Post by Deleted on Jan 15, 2012 0:47:09 GMT -8
THE PLAYER
Main Account: Spinback
Other Characters: Blindspot, Mitch Graham, Windshear, Soundwave------------------------------------------------------------------------------WHO ARE YOU?
Name: Breakdown
Nicknames: None
Age: Equivalent of a human in their mid-30s
Gender: Male
Route: Straight
Alignment: Decepticons
Status: Partner to Knockout; Medical Assistant; Official Smasher of Things with a Huge Hammer
Stats
Strength: 9
Intelligence: 5
Courage: 7 (9 if Knockout is in the fight)
Firepower: 3
Speed: 2
Rank: 3
Endurance: 8
Skill: 3------------------------------------------------------------------------------THE DETAILSBreakdown is a big dude. He has a very bulky, blocky figure, clearly meant to be of sturdy design. He is very top-heavy, with a lot of torque in his upper torso; just looking at him, it’s obvious that one doesn’t wanna take a punch from this guy His plating is mostly in subdued shades of dark blue and grey, contrasting sharply with his partner, the flashy Knock Out. The most notable exception is the plating on his face, which is red.
He has a very stern face, with pronounced cheekbones (or, well, you know, the Cybertronian equivalent) and an often-downturned mouth. His optics (optic, now) are quite unusual, being slanted and bright amber. Only one remains after an unfortunate run-in with M.E.C.H. Breakdown’s right eye is now covered by a cybernetic patch.
His alt mode is a big, blocky, heavy-duty truck with the same toned-down coloration that Breakdown himself possessed. It is capable of deploying a missile launcher from its top. Once again, this vehicle is obviously very big and very tough.
------------------------------------------------------------------------------YOU HAVE NO IDEA WHO YOU'RE DEALING WITH
Likes:
- Knock Out! He and the little guy have been through a lot together. Breakdown doesn’t really trust anyone as much as he trusts Knock Out.
- Smashin’ things with his hammer. Breakdown wasn’t always as strong as he currently is, and he revels in his strength.
- Beating the crap out of Autobots.
- Being acknowledged for his power, or for a job well done. He likes being strong, being capable.
- Being left alone when he wants to be left alone. This is a tendency that has carried over from his past; Breakdown is no longer as twitchy as he once was, but if he says he wants to be by himself, you’d best listen to him.
- Each and every opportunity he gets to enact revenge against MECH.
Dislikes:
- M.E.C.H.
- The complicated political power-play going on in the upper Decepticon ranks. Starscream vs. Megaton vs. Airachnid vs. WHO CARES? Shouldn’t they all be smashing Autobots anyway?
- Bulkhead
- Being outsmarted. He particularly dislikes it when someone zings him verbally. Breakdown isn’t necessarily a dummy, but he isn’t especially witty.
- Autobots! But not as much as he hates M.E.C.H. He’ll do ANYTHING to get back at M.E.C.H., even if it means helping or teaming up with an Autobot.
- Failure.
- Being physically restrained. He has always disliked this, but recent encounters with M.E.C.H. have intensified this into a deep-seated fear.
- Airachnid.
Personality: As he currently is, gruff, inclined to be quiet, and brutal. Breakdown doesn’t come across as a very intelligent mech, but he is actually about average as far as intellect goes. He doesn’t do much to hint that he isn’t a big, dumb brute, and honestly doesn’t really care much about what other people think of him. Anyone who talks to him for a suitable length of time will find that, while definitely no intellectual, Breakdown is no dummy.
Outside of battle, he is most often seen either by himself or in the company of his long-time partner, Knock Out. Breakdown needs a… well, break from company every now and then, and truly cherishes his time alone. When he wants company, he’ll go and find it, and he isn’t terribly picky about who he hangs out with. He is just as happy to spend his time chatting it up with the drones as he is sitting at the Officers’ Table during refuel. Breakdown prefers to be acknowledged for his power by impressing others, and isn’t overly pushy or aggressive with his comrades. He saves all of his orneriness for the battlefield.
Breakdown is keenly aware of his rank, both for better or for worse. He will defer to his commanders when he needs to. If he strongly disagrees, he will often argue to a point, but in the end, Breakdown knows when to yield.
He is not terribly difficult to read. If he’s annoyed with you, you’ll know. He tends to be very blunt to the point of rudeness, and because of his size and strength, he gets away with it. The opposite sometimes applies. If Breakdown is pleased with someone or something, he’ll come out and say it. He gets annoyed with unnecessary social complications, and will become frustrated if entangled in them.
Breakdown’s closest friend is undoubtedly Knock Out. Though he forged his partnership with the smaller mech out of duty, over the years he has grown to genuinely care for Knock Out’s well-being. The fastest way to piss Breakdown off is to mess with Knock Out--all aggressors can expect a swift and messy end via his famous hammer. Though Breakdown has a low tolerance for frivolity with most everyone else, he puts up with Knock Out’s eccentricities. The other has earned such tolerance.
He also defers to Knock Out in many matters, both medical and otherwise. He recognizes that, while physically weaker, Knock Out is cleverer than he. Knock Out usually seems to have his best interest in mind, as well, so Breakdown trusts him to make decisions that will be for the best of them. After all, Knock Out benefits as much from their partnership as he does.
During battle, Breakdown is an unstoppable juggernaut of violence. This is both a good and a bad thing for his comrades. On the one hand, his size, strength, and ferocity make him the biggest, baddest target on the field, giving his allies plenty of room to maneuver. On the other, he is not known for finesse, and has harmed his allies with his carelessness. Breakdown is not necessarily cruel to his opponents. He prefers to be straightforward, shunning torture, both physical and psychological, for the gratification of a swift and violent end. The only time he will play mind games is when it will present an immediate tactical advantage (I.e. threatening a nearby human to enrage his opponent, or force them to guard a vulnerable target, thereby opening themselves up for an attack).
Breakdown hates humans, and will not hesitate to hurt or kill them if they get in his way. He hates M.E.C.H. in particular, and will likely have to be reigned in by his superiors if he encounters them, because he will not be able to stop himself from trying to destroy them.
Strengths: Personality-wise--Breakdown is a much more stable mech than he used to be (details in History), and an hold his own. He is relatively level-headed, and while not unusually intelligent, is smart enough to get around on his own. His personality works well with his partner, with whom he makes a formidable team. He is dutiful and obedient to his superiors.
Physically--He is a very large, very sturdy mech. Breakdown is also very strong, able to toss around smaller mechs like rag dolls. As far as close-combat goes, he is one of the tougher Decepticons to beat, and he very rarely ever fights alone.
Weaknesses: Personalit-wise--Breakdown can be pushed out of his stable state of mind if his comfort zone Is violated long enough. This doesn’t happen often, but if he is pushed too much, too often, he will start to get twitchy and nervous. This might be amusing to see in a big ‘bot like Breakdown, but it will invariably lead to violence, which is not so amusing. Knock Out can also be considered a weakness. Breakdown’s genuine concern over his well-being can be exploited by a clever enemy.
Physically--He is not terribly fast, so putting some distance between oneself and Breakdown isn’t that hard. In addition, he lacks finesse, which can be a hazard for any ally of his that is less-than-nimble. His ranged weaponry is serviceable, but not devastating. He only has one eye now, which means he also possessed an exploitable blind spot. His depth perception isn’t what it used to be, either.------------------------------------------------------------------------------THE SKELETONS IN YOUR CLOSET
Family: None that he speaks of. There are rumors of a gestalt that he once belonged to, but he doesn’t talk to anyone about that, not even Knock Out.
History: Breakdown’s early history is a mystery to most. It is known that, during the war for Cybertron, he was almost a completely different mech. He was smaller, for one, and inclined to be a bit twitchier. At some point during the war, he made a change, though. He severed ties with his old gestalt and got to work improving himself.
The reasons for this self-focus are unclear, and he prefers not to talk about them, not even with Knock Out. What is known that, towards the final years of the war, the mech had remade himself. He fought his battles alone, relying only on his strength. The twitchy, paranoid mech of the past was gone, replaced my someone whose strong new frame gave him confidence… that is, until he got caught off-guard by a platoon of heavily-armed Autobots. Heavily wounded and left for dead, Breakdown had time to reflect on his recent decisions.
He couldn’t really bring himself to regret any of them. Sure, going solo had meant that he was going to die, but at least he’d gone down after a fight. He decided, as things started to go dark, that it was better to die as a mech who had lived on his own strength than live forever skulking in someone else’s shadow.
Then, to his surprise, he had awoken.
More specifically, he had awoken to find a very nervous medic at his side. He was amazed that someone had come to his aid of their own volition. He was even more amazed to see that this tiny red mech had dragged him to safety. He’d been given a second chance, a chance that he owed to this mystery mech, whom he immediately and impulsively pledged his allegiance to. He has never regretted that decision.
After the war left the planet, Breakdown followed Knock Out, content to go where the medic went, covering his back. It turned out that they made a bang-up team, and flourished on their own. When the call finally came to join their fellow Decepticons on Earth, Breakdown was very sure of himself, and happy to go.
At first things went rather smoothly, but it wasn’t too logn before Breakdown ran into trouble. He was captured, at one point, by M.E.C.H. The operatives attempted to dissect him, while he was still conscious, in order to unravel the mysteries of Cybertronian anatomy. An unexpected rescue from Bulkhead saw Breakdown escape with nothing more important than his eye lost. Rather than replace the optic, Breakdown has instead covered the wound with a patch to remind himself of his failure.
The experience left him shaken. Since then he has been working hard to reaffirm his place in the Decepticon ranks. While on a mission to recover an ancient Cybertronian wreckage, he ran into Airachnid. Though she quickly proved to be the better at verbal sparring, the two were a fairly even match, combat-wise. Through a series of mishaps, he ended up taking her to the Nemesis, where she found a temporary place among the ranks of the Decepticons. Her combat prowess and versatility have intrigued Breakdown, but he hasn’t done anything about his budding interest.
Currently, his main priority is winning back the respect of his superiors, as well as getting revenge on M.E.C.H. and all of their affiliated agents.------------------------------------------------------------------------------IS THAT ALL YOU HAVE TO SAY?
Weaponry: Breakdown’s most devastating weapon is his hammer. He can form it out of his right arm, and wields it to deadly effect. He also has a missile launcher which deploys from the top of his alt mode, and over his left shoulder in bot mode. He doesn’t have much in the way of quantity, but both of these weapons are rather nasty, with his blaster being the weaker of the two.
Extra: Uhh, nothing for now!------------------------------------------------------------------------------WHAT YOU DON'T KNOW ABOUT MEBreakdown probably would have been annoyed if he wasn’t used to this sort of thing by now.
Knock Out was… somewhere, he wasn’t sure where (though he’d bet good money that the other was out racing) and f course every Decepticon on the Nemesis picked this exact point in time to come to the med bay with a problem. He wasn‘t even supposed to be there--he was technically off-duty--but if he walked away, questions would be asked and he‘d probably piss off someone important, and the last thing he needed was to be thought of as a slacker after the M.E.C.H. incident.
The creepy quiet drone was doing his best to help out, but neither of them knew how to re-attach an entire leg, so Breakdown had been obliged to knock his first patient out with enough sedatives to send Skyquake to slumber-land. Then there had been the miner who’d somehow shot himself in the foot (treated by the helpless Breakdown with more sedatives). Add into that the handful of temperamental Seekers who’d come in with some nasty sprains from something they were trying to explain as “air rubgy.” When he’d enquired, they’d started chatting about some sort of game and would not shut up about it, so he’d decided to give them some “pain medicine” (still more sedatives) and watched, in satisfaction, as the group had stumbled out of the med-bay, not repaired, but no longer complaining.
“You know,” the big ‘Con put his hands on his hips and glanced to day’s temp medbay staff, “this stuff ain’t as hard as it looks.”
They shook their heads and silently prayed to Primus that Knock Out would return soon--or at least before the patients woke up.