NOTE: PWNT is a PRIVATE organisation. If you want to make a character for it, you must ask for my permission first.
Name: Mekrahn (A-MEC S.C.F.)
Alias: Preacher 6
Height: 75 metres tall
Length: 150 metres tall
Weight: 95,000 tons
Appearance: The basic shape of a raptor, though heavily modified and compact. His armour is dark grey and is oddly layered, as if added at different times. Legs are structured similarily to a raptor's only they have large tendon like hydrolics supporting and enhancing them beyond the original structure. The jets on the sides of his knees remain much the same, save for additional exhausts being added on and external fuel lines being drawn out up his thigh.
His arms have been reworked, being much more manoeuvrable. The shoulders and elbows have full rotation, using ball like joints. His hands are of a similar design, his 3 claws being organised into more of a talon than a hand. His arm jets are now embedded in his fore arm, running along their length. His right arm has a long electrified wire twisted around it, running down into a spike hidden beneath his palm. Has two Predator style shoulder cannons above his arms. His neck is normally arched back, placing his head almost directly above his shoulders. Eyes are pupiless and glow cyan in colour normally. Has a visor which slides down when needed to cover his eye as well as a special sensor beamer, a laser targeter like appendage which folds out of the side of his head. He also has a sensor bar above the visor, which can rotate fully around his head, to help with tracking numerous enemies. Has numerous flat spines which stretch down from the base of his neck all the way down to his tail blade. The spines flash numerous colours, depending on the fields he is currently manipulating. He has numerous other field attenna around his body which he can extend out to control the field, some of them are simple spikes which hinge out while others are almost like small tentacles.
He has an apartment built into his back just below the shoulder cannons, a blast door on his back controlling access to it.
Powers:
Field control systemA-mec is armed with a variety of utility fields which he can manipulate through his FCS. His FCS is mainly comprised of his spines and hands. His spines act as the amplifier for the field he is using, with them, he controls and filters the power and size of the field as well as its basic shape. He can also manipulate the field with his hands if he wishes to direct its full strength in any given direction.
His fields include:
An anti-gravity field which requires extensive power to maintain, but gives him access to full flight. The field encases him in a deep purple hue, especially visible around his hands and spines.
A 'Twilight' shield; a black hued field which masks everything within it, blocking almost all forms of energy from entering the field. This field is quite dense and encases A-mec in a smoky haze. Can be calibrated to allow a specific frequency, allowing A-mec to see through it.
A camo field which bends light precisely around itself, causing everything within to seemingly disappear.
An Electrical Soak field. This fields allows A-mec to both discharge excess energy as well as absorb power from unprotected sources. Field changes to a whitish colour when active
A ballistic shield, which can block several strikes before needing to recharge. The shield is hued yellow and is usually aimed rather than fully surrounding him.
A Mirrior field, which absorbs and redirects most energy forms that hit it. This field is quite energy extensive and so is usually aimed rather than fully surrounding him. The field works on light as well, thus, it seems reflective to the eye.
Plasma CasterA-mec is armed with a shoulder mounted incendiary plasma cannon with a focus on heat and kinetic energy. The energy is released as a fast moving projectile which bursts on impact, releasing enough energy to knock most foes back as well as leaving it's remaining fuel to stick to the target and burn, the plasma fuel itself being cooler than normal, but still hotter than magma and capable of melting through most surfaces.
Bio CasterA-mec's left hand shoulder cannon is different to the one on the right. Instead of firing plasma, it fires a corrosive ball of super heated green goo. The goo travels quickly and splatters into its target, coating a large area with spray and the leaving the main blob stuck in place. The goo which spatters retains its heat and corrosive nature and quickly eats into whatever its hit, however, the main blob quickly cools and begins to solidify. Within a few seconds, it sticks firm, almost like an instant cast. While it does less damage, due to losing its corrosive nature, it leeches into the surface it sticks too, leaving it extremely weak when the goo is removed. It also has the benefit of sticking any targeted joint in place. The goo is too sticky to be merely shaken off and must be scraped or blown off.
Comet Missile Launcher This silo loads and launches a single powerful missile at a time, the missile is coated in plasma, giving it a bright green glow and high penetration power.
The missiles can be used conventionally, or alternately, detonate in mid air, separating the missile's explosive into 6 smaller charges which rain down as cluster bombs.
The launcher also holds a fuelling and connection dock for a much larger missile to be mounted, if needed, such as an ICBM or Cruise missile.
ArmourA-mec is lightly armoured, in general, however due to the disorganised plating along his modifications, some sections are much stronger. The armour plates are space titanium grade, with the armour inbetween being weaker, but much lighter and less brittle.
Tail BladeA-mec has a curved blade at the tip of his tail. Due to his tails manoeuvrable nature, he can lash it out with surprising dexterity.
Claws/strengthA-mec's arms are supported by enhanced mechanical muscles and can support enormous weight.
Origin: A-mec has been part of PWNT since its creation, in some shape or form. Only recently was he christened Mekrahn. His exact purpose has always shifted and changed, from acting as a direct combat unit, to a manipulator, to a simple observer. An over riding goal influences almost every one of his actions.
Allies: PWNT, Bane
Enemies: None (He holds no grudges)
Strengths: Electrical attacks (he is equipped with PWNT standard electrical shielding)
Cyber Warfare (A-mec's advanced computerised mind gives him unparalleled control and flexibility, able to program and launch custom viruses within seconds)
Weaknesses: Jamming, electronic jamming frustrates and annoys A-mec, as it forces him to retract his favorite sensors.
Blunt strikes. A-mec's almost fragile structure in parts leaves him vulnerable to powerful blunt strikes.
Name: RothgarAlias: Tremor 2
Height:(When on all of it's legs), 70 meters. When rearing up: 150 meters
Length:240 meters
Weight:160,000 tons
Appearance: A cyborg centipede. Its carapace has been mostly refitted with black Space titanium armour.
There is a large 'hump' on his back, just behind his 4 insectoid arms. There are Space titanium plates welded onto the back of his arms, allowing them to block easier. Numerous Space Titanium plates are welded to his underbelly, armouring him further.
He has a black Space titanium mask, which connects at the back of his head to the plates running down the rest of his back. This mask covers the top part of his head and has two green visor/eyes, which Rothgar can use to view information provided by his cybernetic implants. When not in use, this mask splits in half and slides around to rest behind his head.
Powers:
BurrowingThe ability to burrow is one Rothgar kept even after being made a Cyborg, though its slower than it once was.
Dual Shock RiflesBuilt into his hump are two large semi automatic shock rifles. These weapons use a gauss rifle to fire a ball of plasma (held inside a stasis field) at high speeds so that they hit almost instantly.
These weapons are quite powerful and their explosive force is enough to make most monsters stumble back
When in use, the weapons fold out of the side of the hump and then Rothgar grabs their controls to aim them, ending up with the weapons reaching around his side like the legs of a crab
Seismic Hammer CannonThe weapon which enters his lower left arm looks quite strange. Instead of a barrel, it has a thick sledge hammer like head. That is because the Sesmic Hammer is intended for Subterranian warfare. It fires a pulse through the ground, which causes the ground to shake as it travels. When it hits a target, all of its energy is transferred to the enemy and a small earth quake occurs at where ever it hits, able to tear open armour or rupture internal organs. If used on an enemy at the surface, the ground would simply explode, throwing them into the air
This can be used from within the ground or directed into the ground from the surface
Freeze RayExactly what it says on the tin.
This bizarre weapon was inspired by the GDF's AZC, it fires 3 beams in a spiral which suck heat energy out of whatever they hit, drawing it back into Rothgar, this way, it can freeze targets within moment.
The weapons tip is a large blueish sphere and is controlled by Rothgars bottom right arm
Comet Missile launchersRothgar has two Comet Missile Launchers built into the Hump, which when activated, slide out above his arms.
Each silo loads and launches a single powerful missile at a time, the missile is coated in plasma, giving it a bright green glow and high penetration power.
The missiles can be used conventionally, or alternately, detonate in mid air, separating the missile's explosive into 6 smaller charges which rain down as cluster bombs.
Flame ThrowersHis ability to fire spines out of his wrists was disabled when he 'died' so the glands which held the spines now hold flame throwers. They fire the same flaming liquid as the bantha does, but can be charged up to fire a single ball at high speeds, like fireballs. These balls explode into a shower of smaller flaming droplets on impact. However, these are only built into his lower pair of arms. Tubes spiral around his arms up to the hump on his back, where the flame throwers fuel is stored.
Origin: Rothgar was Megapedes brother. After Spinnerax destroyed the ship they were in, Rothgar was trapped and drowned beneath it. Later, PWNT recovered his corpse and revived him as a Cyborg. He is a basic foot soldier, with little expectations in the way of achievements.
Allies: PWNT
Enemies: GDF
Strengths: Plasma weaponry, Freezing weapons (due to an extremely high body temperature)
Weaknesses: Blunt Trauma, Heat weaponry
Name: BanthaAlias: Forester-3
Height: 80 meters tall at the top of his head, 90 meters tall at the tip of his tallest spine.
Length: 40 meters
Weight: 80,000 tons
Appearance: A large hunched mech with a tall bush of spines sticking out of the back of his neck, leading all the way down to base of its tail. It has a narrow dog like head with two large black eyes, the eyes actually just being massive visors with hundreds of different sensors beneath them. The visors are extremely strong, protecting them from light to medium attacks.
It has long arms ending in 3 long claws, there are spikes in the knuckles of these claws, being able to form into a fist and inflict blunt attacks if needed. Its fore arms are much larger than the rest of its arms, shapes like ellipses and having large circular saws embedded in them. These can be used as they are, making for good back slashing weapons, however, they are also connected to chains. With a good swing, the mech can hurl the saws out of their spinners and slash through the air with them at long range, or even just jab (God of War style without the crazy flying moves, if you were wondering

)
Its legs appear short, as they are almost always bent, however they are quite long. This helps, as enemies often misjudge how long they can stretch, allowing the Bantha to strike out with fast round house or side kicks and catch foes off guard.
It's tail has 4 spikes, two on either side of its tip, like a stegosauruses.
The Batha's armour is a greenish tan colour, its spines being brown
Powers:
StrengthIt may not look it, but the Bantha is extremely strong. One of the reasons for its high weight is the density of the mechanics within its limbs. The Bantha could probably lift a monster of equal size (not weight) with just one arm (though it would put considerably stress on the limb)
This also allows it to jump high for a mech of its size.
Kinetic Control FieldSimilar to the S.O.B.'s KCF bracer, but on a much larger scale and less percise. The field's core is located on the Bantha's chest, however, its amplifiers which control it are located on the mechs hands. A number of purple pulsing metal lines wrap around its fist, weaving in between fingers and across its palm. When active, the mech's chest and chin are bathed in a purple glow, and its hands shine brightly, a purple outline generally surrounds which ever objects are being manipulated, a side effect of the sheer amount of energy being used.
In combat, the KCF can be used to send a shockwave out and blow enemies back, or suck enemies in, or even a one off block. Maybe out of a 3 hit combo, the KCF would nullify one punch, ramming against the incoming fist with just as much force, or in a longer combo of very light attacks, maybe block a quarter of the attacks. The KCF could even be used to stop bullets in mid air. However, as the KCF requires both substantial energy and the use of its hands, it stops the Bantha from fighting back during this time, reducing its effectiveness.
However, its main uses reside out of direct combat. The KCF can be used to add a boast to the Bantha's movement, maybe an even higher jump or slowing its fall.
Note: the KCF's are used with the Bantha's saws, helping to keep them moving. However, most of the power comes from the swing rather than the KCF's intervention. (although its activity is noticable in a wispy purple trail following the blades path)
BurrowingInserted into the Bantha's side are 8 spade like blades, at its whim, the Bantha can take control of these with its KCF and fling them infront of it, slashing through the air one after another in a circle. Against the ground, this is capable of ripping away enough soil for the mech to pass through. The blades whip past in a blur, moving at hundreds of miles per hour. While they would be extremely effective against a massive jellyfish, they would shatter or get stuck if used against anything tougher than soil (the rocks in the soil are too small to be of much effect.)
QuakerThe Quaker is an extension of the KCF. It is a back up power source kept aside from the main system until the weapon is used. First, the Bantha selects a target with the KCF, then it activates its 'Quaker' storage batteries, the KCF is flooded with energy and for a few moments, the amount of strength they can wield is amplified a hundred fold. Within this few seconds. The Bantha has two forms of attack.
It can take a single chunk of earth, split it in two, then slam those pieces back together, the result is a localised earthquake, it being so close to the surface that it retains the force of a full sized quake.
The second form of attack is similar to the first, only it targets a long line of earth close to the surface and then drags it downwards, compressing it. The result causes a fissure to rip open in the earth's surface, being enough to block key routes off from ground forces
Hornet Missile systemThe Bantha is armed with two Hornet missile launchers on its shoulders, hidden under the spines. These silos are capable of loading and launching 12 Hornet missiles at once. The missiles are relatively small in monster terms, being the equivalent of a modern day Hellfire AGM. They are ment to be used in a shotgun-esque spray, used to knock back an opponent and set them up for a melée attack
Flame ThrowerThe Bantha has a flame thrower within its mouth, but it doesn't use conventional gas. It uses a liquid, which while getting a good distance, falls because of its weight and burns for longer. It is also very sticky, meaning it will cling to whatever it hits, continuing to burn and increasing the chances of igniting the target.
SpinesThe mech's spines serve two purposes. They make the Bantha look much fatter and slower, lulling enemies into a false belief that its slow, but are also quite deadly. Each spine is like a sword, incredibly strong and sharp. While most of the spines are simply blades, some actually contain venom, which will inject into any organic monster that comes into contact with them. Others secrete acid when their tips are broken, corroding the armour of mechanical foes. They are designed to prevent enemies from attacking the Bantha from behind.
Electrical Shielding The Bantha is armed with dense electrical shielding within its armour. This shielding effectively nullifies any external EMP threat while also masking the energy signatures from its powerful reactor.
Temperature regulationThe Bantha is like the desert, constantly switching between extremes of freezing cold and blazing hot. This can play havoc with communications equipment and sensors. For this reason, all excess heat energy is immediately ejected out of its armour through tiny vents. It never has to worry about being too cold as the heat provided by its reactor is enough. This also means that temperature weapons have very little effect on the Bantha. Trying to make it over heat will only mask it in a cloud of vapour as it releases the heat and trying to freeze it will just cover it in steam as boiling hot gasses melt any ice that forms.
Sometimes, when the Bantha has been at full power for a while, the gasses become visible due to their density, resulting in a mist gathering around the mech.
Origin: The Bantha was born from both the need for a powerful mêlée orientated mech and the logical evolution of the KCF. It is designed to be the first line of attack, wearing an enemy down and keeping them locked in place while its allies manoeuvre to strike the killing blow. Or the Bantha could claim the kill itself, as is likely considering its weaponry.
The Bantha is sentient, but is limited, much like the Slypher.
Allies: Whoever its controller tells it to befriend
Enemies: Whoever its controller tells it to kill
Strengths: Edged weapons and temperature orientated weapons.
Weaknesses: Stabbing weapons and any weapon in blob form (If in high enough quantity, blocks up the vents in its armour, causing an excess of heat in one area)
Name: SlypherAlias: Midnight-1 / The Master Butcher
Height: 70 metres tall at the shoulder
Length: 340 metres long (from tail tip to nose)
Weight: 50,000 tons
http://i.imgur.com/Hd0V6es.jpgAppearance: Best described as a huge mechanised dragon. Slypher's tail takes up most of his length at 250 metres long. The tail is comprised of hundreds of individual sections, all with long spikes sticking out of their sides, each segment being mostly flat. There is a large eliptical crest at the end of his tail, coloured like a peacocks feathers, at the tip of this crest is a large spike.
Slyphers body is amazingly compact considering his total length, it is only around 50 metres long. His stance is built like a raptors, with huge bat like wings sticking out of his shoulders, there is a large glowing blue orb embedded where the wing's 'hands' should be. His legs are quite different to a raptors, being much longer and having no sickle, in fact, they are so long that when the mech sits down in a crouch, its knees rise higher than its back. For feet, it has large eagle like talons.
Slypher's head and neck take up the rest of his length. His head is shaped like elongated triangular helmet, a black visor covering the top part of his head, no eyes visible, save for two glowing shadows beneath the visor. Two antenna stick up from the sides of its head.
LATEST CHANGE: Slypher's face was permanently scarred during his battle with Spinnerax, the right side of his head being permanently cracked in appearance, the armour burnt an obsidion black. However, it is just as strong as the rest of the armour. The change is only cosmetic.
Powers:
Anti-Gravity; The two Orbs embedded within Slypher's wings generate an anti gravity field which keeps the machine afloat, this allows Slypher to fly with barely any effort, making it one of the most manoeuvrable aerial mechs ever. The glowing spots on its tail crest amplify the gravity field, ensuring that it surrounds the entire mech.
Pulse Thrusters; Large internal thrusters in conjunction with its AG allow it to reach massive speeds in seconds, control is provided by manipulating the AG field. The acceleration is so powerful that the Slypher appears to disappear and reappear in its new location, the only sign it moved instead of teleported being a blur and a wispy trail of vapour. The Thrusters are multi-directional and are only able to sustain such movement for a short amount of time before stopping, most of the time under half a second, although it can reuse the thrusters immediately after, often moving about in a start stop chain.
Electrical Shielding The Slypher is armed with dense electrical shielding within its armour. This shielding effectively nullifies any external EMP threat while also masking the energy signatures from its powerful reactor.
Stealth; The orbs providing Slypher's anti-gravity also enable a less obvious advantage. A second field which absorbs radar waves, making the mech invisible to radar.
Primary Weapon; Composite Pulse Maglaser Slypher is armed with two CPM's, both located within it's palms. These weapons are extremely effective and versitile. Their primary use is as a large blue beam, as long as energy is being fed into the CPM's, the beam grows in intensity, allowing it to gauge itself for the foe its combating. Slypher uses this beam by pressing both wrists together and using his claws to direct the beam. It cannot be used with a single hand, as recoil makes the weapon impossible to aim.
The CPM has three secondary modes. The first fires a slow moving plasma fireball which explodes on contact. these can be charged into larger shots. The bolts can be thrown with one hand in rapid succession, or charged together using both hands and either released in one large shot or a chain of smaller ones.
The 2nd mode is a two handed pulse, both CPM's are charged together and then fired in a similar manner to its primary mode, however, 90 percent of the Maglaser's energy is converted into a pulse of kinetic energy, capable of throwing monster's off their feet. The Maglaser's remaining power takes form of a ring of plasma which follows the pulse's cone.
The last mode is very similar to the 2nd, but the plasma ball charged between its palms is crushed before launch, the result is a searing hot wave of plasma fire. Extremely useful for burning organic foes or smaller enemies.
LATEST CHANGE: Data recorded in the battle against Spinnerax lead to an upgrade of the CPM. The ER-CPM. (Energy Repulsor Composite Pulse Maglaser) The ER-CPM adds a KCF bracer to the system, giving a purple tint to the weapon's passive state. KCF works with the CPM's own energy systems to form an energy control suite, capable of controlling and absorbing almost any kind of energy. The energy is stored in its original form, and therefore can't be harvested for use. Instead, it is used to manipulate and redirect D.E.W. attacks.
The ER-CPM also opens up a whole new tree of possible attacks, combining the use of Slypher's payload of conventional weapons along with the CPM's kinietic power.
'Comet' Missile LaunchersSlypher has 6 missile launcher's on his back, organised in a hexagon. Each silo loads and launches a single powerful missile at a time, the missile is coated in plasma, giving it a bright green glow and high penetration power.
The missiles can be used conventionally, or alternately, detonate in mid air, separating the missile's explosive into 6 smaller charges which rain down as cluster bombs.
Bomb Bay/CargoThe Slypher has a shallow bomb bay built into its chest, the bombs within are held inside a stasis field. The bay can also be used to transport allied mechs, regardless of their weight. Just as long as they can fit mostly inside the AG field and have enough contact points for the stasis field to latch onto.
The Shroud The Shroud is a unique weapon for many reasons. The Shroud is fired by the Slypher dispensing a single Shroud bomb from the despenser embedded in its chest. It then catches the bomb within its anti gravity field and pours energy into it from its CPM's, the bomb takes the energy, storing it in a large ball of purplish energy surrounding the bomb itself. It is then dropped towards its target.
Once it reaches the desired altitude, the bomb explodes into 36 shards, which spread out evenly placed throughout a full circle, as they fall, the shroud's energy seeps off forming a large cage around the target, visible only as a purple tint in the sky. Once settled, no communications can get in or out of the barrier and communications within it will suffer great distortion (though will be usable) The shroud usually lasts about 12 hours, but the exact time depends on the energy put into the bomb. It is used to prevent targets from calling in reinforcements or in the case of enemies in constant contact with their masters, to prevent them from transmitting information about the Slypher or its allies.
BloodLustBloodlust is essentially an overdrive mode. The Slypher was originally supposed to run in constant Bloodlust, but it was found to be far too energy taxing to keep up, and was instead changed into a last resort weapon. When BloodLust is activated, the Slypher's main reactor goes into overdrive, pushing itself to the limits of its power and injecting a special type of fuel, capable of pushing the mech's energy capacity to breaking point. This special fuel causes a deep red glow to emanate from the Slypher, thus the name, 'Bloodlust'. This glow is brightest around its hands, which emit a special mixture of plasma and acid, a Vortakian technology improved by PWNT, allowing them to cut through even Space Titanium as if it was ordinary human metal. Unfortunately, once the supply of special fuel is cut, the mech instantly loses 70% of its energy storage and suffers from severe lag in its control systems for a short duration. While powerful, the fuel wreaks havoc on the stability of the Slypher's internal workings.
Cyber-WarfareThe Slypher has a built Cyber-Warfare suite which it can use to attack enemy machine's network, cutting them off from their commanders or even disrupting its systems. However, its most common use is simply in taunting its adversaries.
Origin: The Slypher was built with two objectives in mind. Fast response to new enemy threats and air superiority. It was the first PWNT next generation mech to be completed. The mech is essentially sentinent, it can think for itself and sample emotions, however, all negative emotions and negative thoughts are filtered out by its controller, preventing the mech from ever rebelling or questioning an order while still allowing it to carry out orders in whichever way seems most effective. If it were to be separated from its controllers, it would become like any normal monster.
Allies: Who ever PWNT orders it to befriend
Enemies: Who ever PWNT orders it to kill
Strengths: Resistant to High explosives and plasma based weaponary however...
Weaknesses: The complex reactive armour is vulnerable to both blunt and edged weapons.
The armour is designed to work to the Slypher's strengths, in that it should be able to avoid most meleé attacks while providing protection against long ranged ones. Unfortunately, this means that if the Slypher's manoeuvrability is compromised, a meleé attacker will butcher it in seconds.
Name:
OsirisAlias: Reality 13, as dubbed by pwnt scientists studying him
Height: 90 meters
Length: 75 meters
Weight: *Varies*
Appearance: Humaniod in appearance with a long tail, is completely covered with silver 'living' armour. Its appearance can change from time to time. His neck is hunched very slightly. A reptillian head, though is subject to change. Two bright green eyes evenly placed on his head and a beak like over lapping jaw, similar to a falcons, though has large teeth aswell. His shoulders are stocky stretching back behind him and forming into large 'tanks' It is assumed that these store energy of some sort. There are several peacock feather like attenas sticking out of his shoulders and out of the back of his head. These end in green quill like ornaments. there are smaller ones on his elbow and tail as well, but much much smaller in comparison to the ones on his shoulder and head.
He has three large claws on his hands. These have no fixed base and can rotate around the hand freely to form a three clawed grasper or a more dinosaurian like slashing hand. These claws are massive, often hanging loosely at his side like knives. His forearms are cylindrical, houseing several weapons. His legs are formed like a humans, just his toes have hook like claws and he has no sole, instead the back of his ankle and toes are in one larch arch.
A long row of sharp curved back spikes stretch down his spine, starting at the back of his head and ending at his tail. Further more, there is a single strange egyptian like ornament on his forehead, facing foreward and glowing with constant purple energy. Initial tests have shown this as unbreakable by physical means. Down his right arm are small crack like tubes, all glowing with blue light. These are built into the arm and as such wont break unless they were struck directly by something like a sword. Similar ones stretch down his left arm, just glowing with red energy. These cracks appear to link up with his left and right shoulders respectively
Powers:
Photosynthesis: He gains energy and sustenance through photosynthesis, only needing carbon dioxide and sunlight. While going through this process, his armour will turn a shade of green and will not have any particular properties.
Is made of 'living' metal. Dubbed reality 13 for the very reason that he shouldn't exist, he does not obey the rules of living creatures and neither does his armour, which boarders on disobeying physics. There are many weapons besides his own physical ones built into him, but the majority of these are hidden from view and protected by the bio armour. The bio armour around his claws has been known to change his claws shape and length at time, forming them into serated edges for cutting or extending their length tempoairly for stabbing.
However, there is a limited amount of this bio armour within him, thus he can only take advantage of its effects in limited parts of his body at once.
This armour can change its properties quickly, adapting to deal with different threats within a matter of hours. This particular function leads pwnt scientists to believe that the metal copy catted the traces of Banes dna that it was exposed to. However, it is capeable of changeing it in strange and inexpected ways, one of the most commonly observed one is its colour changeing to that of a chameleon or even light bending on extreme cases. This invisiblity is limited though and physical abuse coupled with extreme heat has been known to counter it and cause the armour to revert to its usual properties. Unfortunately, this seems to only apply to his stealthed form.
Mekku & Rekku:
Mekku & Rekku are Duvan'Rah as well. Osiris originally intergrated with their fragments, thinking they would become part of him, unfortunately, he only succeeded in waking them up. They are now bound to him, against their will.
Normally they take the form of two cogs resting on the backs of his shoulders, connected to his storage tanks. Each cog has a gem in its center, Mekku being orange and Rekku being blue. They were probably part of the Ark's utlities, and thus are quite versitile, but cannot create Bio armour on their own, relying on Osiris's.
Their main form is as two tentacles stretching out of his shoulders, coloured pitch black with lines of energy and various runes stretching down their length (the colour of the energy being the same as their gems)
These tentacles end in oval shaped heads, with two lamp like eyes making up the sides, the gem resting in the centre. In this form, they act as weapons, firing powerful cone shaped plasma beams with limited range. The beams carry alot of kinetic energy and can level whole structures. Mekku's beam is orange, and Rekku's is blue, like their gems.
They can also provide flight. Using Osiris's armour, the cog shapes stretch out until are more elliptical than circular. In this form, the gems provide anti gravity fields, and by manipulating their properties, Osiris can manoeuvre through air or space (assuming he can get them to co-operate), using the fields to drag him forward, strafe or simply hover.
Known weapons:
Dual pulse laser guns on the wrists of his arms. These are shaped like large cyclinders which are concealed in his arm and pop up when in use. One is orange, the other blue, both fire energy pulses capable of peirceing the strongest armour but not inflicting severe physical injuries on targets.
Railgun: Within the fist of his left arm is what seems to be a railgun, when used, the three claws all slide to the edges of the hand and the weapons barrel will slide out of the middle. For an unknown reason, this weapon seems to glow with blue light when active.
Anti-matter pulse: His most destructive known weapon. Pwnt spent much time and resources attempting to remove it and duplicate it but all attempts failed. Is located within his right arm, as a counterpart to the railgun in the other arm, opening up in the same way. When active, gives off a blinding red glow. When fired, a shockwave of red energy sears out like a tidal wave, incinerateing anything in its path. It is unknown what the original blast is made of, possible gamma rays, however, there is a cloud of anti matter in with the blast, meaning the shockwave can eat through almost anything. A method of countering this pulse has yet to be found. Though it is known by pwnt that Osiris tends to use this weapon in bursts, leaving it inactive for long periods of time and then fireing a reletively large amount of pulses within a short time. It is assumed that it must be charged up and then discharged quickly, unable to be stored for later use.
Wrist Sword:
A long blade held within his right gauntlet. The blade is extremely sharp and strong, special acid coating its edges.
Other, smaller weapons have been observed, such as chainguns on his hands, but are too small to be mentioned here. They have no real use other than for dealing with unarmoured targets, such as humans.
Origin: Osiris shouldn't exist. He simply breaks the rules of life and bends the laws of physics. He was created in an underground PWNT base within the Sarhara desert. The base was conducting expairments on various samples accuired from space and from monsters on earth. Osiris's existence begun as a strange Idol found hidden in an underground caveran which had been drilled into by accident. After many random expairments and tests something happened, and then and after an overnight powerfailure, the Idol seemed to take over the base and build itself up, creating a strange liquid metal to use as armour. Contact was eventually made with it via the internet, which it had apparently connected itself too. The liquid seemed to take everything it could find and then built itself into the best and most successfull Frame it could think of. In this, it apparently used samples of Bane, taken by A-mec, to further enhance its bio armour. As a result of its rather sudden appearance, very little is known about Osiris, other than that it is quite clearly inteligent and can communicate digitally. In ever sense of the word, it seems to be a living machine. Despite many investigateive attempts, its insides have never been examined. Many samples of alien technology within the lab were apparently stripped apart and salvaged on the night it took form. Contact with Osiris hasn't been made in a long time, it has been mostly silent, ignoreing any attempts to communicate.
Experiments on him have ceased as most of Pwnt's scientists are getting edgy with being around it. The name 'Reality 13' spoken with faces full of anxiety.
Fear of Osiris eventually reached climax when it was tested in the Pwnt war simulator. It slaughtered the captured Anguiruis within moments. Shortly afterwards, for the first time ever, the Simulator unexplainable crashed and failed to restart. It was originally intended to lock Osiris away under the desert and not pursue anything to do with him any further, but that opinion has changed now...
Origin of the Idol: Osiris is not a machine or a normal living being. He is a Duvan'Rah. A machine spirit. Millena ago. The Ark appeared on earth. A mysterious being, likely to be some sort of alien machine. Something happened to the Ark and it shattered into hundreds of pieces. These pieces were scattered across the globe and mostly have remained hidden. The Idol on Osiris's forehead was one of these fragments. Each one can give rise to a Duvan'Rah, if awoken. When PWNT experimented on the idol, then inadvertently woke Osiris up. Every Duvan'Rah resides inside a fragment of the Ark, no matter how big or small. The fragment is vital for many functions, most notably creating more bio armour and manipulating matter to build a frame. Not all fragments are equal however, and some have different inherent powers. For example, Placentra's fragment was originally part of the Ark's hull and is capable of changing the shape of its bio armour very easily, however, due to its size, can only make and hold a limited amount of it. Osiris's fragment, the Idol, is one of the few pieces that is largely complete and undamaged.
Allies: Placentra
Enemies: The Vortaak, Tundra, the GDF
Strengths: Physical battering has proven to be ineffective to the bio armour, it seems to just absorb the impact like a fabric would.
Explosions have given a similar result, damage has been delt persumabley from the extreme heat of certain blasts.
Weaknesses: Bullets and other foreign bodys lodged within the bio armour has shown to reduce its effectiveness and stop it from adapting, however, its only a matter of time before whatever is obstructing it gets removed.
Heat has proven to damage many aspects of the bio armour, however is not a true weakness as the armour can adapt to deal with heat specifically at the cost of something else.
Anti matter, while none has ever been tested against him, it is persumed that it is the only way to fully kill off the armour. Even then, it is unknown if this would destroy Osiris himself.
Name: XolotlAlias: The Shaman
Height: 130 meters
Weight: Normal-mode: 250,000 Tons
Weapons-mode: 400,000 Tons
Appearance: An enormous and bulky machine. Xolotl is a heavily hunched bipedal mech with a double knee leg structure. His head is shaped like a large thick disc, angled downwards so that it's 'chin' is level with its chest. At its front is a single glowing red eye, this being the only facial feature on Xolotl. On the centre of the disc is a large Aztec altar, holding a stone disc above it. The altar glows a faint purple and, despite its old and worn appearance, is indestructible.
A large cannon sticks up past his shoulder, pointing into the air like a radio antenna
Xolotl's arms are single-elbowed, the forearms being much thicker and shaped like semi circles, its hands being large with thick powerful fingers. His feet are made up of 3 'talons,' two facing forward, one facing back, and can rotate independently of his shin.
Powers:
Shruiken assault cannon A large assault rifle style weapon which replaces Xolotl's right forearm in weapons mode. The weapon is stub nosed with a thick barrel and a revolving clip. Has two firing modes; auto fire, for medium range targets, firing each shell one after another, or shotgun mode, firing a cluster of 5 shells at once, for targets at close range.
Sonic blaster A thick, cylindrical weapon replacing Xolotl's left forearm in weapons mode. After a short charge, the weapon releases an explosion of sonic energy out in a cone which lasts up to 3 seconds. The blast is powerful enough to blow buildings away and fling monster's off their feet.
Has a secondary fire, which launches rapid pulses of sonic energy for firing at distant targets or for lightly armoured vehicles.
Gauss RifleLocated on his right shoulder, Xolotl's gauss rifle is his single most powerful weapon. He must crouch down to use it, in order to absorb recoil, the gun rotating to aim forward at his target. The weapon has extremely long range and fires semi-guided projectiles, allowing him to fire at targets out of his LOS.
Hyper laserThe upper rim of Xolotl's head is actually a powerful weapon. When activated, the entire rim begins to glow orange, the energy then circles around and collects at a single point, usually right above the eye, and fires out in a concentrated beam
Missile launchersMutiple missile launchers on Xolotl's back fire storms of small missiles, designed to swarm targets
Wrist-bladesXolotl holds a pair of predator style wrist blades in his right forearm, these blades are mainly designed for stabbing, but can slash effectively as well.
Jump-jetsXolotl' has twin jump jets attached to his back, when in use, these slide out on square wings and can usually lift him over obstacles, albeit, slowly.
Weight displacementXolotl can shift between normal and Weapons mode. When in normal mode, his much quicker and more agile, however, has no access to his long range weapons. He must enter weapons mode, significantly increasing his weight but upgrading his firepower.
Origin: Up until a few months back, Xolotl laid dormant at the top of an Aztec temple. By chance, a destroyed Vortaak warship crashed into the temple, decimating it. The impact woke Xolotl and over the next few weeks, scanning through the information in the ship's databanks, Xolotl determined the best possible frame to serve him and then stripped the wreckage of all usable parts, nano-morphing them into what he needed to build his body.
Allies:
Enemies:
Strengths: Electrical attacks, heat weaponry
Weaknesses: Acid, ice weapons
Name: SetsusAlias:
Height: 12 meters tall
Length: 14 meters long (tail)
Weight: *Varies depending on current load-out* Is usually quite light, less than 50 tons
Appearance: A slender monkey like machine with two large red eyes. Long dark gray strands of fur jut out in various parts of his body, such as around his wrists and shins, and around his head. Has a long, very flexible tail, built out of telescopic rings with red lights dotted down its length.
Is generally dark grey with blue in parts. Has a small figurine built into his forehead, which glows an ominous purple
Powers:
Interface Attack and Communication ArraySetsus's IACA is based within his tail and performs many different functions, mostly revolving around interfacing with computers or other cybernetic entities. The tip of his tail can open up to reveal a spike like probe which can stab into and connect to most electronic systems. It can also fold out into a satellite dish, for interfacing at range. The IACA also serves as powerful sensor system, able to detect activity through walls and from great distances. (though it must be pointed in the right direction)
Setsus can even intercept enemy communications in secret.
Claws/TeethSetsus has razor sharp claws within his fingers, which can be extended out like a cats when he wants to climb or fight. His teeth are also extremely sharp, though he rarely uses them.
Auto-CannonSetsus's primary ranged weapon is an auto cannon built into his right wrist. It fires explosive shells in short bursts
Pulse blasterA laser like weapon which fires a concentrated beam of energy over a tenth of a second, causing it to strike with explosive force. The weapon is located in his left palm, in the shape of a glowing purple circle.
Heat-laserSimilar to the predators plasma caster, this weapon is built into Setsus's left shoulder and pops up when in use, firing a super hot beam capable of cutting through almost any materiel given time.
Saw bladeSetsus has a deadly circular saw concealed in his right fore arm. By flicking his arm out, he can extend the blade on a smaller mechanical arm, so that it swings up just next to his palm. With enough force, it can lop whole limbs off or slice through girders.
SkatesSetsus has small wheels built into his feet which he can extend at any time, allowing him to skate along even ground quickly.
Origin: Setsus was assumed a small idol built to worship the same god as Xolotl. After the crash, Setsus awokened, having been thrown into the jungle, surrounded by pieces of wreckage. Examining the local flora and fauna, he determined the best frame for the area and then constructed the monkey like machine he uses today. Soon after he began exploring the site of his awakening, Xolotl rose from the wreckage, Setsus felt compelled to speak to the giant and made contact with him. They both shared the little knowledge they had and then set off into the world, intent on discovering more. He has been his companion ever since, working with his larger friend to pursue common goals.
Allies: Xolotl
Enemies: Placentra, Osiris
Strengths: piercing attacks, edged attacks
Weaknesses: Heavy weapons, high energy weapons (ie: plasma)
Name: Marcus Hari
Height: 6'2"
Appearance: Varies. Wears clothes depending on where he is going. However, on a normal stealth or assault mission he will wear an Adaptation war suit. This suit is extremely tough with black armour all over it. (this armour's colour can be changed at a whim) The feet have mechanical toes, allowing for much better grip than normal shoes. The suit has a green visor, but its colour can also be changed. This suit greatly alters his natural abilities, allowing him to run much faster, jump much further and withstand great pressure. Nicknamed "Shell suits" They have been known to survive monsters steping on them. There are jump jets built into his shoulders, allowing for limited flight.
He has wavy black hair and green eyes, though an almost permanently tired, uninterested face that rarely changes with his emotions. Even during an Adreniline rush he looks almost sleepy.
personal Weapons: Barret REC7, usually with an aimpoint scope and sound supressor attached. There are several modifications to this weapon includeing an underslug greande launcher.
Silenced Socom pistol.
Combat Knife, Throwing knives.
Numerous devestateing explosives and detonaters.
Kenetic control field bracer. Not so much a weapon as a tool. This futuristic and physics bending creation spawned from captured Vortaak technology to do with force fields. the KCF bracer is shaped like a normal brace, fitting over his arm in the form of a metalic mesh and stretching over his fingers aswell. Useing this he can create powerful force fields at will. Aswell as the obvious uses of createing shields, this has the much more destructive use as almost telekinetic powers, capeable of throwing barrels or crates away with increidible force.
It has been fine tuned enough for very percise movements such as duplicateing a key in a lock or twisting somones arm behind their back. However, there is a limit to the amount of energy the KCF bracer can call forth, as such, feets such as holding up building will drain it within seconds. After this it must rebuild up poitential energy which can take more than a few hours at times.
Origin: was entered into PWNT as an orphan, as were most of PWNT's secretive Special Operation Backups
Organisation: PWNT, the Special Operation Backup branch. They are mostly used alone and in operations merely to ensure success. Often used to weaken a monster for capture or to make it easier for the mech or monster sent to kill it.
Allies: Pwnt and its mechs
Enemies: Most of the worlds monsters, the Vortaak.
Name: Deadulus
Height: 6'4"
Appearance: brown hair held in check by a head band, clean shaven. usually wears a brown trench coat, a black suit below it. He wears very important set of red tinted ski goggles on his head at all times.
personal Weapons: 45acp Pistol
A powerful fold up sniper rifle able to hold different types of rounds and a similar fold up grenade launcher.
Combat Knife
Numerous devestateing explosives and detonaters.
Kenetic control field bracer. Not so much a weapon as a tool. This futuristic physics bending creation spawned from captured Vortaak technology to do with force fields. the KCF bracer is shaped like a normal brace, fitting over his arm in the form of a metalic mesh and stretching over his fingers aswell. Useing this he can create powerful force fields at will. Aswell as the obvious uses of createing shields, this has the much more destructive use as almost telekinetic powers, capeable of throwing barrels or crates away with increidible force.
It has been fine tuned enough for very percise movements such as duplicateing a key in a lock or twisting somones arm behind their back. However, there is a limit to the amount of energy the KCF bracer can call forth, as such, feets such as holding up building will drain it within seconds. After this it must rebuild up poitential energy which can take more than a few hours at times.
Origin: was entered into PWNT as an orphan. He was given his name after displaying exceptional creativity and slyness. Perdix, his guide of sorts, was originally one of his trainers, who he killed. Perdix's mind was transfered into the ai of a cybernetic wasp scout, who has acted as Deadulus's guide ever since then. Deadulus renamed his trainer Perdix after the event out of the irony surrounding the two names.
Organisation: Former Pwnt SOB agent, now acting with several close freinds.
Allies: His freinds
Enemies: Any one who threatens earth and its people.
Name: Vasra
Alias: The Psyker
Height: 81 meters
Length: 64 meters
Weight: N/A
Appearance: Essentially an inter-dimensional parasite which broke it's way into the world during Aeonus's assault, taking advantage of it's weakened state. Vasra is essentially a psychic bipedal dragon. Coloured purple and black with long, stocky limbs. It has strange rigid purple fur in some parts of it's body but it's skin becomes scale in others. For example, fur rings it's wrists's like gauntlets. It's arm's end in 5 fingered clawed hands and it's feet in 3 heavy clawed toes. It's tail is thin and very flexible. Vasra is also covered in strange bandage like rags, banding together over it's toes and hands as well as across it's right shoulder. It's head is triangular in shape, with a mouth full of sharp teeth. It has long pointed ears, which are ridged and almost horn like.
However, as Vasra is mostly incorporeal, he is almost never in his true form as described above. When he is strong enough to remain corporal, his body is often cloaked in shadowy energy, with little features discernible. Dark purple lightning often crackles around him when his powers are active. Most of the time, he does not even have enough strength for this, however, and his body is little more than a shadow. When in this form, often he will collect objects to fill in for his physical body, like a golem.
Powers:
Psychic boltVasra can charge and launch bolts of kinetic energy, charged into spheres of the shadowy substance surrounding him. He can fire them like lightning bolts, striking instantly with high penetration, or as 'energy balls'; being slower but striking with more explosive force.
TelekinesisVasra has telekinetic powers, which are limited by his concentration. These powers usually take form in a telekinetic shield, deflecting projectiles fired at him, or through directly influencing objects. He can throw and catch even large objects, or clusters of small ones, but only in one direction at a time.
TeleportationVasra can teleport short distances instantly. He cannot teleport near dense objects. He can escape from enemies, but not approach them. If here to try teleport next to or into another monster, his portal would collapse and turn him inside out as he appears.
HypnosisVasra can project a hypnotic beam at his enemies, firing a white disc of energy towards their head (or wherever their sensors are)
He must maintain eyecontact for the attack to work, but if it does, he can transmit any amount of sensations into the target's sensors. For organic targets, he can simulate pain or exhaustion. He can also project images to their eyes. He can also trick mechanical sensors.
Energy DrainHis being naturally drains energy into himself. While Corporeal, he can control it, and prevent himself from trying to absorb too much energy, but while in his wisp form, any large source of energy runs the risk of destabilising him and destroying his hold on the planet.
FlightVasra is essentially weightless and only ever bothers to walk if it pleases him. However, when in golem form, he generally sticks to the ground, to conserve his energy.
power scaleAll of Vasra's attack's increase in strength as he does. when at his weakest, he can still fire psychic bolts, but most monsters wouldn't even feel them. When at his strongest, he could vaporise skyscraper.
Origin: When Aeonus arrived into our world, he tore a rip in it's fabric which healed soon after. Vasra, managed to slip through this rip while weakened. As a result, Vasra is always on the brink. Present in this world, but risking being ripped out of it and lost between dimensions. For this reason, he must consume energy to build himself up and anchor him in this dimension.
Allies: None
Enemies: None
Strengths: Physical attacks, Acidic or corrosive weapons
Weaknesses: High energy weapons, High yield explosives.