here is where the
gate keepers will be listed, pm if you see one you wish to participate in the event as,
current robots
1 RoVR
2 Gigant
3 Gemini
4 kreig
5 singe
6 clockwork
7 steam punk
8 Kirai
9 hunter
10 Alice
Gate 1: R.o.V.R.
Robot
of
Virtual
Reality
Arena: a large open space in a circular shape, a sloped floor and ceiling with a flat wall around the side. The entire room is completely made up of mirrors. On one side of the room is the entrance; at the center of the ceiling is a small dome which lights the area. At the opposite side of the first Door is another.
RoVR: has a unique design, being only a head and 2 hands the size of a giant’s. The head is a metallic sphere with two blue ovals for eyes. The sphere is silver with bands of gold and copper. Each hand is large and somewhat square, with an electrode at the tip of each finger.
Traits: RoVR is the master of illusion, being able to control the light particles in the air through control of the mirrors that make up the room and the dome at the top of the room. This is linked up to his brain allowing, giving him control of the lighting of the room. Using this he may bend the light and reflect it to cast any number of illusions, from a sandy beach to a tropical rainforest, to even a vast ocean, Along with the ability to float as long as he remains inside the room he is a force to be reckoned with, Top it all off with having the pure strength equal to a giant, and RoVR becomes a prominent force of the gate keepers. He likes to show off his virtual powers, but often gets carried away.
Gate 2: gigant model 0
Arena: a large steel dome covers the roof, with the entrance at the top, leading to a ladder that progress to a rocky floor, with many small boulders sticking out everywhere. At the south end is an immense metallic door. The arena is only lit dimly, making it somewhat difficult to see.
Gigant: gigant is a massive figure roughly the size of a half-giant. His bulky frame is somewhat similar to a human despite the spines running down his back and arms. His head is shaded by a metal hood that covers where his head would be. His main weapon of choice is a mallet of the polymer designed by his creator.
Traits: instead of multiple abilities’ gigant’s design is totally built for strength; being stronger than any giant. This build in strength has made him very prideful.
Gate 3: Gemini
Arena: the area is a still large, but noticeably smaller than the others. The area is a well-lit square room set up somewhat like a tournament field, with benches on the sides, a large circular fighting ring in the center. The walls and ceiling are painted blue and the exit and entrance both look like a gate, with victory written on the top of both doors.
Gemini: seems the most human like out of the current three, being human size and shape. He somewhat looks like a monk as he wears blue and green robes when not fighting and is completely bald. His eyes are pale gray and his nose is somewhat concave. Despite this there are a few noticeable differences between him and a normal human. One being his skin his completely made of metal with a silver color. Another difference is that his hands both have an extra finger. Finally there is a faint, barely noticeable line running through the middle of his body.
Traits: Gemini is very fast and able to dodge/counter at speeds almost paralleling soru, but his strength, while nothing to look down on, lacks somewhat compared to the previous two. Despite this he is still stronger than most and uses his speed to inflict multiple hits to make up for it. Along with this comes his naming trait, his ability to split into two beings. Splitting at the faint line going down his body the two halves both turn into less than human figures, looking much more mechanical with three fingers to each hand and a no longer human head. In place there is a head resembling a dog somewhat with its motor like snout. Being able to split and recombine at will and in an instant make Gemini a difficult opponent to take down. However while split one half seems to be more cocky and is a foil for the other half which is more calm.
Gate keeper 4: Krieg
Arena: this arena is in the shape of a large cylinder, somewhat resembling a roman coliseum. With a circular marble wall along the walls and two large gates at either side, one is the entrance and the other the exit. On either side of each gate is a smaller gate which lets out several lions when a lever just behind the exit gate is pulled.
Krieg: his design is heavily based of shoguns, wearing black and red armor and a kanji on the front. On his back is a large quiver full of arrows and bolts, with several two-handed weapons strapped next to it. Among these are a war hammer, a blade staff, a great sword, and a trident. His face is a golden oni mask built with silver bands and studs. His arms are somewhat larger than normal, with a green stripe around his wrists and WAR painted on his palms.
Traits: unlike other guardians Krieg is not built with super strong or bullet fast capabilities. Instead he is built on strategy with knowledge and data of every handheld weapon on the planet. He is able to use this knowledge through his abilities’ to change his arms into many different kinds of weapons.
His right arm can change into:
-Each finger being able to fold back and act as a pistol
-The palm of his hand opening into a smoke bomb launcher
-A war axe blade sprouting from the side of his hand
-His arm splitting in the middle and revealing a katana or a broadsword
-A saw extending from his wrist
-And a extending into a fully functional crossbow
His left arm includes:
-Similarly functioning fingers, except they act as blowguns to fire poison darts
-each can finger extending into a claw
-His palm opening and firing a short fused bomb or a stick TNT
-His middle and index finger latching too each other and revealing a knife
-His thumb opening up into a whip
-His index and middle opening up and acting as a shotgun
-His forearm changing into a shield
-And finally his arm extending into a bow
Gate keeper 5: singe
Arena: a large room carved deep into the center of one of the mountains. In the center is an enormous forge that reaches to the top of the room. It has three openings to its flames along with small mountains of coal piled along the room. The entrance is a large trapdoor in the floor to the south of the forge. The exit is a large door with multiple door bars on the opposite side of the room. The only lighting in the room is the engulfing flame in the heart of the forge.
Singe: singe is a large bulky robot standing 12 feet tall. Head is a small metal pyramid with silver eyes and a mouth atop a large shell like torso. This torso is in reality a mini forge with a grate in the center which can be opened up to an orange blaze inside. His arms extend into large four fingered hands with black singe marks covering them. His legs are two strongly supported metal limbs that have black coal marks on the bottom of his feet because of his constant trampling over the mountains of coal.
Traits: as the main smith that generates most of the plate metal to be constructed into robots (until very recently) he is completely temperature proof, being able to withstand the hottest flame or the coldest frost he is perfect to run the forge. Along with incredible heat and cold resistance singe is able to breath a superheated or super cooled blast of steam, which he puts to work in the forge and in the field. Because of his abilities singe is able to forge a blade in mere seconds given the materials. Along with all of this he is also incredibly fast for his size, able to use short bursts of speed on par with soru. Even more so if he feed his own forge with the coal around the arena.
(the preivious 5 are too keep balance among the enemies and allow for more of a chance incase pirates that are not so powerful would wish to join)
Gate keeper 6: clockwork
Arena: located below singe’s arena this room is much smaller than most of the others, being about half the size of the previous one. The field is circular and split into 12 sections by a line in the floor. When clockwork wants to he is able to light a blazing fire along this line, drawing power from the forge above. During combat, this arena spins every so often at high speeds to give clockwork an advantage over any unwary opponents.
Clockwork: being the first of the HX series clockwork looks much more human than the previous robots, and is much stronger. Standing 8 feet tall he looks almost completely human except for his right arm, which is mechanical with several clock gears banding it. On his forearm there are many rotating gears that can be spun at high speeds to be used as a weapon. His face is rough with short black hair and two empty emotionless eyes. He wears a black suit with the right arm torn off with a pocket watch and chain in the shirt pocket which he tends to check.
Traits: being an HX series model he can easily move at soru speeds and has inhuman strength. Along with his strength and speed he is also much more durable than the other robots, being able to shrug off most attacks with ease and retaliate almost instantly. During battle he is able to complete complex battle strategies in an instant, but tends to leave himself open for 3 seconds as it takes some time to switch between strategies for different opponents. Despite this his attacks are ferociously powerful when used in combination with his right arms ability to spin its gears at great speeds. he is able to increase his power even further for a minute, almost tripling his strength, but he must cool down for 12 minutes after each usage.
Gate keeper 7 steam punk
Arena: this arena varies greatly from the others, being a small maze filled with traps that leads to a large throne room in the center. The passageways of the maze are very clean cut and lined in bronze. There are many pipes venting steam that could literally burn skin off. Many of the traps involve releasing such steam in a blast to any one unlucky enough to trigger them, but others release small robots that will continuously chase anyone who they target. The throne room has many of the pipes channel to a large throne which steam punk can use to gather more steam to build up power or regain any lost during combat.
Despite being an HX model steam punk is not human like, instead he is a looming 13 foot bronze colored monstrosity. Each arm is connected to the main torso by a large metal ball followed by shoulder pads that reach out. His arms are somewhat thin until the reach the forearm, which are large and cannon shaped, ending in 4 fingers. On the either wrist is a small hose that cam release superheated steam in a blast towards his opponent. The his chest is somewhat armor like and tops off in a head that seems somewhat out of place, being a dome with 2 bright red eyes and three decorative strums. His legs are also armored and decorated in similar fashions to the rest of the body.
Traits: unlike the other robots, steam punk is steam powered. Despite this and very bulky exterior he is extremely swift, being able to move at continuous soru speeds when he has at least half a full tank of steam. His power will gradually decrease as time goes on, but it is very easy for him to recharge said steam as he only has to sit down in his throne for a short time. He is also extremely strong, being able to break a giants arm without a second thought. But his strength also goes down as time progresses. Along with the ones on his arms steam punk can extend extra vents from multiple points in his body to increase the number of blasts fired. Additionally if he is stuck in a situation where he cannot reach his throne to recharge he is able to extend blades from each finger to tear an opponent apart.
Gate keeper 8: Kirai
Arena: a large open room with high walls and a spread out tiled floor.
Kirai: he is the latest and final cyborg in the HX series, and the most human one. Standing around 6’4 He has oily skin with messy black hair which keeps under a white snow leopard cap. What makes him even more different than other cyborgs is that he has a mind of his own, believes he is actually human but with just otherworldly powers, and thinks he is the son of kokoroe mugen. He has dark green eyes and a hyena’s smile. He wears a black and yellow jacket with a white under shirt. He has black pants and brown boots.
Traits: Kirai is the most agile of the gatekeepers, moving at soru speeds and being able to give short bursts of incredibly faster speeds. He however is not the strongest of the gatekeepers, despite his unique strength and durability. Instead of pure brute strength Kirai is equipped with a deadly poison that quickly eats through any organic material, including individual blood cells. Kirai uses this poison in combat with long thin blades coated in it which he can extend from each finger. Using this with razor sharp precision Kirai is one of the three deadliest gatekeepers.
Gatekeeper 9: hunter
Arena: actually outside, the tunnel leading to it actually ends up exiting at the tip of one of the mountains, which has been cut clean to provide a ring. On the far side of the ring is the door to re-enter the complex.
Hunter: hunter is the first robot to be equipped with the polymer, thus is a class of his own. He stands 7’4 feet and is has a shiny metal exterior completely covering him, being the polymer plating used for armor. His chest is somewhat roundish with two bulging arms and legs. On each palm is a large opening which extends into his arm. Since his armor would be unable to move otherwise there are many plates around joints, being small but definite openings in his defense. Despite his armor being made of the polymer there is a small but noticeable slash along the front of his chest from when he challenged dr. kokoroe, and was defeated in a single blow.
Traits: hunter is the strongest of the gatekeepers, being able to lift a giant with ease. This paired with his unique polymer armor makes him a devastating force. The polymer has significantly slowed him down though, making him the one of the slowest of the gatekeepers as well. He makes up for his lack of speed with his own upgrade, his arms are actually hollow in the center with dozens of tiny but extremely powerful fans which he can use to manipulate the wind. Using this control of the wind he is able to form the air into blades or charge up and fire blasts of compressed air. These traits put hunter as the second of the three most powerful gatekeepers.
Gatekeeper 10: Alice (mobile unit)
Arena: a large room entirely coated in metal. Wires extend from and web the ceiling, sprouting from the walls, and intertwining until they all connect to the looming tower in the center of the room. Said tower raises several stories about ¾ of the way to the ceiling. Multiple screens decorate the sides of this pillar, each showing complicated data. The foot of the pillar has several doors set to open when the mobel unit is destroyed.
Alice: Alice is actually the AI that maintains order in the entire complex, which sees and knows everything going on at all times. Being such a program Alice needs a mobile unit to actually interact with the world physically. Alice cares deeply for the safety of her creator. The actual mobile unit seems to be a normal woman, standing 5’4, with long blond hair and but with green eyes. She wears a black jacket with a gray dress. She wears a black glove on her right arm. she keeps a sheath strapped to her back in which she carries a sword made of the polymer.
Traits: since she is actually a mobile unit for the AI she shares all information with it, allowing her to know everything going on in the complex, making a sneak attack useless. (note she may NOT use this as auto dodge, but she will immediately notice is someone tries to attack from somewhere the unit cannot see.) Along with this she is also a swords master, putting her katana to full use. These alone would make her a dangerous opponent, but she is also able to move at blindingly fast speeds, near matching Kirai’s, and has strength almost reaching hunter’s. Along with all of this her AI has grown protective of kokoroe, adding a form of determination do defeat anyone who enters her arena. All of this together makes her the third and final of the three most powerful gatekeepers.