Post by Deleted on May 2, 2017 20:03:22 GMT
Player Alias: Foximus
Character Name: Sundown
Allegiance: Autobot
Appearance Description: Sundown is an Empurata. As such, he has one blue optic and two claws for hands. However, his claws have been modified to have a bit more dexterity with two “finger” digits and one “thumb” digit. He turns into a stealth bomber, having the cockpit split across his chest and the ends of the wings sticking out from his back. Vents sit on his shoulders and much of his appearance is angled so as to provide armor by design. His color scheme is primarily black and orange with purple accents.
Personality: Sundown can come across as extremely abrasive. He is highly narcissistic. He prides himself on his abilities and combat prowess. If someone says anything disparaging about that, he flies into a rage and can become violent. Despite how self-assured he seems to be, Sundown is actually quite envious of others and craves their approval. More than just rage, disparaging remarks actually hurt him a great deal.
On the flip side, Sundown can come across as something of a charming devil. He puts on a show for others, and often acts impulsively, having this craving for excitement. He lies, he cheats, and he twists others to exploit them and get what he wants whether that just be praise and admiration or something more. As such, his dealings with others are generally quite insincere even if it appears otherwise. He’s capable of caring about others. He simply doesn’t care to care as its costs outweigh its benefits.
If anything is certain about Sundown, it is that he always speaks his mind, consequences and authority be slagged.
Strengths + Weaknesses: For better or worse, one of Sundown’s greatest assets his is mouth (figuratively). Whether it be through charm, taunts, or otherwise, he has a talent for manipulation. Despite his talent for it, he’s also a bit vulnerable to it as well. He may be aware that he is being manipulated or goaded, but he lacks impulse control and so often falls prey to such tactics.
Physically, Sundown is a large mech with the strength to back that up. He’s not particularly mobile in robot mode, but in the sky, he flies with skill and agility. His stealth systems mask his energy signature and diminish noise created by his engines when flying. He also lacks some of the manual dexterity that many other mechs possess. He’s accustomed to having claws instead of hands at this point, however, and can fire a weapon without difficulty. Finer tasks, however, evade his grasp.
His abrasive personality does not make Sundown much of a team player, preferring to go it alone or disobey orders when he thinks it would suit him better. It’s not so much that he hates the team so much as issues with certain leadership styles. He does not like to be reigned in.
Abilities: Aside from being an Empurata, Sundown is also an outlier. He has the ability to regulate the temperature of his own body and anything that he touches. However, this ability is limited by how much his body can handle. He’s able to completely thermos-regulate himself. He can store heat within himself or in certain parts of his body to accomplish a wide variety of tasks.
Sundown can drain or infuse heat from other objects and mechanoids by touch. This, again, largely depends on how much or how little heat that he has stored within him.
Weaponry: Sundown is equipped with a sizeable armament. At a base level, his claws are a great weapon. Their vice-like grip can be the bane of many a foe, but even without a foe in his grasp, his claws make excellent puncturing weapons with enough sheer force behind it. Additionally, his heat manipulation ability can add to his combat capability in a variety of ways.
In addition to his bare claws, Sundown sports a variety of missiles and a gatling gun which he can use in either mode. His physical armament is impressive but so is his battle experience. A veteran of many battles and having gotten out of many a difficult situation, Sundown’s experience is what best steers him through combat.
In addition to battlefield experience, Sundown’s psychological warfare can get him an advantage over an opponent. He does whatever is necessary to achieve victory.
History: Even before the war, traces of Sundown’s abrasive personality shone through. He was a political activist once as well as a news anchor. However, both landed him in trouble. Taken to the institute to remedy his troublesome ways, Sundown’s troublesome behaviors were resolved in a fashion, but the issues with his personality were only amplified even more.
Signing on with the police force after his career in the news had abruptly ended, Sundown began to accrue combat experience. He tended to either take his duties as an officer way too seriously or way too lazily. As terrorism and the war began to take off, Sundown followed along in the police force, unwilling to antagonize the senate again and have another institute visit.
He joined with the Autobots, more because of the friends and allies that he’d come to know rather than the ideals involved. He later joined the Wreckers and stayed with them for a good long while until the group dissolved of its own accord.
Character Name: Sundown
Allegiance: Autobot
Appearance Description: Sundown is an Empurata. As such, he has one blue optic and two claws for hands. However, his claws have been modified to have a bit more dexterity with two “finger” digits and one “thumb” digit. He turns into a stealth bomber, having the cockpit split across his chest and the ends of the wings sticking out from his back. Vents sit on his shoulders and much of his appearance is angled so as to provide armor by design. His color scheme is primarily black and orange with purple accents.
Personality: Sundown can come across as extremely abrasive. He is highly narcissistic. He prides himself on his abilities and combat prowess. If someone says anything disparaging about that, he flies into a rage and can become violent. Despite how self-assured he seems to be, Sundown is actually quite envious of others and craves their approval. More than just rage, disparaging remarks actually hurt him a great deal.
On the flip side, Sundown can come across as something of a charming devil. He puts on a show for others, and often acts impulsively, having this craving for excitement. He lies, he cheats, and he twists others to exploit them and get what he wants whether that just be praise and admiration or something more. As such, his dealings with others are generally quite insincere even if it appears otherwise. He’s capable of caring about others. He simply doesn’t care to care as its costs outweigh its benefits.
If anything is certain about Sundown, it is that he always speaks his mind, consequences and authority be slagged.
Strengths + Weaknesses: For better or worse, one of Sundown’s greatest assets his is mouth (figuratively). Whether it be through charm, taunts, or otherwise, he has a talent for manipulation. Despite his talent for it, he’s also a bit vulnerable to it as well. He may be aware that he is being manipulated or goaded, but he lacks impulse control and so often falls prey to such tactics.
Physically, Sundown is a large mech with the strength to back that up. He’s not particularly mobile in robot mode, but in the sky, he flies with skill and agility. His stealth systems mask his energy signature and diminish noise created by his engines when flying. He also lacks some of the manual dexterity that many other mechs possess. He’s accustomed to having claws instead of hands at this point, however, and can fire a weapon without difficulty. Finer tasks, however, evade his grasp.
His abrasive personality does not make Sundown much of a team player, preferring to go it alone or disobey orders when he thinks it would suit him better. It’s not so much that he hates the team so much as issues with certain leadership styles. He does not like to be reigned in.
Abilities: Aside from being an Empurata, Sundown is also an outlier. He has the ability to regulate the temperature of his own body and anything that he touches. However, this ability is limited by how much his body can handle. He’s able to completely thermos-regulate himself. He can store heat within himself or in certain parts of his body to accomplish a wide variety of tasks.
Sundown can drain or infuse heat from other objects and mechanoids by touch. This, again, largely depends on how much or how little heat that he has stored within him.
Weaponry: Sundown is equipped with a sizeable armament. At a base level, his claws are a great weapon. Their vice-like grip can be the bane of many a foe, but even without a foe in his grasp, his claws make excellent puncturing weapons with enough sheer force behind it. Additionally, his heat manipulation ability can add to his combat capability in a variety of ways.
In addition to his bare claws, Sundown sports a variety of missiles and a gatling gun which he can use in either mode. His physical armament is impressive but so is his battle experience. A veteran of many battles and having gotten out of many a difficult situation, Sundown’s experience is what best steers him through combat.
In addition to battlefield experience, Sundown’s psychological warfare can get him an advantage over an opponent. He does whatever is necessary to achieve victory.
History: Even before the war, traces of Sundown’s abrasive personality shone through. He was a political activist once as well as a news anchor. However, both landed him in trouble. Taken to the institute to remedy his troublesome ways, Sundown’s troublesome behaviors were resolved in a fashion, but the issues with his personality were only amplified even more.
Signing on with the police force after his career in the news had abruptly ended, Sundown began to accrue combat experience. He tended to either take his duties as an officer way too seriously or way too lazily. As terrorism and the war began to take off, Sundown followed along in the police force, unwilling to antagonize the senate again and have another institute visit.
He joined with the Autobots, more because of the friends and allies that he’d come to know rather than the ideals involved. He later joined the Wreckers and stayed with them for a good long while until the group dissolved of its own accord.