sturdy than the ultralight armor of the last one, utilizing alloyed plates and internal repulsory fields to reflect some fire.
STR - 12. The new chassis allows for high-powered hydraulics, allowing not only for Mk 1 to get past its strength problem but surpass it.
DEF - 14. Medium alloy plating means Pixels can eat much more damage than it could before.
ECH - 5. Pixels wasn't programmed with magic in mind, but it certainly can use a magic weapon off a fallen combatant-but it's mediocre at it.
RES - 14. Pixels' internal repulsory fields assist in repelling enemy plasma fire, dulling the impact. This applies to magic as well.
AGI - 5. Pixels' new armor and gear mean that the leg servos can no longer maneuver as well as Mk 1.
PER - 12. Pixels' CPU isn't as quick as Mk 1 seeing as it has to monitor multiple systems now, but it still has a fairly advanced array of sensors that can detect anything of note.
SKI - 5. Pixels' already mediocre handling becomes worse. Neo Pixels' CPU cannot handle small objects with precision.
INT - 11. While Pixels mainly acts on orders from ground control, its CPU is advanced enough to do actions autonomously if needed.
CHA - 11. Pixels can now speak. Its polite tone and manner when in times of non-combat allow it to handle diplomatic situations decently, not to mention ground crew has a couple of diplomats on hand.
LUK - 10, 5% on crits and 2.5% on dodges. Neo Pixels, while it's relatively bulky frame means it can't ruthlessly identify, flank, and slaughter enemies with weak point recognizition, still has its advanced CPU. Said CPU is constantly scanning its opponent during combat, and very rarely it detects an exposed weak spot, leading to critical hits. In terms of dodges, sometimes the magnetic field boosts itself up to completely stop a melee attack, while the repulsory field sometimes tunes in to a magic attack's "frequency". The field matches the "frequency" and completely evaporates the magic attack.


Age: Pixels has already seen its fair share of combat, its programming in service for 5 chronological years. The chassis, however, is completely new.

Gender: Male programming.

Sexuality: None, as it's a robot.

Species: A highly advanced machine.

Appearance [photo/desc or both]
20180521220539_1.jpg

A side shot to show off Pixels' BIT Drone (Will be explained later)
20180522155810_1.jpg


Personality: The previous chassis was completely incapable of speech, but the new chassis is capable. Pixels maintains a polite manner, if not somewhat verbose. Underneath this polite manner, however, is an extremely loyal warrior. Pixels would never consider turning traitor against XCOM, and as Pixels was deployed to combat whatever was plaguing the XCOM world at the time, Pixels is likely to show that same sort of loyalty to its comrades as well.
On the more trivial side, Pixels does not like water and will maintain a healthy distance from anything aquatic if off duty.

Backstory:
[CENSORED] Log 21
This unknown enemy has been assailing Terra for quite some time now. One would have thought that once the original extraterrestial enemies were defeated, we would see peace for the foreseeable future. As fate would have it, however, a new enemy struck soon after the aliens' defeat, forcing plans for civilian applications for the technology we... salvaged from the former alien invaders to be postponed. Instead, we first responded to this threat combat-wise to put forth the XCOM Shade program, for robots to take the place of humans in battlefield reconnaissance.
Pixels Mk. 1 was the first of it's kind, the first Shade. The machine was deployed on numerous scouting missions. Now, we have upgraded Pixels for full-on assault duty, as we have quickly learned from the next Shade that an armored approach to scouting enemy positions is far more effective than a fragile scout that could be destroyed in a matter of seconds.
Pixels Mk. 1 had ultralight armor to aid in speed. Now, that speed and mobility has been sacrificed for formidable defensive power with improved gear, defense systems, armor plating, and improved hydraulics that rectify Pixels' strength problem.
In place of the rapid-fire laser rifle that Pixels carried while it was a recon unit, Pixels now carries what research has designated Superheavy Gauss Cannon. It is essentially a minaturized battleship railgun, capable of felling even the mightiest of enemies at the cost of rapid firing and accuracy. The Gauss Cannon is so heavy that only Pixels is capable of handling the weapon without suffering from being overloaded.
Finally, we have provided Pixels with the BIT drone. Fondly nicknamed the "Robot Beachball", the BIT is versatile in that it can hack security systems from a distance and fire a multitude of single shot but deadly weapons-a rocket launcher, a giant shotgun that rips armor off enemies called a Shredder Gun, a flamethrower, and a plasma based weapon that fires in a straight line. However, the BIT can only take one of these devastating weapons on a mission, and we currently lack the knowledge on how to cloak such a drone, meaning the BIT is vulnerable to enemy attack.
With these upgrades, now we bring the fight to the enemy. Pixels has been deployed to a reported rift via Skyranger.
Commence Operation Wicked Mirror.
How did they get absorbed into the chaos?
A VTOL was hovering over a shadowy rift. Pixels would be sent there to strike against the enemy's heart. XCOM ground crew were watching through the machine's optical sensors, bated breath apparent.
"Skyranger-01. You are clear to deploy Hoplomachus. Operation Wicked Mirror has commenced."
"Roger that, HQ."
The pilot of the VTOL stood up, setting the vehicle to hover over the rift, before turning to the giant machine standing just a little behind the ramp of the VTOL.
"Alright, Hoplomachus. Go. Make their lives miserable."
Pixels nodded, then jumped towards the rift.
At that moment, hundreds of system and environmental readings opened at base.
Strengths: [include resistances to damage types]
Robotic Systems: Pixels is completely immune to status effects that hurt an organic. Poisoned, Bleeding, Mind Control as examples, and taunts to some extent, though Pixels can be distracted.
Medium HWP Alloy Plating: Pixels has a flat out 10% damage reduction. Counts as armor. Chances to critically hit Pixels are halved.
Jetboots: Pixels can leap great heights without any aid, though Pixels' horizontal movement is limited with Jetboots active.
Weaknesses: [include weaknesses to damage types]
Robotic Systems: Pixels can be affected by effects that affect mechanical units. Rusting, Short-Circuited, and Hacked, for example.
Attempting to heal Pixels with Water damages it by half the amount it would heal.
Bulky: Pixels cannot take cover at all.
Big Target: An attack that misses Pixels and wasn't repelled by a miracle dodge can roll again to hit.
Other: Pixels counts as a robot and is heavy, mechanical, and large for potential gameplay functions.
Equipment
Superheavy Gauss Cannon
Noise Level: Super loud. Once Pixels fires everything is alerted to Pixels' presence.
Damage: 5000 Kinetic+4000 Heat.
Accuracy: 13/20
Ammo: 3 shots. Pixels has a decent amount of reloads (9 clips), but needs to use 1 action to reload.
Fire rate: 1 shot will end the turn.
Special-A hit will shred 5% of an enemy's damage reduction. Damage reduction is not DEF and RES itself, but, say, a passive, equipment, or strength.

BIT Drone
The BIT has 17,000 EDR along with 7 DEF and EDR. If Pixels is destroyed the BIT shuts down. The BIT counts as a light robot floating on multiple anti-gravity plates.
The BIT can hack security systems from a distance, but not robotic enemies. Pixels is also terrible at it and SKL is treated as 3 while hacking.
The BIT can also carry one of these heavy weapons on a mission:
A rocket launcher dealing 7000 blast damage in a medium radius. Also removes 10% of an enemy's damage reduction. Blast does collateral damage.
A plasma blaster that fires a straight line of plasma. Deals 7000 heat damage and pierces combatants, also shredding 10% off everything hit. Collateral damage in a straight line with the beam.
A shredder gun which is a giant armor shredding shotgun. Deals 7000 Kinetic damage to everything in it's large cone-shaped area and takes 10% damage reduction off those hit. Lots of collateral damage.
A flamethrower that deals 5000 Heat damage to everything caught in a small cone-shaped area. Everything hit is set on fire dealing 500 heat damage for 6 turns. Mechanical enemies are immune. Can obviously be put out with various methods like jumping into water. Limited collateral damage, only flammable objects are affected.

Special Abilities
Overdrive
4 turn cooldown. Pixels gains actions equivalent to 1.5x his normal actions for the turn Overdrive activates (this usually means Pixels gets three actions instead of two), and nothing is turn ending. Reloads only need 1 action during Overdrive.

Bulwark
A passive. Everything can use Pixels as full cover, and Pixels itself has extra 10% damage reduction that counts as armor. Stacks with Alloy Plating for 20% total.

Strike: 2 turn cooldown. Pixels runs right up to an enemy and deals a hefty 8000 blunt damage with an accuracy of 17/20. Ends the turn.
Notable quotes [optional]
"Hoplomachus online."
"Target identified, calculating target trajectory."
"Direct hit on target."
"Recalculating precision algorithms."
"Life signs terminated. Target down."
"Electronic functions within target have ceased. Successfully terminated."
Theme song [optional]
XCOM Geoscape
Suggested change:
BIT's Shredder Gun should be changed to 400 damage x 20 pellets, so not all of them can hit.
ATM, everything else seems to be fine.
 
Full Name: Haydee

Alias(es)/Nickname(s): none

Fandom/Universe: Haydee

Alignment: Neutral Good

STATISTICS
EDR - 15 [200,000]
STR - 12
DEF - 13
ECH - 1
RES - 12
AGI - 8
PER - 11
SKI - 11
INT - 12
CHA - 15
LUK - 1

Age: ------

Gender: Female

Sexuality: Straight

Species: Cyborg Human

Appearance:
haydee__game__by_raptorbash-dak1isf.png


Personality: Haydee is inquisitive, actively searching out for clues to solve problems or for advantages. She is persistent in these efforts; said persistence continues to persuade her choices and actions. This will sometimes lead to Haydee acting out on a whim, after a quick moment of careful observation. Don't expect any reasoning afterwards either. Additionally, she is naive as hell; literally all she knows is from the lengthy hours (literally) spent at her prior facility.

Backstory: Haydee is not so much a single individual; she is actually one in a series of other cyborgs nearly exactly like her. Stuck in a facility that's constantly shifting, Haydee finds that the place is built like a test or puzzle, with hostile robots, traps, and dead Haydees in various locations. This is due to the nature of the facility; it really is a test, a never ending one to constantly produce Haydees that can pass every obstacle and reach the end to become the new base template for every future iteration of Haydees. That is, until one of them reaches the end and becomes the new template.

Such a sadistic cycle, this Haydee goes through the typical rigorous grind of killing robots, acquiring new gear and completing color coded test areas. But, rather than try to reach the current template that she is based off of, Haydee manages to discover an actual escape route in the second to final testing area. She is not the first one to discover this, for anytime the exit is opened, the Haydee about to leave is encaged and shut down to become another failed subject. Yet, for some reason, that was not the case for this Haydee iteration; whether it be to a malfunctioning system somewhere in the facility, or by some divine providence, she was able to peacefully walk out of the facility and reach the outside. Finally, some freedom; although, what she would not know is that back in the starting area of the facility, a new Haydee iteration would be created to, once again, go through the trials of this sadistic place.

It is unknown whether the escaped one would ever care about the rest of her kind, or even knows since she never found this out thanks to escaping; but it is clear that she is happy to finally get to live a life of some kind, in an unknown world.

How did they get absorbed into the chaos?
Haydee was naive of this new world; being activated merely hours earlier, she was not accustomed to any terrain or creature outside of the facility. As such, she did not know about the concept of rocks, or them being able to trip someone up. Running away as fast as possible, Haydee easily tripped over it, no thanks to always wearing heels this whole time. Plummeting to the ground, she actually never made impact, as she ended up going through a portal placed upon it.

Strengths [include resistances to damage types]
Enhanced limbs: Her robotic arms give her enhanced support with her guns, cutting their recoil effectively in half.
Has 15% resistance to blunt, water and ice damage due to "natural protective areas".

Weaknesses [include weaknesses to damage types]
Most likely, her body has a human foundation, and is weak to Radiation, Virus, Gas, Toxic, and Shock damage.
Due to extra weight in certain areas, Haydee also has a passive -1 to agility.

Equipment

Magnum: A rather standard magnum pistol with high damage and low clip.
Slot: Primary
Base Damage: 10,000 kinetic below 5 meters, 6,000 kinetic above 5 meters.
Accuracy: 12/20, (12+6/20 if nothing has caused inability to or damaged Haydee's arms.)
Noise Level: Loud, can be heard up to 15 m away.
Magazine: 7 shots per clip.
Firing Speed: 1 shot every 2 actions (first action is needed to aim)
Ammo: Standard magnum ammo
Special Attributes:
Headshots do 1.5x damage below 5 meters, 1.15x damage above 5 meters, as well as have automatic pushback on enemy of 1 meter.
Successful headshots have a 20% chance of stunning opponent for their next action.


Mines: Landmines that can be placed and explode when anything comes with 2 meter of them.
Slot: Secondary
Base Damage: 15,000 bast damage.
Accuracy: ---/20 (Explode only when anything enters their sensory field)
Noise Level: Extreme (heard up to 50 m away)
Max amount: Haydee can carry up to 3.
Priming Speed: Mines take 2 actions to be ready.
Ammo: mines
Special attributes:
Once placed down, Haydee can pick them back up by walking slowly towards them and disarming them. Retrieves +1 mine and takes one action to do this. -3 agility during that action.
15% chance of dealing 2000 knockback damage if target hits obstacle or ground.


Special Abilities:
Using Natural Attributes
By viewing Haydee, male targets take 200 mind damage and have a 10% chance of losing -3 perception for 2 turns.
Duration: 2 turns
Recharge: 3 turns
Special: When this ability is not used, Haydee has a passive +1 to charisma (making it 16) and to luck (making it 2).

Delicious Candy?
Haydee can pop a health pill to give her +100 health regen every action for 3 turns of combat.
Duration: 3 turns (in combat)
Recharge: 4 turns
Special: Can be used on other people with lesser effects. They get +80 health regen every action for 3 turns in combat.


Whoa!! (Passive)
Haydee has 20% resistance to knockback and pindown, thanks to learning from the hostile robots in her old facility.


Notable quotes:
".............." Accompanied by crossing her arms and standing at an angle.
"............!" Accompanied by sudden twitch from being startled or poked.
"...."Accompanied by quick face palm.
"........." Accompanied by teasingly making a heart shape with her fingers.

Theme song [optional]
 
Last edited:
Full Name: YoRHa No.2 Type B

Alias(es)/Nickname(s):2B

Fandom/Universe-Nier Automata

Alignment-Lawful Neutral

STATISTICS
EDR - 13
STR - 19
DEF - 5
ECH - 0
RES - 5
AGI - 25
PER - 15
SKI - 12
INT - 18
CHA - 0
LUK - 0


Age-unknown but the model appears to be around 21

Gender-Female model

Sexuality-"Emotions are prohibited"

Species-Android

Appearance-communism.jpg

Personality-Due to emotions being prohibited she is often a cold and emotionless person but can work effectively in a team and can become emotionally attached to some people but won't openly admit it

Backstory-
She was given the designation of 2B as a cover by the Commander, who gave her orders to observe one of the new Scanner models in action during YoRHa's operations against the machines.
2B's role was to ensure that 9S would not discover the true nature of Project YoRHa by executing him in case he dug too deep because of the natural curiosity programmed into him. Over the course of hundreds of operations, 2B was forced to kill 9S and wipe his memory countless times, an act that she came to hate for the pain it caused her after bonding with him over that time.


How did they get absorbed into the chaos?-
9S and 2B were sent out to investigate strange signals but 2B has lost contact with the bunker and 9S


Strengths-
Being an android 2B is physically strong.X15% strength
Since she is a combat model she is also agile and adept at pushing or dodging attacks.X15% agility


Weaknesses:
YoRHa models have a bad history with being hacked.


2B's anatomy is originally supposed to resemble that of a human so she cant take any hits that well -80% resistance to Virus, Shock, Stabbing, Cutting, Radiation damage and corruption damage

Equipment-(duel weild) 2 swings per action
Cruel blood Oath(Sword)-30% damage up when health is low (90% accuracy)

10,000 sharp/10,000 Stabbbing
Virtuous contract(sword)-30% damage up when health is at full(90% accuracy)
10,000 sharp/10,000 stabbing
status chance(10% chance of bleeding)


Pod042(ranged)-
Spears-Glowing spears shoot up from the ground(40% accuracy) 50,000 kinetic/slow firing speed/V quiet/12 shot magazine/Spear ammo/1 shot per action


Gatling modifications-Barrage of shots from the Gatling gun (95% accuracy) 15,000 kinetic/V fast firing speed/quiet/no reloading required/Standard 5.56 ammo/5 shots per action

Missles-Unguided AoE missiles(60% accuracy)25,000 kinetic/5,000 heat/fast firing speed/V loud/6 clip mag/Sparrow sidewinding missiles /5 shots per 2 actions

Gravity-Slows down all enemies within an area by 90%(99% accuracy) none/v fast firing speed/v quiet/N/A/1 shot per action

special attributes
Locking on-Increase damage by 20% and accuracy by 50% but reduce agility by half but exiting locking mode returns lost agility


Special Abilities
recharge-
By consuming another androids black box she can regain lost health +50% health
Duration-1 turn
recharge-2 turns
special if it's her first time using it she has a 30% chance to regain +60% health instead of 50


Lucky strike!!-
1 in 8192 chance of having all the damage done in one turn multiplied by 500


Notable quotes-"Arent we generous"

Theme song-https://www.youtube.com/watch?v=CW5oGRx9CLM
 
Last edited:
2Bornot2B 2Bornot2B
For now, you're clear for takeoff. However, I'll make tweaks soon enough.
As for changes that should be made ASAP, rename the 'Critical Hit!' ability, because crits are a game mechanic, and reduce the chance to 1 in 8,192.
 

Users who are viewing this thread

Back
Top