As they are now Gamma has suffered
circuit damage and data pertaining to
his prime directive has been corrupted.
The other four are still functional in this
sense, and therefor may attack if the
RPC who encounters them fits their
target description. Beta and Zeta have
undergone transformations in the process
of repairing, and are now almost indescribably
stronger than they were during the
Machinist arc.
DM 102-"Gamma"
Name: DM-102 “Gamma”
Augmentation(s): Yet to be discovered.
Age: A few months (before the arc starts)
Ethnicity: Afric--robot.
Sexuality: Love machine razz (none)
Relationship Status: Ha… Nope.
Family (If none leave blank): Other Death Machines (now you know what DM stands for)
Reason for being in The Machinist Order: It’s in his programming
Likes:
+ Achieving goals
+
+
+
+
Dislikes:
+ Shibusen members
+
+
+
+
Bio:
As the machinist order grew, their need for more efficient killers arose (yes, people’s jobs were being given to machines. Modern economy, folks.); the augmentation limitations of humans were becoming too restrictive. A secret project was then designed to create a series of ultimate killing robots, mockingly named Death Machines. These DM series mechs were designed with the annihilation of Shibusen in mind, and with their multiple augmentations it wouldn’t be hard to imagine what kind of havoc these DMs could bring to Death City.
One of the more important things to note about these killing machines is the way that they are structured against each other. As a fail safe, since they’re so powerful, the DM robots are augmented against each other. However, this augmentation is inactive normally. It activates when a DM deviates from the prime directive in any way, and the DM that has the augment against it will have a secondary objective of hunting down that rogue robot.
Other than that, there isn’t much to talk about. They kill, that’s it.
Abilities: (Up to 8 )
1. Laser Lock: All DM series come equipped with a laser that allows for a lock-on shot to be made. Shots made with a lock trace the soul of the target, and allow for moderate homing. If the target is augmented against, say a witch, the shot’s homing will doggedly pursue the target. Locking stops when shot is fired. Why shoot a bunch when you know one shot is going to hit? Laser lasts about 30sec.
2. Burning eye: Towards the end of the locking phase, the laser will turn blue and then violet from red. During this time, the lock-on laser will burn away at its target as it locks on to them. Must be held on the target to work.
3. Energy Appropriation: All the DM series have the ability to re appropriate energy from a system to whatever system they feel most needs it.
4. Gamma Rounds: These are the standard bullets fired by DM-102. They are trailing yellow orbs that track a person’s soul. They have a secondary function to track heat signatures, making Gamma’s shots effective against witches using soul protect as well. These shots can be fired rapidly and work with the lock system.
5. Soul Eating Shock: When Gamma is in close combat, his gun switches from a pulse-action to a shotgun like blast. It doesn’t work with the lock system. This is the DM equivalent to Soul Menace.
6. Mode Change: DM-102 can switch from three modes to better suit his terrain and fighting needs. The modes are: normal(walking), Flight, and accelerator. Flight brings propeller blades out from the midsection of Gamma and, in combination with his jetpack, give him flight. Accelerator is the folding of Gamma’s hydrolic legs to allow the wheels at his joints to push him along.
7.
8.
Personality:
Theme: Triumphant: Daft Punk-- Superhero/Human After All
Main Theme
Made By: Corvo Bianco
DM 101-"Beta"
Name: DM-101 "Beta"
Augmentation(s): Beta has a special augmentation against soul resonances. Try to use yours and you’ll get messed up.
Age: A few months
Ethnicity:
Sexuality:
Relationship Status:
Family (If none leave blank): Other DM-100s
Reason for being in The Machinist Order:
Likes:
Dislikes:
Bio: As the machinist order grew, their need for more efficient killers arose (yes, people’s jobs were being given to machines. Modern economy, folks.); the augmentation limitations of humans were becoming too restrictive. A secret project was then designed to create a series of ultimate killing robots, mockingly named Death Machines. These DM series mechs were designed with the annihilation of Shibusen in mind, and with their multiple augmentations it wouldn’t be hard to imagine what kind of havoc these DMs could bring to Death City.
One of the more important things to note about these killing machines is the way that they are structured against each other. As a fail safe, since they’re so powerful, the DM robots are augmented against each other. However, this augmentation is inactive normally. It activates when a DM deviates from the prime directive in any way, and the DM that has the augment against it will have a secondary objective of hunting down that rogue robot.
Other than that, there isn’t much to talk about. They kill, that’s it.
Abilities: (Up to 8 )
1. Like a Good Soldier: Beta is quite possibly the most devout of the DM-100 series, which is funny cause that means they have differing personalities despite their programming. Even so, Beta is hard wired to pursuit and destroy his marked targets with a dogged determination and a calculating mind, like a good soldier. It also lends him considerable “toughness;” this robot won’t stay down for long.
2. Laser Lock: All DM series come equipped with a laser that allows for a lock-on shot to be made. Shots made with a lock trace the soul of the target, and allow for moderate homing. If the target is augmented against, say a witch, the shot’s homing will doggedly pursue the target. Locking stops when shot is fired. Why shoot a bunch when you know one shot is going to hit? Laser lasts about 30sec.
3. Energy Appropriation: All the DM series have the ability to re appropriate energy from a system to whatever system they feel most needs it.
4. 100-round clip: Beta’s gun fires the standard energy rounds, but also has a pulse function on each gun. The pulse-guns have a, say it with me, 100 ROUND CLIP.
5. Beta Shells: In normal firing, with lock-on, Beta fires homing missiles instead of energy rounds. These missiles have a fluid inside that, once it hits the air, will scramble a person’s beta wave briefly upon absorption. It’s meant to be used against organic foes, since the liquid has to turn to gas in the air. The liquid will do minor circuit damage to robots.
6. Mode Change: DM-101 can switch from three modes to better suit his terrain and fighting needs. The modes are: normal(walking), Flight, and accelerator. Flight brings propeller blades out from the midsection of Beta and, in combination with his jetpack, give him flight. Accelerator lets the DM-100 roll around at high speeds on the wheels on their knees and ankles.
7.
8.
Personality:
Theme: Twisted Insane-100 round clip
Made By:Corvo Bianco
DM 103-"Delta"
Name: DM-103 “Delta”
Augmentation(s): Heavily augmented against water/storm users, hippy types have pretty much no chance against Delta.
Age: a few months
Ethnicity: robo-sapien
Sexuality:
Relationship Status:
Family (If none leave blank): the DMs I suppose
Reason for being in The Machinist Order: Doesn’t really have a choice
Likes:
+
+
+
+
+
Dislikes:
+
+
+
+
+
Bio: Nothing is currently known about this Machinist by the members of the DWMA
Abilities: (Up to 8 )
1. Laser Lock: All DM series come equipped with a laser that allows for a lock-on shot to be made. Shots made with a lock trace the soul of the target, and allow for moderate homing. If the target is augmented against, say a witch, the shot’s homing will doggedly pursue the target. Locking stops when shot is fired. Why shoot a bunch when you know one shot is going to hit? Laser lasts about 30sec.
2. Energy Appropriation: All the DM series have the ability to re appropriate energy from a system to whatever system they feel most needs it.
3. Mode Change: DM-103 can switch from three modes to better suit his terrain and fighting needs.
4. Hydrolyzed Circuitry: Delta’s circuits are a bit different in that cooling water is running along most of his circuits at all times. This gives him a considerable edge over other DM-100s in the area of temperature regulation, and also gives him the ability to recruit that water to various areas of his body using the appropriation ability. This makes Delta able to supercharge his jumping, punching, and other actions considerably compared to the others.
5 Standard Shells: DMs main artillery is a homing missile that acts a lot like Beta’s “Beta Shell,” but it doesn’t have the same brain wave scrambling effect.
6. Extinguisher: Delta is fitted with two tanks of liquid nitrogen, and hose down fire-types out of his guns.
7. Diamond Tomb: Delta’s ultimate technique for securing fire-users. Delta a series of missiles around the enemy. The missiles break open before impact to release liquid nitrogen at the target. The shells interlock at this point to form an air-tight dome. The fire-user will run out of oxygen eventually and succumb to the nitrogen inside. Of course, if the target is smart enough to break through the dome without fire, that has been accounted for as well. Delta has enough shells to make 3-5 domes.
8.
Personality:
Theme:
Made By: Corvo Bianco
DM 104-"Epsilon"
Name: DM-104 “Epsilon”
Augmentation(s): Heavily augmented against Ice, and Plant users. Light augment against witches.
Age: few months
Ethnicity: Droid
Sexuality:
Relationship Status:
Family (If none leave blank): DM-100s
Reason for being in The Machinist Order: It’s what he was born to do
Likes:
+
Dislikes:
+Bio: As the machinist order grew, their need for more efficient killers arose (yes, people’s jobs were being given to machines. Modern economy, folks.); the augmentation limitations of humans were becoming too restrictive. A secret project was then designed to create a series of ultimate killing robots, mockingly named Death Machines. These DM series mechs were designed with the annihilation of Shibusen in mind, and with their multiple augmentations it wouldn’t be hard to imagine what kind of havoc these DMs could bring to Death City.
One of the more important things to note about these killing machines is the way that they are structured against each other. As a fail safe, since they’re so powerful, the DM robots are augmented against each other. However, this augmentation is inactive normally. It activates when a DM deviates from the prime directive in any way, and the DM that has the augment against it will have a secondary objective of hunting down that rogue robot.
Other than that, there isn’t much to talk about. They kill, that’s it.
Abilities: (Up to 8 )
Abilities: (Up to 8 )
1. Laser Lock: All DM series come equipped with a laser that allows for a lock-on shot to be made. Shots made with a lock trace the soul of the target, and allow for moderate homing. If the target is augmented against, say a witch, the shot’s homing will doggedly pursue the target. Locking stops when shot is fired. Why shoot a bunch when you know one shot is going to hit? Laser lasts about 30sec.
2. Energy Appropriation: All the DM series have the ability to re appropriate energy from a system to whatever system they feel most needs it.
3. Mode Change: DM-103 can switch from three modes to better suit his terrain and fighting needs.
4. Standard Shells: DMs main artillery is a homing missile that acts a lot like Beta’s “Beta Shell,” but it doesn’t have the same brain wave scrambling effect.
5. Hot-blooded: Epsilon’s wiring is made of the most heat-resistant metals around. They keep him from overheating, when fighting, and also insure that he doesn’t overheat himself when he uses his enhanced self-heating systems, which is where the name comes from. The fiery mech can heat himself to some incredible temperatures to avoid being frozen and burn through plants, and with a clever combo of conductors and insulators, it works like a charm.
6. Vulcan: Epsilon has the ability to superheat bullets before firing them, in a chamber near the butt of his gun. These do serious damage as compared to regular bullets.
7. Firestarter: Epsilon is also equipped with flamethrowers.
8.
Personality:
Theme:
Made By: Corvo Bianco
DM 105-"Zeta"
Name: DM-105 “Zeta”
Augmentation(s): Heavily augmented against psychic types, Lighter augments against kishin and witches.
Age: a few months
Ethnicity:
Sexuality:
Relationship Status:
Family (If none leave blank): DM-100s
Reason for being in The Machinist Order: programmed to
Likes:
+
Dislikes:
+
Bio: As the machinist order grew, their need for more efficient killers arose (yes, people’s jobs were being given to machines. Modern economy, folks.); the augmentation limitations of humans were becoming too restrictive. A secret project was then designed to create a series of ultimate killing robots, mockingly named Death Machines. These DM series mechs were designed with the annihilation of Shibusen in mind, and with their multiple augmentations it wouldn’t be hard to imagine what kind of havoc these DMs could bring to Death City.
One of the more important things to note about these killing machines is the way that they are structured against each other. As a fail safe, since they’re so powerful, the DM robots are augmented against each other. However, this augmentation is inactive normally. It activates when a DM deviates from the prime directive in any way, and the DM that has the augment against it will have a secondary objective of hunting down that rogue robot.
Other than that, there isn’t much to talk about. They kill, that’s it.
Abilities:
1. Laser Lock: All DM series come equipped with a laser that allows for a lock-on shot to be made. Shots made with a lock trace the soul of the target, and allow for moderate homing. If the target is augmented against, say a witch, the shot’s homing will doggedly pursue the target. Locking stops when shot is fired. Why shoot a bunch when you know one shot is going to hit? Laser lasts about 30sec.
2. Energy Appropriation: All the DM series have the ability to re appropriate energy from a system to whatever system they feel most needs it.
3. Mode Change: DM-105 can switch from three modes to better suit his terrain and fighting needs.
4. Standard Shells: DMs main artillery is a homing missile that acts a lot like Beta’s “Beta Shell,” but it doesn’t have the same brain wave scrambling effect.
5. Mind Reader: Zeta’s robotic eye is fitted with a high speed camera that allows him to watch the micro-movements in a person’s face as they talk that give away most of what they’re thinking subconsciously. It’s like he can read minds! It goes without saying that this high speed eye also helps read an opponent’s moves, before they can hit, or even before they are made.
6. Scrambled Signal: Zeta has a scrambler constantly on, to throw off psychics. His patterns are also mighty hard to read.
7.
8.
Personality:
Theme:
Made By: Corvo Bianco
Sabrewolf123
Sorry for not quoting you! I forgot you had to approve arc characters for normal use. sweatdrop