Knock Out
Feb 8, 2012 22:33:58 GMT -5
Post by Deleted on Feb 8, 2012 22:33:58 GMT -5
-Player Info-
Name/Alias: Aster
-Character Info-
Name: Knock Out
Age (or human equivalent): Oh, a true mech never tells.... (~30)
Gender (or human equivalent): mech/male
Species: Cybertronian
Faction: Decepticon
Occupation/Specialization: Medic / light frontliner / science personnel
Appearance/Altmode: Knock Out is a handsome mech. Sleek and
streamlined, with expressive red optics, wide-armored shoulders, and
an impeccable finish, Knock Out looks good and knows it. He is not
particularly tall, the top of his head reaching Breakdown's shoulder
and Megatron's torso. His alt mode is a cherry-red Aston Martin sports car.
History:
Knock Out was originally trained as a cyberbiologic engineer. He
contracted with the military prior to the Decepticon-Autobot war. Due
to his intimate knowledge of cortex/systems interfaces and processor
threading protocols, he was eventually recruited into the black ops
gestalt research program
In the military, Knock Out was one of a team of scientists working on
how to take individually-sparked mechs and turn them into a functional
gestalt. As the gestalt project involved inducing spark bonds and other
drastic and possibly lethal changes to vital systems, it was the
Cybertronian equivalent of trying to construct Frankenstein: at the
very least distasteful and at worst horrific and irresponsible. Thus,
the project was very hush-hush and housed in fairly out-of-the way
bases not far from the current Cybertronian front. This was a very
black black-ops project whose sponsor was a skilled player in the
sharkticon-pit of military politics.
The gestalt project was (eventually) a success. The pilot phase
produced the Stunticons, a group of five sparkbonded mechs who could transform into a colossal combiner with impressive power. Knock Out
transferred around with the Stunticons as part of their support team
as the gestalt was put through its paces on several battlefronts,
monitoring them and repairing them when needed.
Then, all hell broke loose. Their base was surprise-attacked by the
enemy and quickly overrun. Many of the Cybertronian personnel were
killed. Knock Out, through stealth, luck, and teaming up with the
wounded but still powerful remnants of the Stunticons, was able to get
away, though in the chaos he and Breakdown got separated from the
other Stunticons and presume them to be dead.
On the way to regroup, Knock Out realized that something else was
going on. His attempts to contact some of his superiors were meeting
dead ends. Very dead. Suspiciously dead. Eventually, an old
colleague of his sent him an encrypted message with some very pointed
advice: run. Evidently the gestalt project's sponsor had made a bid
in the higher echelons of the military and lost. He'd incurred a more
powerful general's wrath, which was why the attack on their base had
not prompted any reinforcements in anything like a timely manner. It
was also why their sponsor's projects were now being...shall we
say..."cleaned up"?
Knock Out and Breakdown, seeing which way the stellar wind was
blowing, ran. Luckily, before they met up with anyone less friendly
they ran into and joined up with the Wreckers. The Wreckers were too
insular and valuable to be victims of politics, and Knock Out and
Breakdown kind of liked their devils-may-care attitudes. The
Wreckers, in turn, liked Knock Out and Breakdown's strength and
medical skill.
Those looking for the remnants of the gestalt program dusted off their
servos, figuring that their job was done. After all, everyone knew
that Wreckers lived only slightly longer than the average cube of
energon.
Knock Out, for his part, actually didn't mind being a Wrecker, for
awhile. He was able to keep busy, kick aft every now and then, and
aside from the occasional suicidal mission, it was generally a good
time.
However, he never forgot how the military had left both him and
Breakdown for dead, then tried to have them killed, and the constant
brushes with death got old fast. When Megatronus came to power, his
talk about inequality and classism struck home. Though Knock Out had
never been particularly low-class, he had gotten caught in the
crossfire as well, and there was no love lost between him and the
Prime's corrupt system. In the end, he convinced Breakdown to leave
the Wreckers with him, and they joined the Decepticons, where Knock
Out has been happily scheming ever since.
Personality:
Knock Out plays the part of a flashy, snobbish priss...and he is! But
he is also smart, manipulative, sly, and ambitious. He knows an
opportunity when he sees it and has the bearings to go for it. He's
also very aware of his own position and what might be threatening him.
He's not above pandering to those in power for favor and protection,
though it grates on him and he'd rather protect himself if he can.
On a conversational level, Knock Out is articulate, clever, observant,
and somewhat snobby. He prefers to converse with those above him,
always looking for a way to impress or gain favor. He can be quite
charming when he puts his mind to it. He's not particularly
interested in those below him in the ranks unless he's working out how
to get them to owe him something.
He places great personal pride in his maintenance and appearance and
feels that any self-respecting mech should do the same. Ignoring
one's frame's needs or letting one's self look grubby or scratched
indicates a lack of self-respect, and if YOU don't care, why should HE
care about you?
Knock Out doesn't like relying on others, having learned that very,
very few are trustworthy to watch his aft. The only one that he
trusts to do that right now is his partner, Breakdown. Breakdown is
the one mech he trusts completely, as he is absolutely certain that
Breakdown's loyalty lies with him above anyone else...including
Megatron and the Decepticon cause.
Likes: engineering, vehicle models, overcoming those who underestimate
him, Breakdown, power, racing, competition.
Dislikes: damage or blemishes to his frame and finish, failure, being powerless.
Strengths/Weapons:
Energon Prod - Knock Out is fond of the energon prod as his primary
weapon. Extends his reach against larger opponents, packs a punch
disproportionate to his relatively small size...and often leaves them
helpless for a coup de grace.
HIt 'Em Where It Hurts - Knock Out is a medic. He knows your frame.
He knows where your energon lines are. He knows where your processor,
spark chamber, fuel pump, and all of your primary systems are.
There's a thin line between knowing how best to heal and knowing how
best to hurt, and Knock Out is only too glad to cross that line if he
needs to.
Tools of the Trade - Knock Out has several close-quarters weapons that
double as medic's tools built into his arms. The most damaging of
these are his drill, circular saw, and welder.
Speedster - Knock Out is fast, in either root or vehicle mode. He's
often the first, painful strike to your vitals that distracts you
while Breakdown sets up a devastating hit.
Weaknesses:
Short-range - Knock Out is almost exclusively a short-range fighter.
He doesn't have any blasters and isn't a particularly good shot with
one.
Light-weight - For all that he can be fierce and a pain in your
plates, Knock Out is not a warbuild. He is lighter than your average
Eradicon and not as well-armored. He's not built to take a lot of
damage and two good hits will put him down for the count.
...Eh. Drive. - Fighting, especially FAIR fighting, is not Knock
Out's preferred bag. If he's outnumbered or even evenly-matched, he
often will fight defensively and/or retreat unless someone he respects
is ordering/threatening him not to. Even then...survival is always
the most important thing. What good is it to be a well-behaved
corpse?
Special skills (that are not weapon related):
Medic - He's not the world's best, but he's quite competent at it.
Need an upgrade, limb reattached, missing eye replaced? He's your
mech.
Mad Scientist - Knock Out's a good cyberbiological engineer. He can
do things to a mech's processor and frame that most would consider
horrible and deranged. He finds them fun. His talents can be turned
to...tamer uses...like space bridge technology or energon
refining...if one wants to be boring about it.
Extra Info:
Did he mention he is fabulous?
Name/Alias: Aster
-Character Info-
Name: Knock Out
Age (or human equivalent): Oh, a true mech never tells.... (~30)
Gender (or human equivalent): mech/male
Species: Cybertronian
Faction: Decepticon
Occupation/Specialization: Medic / light frontliner / science personnel
Appearance/Altmode: Knock Out is a handsome mech. Sleek and
streamlined, with expressive red optics, wide-armored shoulders, and
an impeccable finish, Knock Out looks good and knows it. He is not
particularly tall, the top of his head reaching Breakdown's shoulder
and Megatron's torso. His alt mode is a cherry-red Aston Martin sports car.
History:
Knock Out was originally trained as a cyberbiologic engineer. He
contracted with the military prior to the Decepticon-Autobot war. Due
to his intimate knowledge of cortex/systems interfaces and processor
threading protocols, he was eventually recruited into the black ops
gestalt research program
In the military, Knock Out was one of a team of scientists working on
how to take individually-sparked mechs and turn them into a functional
gestalt. As the gestalt project involved inducing spark bonds and other
drastic and possibly lethal changes to vital systems, it was the
Cybertronian equivalent of trying to construct Frankenstein: at the
very least distasteful and at worst horrific and irresponsible. Thus,
the project was very hush-hush and housed in fairly out-of-the way
bases not far from the current Cybertronian front. This was a very
black black-ops project whose sponsor was a skilled player in the
sharkticon-pit of military politics.
The gestalt project was (eventually) a success. The pilot phase
produced the Stunticons, a group of five sparkbonded mechs who could transform into a colossal combiner with impressive power. Knock Out
transferred around with the Stunticons as part of their support team
as the gestalt was put through its paces on several battlefronts,
monitoring them and repairing them when needed.
Then, all hell broke loose. Their base was surprise-attacked by the
enemy and quickly overrun. Many of the Cybertronian personnel were
killed. Knock Out, through stealth, luck, and teaming up with the
wounded but still powerful remnants of the Stunticons, was able to get
away, though in the chaos he and Breakdown got separated from the
other Stunticons and presume them to be dead.
On the way to regroup, Knock Out realized that something else was
going on. His attempts to contact some of his superiors were meeting
dead ends. Very dead. Suspiciously dead. Eventually, an old
colleague of his sent him an encrypted message with some very pointed
advice: run. Evidently the gestalt project's sponsor had made a bid
in the higher echelons of the military and lost. He'd incurred a more
powerful general's wrath, which was why the attack on their base had
not prompted any reinforcements in anything like a timely manner. It
was also why their sponsor's projects were now being...shall we
say..."cleaned up"?
Knock Out and Breakdown, seeing which way the stellar wind was
blowing, ran. Luckily, before they met up with anyone less friendly
they ran into and joined up with the Wreckers. The Wreckers were too
insular and valuable to be victims of politics, and Knock Out and
Breakdown kind of liked their devils-may-care attitudes. The
Wreckers, in turn, liked Knock Out and Breakdown's strength and
medical skill.
Those looking for the remnants of the gestalt program dusted off their
servos, figuring that their job was done. After all, everyone knew
that Wreckers lived only slightly longer than the average cube of
energon.
Knock Out, for his part, actually didn't mind being a Wrecker, for
awhile. He was able to keep busy, kick aft every now and then, and
aside from the occasional suicidal mission, it was generally a good
time.
However, he never forgot how the military had left both him and
Breakdown for dead, then tried to have them killed, and the constant
brushes with death got old fast. When Megatronus came to power, his
talk about inequality and classism struck home. Though Knock Out had
never been particularly low-class, he had gotten caught in the
crossfire as well, and there was no love lost between him and the
Prime's corrupt system. In the end, he convinced Breakdown to leave
the Wreckers with him, and they joined the Decepticons, where Knock
Out has been happily scheming ever since.
Personality:
Knock Out plays the part of a flashy, snobbish priss...and he is! But
he is also smart, manipulative, sly, and ambitious. He knows an
opportunity when he sees it and has the bearings to go for it. He's
also very aware of his own position and what might be threatening him.
He's not above pandering to those in power for favor and protection,
though it grates on him and he'd rather protect himself if he can.
On a conversational level, Knock Out is articulate, clever, observant,
and somewhat snobby. He prefers to converse with those above him,
always looking for a way to impress or gain favor. He can be quite
charming when he puts his mind to it. He's not particularly
interested in those below him in the ranks unless he's working out how
to get them to owe him something.
He places great personal pride in his maintenance and appearance and
feels that any self-respecting mech should do the same. Ignoring
one's frame's needs or letting one's self look grubby or scratched
indicates a lack of self-respect, and if YOU don't care, why should HE
care about you?
Knock Out doesn't like relying on others, having learned that very,
very few are trustworthy to watch his aft. The only one that he
trusts to do that right now is his partner, Breakdown. Breakdown is
the one mech he trusts completely, as he is absolutely certain that
Breakdown's loyalty lies with him above anyone else...including
Megatron and the Decepticon cause.
Likes: engineering, vehicle models, overcoming those who underestimate
him, Breakdown, power, racing, competition.
Dislikes: damage or blemishes to his frame and finish, failure, being powerless.
Strengths/Weapons:
Energon Prod - Knock Out is fond of the energon prod as his primary
weapon. Extends his reach against larger opponents, packs a punch
disproportionate to his relatively small size...and often leaves them
helpless for a coup de grace.
HIt 'Em Where It Hurts - Knock Out is a medic. He knows your frame.
He knows where your energon lines are. He knows where your processor,
spark chamber, fuel pump, and all of your primary systems are.
There's a thin line between knowing how best to heal and knowing how
best to hurt, and Knock Out is only too glad to cross that line if he
needs to.
Tools of the Trade - Knock Out has several close-quarters weapons that
double as medic's tools built into his arms. The most damaging of
these are his drill, circular saw, and welder.
Speedster - Knock Out is fast, in either root or vehicle mode. He's
often the first, painful strike to your vitals that distracts you
while Breakdown sets up a devastating hit.
Weaknesses:
Short-range - Knock Out is almost exclusively a short-range fighter.
He doesn't have any blasters and isn't a particularly good shot with
one.
Light-weight - For all that he can be fierce and a pain in your
plates, Knock Out is not a warbuild. He is lighter than your average
Eradicon and not as well-armored. He's not built to take a lot of
damage and two good hits will put him down for the count.
...Eh. Drive. - Fighting, especially FAIR fighting, is not Knock
Out's preferred bag. If he's outnumbered or even evenly-matched, he
often will fight defensively and/or retreat unless someone he respects
is ordering/threatening him not to. Even then...survival is always
the most important thing. What good is it to be a well-behaved
corpse?
Special skills (that are not weapon related):
Medic - He's not the world's best, but he's quite competent at it.
Need an upgrade, limb reattached, missing eye replaced? He's your
mech.
Mad Scientist - Knock Out's a good cyberbiological engineer. He can
do things to a mech's processor and frame that most would consider
horrible and deranged. He finds them fun. His talents can be turned
to...tamer uses...like space bridge technology or energon
refining...if one wants to be boring about it.
Extra Info:
Did he mention he is fabulous?