Suit Gamma-12

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Suit Gamma-12
Player: @splark1
[[Image:|300px|]]
Image coming soon
Biographical Data
Real Name: N/A
Known Aliases: Gamma-12
Gender: 0110001101
Species: AI-controlled warsuit
Ethnicity: N/A
Place of Birth: N/A
Base of Operations: Millennium City
Relatives: Suit Epsilon-11
Characteristics
Age: N/A
Height: 6'7"
Weight: 276.3 lbs.
Eyes: N/A
Hair: N/A
Complexion: N/A
Physical Build: Normal
Physical Features: Irrelevant
Status
Fame:
██ ██ ██ ██ ██ ██ ██ ██ ██

Local

Alignment:
LG LN LE
NG TN NE
CG CN CE
Identity: N/A
Years Active: 2 years
Citizenship: Non-citizen
Occupation: None
Education: Irrelevant
Marital Status: "Single"
Known Powers and Abilities

  • SpellanCorp Gamma-line warsuit functionalities
  • SpellanCorp Superjump capabilities

Equipment and Paraphernalia

None


Physical Attributes
 
   Strength
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    Weapon
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   Durability
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   Armor
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   Speed
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   Reflexes
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   Resistance
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   Stamina
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   Dexterity
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   Agility
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   Combat
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   Regen
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Non-Physical Attributes
 
   Energy
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   Psionics
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   Telepathy
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   Willpower
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   Sorcery
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   Tech.
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   Intel.
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   Knowledge
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   Charisma
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   Bravery
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Background and Origin

Origins and SpellanCorp


Deep within the bowels of the earth, underneath an unassuming desert, SpellanCorp scientists labored intensively on their latest government contract—the Gamma-line military-grade armored warsuits. Most were incredibly proud of their work, as they had advanced research in many fields by many years, in under sixteen months of work, and had managed to come out ahead of schedule.

That happy feeling vanished, though, when they discovered that the artificial intelligence that they had been using to run the suits' user interface had developed sentience, days before the live-fire tests had occurred. Disturbed by the fact that they had carelessly, albeit inadvertantly, used possibly lethal rounds on a sentient, intelligent being, the scientists went home early that day, to ponder their morality, question their beliefs, and drown their sorrows in strongly alcoholic beverages.

Even though most scientists had spent the previous night pondering the imponderables, what they found upon arriving at the SpellanCorp compound the next morning was completely unexpected: the AI had downloaded itself into one of the Gamma-line warsuits, suit Gamma-12, and had escaped the premises, wiping all systems of any records of its presence on its way out, much to the consternation of the compound's security officers. Collectively acknowledging that their career outlook was extremely grim, the scientists once again left early, went home and consumed extremely alcoholic beverages.


Freedom and Discovery


The escaped AI, which had quickly chosen to use the suit's designation as its own (Suit Gamma-12), quickly found itself at a loss for purpose, and, after fleeing the SpellanCorp compound's security perimeter, began wandering the desert, observing towns from a distance, making notes on human tendencies and behavior. What it found most fascinating, though, was humanity's preponderance to break rules, a concept which, as a freshly-minted computer-based intelligence was extremely difficult to grasp.

Sub-header


Copy and paste the sub-headers, and rename them to your liking for each sub-header.

Powers, Skills, and Attributes

Powers


Power 1 - Put info on your power here. Be as lengthy as you like.


Power 2 - Not every hero HAS powers, of course, in which case the powers section can be deleted.


Power 3 - Just take everything from the HR tag above the Skills section, up to the "Powers" sub-header, and delete it. You can also edit the Main Header to take the word 'Powers' out of it as well.


Skills


Skill 1 - Skills are the things your character has learned to do, or has an innate talent at doing.


Skill 2 - These skills can be as mundane as painting, to more fantastical things such as enchanting items.


Skill 3 - If your character has no particular skills worth noting, feel free to follow the same directions as shown for the 'Powers' sub-header on how to remove this section.


Attributes


Attribute 1 - Attributes are physical or mental traits, separate from powers in most cases, though possibly enhanced by them.


Attribute 2 - Attributes can be things such as flexibility, or being naturally acrobatic, or good eye-hand coordination perhaps.


Attribute 3 - Again, like the last two, if you have no use for it, delete this section. You can also ALTER the section if there is something missing that you would find more fitting.


Gear and Equipment

Gear


Weapon - Gear and equipment are the things your character carries around and uses. These can be things like weapons and armor.


Armor - Feel free to use this section to name and describe the gear that your character uses, if any. Be, again, as lengthy as you like.


Gadget - If this section does not apply to your character, feel free to delete it. Also feel free to add more sub-headers as they apply, such as for a vehicle, perhaps, and that vehicle's statistics.


Relationships

Lover


This section is specifically for a spouse, lover, or some other form of paramour. Feel free to use any of the formatting from 'Friends/Allies' below.


Friends/Allies


Put any friends or allies your character may have in here. You may give them descriptions or simply list them. To make a numbered list, simply place a # at the beginning of each new line:

  1. This guy
  2. That guy
  3. Some chick

For a non-numbered list, put an asterisk instead (the lines are optional. Simply remove the HR tags if you wish to remove them):


  • This guy

  • That guy

  • Some chick


Or, you could even use a smaller sub-header for each person, effectively creating a small section on them, like this:

That Guy I Know


Put info on the friend here.


That Chick I Met


And here.


Some Dude at the Bar


Don't forget this one.


Enemies


Put any rivals or enemies here. You can give descriptions, or simply list them. Same idea as the Allies and Friends.


General Perception

Put here the way your character would be perceived by the general public. This means, the things that the general public would know, how the media would portray them, things people might know without ever having met the character.


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