Subject: FC - Gyro Man - Robot Master
To: robotmasters@megamanmush.com

Mega Man MUSH Character application
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Name: Talec
Age: 17
Email address: talec18415@hotmail.com
 
1) List your previous roleplaying and/or MUSH experience, as well as any characters you have played here at M3.
I've no previous MUSH experience (unless you count the kind that's made with cornmeal, or hanging around as a Guest for two months. :)) and thusly I've never played as anyone on M3... Er, I think my only real RP experience within the past three years is with a message board thread by the name of "Plot Battle", primarily a Jazz Jackrabbit 2 (PC game)/Digimon crossover, found on a now-dead MB that I started: http://pub26.ezboard.com/fmbdsfrm1.showMessageRange?topicID=21.topic&start=1&stop=20 (I'm Talec 18415. Beware ezboard's popups if you do check it out, and my best posts are on pages 3 and 6. ^^;)
 
2) How much do you know about Mega Man in general and the M3 theme?
I don't know very much about the classic, X, Zero or Dash/Legends series, but I've played through the first two Battle Network games and am working on the third. I've saved both the theme and timeline pages from the website to my computer, and I re-read them every so often, so I know the back history (up to 2214, anyway) well enough.
 
3) M3 roleplaying uses a cooperative system of RP. What do you think is the best part about this system, and what is your definition of a twink?
'The players mediate amongst themselves as to the outcome of their RPing,' yes? Best part, hm... Well, within the limits of IC causality, players can avoid getting into situations they don't want to be in.

Storm Eagle's definitions for twink on the Global Broadband board is quite good; Grafhism (consistently not allowing oneself to be defeated), Bannerism (if there's something someone doesn't like, instead of saying something about it, they'll simmer and keep silent, or just leave. I might have to work on that myself.), Kennyism (when someone keeps their chara in trouble /all the time/, even when it's not really logical), Besterism (respect me because I'm me!), Sanfordism (It would be Sandfordism if I were to app for Flash Man -- if he were available -- because I'm pretty sure I'd not be able to use his abilities to the extent that they were intended.), Bondism (this is the one I see most on message board-based RPs. Always on top of things, never runs out of ideas or gadgets or skillz.), Shultzism (That didn't happen! e_e), and Cleoism (using OOC information ICly).
 
4) If you are applying for an OC, list their Faction, Function, Motto, and Profile. If you are applying for an FC and want to suggest changes, list them here.
I don't have any suggestions for his +finger, and while his quote can sound rather dirty if you don't listen to Pink Floyd, nothing better has jumped out at me. Hm.

5) What is the character's origin and history?
As with most of the Masters, he was built and programmed by Dr. Wily. 
Gyro Man was at first intended to be an agile, fairly powerful flying robot, his Gyro Attack great at chopping up aircraft, watercraft, or most other human-piloted vehicle. But it wouldn't be quite so effective against the new Reploids... So instead of modifying his plans to make room for some power upgrading, he programmed into Gyro an affinity for strategy and a drive to improve his skills.

6) What is your character's personality? How does he interact with others? What things does he like and dislike? What is something your character would never do? What are his goals and aims? Don't limit yourself only to these questions, since the more detail in this section, the better.
Gyro Man is arrogant and confident in his own abilities, and tends to underestimate everyone else's, although he knows his skills are not /perfect/. He practices and trains a lot to refine his skills and to learn new tricks and strategies. 
He loves fun, but has an unusual definition for it. Fun for Gyro is flying aimlessly high in the sky, developing and testing new moves and strategies, sparring with or fighting someone challenging, and tinkering with small aerial things.
Social... He's not. In off-time anyway, for off-time is /his/ time to do fun things. On missions, he's more sociable and talkative, mostly because the missions are something he's ordered to do, and it is wise to be on the good side of the guy who might have to haul his aft off the field. In fights, he'll provoke and joke and underestimate his opponent, but against someone he's fought before, he'll have a strategy.

Gyro has a rather loose definition of 'dishonest' -- so while he doesn't like to be dishonest, he can still bend the truth far enough to be misleading to someone who's not fully aware of what's going on. He's fairly blunt and frank, sometimes saying things that shouldn't have been... One reason why he avoids Punk and Bass so much.
His morals are as loose as his word definitions. He believes in taking situations as they come, and that strategies should always be open to modification, that his abilities can always get better, and that Dr. Wily is his father and leader. Anything else is open to possibility, varying degrees of it granted, but pretty much anything else is possible or doable.

He respects those whose skills equal or surpass his (and it spurs him on to get better). Defeating him once won't grant a bit of respect (unless it was some really special strategy, in which case he'll appropriate it in some form for himself. :)); an opponent would have to prove it wasn't just luck.
Anyone else, they don't really interest him. He might fly circles around a slow airborne craft for the heck of it when he's bored, or camp someone's game system to play some sporty game if he's stuck in the base and can't fly.

What he doesn't like are violently chaotic people (*coughBasscough*) -- they make him nervous, he doesn't want them going after him. Regular chaotic people give him a headache. ;) Actually, he doesn't particularly care for people in general, except on missions -- he's not really antisocial, just preferring to do his own thing. He also does not like people who talk big but don't have the power or skills to back it up, won't let go of something they don't have any more (*coughQuintcough*), or won't bend for a strategy that would fit a situation better than what they're using. 
More things he doesn't like:
-His rotor getting broken/busted (He's not obsessive about it, but he does find it very annoying, especially if there was something he wanted to test out.)
-Children (Although I suppose they could go under "regular chaotic people." :P)
-Being bored (It's dull. It may lead to him doing random prank-like things.)
-Having to go be in a social environment when he doesn't want to be there (He won't talk much unless someone shows an interest in something /he/ likes.)

(Yes, he is both arrogant and dislikes arrogant people. He doesn't dislike himself, though, he's just hypocritical that way. xP Also, while he might design a strategy for someone else's situation, it's primarily practice, and he rarely informs said someone of his thoughts.)

7) What are your characters greatest strengths and weaknesses? Why?
His rotor is his greatest physical strength and weakness; his forte is in the air, and he is not quite as agile if his rotor is not working. The rotor blades are tough but hardly indestructable, and if one blade is damaged enough, it will severely hamper his flight. Two adjacent blades destroyed will make him completely unable to fly. And even if the blades themselves aren't too damaged, some or enough attacks can make the rotor stop working suddenly. This has obvious implications if he's in the air, and if he gains too much speed while falling, getting his rotor restarted may not keep him from crashing.

Gyro is proud of his skills and strategizing ability -- and it's probably well-founded -- and if an opponent manages to beat him out at every turn, that'll really tick him off. He doesn't think terribly clearly when he's mad. Attacking him when he can't fly is just about a sure thing to infuriate him -- when he fights, he wants to do it when he can fight to his fullest.
 
8) Why is your character in a particular faction? How does he view fellow faction members and facheads? How does he see other factions?
Gyro Man is a 'Master because that's how he was designed and programmed. 

Other Masters? See the personality section. If they don't do something he's interested in, they don't interest him.

Faction heads:
Ballade: Gyro is impressed by his strength and skills, and would agree with him concerning Bass if he were asked; he thinks that Ballade could stand to be more flexible in battle, however. (I shall note that the Elite's opinion on Bass is not exactly what Gyro thinks, but it's close enough that he feels he can agree without being dishonest.)

Enker: Now, Enker he likes. Except for the always-sticking-to-the-honor-code thing. Gyro finds such things restricting, but he likes Enker's strategies (which he will sometimes study, even though their preferred fighting styles are quite different).

Quint: Big mouth, and no power to back it up. Won't let go of the fact that he can't use Sakugarne effectively and try a new technique or style, something that annoys Gyro no end. Gyro will ignore him as much as possible, unless they're working together on a mission or something; then Gyro'll pick on him. As long as Punk's not around, anyway.

Punk: Violently Chaotic. In other words, Gyro avoids him as much as possible, speaks as little as possible to him too.

King: His arrogance and condescending speech annoys Gyro, but not so much that he will actively avoid him, or won't obey his orders. 

Bass: Violently chaotic /and/ arrogant (though he DOES have the power to back it up. c.c). Gyro doesn't like Bass at all, dislikes being around him, and hates having to talk to him even more. He's glad he rarely sees Bass outside of the battlefield. He recognizes Bass' worth in battle, and notes that he doesn't let any steenkin' honor code or established strategy get in his way of doing whatever he wants, but his violent nature makes Gyro nervous.

And, Dr. Wily. He created Gyro, and Gyro knows it, and he'll follow and obey Wily forever. 

Repliforce: He views them as many extreme sports players view peacekeeping/law-enforcers -- they tend to get in the way. :P But otherwise, he has little to nothing against them. He isn't one to keep grudges, so he /can/ socialize with off-duty Repliforcers (as long as they aren't trying to kill him ^-^)... but he won't get too familiar -- he knows they're still his (or Wily's) enemies, and will have to fight them at some point in the future.

Maverick Hunters: Chaotic, so he doesn't trust them; the robot Hunters more than the humans... He'll avoid them when he can -- if he recognizes them -- while out on unofficial business.

Mavericks: Dangerous... but in a more cold-war way than the Maverick Hunters. He doesn't /especially/ like humans, but he doesn't especially like the thought of genocide either. And "kill all humans" /does/ include Dr. Wily, too..
 
9) Please include a sample pose or short RP example involving your character.

Gyro Man passes the time until his next mission practicing and hopefully refining his dodging techniques... It's tough to really give them a workout, though, without someone actually shooting at you...
The sound of his helicopter-esque rotor being used at high speed chops through the otherwise silent sky. It's rare for the local airspace to not have any traffic, but Gyro is making the most of it, practicing his aerial skills, ranging from simple tricks like changing direction almost fast enough to look like he blinked, to complex rolling-and-darting techniques that use so much area that any pilots that might have been passing by would be sure that he'd hit them... He wouldn't of course, not intentionally at least. If he did, well, he'd have to work on that some more. And hope that no one important was on that aircraft.