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Tutley Sakamoto
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12-17-2008, 11:22 PM
(This post was last modified: 12-21-2008 07:26 AM by Tutley Sakamoto.)
Post: #1
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Tutley Sakamoto
Name: Tutley Sakamoto
Age: 16 Race: Anthromorphic Terrapin Turtle Alligance: Hero Appearance: Tutley stands at 3'2 with a slim figure and has smooth, green skin. He has white, round eyes with black pupils, and has a sharp, hooked beak. He wears a simple blue baseball cap that has a black tip. He has a simple, hard, compact shell that he can pull his arms, legs and head into. On a side note, his shell is unfused with his body and can pop out of it if needed and reenter it with a bit of effort. He wears a plain black shirt and blue shorts under his shell. Outside his shell, he wears a blue and black lined, button up vest with a small yellow power ring emblem on the upper right side. His feet are stumped, so he wears blue and boots that are black at the top instead of normal shoes. Personality: Tutley is typically a energetic, overall good guy who can become quite sarcastic and standoffish when annoyed. Being from a positive future, he's quite the optomist, always looking on the bright side of things. This however gives him a rather laid back, immature personality and outlook at life and as such, he tends to either joke when things are looking bad and not improving, or instead lets his temper run wild. When enraged, the turtle resorts to using his best friend, his hammer to sort things out without asking questions. He hates injustice and is always willing to help others in danger, often putting himself in danger to assist them. He's quite a mechanical ace, enjoying tinkering with robotics and other technology. There’s very few things that the turtle enjoys better than finding a new discovery or treasure, and as such, the turtle constantly shifts his attention from one hobby to another. Tutley works well on his own, but works at his best within a group. He's a team player, but tends to take the lead if no one else stands up. He enjoys adventure, often times willing to go out of his way for thrills and adventure. Tutley enjoys a occasional fight so he can test his weapons and skills and coupled with his optimism, the turtle is rarely fazed about entering a battle. History: Tutley is a denizen of the positive future of Little Planets Stardust Speedway. The intelligence cap for anthros who live there has risen significantly, giving him a 270 IQ at age 14(although he doesn’t use his full intelligence due to his age). He's a student at Stardust academy and lives with his parents at the family R&D lab simply dubbed Sakamoto labs. His father was a incredible inventor and scientist, and his mother a famous explorer of the past wilds of his planet. As a baby, he was told the tale of his planet, how it was converted from a grand city combining plants with technology ,to a bleak, barren wasteland devoid of life, and once again to the metropolis it was today, and the blue and pink hedgehogs that did their parts to save it from a mad doctor, and his robotic monstrosity. It was his favorite childhood story, and he wanted to be just like the hero of their world. He took up hobby after hobby to mimic his hero, learning self defense, socery, machinery and schooling to name a few in his childhood, seeing as how Sonic was made up a super genius by the planet’s elders, to encourage their children to learn. He grew into a clever, intelligent young turtle, constantly moderating between exploring the unmapped parts of his world with his friends, and tinkering in the lab given to him by his parents in his free time, among other hobbies. He was known as a upstanding child for his age, and even got the attention of the King and Queen of the Speedway. Due to growing concerns over time distortions and Earth's fate, the government chose Tutley, at age15 (chosen for his magic skills, intelligence and easy access to technology) and several others were chosen to become time-restoring agents, whose jobs are to ensure that their future remains the current one, and try to ensure Earth's future becomes a bright one. They are free to do whatever they want as long they are unassigned a task. Time agents are encouraged to explore and learn about the Earth, as little is known about it. About time traveling on little planet, they still have do it the old fashioned way of tagging a time sign and running until enough energy is gathered to travel. His first missions were on his home turf, where after a few screw ups involving energy reactors and tinkering on his part, he got the hang of his job, and was recognized as one of the best new recruits of his sector. He was slated to take a field trip to Earth’s hq to learn about it. He made it to the headquarters and was about to take part in a tour when….the planet was invaded by another alien force, lead by Sarath Crescent. With the dimensional gate used to transfer battleships from Little Planet to Earth only in it’s planning stage, the few time agents on Earth were forced to jump into action, with or without experience. He was sent to help out a party of GUN troops eliminate the enemy armada, which to his surprise included his hero Sonic as a surprise guest, as well as Amy Rose, the famed damsel in distress from his home world. By helping them out, he did his fair part in taking down the armada, though Sarath likely got away, much to everyone’s guess. He spent a day or two after the invasion in the Never Lake sick bay due to phase particle exposure as well as his chao. Lucky for them, being attuned to light magic deflected a majority of the radiation, and they had no side effects…that was until however, the turtle accidently manipulated a bowl of tomato soup in a nurses face for serving a burnt grilled cheeze sandwitch. Further analyisis showed that the phase particles that he was directly exposed to attacked his DNA, but in a benificial way. Wheras most turtles on little planet inherit the gene to use water magic, he instead got the recessive gene for light. The phase particles with the turtles DNA, disassembleing one of the turtles base pairings, and inserting the gene for manipulating water. When told the news, he figured it was a gift from his hero for rescueing him. "Chalk another one up for Sonic.", was the turtle's simple response to the news. Also, particles also affected the genes in both the chao, as well as Tutley that affects how they regulate mana their mana reserves. Their magic reserves became somehow "connected " to one another, but it was determined that it wasnt harmful to either of them, so it was looked over. They were checked out with a clean bill of health. In the following week, he found a new hobby while surfing the Earth’s “internet”. Extreme gear racing! After watching a single race, the turtle dubbed this his new hobby and ran into the base’s R&D lab, emerging in no less than a week with a upgraded pack, capable of now transforming into various modes. He had also heard of a upcomeing grand prix, with the signup happening in station square a few days later. With a intent of entering, he took off from the base, chao in tow headed towards station square.... Time agents are free to come and go between Earth and little planet from the Time Agent hqs. One on the future of palm tree panic's forest (extremely advanced), one underneath Never Lake (A basic base that’s relatively new). There is a hidden path that leads underground to the base (password and voice guarded), guarded by a relatively light security force (until more time agents are recruited). Guests can travel, along with a time agent, but it takes a while to be processed and approved for travel. (About a hour's time) Jets that are easily capable of flying to little planet and time jumping are stored at each base, and briefly used for travel and from the hqs. GUN spotted the growing base in less than a week, and sent a scouting party to investigate, which in turn was discovered by the TA’s. After many debates and talks via messengers, both sides found it to be a wise idea to work together with their next door neighbors. GUN relays information about earths history, status and various other information to the TA’s, which in turn sends a small percent of their agents to Earth to support GUN when needed while also sharing small amounts of their technology with them. Family: James Sakamoto (father), Lily Sakamoto (mother), T.J. Sakamoto (chao ally and friend) Weapons and Equipment: Jet boots: Tutley has a hard time running, (being burdened with such a heavy shell after all) so he designed and built custom fitted boots equipped with small rocket boosters that increase tutley's running speed (up to 25 miles per hour) and air thrusters at the bottom used to increase his jump power (5 feet max). The boots are blue at the bottom and black near the top. Powered by solar and lunar energy. Controls for them are stored inside the boots. Power Backpack: Tutley's blue, metallic backpack used to store his items and devices. He usually keeps (at the least): a first aid kit, mechanical tools (some from his time), food rations, and a hi-tech laptop containing hacking software inside. Concealed inside the top of the backpack are retractable rotor blades that can be used for brief flight (3 minutes before the energy reserves give out.) He can easily pilot them with his jet boots, able to move in any direction. When not in use, the backpack absorbs solar and lunar energy to recharge its reserves (1 hour recharge time). While airborne he is able to attack from the sky, but is only able to attack directly ahead, otherwise he'll spin out, making himself dizzy. It moves at a steady 15 miles per hour. A simple holster for Tutley's hammer is contained on the right side. It’s been recently upgraded to transform into a board class extreme gear, dubbed the Storage keeper. It can move up to 140 mph, which is rather slow compared to other gears. It is however, quick to accelerate, and is a very study ride, offering the rider little to no turbulence during travel. It is capable of using the nearby air to whip up a tornado, at the cost of a large amount of it’s excess power stores. It gathers extra solar and lunar energy during transport, used for various techniques and mode changes. It is capable of becoming a bike class extreme gear, fitted with a frontal shield used to smash obstacles, or his hover pack almost instantaneously. The mode changes last 3 posts each. While in this mode, the energy absorbers are thrown into overdrive, capable of lasting for hours before overheating. Crash Hammer: A magical Pico Pico hammer resembling Amy's hammer frame, it has a black hilt with a blue hammerhead and yellow ends. Yellow stars and a large crescent moon are designed onto the head. A trail of yellow stars are visible with each swing. Useful for attacking and defending. Infused with magic boosting technology. Of all the time agent hammers, the skills one learns from it are random and unpredictable in nature. Tutley's skills Mecha Mania: Tutley is from the future and is also a mechanical ace, letting him operate most forms of vehicles, technology and machinery. He can also hack into technology. The more advanced it is, the longer it takes. Basic supercomputers take at least a hour, Eggman and GUN class robots are insanely hard to hack, even for his time taking upwards of a day...and hacking a GUN/EGGMAN, or any major database (or anything even more complicated for that matter) is a big no-no especially from outside the building, likely to wind up getting spotted, locked out and probably detected if nearby. Advanced light magic: Anthos on Little Planet are highly attuned to the flow of magic. At age 9, Tutley could perform simple light manipulation. Seeing how amused Tutley was at this, his parents hired him a tutor, who trained Tutley in performing simple attack and restorative spells. At age 14, Tutley mastered the basics and continued to experiment on his own. With a little effort, he can create light balls by gathering energy from the sun or moon (long as its not cloudy) or from nearby light sources (torches, lights, ect.). He can use them for lighting (last for 2 of his posts) or hurl them at enemies for small damage. Tutley enjoys finding creative ways to use these. He can form 1 light ball at a time, and takes 5 seconds to do so. Intermediate water magic: After the conflict verses the invaders led by Sarath, he found out that his DNA was altered by phase particle radiation emenenationg from the damaged enemy ships. Luckily, it proved beneficial, mutating the base pairing controlling what elements he can naturally manipulate. The dominate, normal gene for his species, water was inserted into the base pairing. As such, he picked up on it rather quickly. He can control and manipulate small amounts of water to use as a weapon in combat by intensifying the density of the water. Since he just learned how to use it however, he is unable to alter the temperature of the water, and if it is frozen, he is unable to use it. He CAN however, pull moisture out of the air to use in his spells, but it drains his magic reserves far faster than using readily available water. Chao trainer: Tutley owns his own chao that can aid him in battle (takes up 1 of Tutley's actions if he does so). T.J. is willing to take orders from allies if Tutley commands it. Tutley knows intermediate chao care and due to this is a good cook and knows basic first aid. He stores a small spice kit and first aid kit in his power backpack. Special moves Copy Hammer (???/status-altering): Tutley can club a foe, or tap a ally with his Crash Hammer to gain the know-how and capabilities to perform one of their special moves chosen at random. This move has a rather obvious tell, the move starting when his hammer’s design goes blank. The blow does minimal damage if he swings at a enemy, but instead sends the enemy flying backwards. If the blow connects, the design on the hammer, as well as the color of his clothing change to reflect the copied move, which also gives the enemy a possible hint as to what just happened. Tutley will be able to do his own spin on the copied move for 3 posts after the original copying, which will do weaker damage than the original move. When the time limit is up, or if he goes unconscious, his hammer and clothing returns to normal, and he forgets all knowledge of the move. He can only copy 1 move at a time, due to the new move taking the place of this skill. The move is quite a gambit. If the original blow misses, he becomes unable to use his other hammer techniques for 2 moves till the design returns. If he copies a character with no special moves, he gets a generic move based on the target’s fighting skills. Stardust Explosion (Melee/midrange/magic/light): Tutley focuses battle energy into his Crash Hammer, and swings downwards at the enemy, creating a shower of small to mid-size various color stars that inflict damage upon impact (the star shower appears hit or miss in front of the point of impact) The damage this does depends on how close the foe is. A warning sign of this move is that the stars and moon on the Crash Hammer light up right before Tutley swings. He can also use this move for mid-range combat. At 1-2 feet, it does moderate to heavy damage if the foe is unable to avoid the star shower. From 3-5 feet, it can do fair damage to enemies. Enemies 6 and further wont get hit by the star shower. Shell Slam (Physical/melee): Tutley retracts completely into his shell. By using his jet boot's air thrusters, Tutley enters a dizzying spin and shoots forwards, ricocheting off nearby objects and heavy obstacles (he may crash through weak obstacles) until he reemerges from his shell. Naturally learning this move, Tutley is rarely disoriented after this move unless he's in a weak or disabled state. He also needs to watch where he's going before he moves, as he has no control over his direction until he stops. He can however use his air shoes control his speed. Tutley's defenses are increased during this move, deflecting minor projectiles (small rocks, arrows, non-armor piercing bullets, ect.). Spark Shotgun (Midrange/lighting/ranged): By pulling out a custom built spray hose built into the right side of his backpack, Tutley can discharge his backpack’s electricity and send it hurtling towards the enemy in a concentrated beam. Though the damage from this is moderate, it takes him 5 posts for his backpack to charge up enough energy to use it again, and the backpack does risk breaking down with repeated use of this move. It does have a 20% chance of stunning a enemy, taking out 1 of their actions. Bubble Barrage: (Multi-ranged/water/magic): Tutley gains control of a nearby water source or the moisture in the air around him and points at a given spot. Instantaneously, the water becomes highly dense and forms into a spray of bubbles, rushing at the spot where he points. If it makes contact with a enemy, it deals minor damage scattered to various parts of the enemy. Star Restoration (Intermediate recovery magic): Tutley focuses a large amount of his magic reserves into his Crash Hammer before raising it into the air as it releases a large number of comet like-energy balls into the air over him. They are absorbed by all allies (including himself) in a 5 foot radius. Can restore moderate health, but doesn't heal broken bones and injuries requiring surgical attention. Tutley is exhausted of magic after using this move, unable to use magical moves for his next 5 posts. His attack power is slightly lowered as well until he recovers. Combat Style: Overall, Tutley is a well balanced midrange fighter. His skills prompt him to quickly think about the situation, and use the attack in his move pool that best fits the job. As such, he keeps a slight distance away from his enemy, where he can either rush in for a hit and run attack with his hammer, or use his magic from afar. He’s a tactical genius, able to use the environment around him to his advantage in conjunction with his attacks. When in a party however, his confidence rises to a fever pitch, making him take the front lines 9 out of 10 times despite his intelligence for a post or two before he calms down. He’s capable of handling the front lines, as well as attacking from a distance. If facing a opponent more skilled at something than him, he must rely on his other skills or risk getting crushed. If enraged by being taunted, he will also forgo his intelligence and charge in like a mad rhino with his hammer. He does tend to do his fighting without T.J., and when he does, he typically uses him with the intent of distracting a foe. The chao however does pack a punch; equal to that of a intermediate level boxer. Years of playing by absorbing other animal’s DNA will do that to a chao. He is a jack of all trades, having a wide variety of talents to call upon, but sadly due to his nature, he will never truly master any of his skills, since he jumps from hobby to hobby. Tutley's pros and cons + Has a wide variety of skills and moves. Making him useful in almost any situation. + Tutley's equipment and skills give him great mobility, making it easy to explore vast areas. +Tutley can repair and handle broken technology and machinery. +Tutley and T.J. make a dynamic duo, being able to sneak attack foes that are focusing on just one of them. +Has good team tactical knowledge, being able to think of a plan of action quickly. +Tutley has a abnormally high level of stamina, able to withstand several heavy attacks before tiring out, due to his natural armoring and healing magic. -Tutley is a reptile, which gives him a 2X weakness to ice based attacks. -Tutley relies a lot on his magic and technology and only has basic melee combat training, giving him below average attack power. -When overused, Tutley's equipment may break down, which can cripple his attack plans. -Since he’s still childish in nature, he can be easily aggravated by being taunted and tricked into charging in. -By the same token, his immature personality also dulls his sharp IQ. He doesn’t show his true intelligence as often as he should. -Since he jumps from hobby to hobby, he will never master any of his skills, since he rarely focuses on a single subject to train on. Better or Worse = Tutley can be ejected out of his shell if a immense amount of weight is placed on him. (ex. being stomped upon by a heavy character.) When ejected from his shell, he loses all manner of defense he had. But with a heavy shell no longer on his back, he displays agility equal to a gymnastic athlete, capable of flips, somersaults and other feats, running at 30 mph without assistance. = Prolonged exposure to low temperatures forces the turtle into hibernation, making him incapable of performing any actions. However, he is unable to die in from said temperatures; when thawed out or warmed up, it was as if he had taken a nap. = Years of tinkering with electricity has given the turtle a dulled down weakness to electric magic, due to how often he electrocutes himself when tinkering with mechanics. Lightning based attacks only do 1.3X damage to Tutley. =The phase particles absorbed into Tutley and T.J. s DNA bonded their mana reserves together into one. He has slightly more mp now, but when either of them performs a spell, they each burn half of the required mp to perform it. When 1 side runs out of mp, their both exhausted. NPC Name: T.J. Sakamoto Race: Fly-type chao Age: 3 (2nd incarnation) Fly: A Swim: B Power: B Run: D Stamina: C Origins; Tutley's ally and friend, found by his parents during a exploration mission in Palm tree Panic's Forests. It was badly injured at the time, so his parents brought it back to the lab to heal it. Since it didn't want to be released back into the wild, they gave it to the young Tutley Sakamoto (age 8) as a birthday present. Ever since, they've become fast friends. Appearance; T.J has a average build for a chao, except for his unusually large, similar to birdlike shaped blue wings (2 foot wingspan). His body is white with a light brown belly. A dark-blue dot shaped antenna bobs over his head. It changes its shape depending on T.J.'s mood. He has a small, pointed tail curved upwards. In combat, he attacks with charges, punches, kicks and other forms of melee combat to attack, in a hit and run style. He is also know to occasionally snap his antenna at a foe. Skills: Refresh (Healing/light): T.J. was once a hero chao, lending him restorative magic. In his new infant form, some magic was transferred over. He can cure mild status ailments for allies and gives a small stamina boost to allies. He grows tired if he does it too much (3 times a day before he loses stamina) Conversion (Magic/Chaos): If Tutley transfers control of T.J. to another person, or if the chao is alone and wants to aid someone, T.J. will tag it's new owner or ally and absorb some of it's DNA, changing its color and limbs to slightly mimic the new owner's appearance, changing it's legs, arms, hairstyle, antenna color and its wings and tail, if the character has one. (ex. copying a bluebird would give it talons, a beak, a tail covered in feathers, its body would become entirely dark blue and spout 3 distinctive feathers atop its head.)However, if it was under Tutley’s order, after 3 minutes, T.J. will miss it's real owner and will return to normal and seek Tutley out. When converted with a ally, he copies 2 of their special moves and is capable of performing them, with weaker power and effectiveness, roughly at half power. However when bonded with a character that isnt Tutley, he tires out much when attacking. Food Finder: Coming from the wild, T.J. has a somewhat wide knowledge of what is and isn’t safe to eat and will eagerly point out what isn’t safe to eat. He may sometimes scavenge for food if Tutley is in a outdoor area (forest, rivers, streams...ect) Everyone's favorite hyperactive turtle from the future! Current Shield Set: Blast, Fire, Water, Lightning, Light |
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12-21-2008, 06:22 PM
Post: #2
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RE: Tutley Sakamoto
Update approved by Jodie and Chadin.
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