app for rekindle
OOC Information
Player Name: Madi
Player Age: 25
Player Contact:
runawayballista (preferred)
AIM: timetravelresetbaby
Player/Character HMD: link
Other characters in game: N/A
IC Information
Character Name: Knock Out
Character Canon: Transformers Prime (IDW continuity AU)
Character Age: a couple million years, give or take
Character Gender: robot gender is ? ? ? but: man robot
Canon Point: shortly after Breakdown’s death in this AU
Character Canon History: link
Character Personality: For a medic, Knock Out isn’t exactly nurturing. He’s vain, arrogant, and pretty self-absorbed, and for the most part he’s kind of a stuck-up jerk. Although he pled allegiance to the Decepticons for the majority of the war, when it comes down to the line he’s mostly only concerned with protecting his own tailpipe. One of the few rare exceptions to this was Breakdown, his late partner; Breakdown was probably the only bot to whom Knock Out was nearly as loyal to as he is to himself. Knock Out generally doesn’t subscribe too hard to other people’s ideologies, preferring to keep to his own, and he tends toward more personal loyalties than anything so abstract and aloof as a social or military cause.
Knock Out has one hell of an ego, and he likes to stroke it. While he enjoys a good fight, it’s mostly because he enjoys winning and the ego-boosting that comes with it. He thrives on feeling superior, which means he’s always been happy to flaunt his status as a medic wherever he can. He can be quite menacing and dangerous when he wants to be -- as well as ruthless -- and he has little in the way of moral qualms with violence and certain types of cruelty. Of couse, his confidence and his intimidation factor are largely based in his own sense of security, so as soon as he feels like he no longer has the means to back up his swagger, he’s likely to turn tail and run -- he’d rather live to fight another day than die tryin to win. And where running isn’t an option...well, he fluctuates between exaggerated bravado and open cowardice depending on the situation. He has what he considers a healthy sense of paranoia -- after all, that’s what’s kept him alive in the Decepticon ranks all these years -- although since Breakdown’s death, that paranoia has achieved new and exciting levels of intensity. He doesn’t really trust anyone but himself -- and Breakdown, before he’d died -- and genuine gestures of friendship are usually met with scorn or suspicion.
Knock Out likes to live in style -- he’s materialistic to a degree, and not only does he enjoy having a wide assortment of tools at his disposal, he likes to look good, too. He takes pride in his flashy sports car alt mode, he probably habitually spends more time buffing his finish than most other bots you’ll meet -- he’d often rather be in pain than have his impeccable good looks get all mused up. He’s a self-proclaimed automobile enthusiast, and he appreciates other fine-looking cars almost as much as he appreciates his own reflection. He is almost always inappropriately sensual.
Knock Out is almost aggressively amoral, and he’s more concerned with his own entertainment and well-being, and the immediate consequences of his own actions, than anything else. He isn’t the best at foresight, at times, and his arrogance sometimes gets the better of him when he’s not able to see the farther-reaching consequences. Knock Out lives for his own entertainment and self-preservation, and while he might be a medic, he has a cruel streak a mile wide and isn’t above using his occupation as an excuse to indulge in a little cruelty on his patients. He is easily bored, and more than that, he can’t stand being bored, so as soon as something stops holding his attention, he’s liable to abandon it for something more interesting -- especially if it appeals to his ego.
AU Information: Rather than being taken from his canon universe in Transformers Prime, this Knock Out is set in the Transformers IDW continuity. He served as a Decepticon medic for much of the war, but unlike in Prime where he was Megatron’s Chief Medical Officer, IDW AU Knock Out was merely a field medic of no particularly high station or fame, although he still has a reputation for cruelty among those who do know of him.
Constructed cold during the Autobot-Decepticon war, Knock Out has been a Decepticon pretty much since the start. Although he received a basic medical education, much of his training was in the field -- learning on the job, as it were, and Knock Out's sadistic creativity and ruthless sense of self-preservation ensured that he thrived in a Decepticon medibay. He rarely had any glamorous or comfortable assignments during the war -- mostly he was stationed at far-flung outposts or grisly battle fronts. It was at one of these assignments that he met Breakdown, a fellow Decepticon who had a penchant for winding up under Knock Out's scalpel. The two of them formed a bond, growing close and looking out for one another, and the next time Knock Out was reassigned to another medibay, it was with his patient, bodyguard, and partner, Breakdown.
Neither of them were particularly loyal to the Decepticon ideology but rather to themselves and each other, and they stayed together until the end of the war. By the time the war ended, they’d decided they were done with the Decepticons -- they left behind their badges and their supposed loyalty to the cause in favor of starting over while Cybertron was just beginning to rebuild.
Unfortunately, their plans only lasted so long. During their travels, they crossed into territory patrolled by the D.J.D. -- the Decepticon Justice Division, who were diligently continuing in their duties despite the end of the war; according to their leader, Tarn, the war would not be over for them until Megatron said so personally himself. Knock Out and Breakdown were identified as deserters and pursued by the D.J.D. -- to disastrous end. Breakdown was captured and subsequently killed, but Knock Out managed to escape by a hair -- not entirely unscathed, and with the D.J.D. on his heels. Although he’s adamantly loathe to show it, the loss of his partner was devastating for him, and on top of that is the gripping paranoia that comes with knowing you’ve escaped the D.J.D. and probably haven’t seen the last of them.
Character Abilities:
Character Inventory: N/A, he arrives pretty much empty-handed.
Interaction Sample: link
Third Person Sample: Knock Out doesn’t trust this place.
He’s wary on a good day, but the friendly atmosphere to this place, whatever it is, has him on edge even more than usual. The sincere plea for help, the cozy arrangements and the apparent generosity of its inhabitants -- Knock Out doesn’t believe any of it for a second. Frankly, he’d feel more comfortable with open hostility. At least then he’d know what to expect.
It’s all the more jarring for the last things he remembers before arriving here. Breakdown’s death, sudden and cruel, is still fresh in his spark -- and so is the raw terror at having just barely escaped the D.J.D., at the clawing, biting knowledge that they aren’t very far behind. To go from near-blind panic and an impending sense of dread to this...it’s hard to reconcile.
They’re trying to feed him some total scrap about physical contact, but Knock Out doesn’t believe any of that for a second, either. He’s a doctor; he should know. Besides, this place is full of skinjobs -- whatever their fragile constitutions may demand, he’s certain it doesn’t apply to him. He doesn’t like the air of mystery surrounding the notion, though, and for a moment he’s sorely tempted to get up close and personal with one of the locals, see if perhaps he can’t tempt a few more detailed answers out of them with liberal application of his drill and circular saw, but he knows he can’t afford to make a scene here, not until he knows the score. The little fleshies don’t really scare him, but there are plenty enough of them here for him to know when to be on his guard, especially when he’s suddenly not quite so big anymore. He’ll figure something out, eventually -- too good to be true is a principle he doesn’t have much trouble subscribing to, and sooner or later, he’s sure, he’ll discover the catch about this place. It’s only a matter of time.
Player Name: Madi
Player Age: 25
Player Contact:
AIM: timetravelresetbaby
Player/Character HMD: link
Other characters in game: N/A
IC Information
Character Name: Knock Out
Character Canon: Transformers Prime (IDW continuity AU)
Character Age: a couple million years, give or take
Character Gender: robot gender is ? ? ? but: man robot
Canon Point: shortly after Breakdown’s death in this AU
Character Canon History: link
Character Personality: For a medic, Knock Out isn’t exactly nurturing. He’s vain, arrogant, and pretty self-absorbed, and for the most part he’s kind of a stuck-up jerk. Although he pled allegiance to the Decepticons for the majority of the war, when it comes down to the line he’s mostly only concerned with protecting his own tailpipe. One of the few rare exceptions to this was Breakdown, his late partner; Breakdown was probably the only bot to whom Knock Out was nearly as loyal to as he is to himself. Knock Out generally doesn’t subscribe too hard to other people’s ideologies, preferring to keep to his own, and he tends toward more personal loyalties than anything so abstract and aloof as a social or military cause.
Knock Out has one hell of an ego, and he likes to stroke it. While he enjoys a good fight, it’s mostly because he enjoys winning and the ego-boosting that comes with it. He thrives on feeling superior, which means he’s always been happy to flaunt his status as a medic wherever he can. He can be quite menacing and dangerous when he wants to be -- as well as ruthless -- and he has little in the way of moral qualms with violence and certain types of cruelty. Of couse, his confidence and his intimidation factor are largely based in his own sense of security, so as soon as he feels like he no longer has the means to back up his swagger, he’s likely to turn tail and run -- he’d rather live to fight another day than die tryin to win. And where running isn’t an option...well, he fluctuates between exaggerated bravado and open cowardice depending on the situation. He has what he considers a healthy sense of paranoia -- after all, that’s what’s kept him alive in the Decepticon ranks all these years -- although since Breakdown’s death, that paranoia has achieved new and exciting levels of intensity. He doesn’t really trust anyone but himself -- and Breakdown, before he’d died -- and genuine gestures of friendship are usually met with scorn or suspicion.
Knock Out likes to live in style -- he’s materialistic to a degree, and not only does he enjoy having a wide assortment of tools at his disposal, he likes to look good, too. He takes pride in his flashy sports car alt mode, he probably habitually spends more time buffing his finish than most other bots you’ll meet -- he’d often rather be in pain than have his impeccable good looks get all mused up. He’s a self-proclaimed automobile enthusiast, and he appreciates other fine-looking cars almost as much as he appreciates his own reflection. He is almost always inappropriately sensual.
Knock Out is almost aggressively amoral, and he’s more concerned with his own entertainment and well-being, and the immediate consequences of his own actions, than anything else. He isn’t the best at foresight, at times, and his arrogance sometimes gets the better of him when he’s not able to see the farther-reaching consequences. Knock Out lives for his own entertainment and self-preservation, and while he might be a medic, he has a cruel streak a mile wide and isn’t above using his occupation as an excuse to indulge in a little cruelty on his patients. He is easily bored, and more than that, he can’t stand being bored, so as soon as something stops holding his attention, he’s liable to abandon it for something more interesting -- especially if it appeals to his ego.
AU Information: Rather than being taken from his canon universe in Transformers Prime, this Knock Out is set in the Transformers IDW continuity. He served as a Decepticon medic for much of the war, but unlike in Prime where he was Megatron’s Chief Medical Officer, IDW AU Knock Out was merely a field medic of no particularly high station or fame, although he still has a reputation for cruelty among those who do know of him.
Constructed cold during the Autobot-Decepticon war, Knock Out has been a Decepticon pretty much since the start. Although he received a basic medical education, much of his training was in the field -- learning on the job, as it were, and Knock Out's sadistic creativity and ruthless sense of self-preservation ensured that he thrived in a Decepticon medibay. He rarely had any glamorous or comfortable assignments during the war -- mostly he was stationed at far-flung outposts or grisly battle fronts. It was at one of these assignments that he met Breakdown, a fellow Decepticon who had a penchant for winding up under Knock Out's scalpel. The two of them formed a bond, growing close and looking out for one another, and the next time Knock Out was reassigned to another medibay, it was with his patient, bodyguard, and partner, Breakdown.
Neither of them were particularly loyal to the Decepticon ideology but rather to themselves and each other, and they stayed together until the end of the war. By the time the war ended, they’d decided they were done with the Decepticons -- they left behind their badges and their supposed loyalty to the cause in favor of starting over while Cybertron was just beginning to rebuild.
Unfortunately, their plans only lasted so long. During their travels, they crossed into territory patrolled by the D.J.D. -- the Decepticon Justice Division, who were diligently continuing in their duties despite the end of the war; according to their leader, Tarn, the war would not be over for them until Megatron said so personally himself. Knock Out and Breakdown were identified as deserters and pursued by the D.J.D. -- to disastrous end. Breakdown was captured and subsequently killed, but Knock Out managed to escape by a hair -- not entirely unscathed, and with the D.J.D. on his heels. Although he’s adamantly loathe to show it, the loss of his partner was devastating for him, and on top of that is the gripping paranoia that comes with knowing you’ve escaped the D.J.D. and probably haven’t seen the last of them.
Character Abilities:
- Transformation: Knock Out can turn into a sleek red sports car, and he’s also capable of smaller-scale transformations -- like turning his hands into drills or circular saws. Tools of the trade and all that.
- Medicine: As a medic, Knock Out has a detailed understanding of Cybertronian anatomy and medical procedure -- and he’s had a whole lot of field experience.
- Combat: Knock Out’s actually pretty skilled at melee combat, with or without a weapon. And his medical expertise comes in handy when it comes to precision strikes.
Character Inventory: N/A, he arrives pretty much empty-handed.
Interaction Sample: link
Third Person Sample: Knock Out doesn’t trust this place.
He’s wary on a good day, but the friendly atmosphere to this place, whatever it is, has him on edge even more than usual. The sincere plea for help, the cozy arrangements and the apparent generosity of its inhabitants -- Knock Out doesn’t believe any of it for a second. Frankly, he’d feel more comfortable with open hostility. At least then he’d know what to expect.
It’s all the more jarring for the last things he remembers before arriving here. Breakdown’s death, sudden and cruel, is still fresh in his spark -- and so is the raw terror at having just barely escaped the D.J.D., at the clawing, biting knowledge that they aren’t very far behind. To go from near-blind panic and an impending sense of dread to this...it’s hard to reconcile.
They’re trying to feed him some total scrap about physical contact, but Knock Out doesn’t believe any of that for a second, either. He’s a doctor; he should know. Besides, this place is full of skinjobs -- whatever their fragile constitutions may demand, he’s certain it doesn’t apply to him. He doesn’t like the air of mystery surrounding the notion, though, and for a moment he’s sorely tempted to get up close and personal with one of the locals, see if perhaps he can’t tempt a few more detailed answers out of them with liberal application of his drill and circular saw, but he knows he can’t afford to make a scene here, not until he knows the score. The little fleshies don’t really scare him, but there are plenty enough of them here for him to know when to be on his guard, especially when he’s suddenly not quite so big anymore. He’ll figure something out, eventually -- too good to be true is a principle he doesn’t have much trouble subscribing to, and sooner or later, he’s sure, he’ll discover the catch about this place. It’s only a matter of time.
