Skywarp
Feb 11, 2021 20:24:26 GMT -5
Post by Deleted on Feb 11, 2021 20:24:26 GMT -5
PLAYER INFO
Name/Alias: Agrimony
IM/E-Mail: dm me ^^
CHARACTER INFO
Name: Skywarp, ‘Warp
Age: Mid-40s
Gender: Mech.
Species: Cybertronian.
Faction: Decepticon.
Original Occupation: Energon Seeker.
Occupation/Specialization: Aerial frontliner, Sneak Attacker Extraordinaire.
Appearance
Height: About as tall as Breakdown.
Optics: Brilliant, solid crimson.
Build: He’s built a bit sturdier than his trinemates, with shorter wings, and a squarer frame and armour style overall. He is primarily painted black with a dark grey proto-form, with plum-purple forearms, pedes and accents throughout his plating. His hands are black, with tapered digits. The yellow-glass cockpit of his alt sits in the center of his chest between two vents, while the plating of his torso, waist and the pair of stocky crests behind his shoulders are light grey. His wings flare out from his back and hook upwards at their tips, entirely black besides grey and purple stripes that run along their edge. Matching purple Decepticon insignias adorn their front and back, upside down when in root mode. The engines and stabilizers of his alt form the heels of his pedes and resemble high-heels.
His faceplate is light grey, with two black lines running from the corners of his optics to his jaw.
Altmode: Modified Lockheed Martin F-35B Lightning II - with variations to colour, wing shape, and with dual engines instead of one. As seen here!
Pertinent History
Skywarp was sparked in Vos during the Golden Age’s decline. He served as an energon seeker along with his trinemates and brothers, following Starscream’s lead as they explored the vastness of space. While proud to serve in such an honored position, Skywarp’s loyalty fell first to his trine, and then his duties to Vos and Cybertron. They’d had many (mis)adventures afterall, and he prized the bonds they’d forged throughout. His distractible nature makes it so that what he values most aren’t objects or abstract concepts- those are fleeting and only provide brief amusement. People leave a much stronger impression.
When the civil unrest erupted into war across Cybertron, however- the seeker almost immediately decided he liked the Decepticons, and Megatron, better. He remained neutral however, and waited to see what Starscream would decide. To say he was delighted the Air Commander chose to side with the ‘Cons would be an understatement- despite the bombings, and the issues it caused within his trine. Overlooking that- which was easy to do when one’s as distractible as Skywarp, the mech took to the war like a duck to water.
As it progressed, so did his penchant for mischief. Once fairly innocent, it was now streaked with growing maliciousness and taste for violence. He perfected his warping for the ideal sneak attack- for pranks on friend and foe alike. The delight of terrifying a target was the same, after all. His impulsiveness worsened right alongside this, as did his difficulty staying focused.
He wasn’t blind, per say, to the mounting problems between Thundercracker and Starscream. He mostly just shrugged them off and assumed they’d figure it out- things had certainly changed and all, especially when Starscream rose to second-in-command. Missions were mostly carried out with others- and Skywarp didn’t really mind. He kept checking in and tormenting his trine of course, until one day Thundercracker approached him with the intention of leaving. The severity of the conversation went over ‘Warp's head and he declined Thundercracker’s attempts at getting him to come with. He’d had a prank set up, the after-math of which just had to be witnessed and plus- his trinemate was likely just talking about a mission of some sort. He’d be back eventually, it wasn’t like he was joining the Autobots, or leaving them.
Skywarp stayed with the main Decepticon force when they fled Cybertron, and continued carrying out missions on Earth for a time. He was present when the Nemesis went down and in the aftermath, worn down and tired, decided to take a little step out. It has been a little while now, and he should probably check back in before someone notices….
Personality
Skywarp, to put it simply, is a chaotic halfwit. Besides single-minded loyalty to the Decepticon cause and his trine- the mech has no moral compass and couldn’t care less about honor. He’s prone to distraction or zoning-out, rushing into things and reacting on impulse- especially if whatever he’s supposed to be doing is boring. He relishes in malicious mischief and childish pranks. While prone to violence, he’d sniff at being called a mere ‘brute’- he does things in style after all. Occasionally, he’ll have his moments of cunning or will say something shockingly clever- but those are intellectual outliers and should not be counted. They only occur if by some miracle, he was paying attention to whoever was speaking. His train of thought is often off the rails- if it was ever on track to begin with- and seems incomprehensible to most. This can lead to offhand remarks that in-context make no sense, and Skywarp will often get annoyed if questioned. To know him well to expect the unexpected, with the ineffable certainty that whatever it is, it will likely be pretty dumb.
Skywarp requires close monitoring by a superior to keep him on task if the mission is anything but straightforward, least he do something astonishingly stupid. However, one would not survive the war so long without some sort of redeeming quality- and for Skywarp it’s ruthless tenacity. Active battle is just about the one thing that will have his full focus and attention, and he’ll stubbornly never give up.
Likes: Mischief and destruction. A good explosion or several. Flying. Stairs. Sneak attacks. General Chaos. Shiny things. Having a good time. Electroswing Music. A prank well executed. Megatron. Warping behind someone to spook them.
Dislikes: Autobots. Things that: are boring; can’t be solved in a fight/immediately; require waiting; and/or require listening to someone go on and on. Being underground too long. Being lost. Bickering- it can be amusing, but otherwise gets old real fast.
Strengths/Weapons
It’s in the Name: As an outlier, Skywarp has the ability to teleport. This ability extends planet-wide if he is provided with references such as photos and precise coordinates, or if it is to a location previously visited/teleported from or to. Usually however, it is used for ‘short’ jumps, which could be considered somewhere within sight or closeby. It is taxing on his systems and energon reserves, with excessive use causing overheating, short black-outs, disorientating confusion, and even forced-stasis due to extremely low energon levels. Excessive use could be defined as long-distance (nation/continent/other side of the globe) jumps back to back without refueling and a break to cool down in between, or multiple (3+) short jumps in quick succession. Even still, he needs at least 2-3 minutes between long-distance jumps. Skywarp can transport small objects with him and the process is eased if they fit in his subspaces. However, the larger the object the larger the cost, as it taxes his energon reserves exponentially more with the increased mass. For instance, he’d likely need a break and/or a top up to reserves if he were to transport another mecha.
Novel Navigation: As an offshoot of his outlier ability, Skywarp has an uncanny sense of direction and a very robust navigational system. If he’s been somewhere once, he’ll never forget it and virtually can not get lost by his own doing.
Military-Grade: Skywarp has extensive training due to his pre-war military experience as part of Vos’ Air Command. His aim is excellent, he’s an ace combat pilot and he knows an array of cybertronian martial art techniques. He’s been fighting in the war since the beginning, and is more than accustomed to the battlefield- to the point of loving the chaos and thrill of the fight.
This is not a Fly-by: Skywarp’s alt is equipped with an external GAU-22/A rotary cannon that can rend light armor and do mild damage to medium in rapid-fire short bursts. Six air-to-air heat seeking missiles are stored in internal weapon-bays, the payloads of which can cause serious damage to heavy armor on a direct hit. These can be deterred by flares, however.
Punch-buggy: While more than able to hold his own from afar and in the air, Skywarp’s preferred method of fighting is up close, with his fists. Sometimes he uses a short blade that extends from above his right hand, able to pierce through light armor with ease, and do mild damage to medium.
Pew-pew: For fire-fights in root mode, Skywarp carries a small blaster in a subspace compartment at his side. It’s a mid-range weapon, most effective from 400 to 900 meters. It’s single-shot, with 6 shots to a cartridge. He carries two refills with him, including the one already in the gun. The shots are powerful enough to cause serious damage to exposed parts, mild damage to light armor and scorch medium.
Sturdy: Skywarp can take as much as he dishes out, with medium grade armor focused around his vital areas (torso/spark chamber) and forearms. The weakest points of his frame are his joints and legs, as well as his wings.
Weaknesses
Wild Child: It’s safe to say Skywarp is pretty reckless, pulling stunts and taking risks most would definitely not. Sometimes this pays off and his awesomeness shines- other times it can go explosively wrong. He’s also prone to thrill-seeking, flying recklessly, pushing buttons, pranking and various other things that are not usually conducive to survival.
Close-quarters: Unlike most fliers, ‘Warp likes to dart in close, land a hit and then zap away to avoid any retaliation. In line with the above, this is understandably riskier- any number of things could go wrong, especially if his target is ready for him and exploits exposed weak points in his armor.
Ooo Shiny!: Skywarp has a one-track mind, but the train itself is crazy. Missions need to be constantly monitored lest he get distracted by something shiny when he’s supposed to be on task. This is especially a problem if the mission is anything but straightforward or battle-focused (e.i. punch the autobots). He can keep his goal in mind only to get side-tracked, forget it, remember it and then get distracted all over again in a vicious cycle. Coupled with his tendency to react impulsively, it is almost vital that any mission be carried out with a partner- or at least persistent comm contact. This same distractibility gives him a tendency to not pay full attention to anything deemed ‘boring’, and he flits between interests constantly.
Ouch!: Skywarp’s wings are exposed and sensitive, vulnerable to attack and liable to overload his pain sensors if hit. They’re relatively delicate, and in the war’s current state it's highly likely that severe damage will lead to permanent grounding.
Airhead: Like any sensible flier, Skywarp doesn’t like being coped up with stuff over his head. He likes flying, and gets a bit snappish the longer he spends inside. He doesn’t recognize it as what it is- mild claustrophobia.
Quarterback: Skywarp isn’t the most nimble or agile ‘Con on the ground, nor does his size allow him the maneuverability of a smaller aircraft in alt.
Special Skills
Fly me to the Moon: Skywarp is space-flight able, and can break orbit so long as he has enough fuel to get him where he’s going.
Look ma, no hands!: Skywarp can use his heel-thrusters to hover and boast a jump here or there. Often this is used for warping mid-air, or for gaining height when taking off from a tricky location. It takes more energy than simply flying in alt, so he almost never uses it to actually travel between point A to B.
Name/Alias: Agrimony
IM/E-Mail: dm me ^^
CHARACTER INFO
Name: Skywarp, ‘Warp
Age: Mid-40s
Gender: Mech.
Species: Cybertronian.
Faction: Decepticon.
Original Occupation: Energon Seeker.
Occupation/Specialization: Aerial frontliner, Sneak Attacker Extraordinaire.
Appearance
Height: About as tall as Breakdown.
Optics: Brilliant, solid crimson.
Build: He’s built a bit sturdier than his trinemates, with shorter wings, and a squarer frame and armour style overall. He is primarily painted black with a dark grey proto-form, with plum-purple forearms, pedes and accents throughout his plating. His hands are black, with tapered digits. The yellow-glass cockpit of his alt sits in the center of his chest between two vents, while the plating of his torso, waist and the pair of stocky crests behind his shoulders are light grey. His wings flare out from his back and hook upwards at their tips, entirely black besides grey and purple stripes that run along their edge. Matching purple Decepticon insignias adorn their front and back, upside down when in root mode. The engines and stabilizers of his alt form the heels of his pedes and resemble high-heels.
His faceplate is light grey, with two black lines running from the corners of his optics to his jaw.
Altmode: Modified Lockheed Martin F-35B Lightning II - with variations to colour, wing shape, and with dual engines instead of one. As seen here!
Pertinent History
Skywarp was sparked in Vos during the Golden Age’s decline. He served as an energon seeker along with his trinemates and brothers, following Starscream’s lead as they explored the vastness of space. While proud to serve in such an honored position, Skywarp’s loyalty fell first to his trine, and then his duties to Vos and Cybertron. They’d had many (mis)adventures afterall, and he prized the bonds they’d forged throughout. His distractible nature makes it so that what he values most aren’t objects or abstract concepts- those are fleeting and only provide brief amusement. People leave a much stronger impression.
When the civil unrest erupted into war across Cybertron, however- the seeker almost immediately decided he liked the Decepticons, and Megatron, better. He remained neutral however, and waited to see what Starscream would decide. To say he was delighted the Air Commander chose to side with the ‘Cons would be an understatement- despite the bombings, and the issues it caused within his trine. Overlooking that- which was easy to do when one’s as distractible as Skywarp, the mech took to the war like a duck to water.
As it progressed, so did his penchant for mischief. Once fairly innocent, it was now streaked with growing maliciousness and taste for violence. He perfected his warping for the ideal sneak attack- for pranks on friend and foe alike. The delight of terrifying a target was the same, after all. His impulsiveness worsened right alongside this, as did his difficulty staying focused.
He wasn’t blind, per say, to the mounting problems between Thundercracker and Starscream. He mostly just shrugged them off and assumed they’d figure it out- things had certainly changed and all, especially when Starscream rose to second-in-command. Missions were mostly carried out with others- and Skywarp didn’t really mind. He kept checking in and tormenting his trine of course, until one day Thundercracker approached him with the intention of leaving. The severity of the conversation went over ‘Warp's head and he declined Thundercracker’s attempts at getting him to come with. He’d had a prank set up, the after-math of which just had to be witnessed and plus- his trinemate was likely just talking about a mission of some sort. He’d be back eventually, it wasn’t like he was joining the Autobots, or leaving them.
Skywarp stayed with the main Decepticon force when they fled Cybertron, and continued carrying out missions on Earth for a time. He was present when the Nemesis went down and in the aftermath, worn down and tired, decided to take a little step out. It has been a little while now, and he should probably check back in before someone notices….
Personality
Skywarp, to put it simply, is a chaotic halfwit. Besides single-minded loyalty to the Decepticon cause and his trine- the mech has no moral compass and couldn’t care less about honor. He’s prone to distraction or zoning-out, rushing into things and reacting on impulse- especially if whatever he’s supposed to be doing is boring. He relishes in malicious mischief and childish pranks. While prone to violence, he’d sniff at being called a mere ‘brute’- he does things in style after all. Occasionally, he’ll have his moments of cunning or will say something shockingly clever- but those are intellectual outliers and should not be counted. They only occur if by some miracle, he was paying attention to whoever was speaking. His train of thought is often off the rails- if it was ever on track to begin with- and seems incomprehensible to most. This can lead to offhand remarks that in-context make no sense, and Skywarp will often get annoyed if questioned. To know him well to expect the unexpected, with the ineffable certainty that whatever it is, it will likely be pretty dumb.
Skywarp requires close monitoring by a superior to keep him on task if the mission is anything but straightforward, least he do something astonishingly stupid. However, one would not survive the war so long without some sort of redeeming quality- and for Skywarp it’s ruthless tenacity. Active battle is just about the one thing that will have his full focus and attention, and he’ll stubbornly never give up.
Likes: Mischief and destruction. A good explosion or several. Flying. Stairs. Sneak attacks. General Chaos. Shiny things. Having a good time. Electroswing Music. A prank well executed. Megatron. Warping behind someone to spook them.
Dislikes: Autobots. Things that: are boring; can’t be solved in a fight/immediately; require waiting; and/or require listening to someone go on and on. Being underground too long. Being lost. Bickering- it can be amusing, but otherwise gets old real fast.
Strengths/Weapons
It’s in the Name: As an outlier, Skywarp has the ability to teleport. This ability extends planet-wide if he is provided with references such as photos and precise coordinates, or if it is to a location previously visited/teleported from or to. Usually however, it is used for ‘short’ jumps, which could be considered somewhere within sight or closeby. It is taxing on his systems and energon reserves, with excessive use causing overheating, short black-outs, disorientating confusion, and even forced-stasis due to extremely low energon levels. Excessive use could be defined as long-distance (nation/continent/other side of the globe) jumps back to back without refueling and a break to cool down in between, or multiple (3+) short jumps in quick succession. Even still, he needs at least 2-3 minutes between long-distance jumps. Skywarp can transport small objects with him and the process is eased if they fit in his subspaces. However, the larger the object the larger the cost, as it taxes his energon reserves exponentially more with the increased mass. For instance, he’d likely need a break and/or a top up to reserves if he were to transport another mecha.
Novel Navigation: As an offshoot of his outlier ability, Skywarp has an uncanny sense of direction and a very robust navigational system. If he’s been somewhere once, he’ll never forget it and virtually can not get lost by his own doing.
Military-Grade: Skywarp has extensive training due to his pre-war military experience as part of Vos’ Air Command. His aim is excellent, he’s an ace combat pilot and he knows an array of cybertronian martial art techniques. He’s been fighting in the war since the beginning, and is more than accustomed to the battlefield- to the point of loving the chaos and thrill of the fight.
This is not a Fly-by: Skywarp’s alt is equipped with an external GAU-22/A rotary cannon that can rend light armor and do mild damage to medium in rapid-fire short bursts. Six air-to-air heat seeking missiles are stored in internal weapon-bays, the payloads of which can cause serious damage to heavy armor on a direct hit. These can be deterred by flares, however.
Punch-buggy: While more than able to hold his own from afar and in the air, Skywarp’s preferred method of fighting is up close, with his fists. Sometimes he uses a short blade that extends from above his right hand, able to pierce through light armor with ease, and do mild damage to medium.
Pew-pew: For fire-fights in root mode, Skywarp carries a small blaster in a subspace compartment at his side. It’s a mid-range weapon, most effective from 400 to 900 meters. It’s single-shot, with 6 shots to a cartridge. He carries two refills with him, including the one already in the gun. The shots are powerful enough to cause serious damage to exposed parts, mild damage to light armor and scorch medium.
Sturdy: Skywarp can take as much as he dishes out, with medium grade armor focused around his vital areas (torso/spark chamber) and forearms. The weakest points of his frame are his joints and legs, as well as his wings.
Weaknesses
Wild Child: It’s safe to say Skywarp is pretty reckless, pulling stunts and taking risks most would definitely not. Sometimes this pays off and his awesomeness shines- other times it can go explosively wrong. He’s also prone to thrill-seeking, flying recklessly, pushing buttons, pranking and various other things that are not usually conducive to survival.
Close-quarters: Unlike most fliers, ‘Warp likes to dart in close, land a hit and then zap away to avoid any retaliation. In line with the above, this is understandably riskier- any number of things could go wrong, especially if his target is ready for him and exploits exposed weak points in his armor.
Ooo Shiny!: Skywarp has a one-track mind, but the train itself is crazy. Missions need to be constantly monitored lest he get distracted by something shiny when he’s supposed to be on task. This is especially a problem if the mission is anything but straightforward or battle-focused (e.i. punch the autobots). He can keep his goal in mind only to get side-tracked, forget it, remember it and then get distracted all over again in a vicious cycle. Coupled with his tendency to react impulsively, it is almost vital that any mission be carried out with a partner- or at least persistent comm contact. This same distractibility gives him a tendency to not pay full attention to anything deemed ‘boring’, and he flits between interests constantly.
Ouch!: Skywarp’s wings are exposed and sensitive, vulnerable to attack and liable to overload his pain sensors if hit. They’re relatively delicate, and in the war’s current state it's highly likely that severe damage will lead to permanent grounding.
Airhead: Like any sensible flier, Skywarp doesn’t like being coped up with stuff over his head. He likes flying, and gets a bit snappish the longer he spends inside. He doesn’t recognize it as what it is- mild claustrophobia.
Quarterback: Skywarp isn’t the most nimble or agile ‘Con on the ground, nor does his size allow him the maneuverability of a smaller aircraft in alt.
Special Skills
Fly me to the Moon: Skywarp is space-flight able, and can break orbit so long as he has enough fuel to get him where he’s going.
Look ma, no hands!: Skywarp can use his heel-thrusters to hover and boast a jump here or there. Often this is used for warping mid-air, or for gaining height when taking off from a tricky location. It takes more energy than simply flying in alt, so he almost never uses it to actually travel between point A to B.