Tarn
Sept 7, 2024 16:41:13 GMT -5
Post by Tarn on Sept 7, 2024 16:41:13 GMT -5
PLAYER INFO
Name/Alias: Ren
CHARACTER INFO
Name: Tarn
Age: Early Forties
Gender: Mech
Species: Cybertronian
Faction: Decepticon
Original Occupation: [REDACTED]
Occupation/Specialization: Leader of the DJD
Appearance:
Tarn is an imposing figure among fellow Cybertronians, both Autobot and Decepticon alike. Coming up to the joint of Megatron's shoulder in terms of height, his massive frame is bulky and angular with boxy, powerful limbs. The thick treads from his altmode make up his shoulder armor, with a pair on each side, and a third and fourth nestled on either side of his neck, making up a portion of his upper chassis.
Heavily armored, a majority of his frame is clad in black, with purple plating on his arms, servos, and legs, yellow knee joints - and lighter gray thighs, upper arms, and wrists. Accenting his frame are purple biolights, with the majority being on his chassis and core. He wears the Decepticon symbol proudly in the middle of his chest, colored in the same mustard yellow as his knees.
The most notable feature, other than his daunting presence, is the mask he chooses to wear, shaped in the visage of the Decepticon symbol itself, showing without a doubt where his loyalties lie. Despite this blatant show of the cause, it is not in perfect condition as one may expect, and part of it is damaged with several rough claw marks, particularly around the left eye. Peering through this mask that does not seem to obstruct his range of vision, only Tarn's optics are seen - glowing a fierce red. Should he ever be without this facial cover, which is a rarity as he can consume Energon just fine while wearing it, his faceplate has significant scar damage on the left side, mostly around his optic and down his nose.
Attached to his right arm is a dual-barreled fusion cannon that is mostly black in color, highlighted with the same purple biolights that stand out across his frame. Despite its size and the fact he seemingly cannot retract the weapon, it does not seem to get in the way nor hinder him any in terms of movement, though he does favor his left servo for things like writing, and opening doors. Nestled between the two Autocannons that jut out from his back is the housing for his melee weapon - a monstrous chainsaw that stows away safely until pulled out for use.
He moves with purpose, exuding a sense of ruthless authority in both root and altmode.
Altmode:
Cybertronian Tank
Opting to keep his original altmode instead of using an Earthly counterpart, perhaps as a show of his dedication to the cause, or simply in reverence of Megatron's own decision to keep his original form, Tarn's vehicle mode is a formidable and intimidating sight, just as he is in his root mode.
The embodiment of strength and power, the tank is a heavily armored juggernaut with sleek, angular plating that protects him well, and instead of the usual two treads seen on most tanks, he has four – with a pair on each side. The front of his altmode is narrower than the back, with an angled wedge that can not only be used to ram others, but also flip them should they be foolish enough to strike it head-on.
His twin fusion cannons sit high on the turret, able to rotate at a 360° angle, and his smaller Autocannons jut out from the middle, though these have a limited range of movement, only able to be moved 45° outward. These weapons can be seen on his back when in root mode, though are only functional when he's in vehicle mode.
While he is significantly armored in this mode, he pays for this in a lack of speed. The tank has a top speed of roughly 30mph on flat terrain, though can traverse and maneuver difficult areas with relative ease, should he choose to drive over them.
Pertinent History:
The origins of the monster they call Tarn remain shrouded in mystery for most, except for the one who played a significant role in shaping the mech he is today, and those on a need-to-know basis who are few and far between. Despite the numerous rumors and exaggerated tall tales regarding his background and just who he once was, the true details are scarce.
Although not universally recognized, he is well-known among those familiar with the Decepticon Justice Division for his exceptional cruelty and intense, overly zealous dedication to the Decepticon Cause. His name, along with those of his team – at least for those who know of them – is synonymous with unrelenting terror, and their actions have left significant marks upon countless worlds.
Many could assume they were safe from Tarn's reaches, given the extensive list of targets he has pursued and continues to hunt down throughout the stars - and many would be correct. However, in an unsettling development for both Autobots and Decepticons alike, Megatron himself has now summoned the monstrous figure to Earth.
The reasons behind this decision remain as murky as Tarn's origins, though the monster was quick indeed to answer the call.
Full background & history is HERE.
Personality:
Any lingering shred of whoever Tarn was before, has all but been lost to the zealous fanatic he became. As the leader of the Decepticon Justice Division, he is a figure of imposing authority, driven by a rigid and uncompromising vision of the Decepticon Cause.
A lover of process and bureaucracy, Tarn runs a tight ship - able to balance brutal violence with scrupulous perfectionism regarding his work and role within the Decepticons.
Despite his fearsome exterior, with the very faceplate he wears being the mantle of the faction he obsessively follows, he is sophisticated and eloquent, able to hold his own in conversation and communicate effectively across diverse groups - and has a genuine appreciation of classical music and poetry. However, this calm facade can swiftly unravel, and he can be quick to shift from affable to dangerous levels of rage at the slightest provocation.
Justifying his actions with fanatical righteousness, Tarn leaves little room for empathy in those he deems insufficiently devoted to the Decepticon cause, though has been known to show sympathy toward outcasts and misfits, should their views align with his own. With this same mindset, he cares for his team and those he works with.
A chilling blend of strategic brilliance and ruthlessness, his extreme enforcement of his ideals reflect an obsessive commitment to Megatron, yet his thoughts often betray a stream of self-denigration. Wracked at times by internal conflict, his methods are sometimes undermined by his own musings of inadequacy, and he'll occasionally be found clawing at his mask to bleed off these anxieties and frustrations.
He exhibits an extreme obsessive compulsion in his pursuit of perfection. This obsession extends into his own dangerously addictive tendencies, whether it's the act of excessively transforming to the point he burns out more T-Cogs than is healthy, honing a skill, fixating on individuals - either friends or targets, or indulging in substances that offer temporary satisfaction. His inability to moderate himself or step away from these obsessive pursuits often leads to cycles of intense focus, followed by periods of severe burnout - creating an almost turbulent existence where these compulsions dominate his thoughts and actions both.
Tarn has little regard for personal space and is a tactile mech - when talking to another he quite often finds his servo on their arm or shoulder. After a lifetime of destroying things simply by touch, he's either making up for lost time now he has found another way to utilize his outlier power - or simply doing it to make others uncomfortable, even if the action itself is entirely innocuous and done subconsciously.
Likes: Philosophy, Classical Music, Singing, Intellectual Discussions & Debates, Strategy, Maintaining Order, Artistic and creative expressions that reflect Decepticon ideals, Paperwork.
Dislikes: Traitors to the Decepticon cause, Autobots, Cowards, Mentions of his past (by those few that know of it), Medical Procedures - particularly ones that involve his chassis & spark, Disorganization, Inefficiency and Wastefulness, Failure.
Strengths/Weapons:
Double Barrel Fusion Cannon:
Tarn's frame was rebuilt with the addition of a double barrel fusion cannon in emulation of his Warlord's singular. Mounted atop his right arm, this weapon cannot be stored - a proud display of both force and his unyielding loyalty, and a reminder of how the Decepticon cause is absolute. While slightly less powerful than Megatron's own, these cannons are still a force to be reckoned with, able to pierce heavy armor with relative ease, and make quick work of smaller foes.
Despite their power, these weapons lack precision and effective range. Tarn can reliably hit targets up to 120 yards (360ft) away, but beyond 100 yards (300ft), this accuracy declines dramatically.
Due to their size, and the fact there are two of them, he can only fire three shots (with both cannons at once) before needing ten seconds to recharge all three shots, or three seconds for one. Due to the significant drain on his systems, the weapon is mostly for show and intimidation - however, he is not above firing the occasional warning shot.
In a pinch, the weapon can be used as a shield - though given this is not their intended purpose, it's only under extreme measures that they would be used as such, as any heavy direct hit could damage them.
These weapons can be seen in his altmode atop the turret, and can move at 360° - while there is slightly greater accuracy and range in this mode due to him being able to angle the weapon better - able to reach 140 yards (420ft) with an accuracy of up to 120 yards (350ft). Despite this boon, he is far slower in terms of firing, and it takes a moment or two longer to line up a shot, meaning it is more often than not used on stationary targets like buildings.
Chainsaw:
Made from highly durable Cybertronian alloys, Tarn's melee weapon of choice is a heavy chainsaw. Folded onto his back when not in use, it nestles safely into the housing between his Autocannons. The monstrous weapon requires both servos to wield when powered on, not only to make effective use of it, but to keep it active. While it can cut through most heavy armor and sever limbs with ease should he hold it steady enough to do so, it cannot be slammed into anyone with significant force due to the fact it is not structurally sound, due to the hinge when folded. To cut through the heaviest of armors, he must apply notable pressure for five seconds, three seconds for medium armor, and one for light-armored individuals.
It does not draw on his own energy supply despite being housed upon his back, needing to be charged between missions. It can run for two minutes non-stop before starting to overheat at dangerous levels, needing a full minute before it can be used again. Should he push it past the two minutes, it will seize and need a complete reset, which takes up to five minutes total.
Autocannons:
Mounted onto his back when in root mode, these weapons can only be used when Tarn is in his tank altmode. These weapons are slightly more effective than the standard energon blasters, able to pierce light to medium armor, and are accurate to around 240 yards (720ft). He can fire them independently of one another, with each being able to fire a rapid six shots before needing to cool down for five seconds.
Outlier Ability - Psycho-Resonance:
The Piece de Resistance of Tarn's arsenal - his voice. The rumors that have swirled about his ability to dismantle both will and sanity via mere words alone are not just hyperbole, and as far as methods of offlining go? This one is certainly personal indeed.
Able to coax a spark into failing simply by talking, this ability that does not discriminate – and can be used on all armor and frame types – is usually saved til last, to ensure a satisfying climax after what has usually been no shortage of suffering. He will never use this as a first option for offlining someone, no matter the target, unless ordered to do so by Megatron personally.
This power allows Tarn to project a psychological influence over his victims as he works to find the correct frequency needed, and in the process, their thoughts and emotions can become overwhelmed with confusion and fear - and their final moments are often terrifying indeed, as while he needs time to find the specific pitch to attune with the affected spark, getting to that point is relatively uncomfortable.
He needs to be within 15m (49ft) for the uncomfortable, almost disorientating effects to be felt, meaning those in the area around him should he use this power would feel the unease and nauseating effects - this can be slightly boosted another couple of meters should he raise his voice.
Should Tarn be within 10m (32ft) of others, the disorientating effects become painful to the point they can become almost crippling should he not be stopped.
To utilize the ability to stop another spark, he needs to be within 5m (16ft) of someone to sense the resonance from them and 'lock on' to their frequency. However, because he has to actively lower his voice to a near whisper in order to coax his victim's spark into stopping completely, he must remain within touching range of his target, often looming over them - which gifts them the ability to push him away or otherwise distract, making him lose his much-needed focus, stopping the process entirely to the point he has to start over. This level of his outlier power can only be used on one individual at a time, as every spark-pulse is unique, like a human fingerprint.
The spark-stopping frequency of his voice cannot be picked up on digital recordings or through comm lines, nor can it be utilized mid-battle or anywhere there is a lot of background disturbance. It also does not work on Earthly technology. While he has mastered the technique to the point it can stop a spark, he still requires complete and utter focus for it to work – this means there are often ample opportunities to stop it via means of distraction and interruption.
Because of the above, it is not used often to the point of outright killing another until they have no fight left to give. Should a prisoner or victim have the unfortunate luck of finding themselves in isolation with him, things may get that far fairly quickly, however.
Attention to Detail:
From those very first manifests done by hand so long ago, Tarn is a scrupulous perfectionist when it comes to his work – which also includes the mundane task of mandatory paperwork. Every i is dotted, every t crossed - and he expects nothing less of those under his command. His meticulous nature ensures that no aspect of a plan is overlooked, from the smallest of adjustments, to the broader strategic framework. A keen eye for detail enables him to identify and exploit vulnerabilities that may otherwise be missed.
Tactician:
Tarn's tactical prowess is why he and his team are so effective at what they do. With an ability to craft and execute detailed plans from the ground up, he is perfectly capable of navigating complex scenarios – combat or otherwise – with precision and adaptability.
Armor:
Tarn is heavily armored in both his forms - able to shrug off most hits from basic weapons. This also includes most standard melee weapons and projectiles.
Leadership Skills:
Having turned the Grindcore Prison from the mediocre into a successful establishment, and now with his experience as the head of the DJD, Tarn is a capable leader who cares for those under his charge. His capacity to inspire both fear and loyalty only solidifies this position, and his meticulous ability to plan schedules based on his team's strengths ensures he makes the most out of those beneath him.
Point One Percenter:
Forged with a rare green-colored spark, Tarn fits into the rare subtype of a Point One Percenter. Because of this, he is exceptionally strong - possessing an extraordinary level of skill and strength, making him able to go toe to toe with almost anyone, or simply assist with heavy lifting without issue or strain. Despite rumors, he is not a Phase Sixer - though is certainly capable of holding his own against them.
Glitch:
While Tarn has long since perfected the art of utilizing his voice to disable both sentient and non-sentient things alike, he did not lose the ability to cripple non-sentient things simply via touch alone. This ability no longer causes feedback pain should it be used, and he can control it - meaning things no longer seem to randomly malfunction simply by him handling them. This ability does not work on Earthly technology, and due to the difference in materials and metals, he receives significant feedback pain should he even attempt to, meaning he will mostly avoid it as best he can, as it reminds him of his past failures.
Weaknesses:
Reduced Mobility:
With a heavier frame and mass, Tarn is designed for protection and firepower, at a cost of both agility and flexibility in terms of movement. In both forms, he is slower than most, making him less effective in faster-paced combat scenarios, allowing more agile foes to exploit his slower movement.
Big gun? Big mark:
Despite his armor and overall durability, the twin fusion cannon that sits atop his arm can become a liability if targeted. While they can take the occasional hit from a standard blaster without issue, a more direct hit with something stronger could potentially disable or diminish their effectiveness. Due to their size, should he be brawling with someone close to his mass and strength, this risk increases should he opt to use the gun as an emergency shield against a heavy strike.
Personal Vendettas:
Tarn's emotional investments in certain grudges or enemies – especially in the heat of the moment – can cloud his judgment, leading him to make decisions driven by personal satisfaction rather than any strategic benefit. This hyperfocus can lead to opportunity from those on the battlefield, taking advantage of his distraction.
TCog Burnout:
Refusing to get this rare disorder fixed, Tarn often succumbs to his dependence on transforming, leading him to burn out his TCog quickly - to the point he's gone through so many he's lost count as to the exact number. While a past connection could supply him with new ones, now on Earth they are severely limited in quantity. These frenzied transformations are usually done in private or when outside with enough room to do so, never during conversations with another.
Savor the End:
Tarn's inclination to relish in his victims' final moments can be used against him. Using his preference for prolonging their suffering and basking in their defeat can lead to him underestimating or even overlooking more significant threats or strategic advances from elsewhere. This tendency to indulge and bask in the moment can create openings for either his victim to exploit, or even buy them enough time to be rescued.
Joint Issues:
Tarn’s frame has several vulnerable areas that can be exploited by his opponents should they manage to get close to him. His joints, particularly the backs of his knees, the sides of his neck, and his elbows, are not as well-armored as the rest of his body to allow for movement. Skilled opponents could target these less-protected areas to hinder Tarn's mobility, crippling the limb and leveraging his size against him, exploiting his slower reflexes.
Unwavering Loyalty:
Tarn's reliance on Megatron's leadership and word – regardless of their wisdom or practicality – sometimes prevents him from taking independent actions of his own that could otherwise address immediate threats or take advantage of strategic opportunities. This unwavering loyalty often blinds him to alternative methods of going about things, and this unyielding obedience that comes with it can leave him vulnerable to manipulation or misdirection. Should Megatron ask him to do something, Tarn will abide without question, even if it be to the detriment of himself.
Addictive Hyperfocus:
While Tarn's obsessions often work out in his favor, they have a significant disadvantage in that he can become easily fixated on particular goals, pleasures, and vices - which can detract from his effectiveness and decision-making abilities. Those who are aware of these fixations can easily exploit him, leading to the possibility of self-destructive behaviors. While he tries to rein these compulsions in, there are times he finds it challenging to maintain balance, especially in highly stressful situations.
Over-reliance on Protocol:
Tarn's strict adherence to rules and protocols often limits his flexibility in dynamic situations or environments. His intense focus on following a methodical list of targets, and his commitment to established procedures unless directed otherwise by Megatron, can hinder his ability to adapt quickly to unconventional tactics. This rigid reliance on a structured approach highlights a potential weakness in his ability to lead, particularly in less-controlled environments.
Energy Consumption:
Tarn's massive frame and powerful weapons place a heavy demand on his energy reserves and systems. Pair this with the constant transformations that are draining in and of themselves, he uses far more fuel than most - even if he more than earns his right to do so.
Nucleon Dependency:
While Tarn is a capable fighter and terrifying combatant in his own right, he has grown reliant and far too familiar with the edge that Nuke would give him over others, even if most of the time it was not needed. While he is not dependent on it to the point he can't fight or function without it, a lack of the substance on Earth certainly takes away some of his extra ferocity in battle, leading him to tire far faster than he would normally do so under its effects.
Damus:
Name/Alias: Ren
CHARACTER INFO
Name: Tarn
Age: Early Forties
Gender: Mech
Species: Cybertronian
Faction: Decepticon
Original Occupation: [REDACTED]
Occupation/Specialization: Leader of the DJD
Appearance:
Tarn is an imposing figure among fellow Cybertronians, both Autobot and Decepticon alike. Coming up to the joint of Megatron's shoulder in terms of height, his massive frame is bulky and angular with boxy, powerful limbs. The thick treads from his altmode make up his shoulder armor, with a pair on each side, and a third and fourth nestled on either side of his neck, making up a portion of his upper chassis.
Heavily armored, a majority of his frame is clad in black, with purple plating on his arms, servos, and legs, yellow knee joints - and lighter gray thighs, upper arms, and wrists. Accenting his frame are purple biolights, with the majority being on his chassis and core. He wears the Decepticon symbol proudly in the middle of his chest, colored in the same mustard yellow as his knees.
The most notable feature, other than his daunting presence, is the mask he chooses to wear, shaped in the visage of the Decepticon symbol itself, showing without a doubt where his loyalties lie. Despite this blatant show of the cause, it is not in perfect condition as one may expect, and part of it is damaged with several rough claw marks, particularly around the left eye. Peering through this mask that does not seem to obstruct his range of vision, only Tarn's optics are seen - glowing a fierce red. Should he ever be without this facial cover, which is a rarity as he can consume Energon just fine while wearing it, his faceplate has significant scar damage on the left side, mostly around his optic and down his nose.
Attached to his right arm is a dual-barreled fusion cannon that is mostly black in color, highlighted with the same purple biolights that stand out across his frame. Despite its size and the fact he seemingly cannot retract the weapon, it does not seem to get in the way nor hinder him any in terms of movement, though he does favor his left servo for things like writing, and opening doors. Nestled between the two Autocannons that jut out from his back is the housing for his melee weapon - a monstrous chainsaw that stows away safely until pulled out for use.
He moves with purpose, exuding a sense of ruthless authority in both root and altmode.
Altmode:
Cybertronian Tank
Opting to keep his original altmode instead of using an Earthly counterpart, perhaps as a show of his dedication to the cause, or simply in reverence of Megatron's own decision to keep his original form, Tarn's vehicle mode is a formidable and intimidating sight, just as he is in his root mode.
The embodiment of strength and power, the tank is a heavily armored juggernaut with sleek, angular plating that protects him well, and instead of the usual two treads seen on most tanks, he has four – with a pair on each side. The front of his altmode is narrower than the back, with an angled wedge that can not only be used to ram others, but also flip them should they be foolish enough to strike it head-on.
His twin fusion cannons sit high on the turret, able to rotate at a 360° angle, and his smaller Autocannons jut out from the middle, though these have a limited range of movement, only able to be moved 45° outward. These weapons can be seen on his back when in root mode, though are only functional when he's in vehicle mode.
While he is significantly armored in this mode, he pays for this in a lack of speed. The tank has a top speed of roughly 30mph on flat terrain, though can traverse and maneuver difficult areas with relative ease, should he choose to drive over them.
Pertinent History:
The origins of the monster they call Tarn remain shrouded in mystery for most, except for the one who played a significant role in shaping the mech he is today, and those on a need-to-know basis who are few and far between. Despite the numerous rumors and exaggerated tall tales regarding his background and just who he once was, the true details are scarce.
Although not universally recognized, he is well-known among those familiar with the Decepticon Justice Division for his exceptional cruelty and intense, overly zealous dedication to the Decepticon Cause. His name, along with those of his team – at least for those who know of them – is synonymous with unrelenting terror, and their actions have left significant marks upon countless worlds.
Many could assume they were safe from Tarn's reaches, given the extensive list of targets he has pursued and continues to hunt down throughout the stars - and many would be correct. However, in an unsettling development for both Autobots and Decepticons alike, Megatron himself has now summoned the monstrous figure to Earth.
The reasons behind this decision remain as murky as Tarn's origins, though the monster was quick indeed to answer the call.
Full background & history is HERE.
Personality:
| Fanatical | Ruthless | Charismatic | Obsessive | Conflicted |
Any lingering shred of whoever Tarn was before, has all but been lost to the zealous fanatic he became. As the leader of the Decepticon Justice Division, he is a figure of imposing authority, driven by a rigid and uncompromising vision of the Decepticon Cause.
A lover of process and bureaucracy, Tarn runs a tight ship - able to balance brutal violence with scrupulous perfectionism regarding his work and role within the Decepticons.
Despite his fearsome exterior, with the very faceplate he wears being the mantle of the faction he obsessively follows, he is sophisticated and eloquent, able to hold his own in conversation and communicate effectively across diverse groups - and has a genuine appreciation of classical music and poetry. However, this calm facade can swiftly unravel, and he can be quick to shift from affable to dangerous levels of rage at the slightest provocation.
Justifying his actions with fanatical righteousness, Tarn leaves little room for empathy in those he deems insufficiently devoted to the Decepticon cause, though has been known to show sympathy toward outcasts and misfits, should their views align with his own. With this same mindset, he cares for his team and those he works with.
A chilling blend of strategic brilliance and ruthlessness, his extreme enforcement of his ideals reflect an obsessive commitment to Megatron, yet his thoughts often betray a stream of self-denigration. Wracked at times by internal conflict, his methods are sometimes undermined by his own musings of inadequacy, and he'll occasionally be found clawing at his mask to bleed off these anxieties and frustrations.
He exhibits an extreme obsessive compulsion in his pursuit of perfection. This obsession extends into his own dangerously addictive tendencies, whether it's the act of excessively transforming to the point he burns out more T-Cogs than is healthy, honing a skill, fixating on individuals - either friends or targets, or indulging in substances that offer temporary satisfaction. His inability to moderate himself or step away from these obsessive pursuits often leads to cycles of intense focus, followed by periods of severe burnout - creating an almost turbulent existence where these compulsions dominate his thoughts and actions both.
Tarn has little regard for personal space and is a tactile mech - when talking to another he quite often finds his servo on their arm or shoulder. After a lifetime of destroying things simply by touch, he's either making up for lost time now he has found another way to utilize his outlier power - or simply doing it to make others uncomfortable, even if the action itself is entirely innocuous and done subconsciously.
Likes: Philosophy, Classical Music, Singing, Intellectual Discussions & Debates, Strategy, Maintaining Order, Artistic and creative expressions that reflect Decepticon ideals, Paperwork.
Dislikes: Traitors to the Decepticon cause, Autobots, Cowards, Mentions of his past (by those few that know of it), Medical Procedures - particularly ones that involve his chassis & spark, Disorganization, Inefficiency and Wastefulness, Failure.
Strengths/Weapons:
Double Barrel Fusion Cannon:
Tarn's frame was rebuilt with the addition of a double barrel fusion cannon in emulation of his Warlord's singular. Mounted atop his right arm, this weapon cannot be stored - a proud display of both force and his unyielding loyalty, and a reminder of how the Decepticon cause is absolute. While slightly less powerful than Megatron's own, these cannons are still a force to be reckoned with, able to pierce heavy armor with relative ease, and make quick work of smaller foes.
Despite their power, these weapons lack precision and effective range. Tarn can reliably hit targets up to 120 yards (360ft) away, but beyond 100 yards (300ft), this accuracy declines dramatically.
Due to their size, and the fact there are two of them, he can only fire three shots (with both cannons at once) before needing ten seconds to recharge all three shots, or three seconds for one. Due to the significant drain on his systems, the weapon is mostly for show and intimidation - however, he is not above firing the occasional warning shot.
In a pinch, the weapon can be used as a shield - though given this is not their intended purpose, it's only under extreme measures that they would be used as such, as any heavy direct hit could damage them.
These weapons can be seen in his altmode atop the turret, and can move at 360° - while there is slightly greater accuracy and range in this mode due to him being able to angle the weapon better - able to reach 140 yards (420ft) with an accuracy of up to 120 yards (350ft). Despite this boon, he is far slower in terms of firing, and it takes a moment or two longer to line up a shot, meaning it is more often than not used on stationary targets like buildings.
Chainsaw:
Made from highly durable Cybertronian alloys, Tarn's melee weapon of choice is a heavy chainsaw. Folded onto his back when not in use, it nestles safely into the housing between his Autocannons. The monstrous weapon requires both servos to wield when powered on, not only to make effective use of it, but to keep it active. While it can cut through most heavy armor and sever limbs with ease should he hold it steady enough to do so, it cannot be slammed into anyone with significant force due to the fact it is not structurally sound, due to the hinge when folded. To cut through the heaviest of armors, he must apply notable pressure for five seconds, three seconds for medium armor, and one for light-armored individuals.
It does not draw on his own energy supply despite being housed upon his back, needing to be charged between missions. It can run for two minutes non-stop before starting to overheat at dangerous levels, needing a full minute before it can be used again. Should he push it past the two minutes, it will seize and need a complete reset, which takes up to five minutes total.
Autocannons:
Mounted onto his back when in root mode, these weapons can only be used when Tarn is in his tank altmode. These weapons are slightly more effective than the standard energon blasters, able to pierce light to medium armor, and are accurate to around 240 yards (720ft). He can fire them independently of one another, with each being able to fire a rapid six shots before needing to cool down for five seconds.
Outlier Ability - Psycho-Resonance:
The Piece de Resistance of Tarn's arsenal - his voice. The rumors that have swirled about his ability to dismantle both will and sanity via mere words alone are not just hyperbole, and as far as methods of offlining go? This one is certainly personal indeed.
Able to coax a spark into failing simply by talking, this ability that does not discriminate – and can be used on all armor and frame types – is usually saved til last, to ensure a satisfying climax after what has usually been no shortage of suffering. He will never use this as a first option for offlining someone, no matter the target, unless ordered to do so by Megatron personally.
This power allows Tarn to project a psychological influence over his victims as he works to find the correct frequency needed, and in the process, their thoughts and emotions can become overwhelmed with confusion and fear - and their final moments are often terrifying indeed, as while he needs time to find the specific pitch to attune with the affected spark, getting to that point is relatively uncomfortable.
He needs to be within 15m (49ft) for the uncomfortable, almost disorientating effects to be felt, meaning those in the area around him should he use this power would feel the unease and nauseating effects - this can be slightly boosted another couple of meters should he raise his voice.
Should Tarn be within 10m (32ft) of others, the disorientating effects become painful to the point they can become almost crippling should he not be stopped.
To utilize the ability to stop another spark, he needs to be within 5m (16ft) of someone to sense the resonance from them and 'lock on' to their frequency. However, because he has to actively lower his voice to a near whisper in order to coax his victim's spark into stopping completely, he must remain within touching range of his target, often looming over them - which gifts them the ability to push him away or otherwise distract, making him lose his much-needed focus, stopping the process entirely to the point he has to start over. This level of his outlier power can only be used on one individual at a time, as every spark-pulse is unique, like a human fingerprint.
The spark-stopping frequency of his voice cannot be picked up on digital recordings or through comm lines, nor can it be utilized mid-battle or anywhere there is a lot of background disturbance. It also does not work on Earthly technology. While he has mastered the technique to the point it can stop a spark, he still requires complete and utter focus for it to work – this means there are often ample opportunities to stop it via means of distraction and interruption.
Because of the above, it is not used often to the point of outright killing another until they have no fight left to give. Should a prisoner or victim have the unfortunate luck of finding themselves in isolation with him, things may get that far fairly quickly, however.
Attention to Detail:
From those very first manifests done by hand so long ago, Tarn is a scrupulous perfectionist when it comes to his work – which also includes the mundane task of mandatory paperwork. Every i is dotted, every t crossed - and he expects nothing less of those under his command. His meticulous nature ensures that no aspect of a plan is overlooked, from the smallest of adjustments, to the broader strategic framework. A keen eye for detail enables him to identify and exploit vulnerabilities that may otherwise be missed.
Tactician:
Tarn's tactical prowess is why he and his team are so effective at what they do. With an ability to craft and execute detailed plans from the ground up, he is perfectly capable of navigating complex scenarios – combat or otherwise – with precision and adaptability.
Armor:
Tarn is heavily armored in both his forms - able to shrug off most hits from basic weapons. This also includes most standard melee weapons and projectiles.
Leadership Skills:
Having turned the Grindcore Prison from the mediocre into a successful establishment, and now with his experience as the head of the DJD, Tarn is a capable leader who cares for those under his charge. His capacity to inspire both fear and loyalty only solidifies this position, and his meticulous ability to plan schedules based on his team's strengths ensures he makes the most out of those beneath him.
Point One Percenter:
Forged with a rare green-colored spark, Tarn fits into the rare subtype of a Point One Percenter. Because of this, he is exceptionally strong - possessing an extraordinary level of skill and strength, making him able to go toe to toe with almost anyone, or simply assist with heavy lifting without issue or strain. Despite rumors, he is not a Phase Sixer - though is certainly capable of holding his own against them.
Glitch:
While Tarn has long since perfected the art of utilizing his voice to disable both sentient and non-sentient things alike, he did not lose the ability to cripple non-sentient things simply via touch alone. This ability no longer causes feedback pain should it be used, and he can control it - meaning things no longer seem to randomly malfunction simply by him handling them. This ability does not work on Earthly technology, and due to the difference in materials and metals, he receives significant feedback pain should he even attempt to, meaning he will mostly avoid it as best he can, as it reminds him of his past failures.
Weaknesses:
Reduced Mobility:
With a heavier frame and mass, Tarn is designed for protection and firepower, at a cost of both agility and flexibility in terms of movement. In both forms, he is slower than most, making him less effective in faster-paced combat scenarios, allowing more agile foes to exploit his slower movement.
Big gun? Big mark:
Despite his armor and overall durability, the twin fusion cannon that sits atop his arm can become a liability if targeted. While they can take the occasional hit from a standard blaster without issue, a more direct hit with something stronger could potentially disable or diminish their effectiveness. Due to their size, should he be brawling with someone close to his mass and strength, this risk increases should he opt to use the gun as an emergency shield against a heavy strike.
Personal Vendettas:
Tarn's emotional investments in certain grudges or enemies – especially in the heat of the moment – can cloud his judgment, leading him to make decisions driven by personal satisfaction rather than any strategic benefit. This hyperfocus can lead to opportunity from those on the battlefield, taking advantage of his distraction.
TCog Burnout:
Refusing to get this rare disorder fixed, Tarn often succumbs to his dependence on transforming, leading him to burn out his TCog quickly - to the point he's gone through so many he's lost count as to the exact number. While a past connection could supply him with new ones, now on Earth they are severely limited in quantity. These frenzied transformations are usually done in private or when outside with enough room to do so, never during conversations with another.
Savor the End:
Tarn's inclination to relish in his victims' final moments can be used against him. Using his preference for prolonging their suffering and basking in their defeat can lead to him underestimating or even overlooking more significant threats or strategic advances from elsewhere. This tendency to indulge and bask in the moment can create openings for either his victim to exploit, or even buy them enough time to be rescued.
Joint Issues:
Tarn’s frame has several vulnerable areas that can be exploited by his opponents should they manage to get close to him. His joints, particularly the backs of his knees, the sides of his neck, and his elbows, are not as well-armored as the rest of his body to allow for movement. Skilled opponents could target these less-protected areas to hinder Tarn's mobility, crippling the limb and leveraging his size against him, exploiting his slower reflexes.
Unwavering Loyalty:
Tarn's reliance on Megatron's leadership and word – regardless of their wisdom or practicality – sometimes prevents him from taking independent actions of his own that could otherwise address immediate threats or take advantage of strategic opportunities. This unwavering loyalty often blinds him to alternative methods of going about things, and this unyielding obedience that comes with it can leave him vulnerable to manipulation or misdirection. Should Megatron ask him to do something, Tarn will abide without question, even if it be to the detriment of himself.
Addictive Hyperfocus:
While Tarn's obsessions often work out in his favor, they have a significant disadvantage in that he can become easily fixated on particular goals, pleasures, and vices - which can detract from his effectiveness and decision-making abilities. Those who are aware of these fixations can easily exploit him, leading to the possibility of self-destructive behaviors. While he tries to rein these compulsions in, there are times he finds it challenging to maintain balance, especially in highly stressful situations.
Over-reliance on Protocol:
Tarn's strict adherence to rules and protocols often limits his flexibility in dynamic situations or environments. His intense focus on following a methodical list of targets, and his commitment to established procedures unless directed otherwise by Megatron, can hinder his ability to adapt quickly to unconventional tactics. This rigid reliance on a structured approach highlights a potential weakness in his ability to lead, particularly in less-controlled environments.
Energy Consumption:
Tarn's massive frame and powerful weapons place a heavy demand on his energy reserves and systems. Pair this with the constant transformations that are draining in and of themselves, he uses far more fuel than most - even if he more than earns his right to do so.
Nucleon Dependency:
While Tarn is a capable fighter and terrifying combatant in his own right, he has grown reliant and far too familiar with the edge that Nuke would give him over others, even if most of the time it was not needed. While he is not dependent on it to the point he can't fight or function without it, a lack of the substance on Earth certainly takes away some of his extra ferocity in battle, leading him to tire far faster than he would normally do so under its effects.
Damus:
While Tarn has mostly gotten used to the frame he now uses, there are moments – usually quiet ones, when he is alone and lost in thought – that he judges things poorly in terms of distance to himself. Clipping the occasional corner wrong, or knocking something over. The silence of these moments only amplifies his mistake, leaving him feeling inadequate and undeserving of this 'new' body, often leading him to lash out at himself.
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