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Becoming the Dawn [Worm/Pokemon] Celestial Menagerie inspired

Created
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Surviving Earth Bet till Arceus can suplex Scion.
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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