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Becoming the Dawn [Worm/Pokemon] Celestial Menagerie inspired

Created
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Incomplete
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Surviving Earth Bet till Arceus can suplex Scion.
PRT FILES: Dawn - Duraludon.
PRT Files: Dawn. (Master 7. Trump 9 Nine x Infinity)

-Subfolder: Subject 4 'Duraludon' (Brute 5. Striker 3. Mover 2. Master 1)

Note: As its name is liable to change in the future due to a phonomeon of Dawn's power called 'Evolution' (A permeate change in biology that increases capabilities and may grant additional abilities) the power generated monster shall be referred to as 'Subject 4' within this document.

Age: N/A

Height: 5 '11"

Gender: N/A (Dawn has been observed referring to it as a 'he' but no discernible sexual characteristics can be identified. Assumed to be personification and not indicative of sex.)

Weight: 40kg.

Appearance: Subject 4 is a bipedal monster composed of an unknown metal that is both lightweight and durable. It has no arms but instead has giant clubs with grooved indents specialized for digging through stone.

Capabilities: As demonstrated by its size and metallic armor Subject:4 is a defensive focused monster largely immune to standard ammunition and is only capable of attacking in close quarters combat with its club arms which have demonstrated to be able to knock over a large SUV.

To aid it in its preferred combat it has the ability to quickly gain momentum while running. Starting out at the same speed of an average adult man (5.7 Mph) before accelerating to 25 mph given enough time and space to build up speed.

It is capable of using a striker ability illustrated by a slight orange/red glow along its clubs <Img 1. Img 2> that gives it enhanced striking power against anything composed of flesh, bone, rock, metal or ice but has an inverse effect against certain types of parahumans (See image 3: Type chart for details.) This ability is shared amongst Subject 3 'Jangmo-o' and Subject 5 'Falinks'.

Additionally it has a low level master ability that fills anyone that looks into its eyes with low levels of fear that reduces the victims ability to defend against its blows, the total immunity to poison and immunity to powers that redirect attacks.

[Note: Physical capabilities liable to change as more charges get invested in it]

Personality: Low level of activity in response to simulation. Very rarely vocalizes by itself unless prodded to by Dawn.

Subject 4 has a notable hydrophobia. Being unwilling to get wet and taking steps to avoid getting wet unless otherwise given an order by Dawn. After said order was completed it then took action to get dry as soon as possible.

Awareness testing:

Response to sound: Responded by turning to the source of the sound. No further reaction.

Response to verbal abuse: Responded by turning to the source of the abuse. No further reaction.

Response to threats of physical abuse: No reaction.

Response to physical abuse (Slaps, punches, etc): Subject 4 made no reaction to the hits. After five minutes of enduring this it then proceeded to walk away. When the aggressor attempted to follow Subject 4 picked the aggressor up, forced them to turn around and pushed them away. No hostility was detected in Subject 4 during the test.

Assessor notes: "It's fucking 6 feet tall and made out of steel, of course it didn't care that it was attacked, fucker probably didn't even feel it."

Response to Dawn being verbally abused: No reaction beyond turning to the aggressor.

Response to Dawn being verbally threatened: Subject 4 reacted by interposing itself between Dawn and the aggressor but made no further action.

Response to Dawn being verbally threatened but the aggressor was told to speak in mandarin (Dawn does not speak mandarin) keep a calm demeanor, make no aggressive body language and Dawn was wearing earplugs that prevented her from hearing. Dawn was also not aware this was a verbal threatening test: Subject 4 reacted by interposing itself between Dawn and the aggressor but made no further action

Assessor note: This indicates that Subject 4 is able to understand speech and is not just going off body language or Dawn's own knowledge of languages.

Conclusion: Subject 4 is conscious and aware of everything around it. It is able to assess situations and respond accordingly and does so by deescalating as needed. It is unlikely to get aggressive unless prompted and is safe to be around civilians without direct oversight from Dawn.

Emotionally it either doesn't have any emotions, has a such low response to its emotions that the distinction is meaningless or as a previous assessor noted - It simply didn't care during the tests. This is something unique to Subject 4 compared to Subject 3 and 5 aggressive responses to the same tests.

Dawn has taken to saying that it has a lax nature.

Future Plans:

Beyond just the increase in capabilities from invested charges Dawn has requested that a variety of metal alloys be delivered to Subject 4 stating that a specific multi layered alloy was a prerequisite for Subject 4 to 'evolve'. Dawn is unable to identify what kind of Alloy is needed and has requested to test until she finds the right one.

Dawn states that this new form will possess the ability to get more durable with every hit, access to a laser that increases in potency with every use and a general increase to it's base capabilities.

[Request granted: $12,000 of Dawn's initial budget allotted.]

Armsmaster Notes: Dawn's city wide power range and Subject 4's inheritant disposability presents a unique opportunity to fill in gaps in our patrol roster.

Its calm disposition, high profile and durable body makes it suitable for acting as a guardian during Ward patrols along high visibility areas such as the Boardwalk. Thereby freeing Protectorate members to be reassigned to other areas.

Additionally while its weight and massive stature prevents it from accompanying Protectorate members on motorcycle patrols it is capable of being transported by PRT van. Assigning it to a PRT Squad during Dawn's off or training hours will allow the squad to quickly handle threats within the Power rating 5 to 6 category without waiting for Parahuman assistance.

[Restricted access: Level Four Clearance and above]

Dawn flight risk factor:
Medium.

While Dawn has been clear by Watchdog her unwillingness to divulge her past has necessitated us to consider counter measures should she turn out to be a villain plant or be the target of a master due to her healer status.

Mission statement: Under no circumstances is the death of Dawn an option to be considered. If Dawn becomes an enemy then her non lethal capture will be considered the highest priority.

Presigned kill order: No

Birdcage designation: No. If captured, Dawn will be relocated to a three story mansion in Honolulu under house arrest with loosened restrictions pending cooperation.

Subfolder - Threat assessment: Subject 4 - Low/Constant threat.

Notes: Subject 4 is not strong enough to free itself from containment foam if constrained but Dawn is able to free it by dematerializing it and rematerializing it next to her rendering containment null (A capability that extends from its generator to all her monsters.)

This means that should conflict arise between Dawn or Subject 4 and a PRT Squad any attempts to restrain Subject 4 is temporary but effective. After Subject 4 is dematerialized one or two squad members should lay down a wide cones of containment foam between them and Dawn to delay Subject 4's return to the battlefield while the rest of the squad focuses on more priority targets or Dawn.

If other priority targets are no longer present or Subject 4 has rendered itself a sufficient threat then thermic bombs are authorized to mission kill Subject 4.
 
PRT Files - Kommo-o New
Author's Note: This includes some stuff Kommo-o will get but doesn't have access to right now. * will be used to show that.





PRT Files: Dawn. (Master 7. Trump 9 Nine x Infinity)

-Subfolder: Subject 3 'Kommo-o ' (Brute 5-7-8. Striker 4. Blaster 4. Mover 4-6. Master 3.)

Note: Previous names: Jangomo-o. Hakamo-o.

Age: N/A

Height: 5'03"

Gender: N/A (Dawn has been observed referring to it as a 'he' but no discernible sexual characteristics can be identified. Assumed to be personification and not indicative of sex.)

Weight: 78kg or less.

Appearance: Kommo-o is a bipedal monster that possesses features similar to the extinct dinosaur Theropoda. Covering its body are thick overlapping golden scales that are both durable and flexible.

Capabilities: The upper limits of physical abilities and durability are impossible to define in field situations as Kommo-o possesses numerous abilities that either boosts it or weakens its capabilities when used.

These abilities include:

  • The ability to shed scales lowering its weight to increase its agility without any reduction in durability.
  • The ability to injure itself severely by slapping its stomach, pumping its muscles and boosting its strength by a great amount.
  • The ability to shed scales to produce a powerful sonic blast at the cost of reducing its durability.
  • The ability to harden its skin to an iron-like durability.
  • *The ability to perform a fifteen to twenty second dance that increases its speed and physical offense.
  • *The ability to perform a Haka, injuring itself and boosting all its capabilities.
However a baseline assessment can be made. Kommo-o is strong enough to knock over a dumptrunk, fast enough to run at 50 kilometers an hour, leap three stories, five with a running start and is largely immune to projectiles to an arbitrary degree.

Testing revealed that Kommo-o (Then called Jangmo-o) possesses the ability to completely nullify or deflect any projectile going above an indeterminate speed or possessing above an indeterminate weight no matter where the projectile hit it. In theory this means a low weight, low velocity projectile could affect Kommo-o but because of the subjects innate durability the degree between 'Sufficient to hurt Subject 3' and 'Slow and light enough to go under its projectile negating power' is impossible to determine with conventional ammunition- If they don't overlap in the first place.

Additionally Kommo-o is immune to sound based powers and any particulates such as thermite, poisonous powders and simple dust obscuring its vision. It also has the ability to conjure a protective forcefield roughly twice the size of itself that lasts for a few seconds. Every attempt to summon this field after the first is less and less successful however requiring a recharge period.

Offensively Kommo-o's bag of tricks is smaller though no less effective. It has the ability to stand still for a period of time and then retaliate with twice the amount of damage it took within that amount of time. Hit opponents with its tail that knocks them back until colliding with an obstacle while coating them in a protective layer to prevent them from being injured. *The ability to produce various sound blasts. *Let out a war-cry that fills those that hear it with fear weakening their ability to fight or stare at them with a gaze that induces mild Runners dystonia like symptoms.

[Note: Physical capabilities liable to change as in the future]

Disposition: Kommo-o is a serious and effective fighter that takes the protection of its generator and assigned personnel seriously. It is unlikely to misbehave, roam or make a nuisance of itself.

Those that are temporarily assigned Kommo-o should note however its ritual of performing a prefight dance meant to intimidate its opponent will prevent it from participating in any stealth operation and that once a fight has begun Kommo-o will be extremely reluctant to retreat from the fight.

Public suitability: Yes.

Future Plans:

With its transformation to its final evolution, the discovery that each of Dawn's monsters that participated in the defeat of a parahuman receive a boost in power equivalent to a days charge and Kommo-o's sheer effectiveness as one of Dawn's more powerful monsters indicates that it is likely to participate in future battles it has been decided that more charges invested into Kommo-o will be redundant.

As such there are no more plans to invest any more daily charges into Kommo-o at this moment.

Armsmaster Notes: Everything said about Subject 4 applies to Subject 3 except with the negatives and positives accentuated. Its disposition makes it a poor squadmate when the situation requires descalation but is a valuable ally when the situation has progressed past that point.

However with its inherent immunities I feel it would be wasted remaining solely in Brockton Bay whose villains it does not have a distinct advantage over. Instead I believe that just like Subject 1 has been assigned as a transferable medic it should be assigned as a strike force against villains possessing sound or projectile based powers such as the Red Choir in Kennet, Rhapsody in New York and Clamshell in Seattle.

If it succeeds in subduing the villain then it grows stronger and if it doesn't the Protectorate gains intel and loses nothing due to Subjects 3 inherent immortality.

On a more personal note Subject 3's immunity to sound based attacks is valuable if able to be replicated by Tinkers and implemented into Dragons drones. If possible this would allow Dragon to no longer be hampered by Slaughter House 9 member Shatterbird freeing allowing Dragon to assist in any future engagements with the Nine.

[Restricted access: Level Four Clearance and above]

Subfolder - Threat assessment:
Subject 3 - High threat.

Note: As each monster's threat becomes more exponential and complex the more monsters there are, the full threat assessment of Dawn and her full squad of six manifested monsters are located under her own threat assessment. This document is to address Subject 3 only and will operate under the assumption that Subject 3 is the sole combatant.

Kommo-o's complete immunity to ammunition, containment foam and intercity missiles make it a threat uncontainable by the PRT and must be handled by the local Protectorate.

With a Threat rating of 7 all conflicts with Kommo-o must be done in teams of three at minimum. It is mandatory that the local Protectorate Leader - Armsmaster - must be present when dealing with such a threat.

Unfortunately Kommo-o is completely immune to two members of the local Protectorate powers (Miss Militia, Triumphs), resistant to another's (Dauntless) and outside the scope of one's ability to engage (Velocity) limiting the team of possible heroes to Armsmaster, Assault and Battery.

Local assets are approved to be asked for assistance. The hero team New Wave has three members that are a better match up against Kommo-o (Manpower, Lady Photon and Laserdream) and a reward of up to $25,000 can be awarded in order to gain their cooperation.

If unwilling to assist, heroes from other cities can be assigned to address the threat. If he can be spared, Legend is the ideal Hero to deal with Kommo-o though his assistance should never be assumed as a guarantee.

Without the ability to predict the future Protectorate rosters or other cities' crises a perfect team can not be determined however flying artillery, Aerokentics, Ice generators and Alexandria packages are preferable.

Heroes that possess the power to shunt Kommo-o into another dimension, teleport it away or otherwise temporarily remove it from the battlefield are forbidden from using their powers on Kommo-o - Giving it time to increase its capabilities is not an option.

One member of the squad must always be on the offense against Kommo-o at any given time to ensure that its protective barrier is recharging and prevent it from increasing its capabilities. Confirmation of the protective barrier use must be acquired before any significant attack is launched.

One member of the squad must maintain distance from Kommo-o to prevent all members from being launched away by its tails effect.

If Kommo-o manages to boost its capabilities significantly all Heros are instructed to evacuate, wait for the boost to die down and then continue the fight.
 
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