Post by Turtlus on Mar 5, 2017 13:49:06 GMT -5
[attr="class","duperblock"]
[attr="class","dupertitle"]Time Traveler from Another Dimension who is also a Cyborg Ghost
[attr="class","dupertext"]
NICKNAME
AGE 14 years old (deceased) Body stuck in it's Violence Form, leaving it somewhere between 25-35 years old.
BIRTHDAY Augest 71(Augest is the only month where he comes from)
GENDER Male
SPECIES Übermensch/Wiedergänger
SEXUALITY Fanaticism
ROLE Turtle Tow originally came to Port Albion solely to kill Kaeru Ko and utilize her radio technology to broadcast propaganda throughout the world. After Knell accidentally shoved him down a well his soul was bound in the physical plane by Cactus Cahn, who he now is under spectral contract to serve.
[attr="class","dupericon"]
FULL NAME Turtle TowNICKNAME
AGE 14 years old (deceased) Body stuck in it's Violence Form, leaving it somewhere between 25-35 years old.
BIRTHDAY Augest 71(Augest is the only month where he comes from)
GENDER Male
SPECIES Übermensch/Wiedergänger
SEXUALITY Fanaticism
ROLE Turtle Tow originally came to Port Albion solely to kill Kaeru Ko and utilize her radio technology to broadcast propaganda throughout the world. After Knell accidentally shoved him down a well his soul was bound in the physical plane by Cactus Cahn, who he now is under spectral contract to serve.
[attr="class","dupertext"]
POWER Tow has the power to summon the might PanzerKanone, which will shoot down from the heavens land lodge itself into his metallic chest with the barrel facing outwards. This typically takes 30 seconds. Once socketed the PanzerKanone will connect with a pack of Tesla-coils attacked to Tow's back through internal circuitry. The PanzerKanone must then charge for at least another 30 seconds before bombardment can occur.
Once powered up the PanzerKanone can shoot mortar shells that detonate upon impact with any surface at ranges of up to 40 meters, though at anything farther than 5 meters Tow must begin adjusting his aim to compensate for the shells losing altitude mid-flight. Shells tend to make a shrieking noise while mid-flight. Upon detonation the shells release a condensed plasma that is similar in effect to electricity. Fortunately the amps are never great enough to be lethal, with the common effect of a blast being a short bout of muscle spasms and minor burns. Getting hit directly with the shell can be much more problematic, as it's still a hunk of steel flying through the air at relativity high speeds.
Tow can opt to switch PanzerKanone out for the FlammeFäuste gauntlets after the former has been deployed. Another 30 second process will commence where the cannon flies out of Turtle's chest cavity and splits down the middle. Each half will then wrap around one of Tow's fists, covering them in protective metal as small vents begin to open up all over the outside of the gauntlets. It is at this point that the gauntlets can coat themselves in a purple plasma which is similar to fire in properties. These can be either used to punch things with firey fists or fire concentrated streams of the pseudo-fire at a range of up to 2 meters, but Tow will be immobilized while doing so due to needing firm footing to keep the stream on target.
The last trick Tow has up his sleeve is the EisenKaiser Armor. The armor is simply the third form of the PanzerKanone, and as such for Tow to access it there is necessary wait time of 30 seconds as the Kanone is converting from one of it's other two forms into the armor. The armor covers up all areas of his body that his normal plating does not normally protect, and reinforces the armor already there. Wearing the EisenKaiser Armor restricts Tow from moving faster than a creeping march, and the only offensive measures he is left with is the damage he can inflict physically with fists and legs covered in metal. The Tesla Coil pack on his back is still exposed while the armor is in use. This provides a clear weakpoint even while the rest of his body is protected, but can also be overloaded to propel Tow in something akin to a 'super jump'. Utilizing the Tesla-Pack in this way will lock Turtle from switching to the gauntlets or Kanone for a couple of minutes.
BUSINESS DESCRIPTION (Delete this section if it does not apply to your character) This only applies to characters whose role is that of a business owner. Describe your characters business here, what they provide for the community and so on. Once you finish the description, please provide a summarized one paragraph description if a board needs to be created for their business in the Port Albion category.
PERSONALITY Fitting of a literal manchild, Turtle Tow has yet to fully develop a moral compass or sense of empathy. Like many children from GerMooney he has spent most of his years having his head filled with fascist ideals and country pride. Naturally this has lead to a supremacist mindset with a desire to do his fatherland proud, no matter what that would require. Even now in the past of an alternate timeline his greatest desire is only to assure the continued prosperity of his nation. If that means the complete enslavement or annihilation of this planet than so be it. Get in his way and you are an enemy to the 20th Reich. Assist him and you have ensured your family's survival when the great purge begins. Insult the Fatherland at your own peril.
To go with the whole hero of propaganda and prejudice you also have the the shattered remains of a normal child's consciousness in that thick skull of his. The destructive firepower of his SUPERIOR GerMOON TECHNOLOGY often fills him with a sense of infantile glee as he bares witness to the glorious carnage. When things don't go his way you can expect a temper tantrum to take priority over focusing on the mission. He's even know to play pretend when he's not busy, imagining that the spectral cardboard box he wears is an actual Panzar Tank.
APPEARANCE
WEAKNESSES Please clearly state three weaknesses, this can range from power weakness or physical/personality flaws.
STRENGTHS Please clearly state three strengths, this can range from power strengths or physical/personality strengths.
HISTORY In the future of an alternate timeline where Germany won the 7th World War and crushed the rebel alliance once and for all, most of Holy Terra's surface has been rendered inhospitable for human life. The lesser people of the treasonous countries have been forced underground while the Fatherland's chosen took up resident on Sacred Luna, becoming the GerMoon nation. And for a long while the people of GerMooneh prospered.
But everything changed went the Shire Nation attacked. In eagle shaped spaceships a race of short humanoids assaulted the GerMoonBase. Millions upon billions upon trillions died in the horrific battles. The tide began to tip in the Shire Nations favor which prompted the GerMoons to try some pretty unorthodox strategies to gain the advantage. The only possible outcome could be granting a child -soldier the ability to magically summon floating cannons and then send him back in time to warn the GerMoon people of the past. BUT SOMETHING WENT WRONG!
As this child, known only as Turtle Tow, was traveling backwards through a time-stream a great and terrible and trolly darkness began to engulf the funnel of time that he was traveling down. A force greater than anything the Germoons had ever known was currently making a journey of it's own, and had seemingly overrode Tow's breach in the time-space-continuum to make room for it's own travel through dimensions and planes. Turtle Tow was powerless to stop it as it left his world behind in search for an alternate and twisted parody of his home, with the poor child soldier being dragged along for the ride.
In the time he has been stuck in this world the methodical Turtle Tow has founded a shadow government pulling the strings over several vaguely European nations, and has had a hand in the creation of SeerTech Industries. His latest outing was to be the task of killing what appeared to be his hideous alternate universe double, Kaeru Ko. His journey to the Academy was cut short when a certain Limbo God accidentally pushed him down a well. But because magic is a thing it was all good because the local dark-messiah cactus brought him back to life as a revenant in exchange for his temporary service, with the side effect of trapping him into his ridiculously muscled adult form, Violence Tow. A quick trip to SeerTech HQ also resulted in his now kind of ghostly body being cyberneticly augmented.
POWER Tow has the power to summon the might PanzerKanone, which will shoot down from the heavens land lodge itself into his metallic chest with the barrel facing outwards. This typically takes 30 seconds. Once socketed the PanzerKanone will connect with a pack of Tesla-coils attacked to Tow's back through internal circuitry. The PanzerKanone must then charge for at least another 30 seconds before bombardment can occur.
Once powered up the PanzerKanone can shoot mortar shells that detonate upon impact with any surface at ranges of up to 40 meters, though at anything farther than 5 meters Tow must begin adjusting his aim to compensate for the shells losing altitude mid-flight. Shells tend to make a shrieking noise while mid-flight. Upon detonation the shells release a condensed plasma that is similar in effect to electricity. Fortunately the amps are never great enough to be lethal, with the common effect of a blast being a short bout of muscle spasms and minor burns. Getting hit directly with the shell can be much more problematic, as it's still a hunk of steel flying through the air at relativity high speeds.
Tow can opt to switch PanzerKanone out for the FlammeFäuste gauntlets after the former has been deployed. Another 30 second process will commence where the cannon flies out of Turtle's chest cavity and splits down the middle. Each half will then wrap around one of Tow's fists, covering them in protective metal as small vents begin to open up all over the outside of the gauntlets. It is at this point that the gauntlets can coat themselves in a purple plasma which is similar to fire in properties. These can be either used to punch things with firey fists or fire concentrated streams of the pseudo-fire at a range of up to 2 meters, but Tow will be immobilized while doing so due to needing firm footing to keep the stream on target.
The last trick Tow has up his sleeve is the EisenKaiser Armor. The armor is simply the third form of the PanzerKanone, and as such for Tow to access it there is necessary wait time of 30 seconds as the Kanone is converting from one of it's other two forms into the armor. The armor covers up all areas of his body that his normal plating does not normally protect, and reinforces the armor already there. Wearing the EisenKaiser Armor restricts Tow from moving faster than a creeping march, and the only offensive measures he is left with is the damage he can inflict physically with fists and legs covered in metal. The Tesla Coil pack on his back is still exposed while the armor is in use. This provides a clear weakpoint even while the rest of his body is protected, but can also be overloaded to propel Tow in something akin to a 'super jump'. Utilizing the Tesla-Pack in this way will lock Turtle from switching to the gauntlets or Kanone for a couple of minutes.
BUSINESS DESCRIPTION (Delete this section if it does not apply to your character) This only applies to characters whose role is that of a business owner. Describe your characters business here, what they provide for the community and so on. Once you finish the description, please provide a summarized one paragraph description if a board needs to be created for their business in the Port Albion category.
PERSONALITY Fitting of a literal manchild, Turtle Tow has yet to fully develop a moral compass or sense of empathy. Like many children from GerMooney he has spent most of his years having his head filled with fascist ideals and country pride. Naturally this has lead to a supremacist mindset with a desire to do his fatherland proud, no matter what that would require. Even now in the past of an alternate timeline his greatest desire is only to assure the continued prosperity of his nation. If that means the complete enslavement or annihilation of this planet than so be it. Get in his way and you are an enemy to the 20th Reich. Assist him and you have ensured your family's survival when the great purge begins. Insult the Fatherland at your own peril.
To go with the whole hero of propaganda and prejudice you also have the the shattered remains of a normal child's consciousness in that thick skull of his. The destructive firepower of his SUPERIOR GerMOON TECHNOLOGY often fills him with a sense of infantile glee as he bares witness to the glorious carnage. When things don't go his way you can expect a temper tantrum to take priority over focusing on the mission. He's even know to play pretend when he's not busy, imagining that the spectral cardboard box he wears is an actual Panzar Tank.
APPEARANCE
WEAKNESSES Please clearly state three weaknesses, this can range from power weakness or physical/personality flaws.
STRENGTHS Please clearly state three strengths, this can range from power strengths or physical/personality strengths.
HISTORY In the future of an alternate timeline where Germany won the 7th World War and crushed the rebel alliance once and for all, most of Holy Terra's surface has been rendered inhospitable for human life. The lesser people of the treasonous countries have been forced underground while the Fatherland's chosen took up resident on Sacred Luna, becoming the GerMoon nation. And for a long while the people of GerMooneh prospered.
But everything changed went the Shire Nation attacked. In eagle shaped spaceships a race of short humanoids assaulted the GerMoonBase. Millions upon billions upon trillions died in the horrific battles. The tide began to tip in the Shire Nations favor which prompted the GerMoons to try some pretty unorthodox strategies to gain the advantage. The only possible outcome could be granting a child -soldier the ability to magically summon floating cannons and then send him back in time to warn the GerMoon people of the past. BUT SOMETHING WENT WRONG!
As this child, known only as Turtle Tow, was traveling backwards through a time-stream a great and terrible and trolly darkness began to engulf the funnel of time that he was traveling down. A force greater than anything the Germoons had ever known was currently making a journey of it's own, and had seemingly overrode Tow's breach in the time-space-continuum to make room for it's own travel through dimensions and planes. Turtle Tow was powerless to stop it as it left his world behind in search for an alternate and twisted parody of his home, with the poor child soldier being dragged along for the ride.
In the time he has been stuck in this world the methodical Turtle Tow has founded a shadow government pulling the strings over several vaguely European nations, and has had a hand in the creation of SeerTech Industries. His latest outing was to be the task of killing what appeared to be his hideous alternate universe double, Kaeru Ko. His journey to the Academy was cut short when a certain Limbo God accidentally pushed him down a well. But because magic is a thing it was all good because the local dark-messiah cactus brought him back to life as a revenant in exchange for his temporary service, with the side effect of trapping him into his ridiculously muscled adult form, Violence Tow. A quick trip to SeerTech HQ also resulted in his now kind of ghostly body being cyberneticly augmented.
LAIKA OF GS!