Gamebook's builds (hs5ias new thread):Transformers Minibots

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Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Wed Nov 07, 2018 8:26 pm

Image

Pipes - PL 9

Strength 10, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 8

Skills
Athletics 4 (+14), Perception 4 (+4)

Powers
Anti-Corrosion Coating: Immunity 2 (Uncommon Descriptor: Corrosion)
Corrosive Gas Pipes: Weaken 10 (Affects: Stamina, Resisted by: Fortitude, DC 20; Affects Objects, Increased Range: ranged; Diminished Range 3)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Ford W1000: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Power-Lifting: Enhanced Strength 2 (Linked; +2 STR; Limited to Lifting)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +0
Corrosive Gas Pipes: Weaken 10, +8 (DC Fort 20)
Grab, +6 (DC Spec 20)
Throw, +8 (DC 25)
Unarmed, +6 (DC 25)

Languages
Native Language

Defense
Dodge 2, Parry 3, Fortitude 11, Toughness 10, Will 2

Power Points
Abilities 24 + Powers 70 + Advantages 8 + Skills 4 (8 ranks) + Defenses 10 = 116

Pipes is actually a specialist technical worker rather than a warrior, it is his job to chemically prepare the surfaces of metals for various industrial uses. This involves long hours spent spraying toxic and corrosive gases onto the insides of giant pipes. Pipes himself is immune to the clouds of caustic vapors he spends all day standing in. In combat he douses Decepticons in the foul stuff whereupon they suffer a horrible form of destruction as they steadily dissolve, frantically clawing at their own bodies in a futile attempt to stop their metal skin, fingers, faces and finally limbs from falling off. Optimus Prime has actually now banned him from using the stuff on Earth as when it gets into Earth's environment it kills anything it comes into contact with, right down to the bacteria in the soil. This has seen Pipes relegated to standing inside a pipe all day again, much to his chagrin as he regards himself as a pretty good warrior and he likes the humans of Earth, finding them funny and inventive creatures.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Wed Nov 07, 2018 8:40 pm

Image

Pothole - PL 9

Strength 10, Stamina 8, Agility 2, Dexterity 0, Fighting 8, Intellect 1, Awareness 1, Presence 0

Advantages
Ranged Attack 8

Skills
Acrobatics 4 (+6), Athletics 4 (+14), Expertise: Science 4 (+5), Investigation 4 (+5), Perception 4 (+5), Sleight of Hand 4 (+4), Technology 4 (+5)

Powers
Grapple Gun (Easily Removable)
. . Grapple: Move Object 10 (25 tons, DC 25; Custom: Tether, Damaging; Limited Direction: Towards)
. . . . Swing: Movement 1 (Alternate; Swinging)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Power-Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
Protection: Protection 4 (+4 Toughness; Impervious [8 extra ranks])
Senses: Senses 2 (Direction Sense, Low-light Vision)
Transform
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . Toyota Land Cruiser: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)
. . . . Drill: Burrowing 3 (Alternate; Speed: 0.5 miles/hour, 6 feet/round)

Offense
Initiative +2
Grab, +8 (DC Spec 20)
Grapple: Move Object 10, +8 (DC 25)
Throw, +8 (DC 25)
Unarmed, +8 (DC 25)

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 12, Toughness 12, Will 4

Power Points
Abilities 36 + Powers 66 + Advantages 8 + Skills 14 (28 ranks) + Defenses 13 = 137

Pothole spends his time exploring and mapping the underground cave systems of Earth. These are far vaster than humans know, deep underground there are colossal caverns which can be miles long and deep. Many of these are formed when deposits of fossilized liquids and gases escape leaving giant voids behind. All sorts of strange mineral deposits line these caverns and the Autobots are interested in exploiting them for use in building new Transformers. Optimus Prime's ambitious plan to build Autobot citybots all over Earth requires huge quantities of rare minerals. Pothole drills down to them and then literally drives around in them, negotiating his all-terrain alt-mode over their rough bottoms. He has found many other strange things in the deep places besides valuable minerals. There are the ruins of lost alien civilizations that took refuge there, some before even the Ark crashed on Earth. He has encountered subterranean monsters of vast size that bore through the Earth, feeding on the huge bacteria population of the deep Earth and who are in turn preyed upon by equally vast predators. Crab-like creatures the size of cars crawl across the cavern floors and walls, feeding on plant-like organisms that can digest crude oil and breathe methane gas. Fortunately there aren't any Decepticons in the depths and so he doesn't bother with a firearm, preferring a useful grappling hook gun to aid him in getting about. By now he's been down there for years without ever coming up, being a Transformer the dark and claustrophobia doesn't bother him and he finds endless wonder in the underground.

Gamebook
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Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Fri Nov 09, 2018 7:35 am

Image

Powerglide - PL 10

Strength 7, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll, Evasion, Improved Critical: ????, Move-by Action, Ranged Attack 8

Skills
Athletics 4 (+11), Perception 4 (+4)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Concussion Bombs: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 5, Increased Range: ranged; Unreliable (5 uses))
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Extended: Sight 1: x10)
Thermal Beam: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Penetrating 10)
Transform
. . A-10 Thunderbolt II: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 7 (Linked; Speed: 250 miles/hour, 0.5 miles/round; Wings)
. . . . Increase Power Output: Flight 10 (Alternate; Speed: 2000 miles/hour, 4 miles/round; Tiring, Wings)
. . Skilled Flier: Enhanced Trait 12 (Linked; Traits: Dodge +4 (+7), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)

Offense
Initiative +0
Concussion Bombs: Burst Area Damage 10 (DC 25)
Grab, +6 (DC Spec 17)
Thermal Beam: Damage 10, +8 (DC 25)
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 7/3, Parry 3, Fortitude 10, Toughness 13/12, Will 3

Power Points
Abilities 18 + Powers 127 + Advantages 9 + Skills 4 (8 ranks) + Defenses 11 = 169

Powerglide is the air support for the 'Red Devils' commando unit. His design and weapons are oriented to ground strikes, he has little real air-to-air combat ability. He regards himself as the units primary firepower, having something of a friendly rivalry with his old comrade Warpath about this. Like Warpath Powerglide is a military vehicle and sees his design as the real warriors of the Autobot army with other Autobots being cheap lightweights existing mainly to hold ground. When the Autobots go on the attack it is true soldiers like himself that are employed, the elite forces. He scorns ever taking cover in a bunker from Decepticons, when he encounters the enemy he transforms and takes to the air to swoop down on them raining fire. For all his boastfulness though Powerglide still lacks the ferocious verve of the Decepticons, he and tank Autobots like Warpath are ponderous compared to them, advancing in a steady frontal grind keeping tight together to mass their firepower. The Decepticons by contrast whirl across the battlefield, boiling clouds of Decepticon strike jets screaming in and out on strikes.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Fri Nov 09, 2018 7:43 am

Image

Powerslide - PL 9

Strength 8, Stamina 8, Agility 2, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll, Evasion, Improved Initiative, Move-by Action, Ranged Attack 8

Skills
Acrobatics 6 (+8), Athletics 6 (+14), Perception 4 (+4)

Powers
Gauss Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Porsche 924 Turbo: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Skilled Driver: Enhanced Trait 5 (Linked; Traits: Dodge +2 (+7), Advantages: Agile Feint, Evasion, Move-by Action)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +6
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 7/5, Parry 3, Fortitude 10, Toughness 11/10, Will 3

Power Points
Abilities 24 + Powers 58 + Advantages 10 + Skills 8 (16 ranks) + Defenses 11 = 111

Powerslide is a particularly skilled Autobot driver and stays in his vehicle mode in combat a lot more than other Autobots. He maneuvers at high speed to rush and flank the Decepticons, transforming only briefly to snap off a shot before screeching away again. When not in combat he is a prominent part of the unauthorized Autobot car racing scene. The fast warrior Autobots with sports car alt-modes love to race against each other around human and Autobot cities, often for substantial wagers on the outcome by themselves and spectators. The best street racers can make a lot of money, though what they are doing is illegal as they are supposed to be fighting a war not wasting resources this way. For Autobots who have a good chance of being dead tomorrow though you cannot stop them being wild and enjoying themselves now, and if you locked them all up for participating half this part of the army would be in the brig.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Fri Nov 09, 2018 7:59 am

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Prank - PL 9

Strength 5, Stamina 5, Agility 4, Dexterity 2, Fighting 6, Intellect 0, Awareness 1, Presence 2

Advantages
Agile Feint, Defensive Roll, Hide in Plain Sight, Improved Initiative, Move-by Action, Ranged Attack 6

Skills
Acrobatics 6 (+10), Athletics 4 (+9), Deception 6 (+8), Insight 6 (+7), Investigation 6 (+6), Perception 6 (+7), Persuasion 4 (+6), Sleight of Hand 4 (+6), Stealth 8 (+8), Technology 4 (+4)

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Neuro-disruptor pistol (Easily Removable)
. . Affliction: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Increased Range: ranged, Insidious, Subtle: subtle)
Stealth: Concealment 2 (Other Sense: Infravision, Other Sense: Radio)
Transform
. . Minicar: Feature 1
. . Wheels: Speed 7 (Linked; Speed: 250 miles/hour, 0.5 miles/round, Advantages: Move-by Action; Custom: Wheels)

Offense
Initiative +8
Affliction: Affliction 10, +8 (DC Will 20)
Grab, +6 (DC Spec 15)
Throw, +8 (DC 20)
Unarmed, +6 (DC 20)

Languages
Native Language

Defense
Dodge 8, Parry 4, Fortitude 8, Toughness 6/5, Will 3

Power Points
Abilities 34 + Powers 41 + Advantages 10 + Skills 27 (54 ranks) + Defenses 11 = 123

Prank is a very small and fast Autobot car, built entirely for reconnaissance. He zips across Decepticon territory observing what they are doing, protected only by his small size, speed and stealth measures. The weapon he does have is intended to incapacitate any Transformer he accidentally bumps into. These are more commonly Decepticon slave workers than actual Decepticons, the 'cons spend most of their time when not in combat holed up in their citadels enjoying themselves, leaving the work of running their empire to the many Transformers they have enslaved. Prank doesn't want to murder these innocents just to protect himself and so renders them unconscious if they encounter him rather than dead. He cannot take the risk that they will alert their Decepticon masters, many would do so out of fear of punishment if it was found out that they failed to report the sighting of an Autobot.

He will also zap the odd Decepticon sentry with it, partially to remove observers but often just to be able to watch them get into trouble with their superiors when it is found out that they are deactivated while they are supposed to be standing guard. The Decepticons have a chronic problem with their unruly troops not attending properly to their duties, when they get bored by some routine assignment Decepticon warriors will often sneak off to have some fun at the expense of whatever innocent people are nearby, or power down to get some rest and save energy for later. Harsh punishments are meted out to attempt to curb this negligence but it does little good, as often Decepticons who are set for punishment don't meekly accept it like an Autobot would do but instead open fire on their immediate superiors, swear blind at them and then fly off to take service with some other Decepticon warlord. Prank loves seeing the crazy Decepticons fight among themselves while never knowing it was him all along.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sat Nov 10, 2018 6:23 am

Image

Puffer - PL 9

Strength 10, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 8

Skills
Athletics 6 (+16), Intimidation 4 (+7), Perception 4 (+4), Technology 4 (+4)

Powers
Compressed Air Jets: Move Object 10 (25 tons, DC 25; Damaging; Limited Direction: Away, Limited Material: Air)
. . Compressed Air Propulsion: Flight 5 (Alternate; Speed: 60 miles/hour, 900 feet/round)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Ford W1000: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Power-Lifting: Enhanced Strength 2 (Linked; +2 STR; Limited to Lifting)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +0
Compressed Air Jets: Move Object 10, +8 (DC 25)
Grab, +6 (DC Spec 20)
Throw, +8 (DC 25)
Unarmed, +6 (DC 25)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 11, Toughness 10, Will 3

Power Points
Abilities 24 + Powers 52 + Advantages 8 + Skills 9 (18 ranks) + Defenses 12 = 105

Puffer is a construction worker who fancies himself as a tough guy and ladies man. His compressed air jets that he uses as weapons and to propel himself through the air are not actually intended for combat, rather they are for operating pneumatically driven tools. His real job is screwing bolts into I-beams atop Autobot city construction sites, not battling Decepticons. The rather tiresome Puffer tends to whoop and leer at any passing female Autobots. These catcalls rarely go well for him, female Autobots are no less strong and pugnacious than the males and they tend to respond to such boorish behavior by pulling out their gun and taking a few potshots at him. Puffer does indeed have a few scars but these are from his own side rather than badges of honorable combat against the enemy. He does his own repairs to avoid having to explain how he got shot to his mates and his superiors. His limited technical skills though mean that about all he can do is bolt metal sheets over the holes shot in his hide.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sat Nov 10, 2018 6:37 am

Image

Pulse - PL 6

Strength 6, Stamina 6, Agility 1, Dexterity 1, Fighting 3, Intellect 2, Awareness 1, Presence 1

Advantages
Fascinate (Persuasion), Great Endurance, Ranged Attack 3, Skill Mastery: Treatment

Skills
Athletics 4 (+10), Insight 6 (+7), Investigation 4 (+6), Perception 6 (+7), Persuasion 6 (+7), Sleight of Hand 4 (+5), Treatment 10 (+12)

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Impervious Defense: Impervious Toughness 5
Medical Probes: Senses 3 (Acute: Injury, Analytical: Injury, Detect: Injury 1)
Medical Tools
. . Critical Repair: Healing 10 (Restorative; Activation 2: standard action, Check Required 10: DC 19 - Treatment)
. . Restore Function: Healing 10 (Resurrection; Activation 2: standard action, Check Required 10: DC 19 - Treatment)
Senses: Senses 3 (Extended: Vision 2: x100, Low-light Vision)
Transform
. . Volkswagen Beetle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +1
Grab, +3 (DC Spec 16)
Throw, +4 (DC 21)
Unarmed, +3 (DC 21)

Languages
Native Language

Defense
Dodge 3, Parry 1, Fortitude 8, Toughness 6, Will 4

Power Points
Abilities 26 + Powers 55 + Advantages 6 + Skills 20 (40 ranks) + Defenses 9 = 116

Pulse is a new type of medical worker for the Autobots, a nurse, the idea for which they got from observing human medical care techniques. Medical care among Transformers is generally fast and brutal, with medical technicians dismantling Autobots, fitting new parts and then getting them back out there to fight again. The notion of personal care and helping the damaged Autobot pull themselves together and integrate back with their repaired body is a new concept. Pulse is pioneering a new technique of not shoving repaired Autobots straight back into the front line but instead having them rest for a while while she adjusts and sets up their systems for optimal functioning. She sorts out scrambled wiring, bleeds and refills hydraulic systems, tightens screws, adjusts the fit of panels and many other minor bits of maintenance that add up to make the Autobot in question function much more smoothly and comfortably. Rather than treating the Transformers under her care as damaged articles of machinery she expresses concern for them as intelligent beings, soothing their spirits as well as their bodies. This approach has produced astonishing improvements in morale and functioning and is leading many Autobots to think that they may have more to learn from the humans than they thought.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sat Nov 10, 2018 6:46 am

Image

Quickdraw - PL 9

Strength 8, Stamina 8, Agility 3, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll, Improved Initiative, Quick Draw, Ranged Attack 8

Skills
Acrobatics 6 (+9), Athletics 6 (+14), Perception 4 (+4)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Porsche 924 Turbo: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)
Twin Machine Pistols (Easily Removable)
. . Bullet Storm
. . . . Blast: Damage 7 (Linked; DC 22; Increased Range: ranged, Multiattack)
. . . . Blast: Damage 7 (Linked; DC 22; Increased Range: ranged, Multiattack)

Offense
Initiative +7
Blast: Damage 7, +8 (DC 22)
Blast: Damage 7, +8 (DC 22)
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 6, Parry 3, Fortitude 10, Toughness 11/10, Will 2

Power Points
Abilities 26 + Powers 65 + Advantages 12 + Skills 8 (16 ranks) + Defenses 10 = 121

Most Autobots carry long range rifle type weapons as these are what is most effective on the battlefield against the Decepticons, letting them fire from cover and able to function in the air defense role. Quickdraw by contrast likes to use short-ranged automatic weapons. In battle rather than dispersing and taking cover he careens towards the Decepticons, transforms and hoses them down with fire. His aim is to be on them and firing before they have a chance to get their own weapons up. The sheer volume of fire he puts out then overwhelms them. This tactic has been effective when it has worked, but at other times it has seen him shot down in the opening seconds of a battle. This wild impetuousness is typical of the Cliffjumper design which is why despite being a successful combat type there are never that many of them around, most of them just don't last that long.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sat Nov 10, 2018 8:03 am

Image

Roadblaster - PL 8

Strength 8, Stamina 8, Agility 0, Dexterity 0, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll, Evasion, Fast Grab, Improved Trip, Move-by Action, Ranged Attack 6

Skills
Athletics 4 (+12), Intimidation 4 (+7)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Pulse Pistol (Easily Removable)
. . Blast: Damage 10 (DC 25; Increased Range: ranged)
Transform
. . Renault 5 GT Rally: Morph 1 (+20 Deception checks to disguise; Single form)
. . Rev Engine
. . . . Affliction: Cone Area Affliction 8 (Linked; 1st degree: Hindered, 2nd degree: Prone, Resisted by: Fortitude, DC 18; Cone Area: 60 feet cone, DC 18, Reaction 3: reaction; Limited: to directly behind him when driving, Limited Degree)
. . . . Damage: Cone Area Damage 8 (Linked; DC 23; Cone Area: 60 feet cone, DC 18, Reaction 3: reaction; Limited: to directly behind him when driving)
. . Skilled Driver: Enhanced Trait 6 (Traits: Dodge +2 (+5), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Wheels: Speed 6 (Speed: 120 miles/hour, 1800 feet/round; Custom: wheeled)

Offense
Initiative +0
Affliction: Cone Area Affliction 8 (DC Fort 18)
Blast: Damage 10, +6 (DC 25)
Damage: Cone Area Damage 8 (DC 23)
Grab, +8 (DC Spec 18)
Throw, +6 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

Defense
Dodge 5/3, Parry 5, Fortitude 10, Toughness 11/10, Will 3

Power Points
Abilities 24 + Powers 113 + Advantages 8 + Skills 4 (8 ranks) + Defenses 11 = 160

Roadblaster may be committed to fighting the war but no other Autobot warrior ever wants to fight anywhere near him. He makes a deafening noise in combat and his habit of destroying the roads he drives over makes getting around difficult for other Autobot cars. Optimus Prime has banned him from operating in human cities and on their highways because of the indiscriminate destruction he causes. Paved roads are some of the most valuable assets the humans have and they get extremely distressed at seeing them turned into plowed up ruins. Roadblaster thus mostly operates out in the wastelands, driving over improvised dirt tracks which he can hardly make worse. He attacks and overturns Decepticon land convoys that shuttle between their bases in those areas of the Earth that they have conquered. Autobot air forces such as the Aerialbots can then swoop in on the Decepticon transports when they are immobilized. This means that all of Roadblasters friends in the Autobot army are flying Transformers rather than other car Autobots.

Gamebook
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sat Nov 10, 2018 8:17 am

Image

Roadranger - PL 10

Strength 10, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 6

Skills
Athletics 6 (+16), Intimidation 4 (+7), Investigation 6 (+6), Perception 4 (+4), Technology 6 (+6)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Road Mines (Removable)
. . Mines
. . . . Anti-armor Mine: Damage 10 (DC 25; Penetrating 10, Subtle: subtle, Triggered: 1 use - Pressure)
. . . . Anti-personnel Mine: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Subtle: subtle, Triggered: 1 use - Pressure)
Transform
. . Ford W1000: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Power-Lifting: Enhanced Strength 2 (Linked; +2 STR; Limited to Lifting)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +0
Anti-armor Mine: Damage 10, +6 (DC 25)
Anti-personnel Mine: Burst Area Damage 10 (DC 25)
Grab, +6 (DC Spec 20)
Throw, +6 (DC 25)
Unarmed, +6 (DC 25)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 11, Toughness 10, Will 3

Power Points
Abilities 24 + Powers 59 + Advantages 6 + Skills 13 (26 ranks) + Defenses 12 = 114

Roadranger lays mines on the road system. This is not to deny their use to the Decepticons but to keep them open for the generally wheeled Autobots. Decepticons are wary of landing and erecting barricades on roads to obstruct the passage of the Autobots because of the danger of Autobot mines. The Autobots themselves know from Roadranger exactly where the mines are and how they are laid out and most of them are skilled enough drivers to weave between them even at high speed. Roadranger collects his mines back up when the Decepticon threat has passed and it is time to allow the humans to use the roads again. He is perpetually driving from one trouble spot to the next towing a large trailer crammed with explosive devices. It is actually safe for him to do this, Transformers do not use chemical explosives like humans do, theirs are based on their advanced energy technology and like nuclear weapons can only be set off by a specialized trigger mechanism. Many Autobots are aghast when they learn of the unstable substances humans use in their weapons and will even take them away from them for their own and others safety if they are ordered to fight alongside humans, giving them much safer Transformer weapons instead.

Gamebook
Posts: 4217
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sat Nov 10, 2018 8:30 am

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Rockpool - PL 7

Strength 7, Stamina 7, Agility 0, Dexterity 0, Fighting 6, Intellect 2, Awareness 0, Presence 0

Advantages
Ranged Attack 4

Skills
Acrobatics 4 (+4), Athletics 4 (+11), Expertise: Science 6 (+8), Investigation 6 (+8), Perception 6 (+6)

Powers
Geology Tools
. . Magnetic Sensors: Senses 9 (Accurate: Magnetics, Acute: Magnetics, Analytical: Magnetics, Awareness: Magnetics, Direction Sense, Extended: Magnetics 2: x100, Radius: Magnetics)
. . Seismic Sensors: Senses 5 (Acute: Seismic, Analytical: Seismic, Awareness: Seismic, Extended: Seismic 1: x10, Radius: Seismic)
. . Sonic Sensors: Senses 4 (Accurate: Hearing, Analytical: Hearing, Extended: Hearing 1: x10)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Impervious Defense: Impervious Toughness 4
Microscope Vision: Senses 3 (Low-light Vision, Microscopic Vision 2: cell-size)
Sonic Pick: Move Object 6 (3200 lbs., DC 21; Damaging; Limited Material: Rock)
Transform
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . . . Tire Flotation: Movement 1 (Alternate; Water Walking 1: you sink if you are prone)
. . Dune Buggy: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)
. . . . Amphibious: Swimming 3 (Alternate; Speed: 4 miles/hour, 60 feet/round)

Offense
Initiative +0
Grab, +6 (DC Spec 17)
Sonic Pick: Move Object 6, +4 (DC 21)
Throw, +4 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 9, Toughness 7, Will 3

Power Points
Abilities 20 + Powers 70 + Advantages 4 + Skills 13 (26 ranks) + Defenses 11 = 118

Rockpool is part of the Autobot geological team investigating the nature of the planet they find themselves on. Cybertron has some parallel environmental forces, with crystal dust and metal filings getting blown by the wind acting as erosive forces, while at times volatile oils and other chemicals evaporate to form clouds which rain multicolored goop across the landscape. Rockpool is particularly interested in the dynamic water cycle of Earth, on Cybertron water is a very rare substance. He is often occupied taking samples and collecting specimens along rivers and coasts. As is common to the Beachcomber design of Transformer he is a pure scientist, having no talent or inclination for warfare. At times he even forgets that there is a war on so wrapped up is he in his research as he often spends months at a time away on field trips. The science he does is not intended to contribute to the Autobot war effort, it is pure science for its own sake, something which Optimus Prime supports as he does not want the Autobots to be pure warriors, that is what the Decepticons are and is everything they are fighting against.

Gamebook
Posts: 4217
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sat Nov 10, 2018 9:03 am

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Rook - PL 8

Strength 7, Stamina 7, Agility 0, Dexterity 0, Fighting 6, Intellect 2, Awareness 2, Presence 2

Advantages
Eidetic Memory, Move-by Action, Ranged Attack 6

Skills
Acrobatics 4 (+4), Athletics 4 (+11), Deception 6 (+8), Insight 6 (+8), Investigation 8 (+10), Perception 4 (+6), Persuasion 6 (+8), Sleight of Hand 4 (+4), Stealth 4 (-2)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Photo Zoom Lenses: Senses 2 (Extended: Viison 1: x10, Low-light Vision)
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Transform
. . Pontiac Firebird Trans Am: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round, Advantages: Move-by Action; Custom: Wheels)

Offense
Initiative +0
Grab, +6 (DC Spec 17)
Throw, +6 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 10, Toughness 9, Will 5

Power Points
Abilities 28 + Powers 41 + Advantages 7 + Skills 23 (46 ranks) + Defenses 12 = 111

Rook is an Autobot journalist, reporting on any events of interest to his Autobot readership. This is of course mostly about the war, but these days often includes articles about life on Earth as well. So long as he does not print information about Autobot war plans and resources he is free to produce uncensored articles about anything he wants, Optimus Prime regards free speech and the freedom of the press as inviolate even during wartime. Rather than being propaganda Rook's articles and pictures are therefore often critical of the Autobots, he is unafraid to publicize incidents of brutality and incompetence in the Autobot army. He refuses even the concept of 'balanced' journalism, writing about whatever he wants to write without concerning himself whether it is somehow 'equal' for any supposed 'sides'. He does often do articles on the latest Decepticon atrocities, but that is because they are news his readers want to know about rather than done with any intention to generate anger and a desire to fight among the Autobots. He just writes about what has actually happened, it is up to his readers to decide how they feel about it.

Rook is an Autobot but is not a soldier, he is not in the Autobot army and is not under military command or discipline. He travels around Cybertron, and now Earth, going to any location he can wangle permission to visit where he thinks there may be an interesting story. The Decepticons of course are no respecters of journalism and regard him as just another Autobot to shoot. Despite this Rook refuses to carry any sort of weapon, he is a civilian and so does not fight. On occasions when he has come under Decepticon attack he just flees and lets any warrior Autobots protect him. He is not ashamed to do this, it is not his role to defend himself but theirs, which these professional soldiers agree with. That doesn't mean he is foolhardy, he knows how dangerous the Decepticons are and does everything he can to avoid contact with them. At the same time though he wants to hear the voice of the front line Autobot, which means necessarily going up to the front lines.

Gamebook
Posts: 4217
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sun Nov 11, 2018 7:23 am

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Roundel - PL 10

Strength 7, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll, Evasion, Improved Critical: Scatter Beam: Damage 10, Move-by Action, Ranged Attack 8

Skills
Athletics 4 (+11), Perception 4 (+4)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Guided Bomblet Dispensers: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range 2: perception, Selective; Limited: to a vertical drop, Unreliable (5 uses))
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Laser Carbine (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Scatter Beam: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack)
Senses: Senses 1 (Extended: Sight 1: x10)
Transform
. . A-10 Thunderbolt II: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 7 (Linked; Speed: 250 miles/hour, 0.5 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 12 (Linked; Traits: Dodge +4 (+7), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 17)
Guided Bomblet Dispensers: Burst Area Damage 10 (DC 25)
Scatter Beam: Damage 10, +8 (DC 25)
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 7/3, Parry 3, Fortitude 10, Toughness 13/12, Will 3

Power Points
Abilities 18 + Powers 145 + Advantages 9 + Skills 4 (8 ranks) + Defenses 11 = 187

Roundel is the commander of the Autobot air forces in the UK, such as they are consisting as they do of marginal and obsolescent aircraft. He tries to be enthusiastic about this his first command, but in private despairs at his tiny and militarily nearly useless force. He has his troops train intensively in all the latest tactics of aerial warfare but his secret war plans are that in the event of a major Decepticon attack they are all going to flee rather than offer any resistance. He will plead being confronted with overwhelming forces i.e. any Decepticon forces, to Optimus Prime when called to account for a retreat. In his view this is probably what Prime actually intends, his own force is little more than a tripwire, there to alert the rest of the Autobots if an attack is made and compel the Decepticons to deploy at least some units if they want to operate in the UK. In any case the island nation is of little import to the wider Autobot-Decepticon war on Earth due to its poor strategic position and lack of valuable resources. While the Autobot force guarding it is completely inadequate to secure such a large island this probably doesn't matter as there is nothing there that the Decepticons could want. The island's resources aren't even sufficient to support its excessive human population and they have to import large quantities of extra materials, something which baffles the Autobots as it makes them appallingly vulnerable to blockade. Their own city of Iacon would never have withstood being besieged for millennia if it had not been able to meet all its requirements from its own fortified positions.

Gamebook
Posts: 4217
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sun Nov 11, 2018 7:42 am

Image

Rustbucket - PL 9

Strength 6, Stamina 6, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Diehard, Great Endurance, Ranged Attack 8

Skills
Intimidation 4 (+6), Investigation 4 (+4)

Powers
Foam Pistol (Removable)
. . Viscous Gel Capsules: Cumulative Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Impervious Defense: Impervious Toughness 3
Transform
. . 1972 Datsun Cherry: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Custom: Wheels)

Offense
Initiative +0
Grab, +6 (DC Spec 16)
Throw, +8 (DC 21)
Unarmed, +6 (DC 21)
Viscous Gel Capsules: Cumulative Affliction 10, +8 (DC Fort/Will 20)

Languages
Native Language

Defense
Dodge 1, Parry 4, Fortitude 8, Toughness 6, Will 2

Power Points
Abilities 20 + Powers 51 + Advantages 10 + Skills 4 (8 ranks) + Defenses 7 = 92

Rustbucket may be the oldest Transformer operative, but how old he is is not known as he has no identifying serial numbers that anyone can read anymore. He has only survived to his current great age because of his job, he is a night watchman at the Iacon central power core, the most guarded and fortified location on Cybertron. He has apparently held this position since it was first built long before the Autobot-Decepticon war started, when all of Cybertron was at peace and all he had to deal with were thieves and possible crazy Transformers. This is why he carries a nonlethal capture weapon rather than a real gun. When the war started this small and weak Transformer was not even drafted for the front lines, he wouldn't have been of any use. While epic battles raged outside he just kept on doing his rounds. He was eventually taken off his job when components of the power core were removed for use in constructing the Ark's own power source, Autobot officers noticed his existence and just sent him along with it. Optimus Prime was surprised to find him when they awakened on Earth, he hadn't even been listed on the crew manifest so unimportant was he regarded as being.

On Earth Rustbucket is shuttled from one non-job to another, no-one has any use for him. His combat ability is such that putting him up against Decepticons would just endanger his fellow Autobots when they tried to protect his helpless ass. He can't be used for patrols as his optical and aural sensors are so worn out that he is half blind and deaf, he breaks down if he drives more than a couple of miles, and he leaves a trail of thick, noxious smoke from the excessive fuel that his clapped out engine burns. The Decepticons would have tossed him in a smelting pool long ago but the Autobots do not dispose of someone even when they are in his state. He doesn't even have any useful wisdom to impart to younger Autobots, he has been operative for a long time but until recently just did the same dull, routine job, for millions of years. It is not even known what his original codename was, he has long since forgotten it and there are no readable records from his time of origin anymore. The name he is known by at the moment is a cruel insult applied to him by other Autobots exasperated by having to nursemaid this walking piece of scrap.

Gamebook
Posts: 4217
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sun Nov 11, 2018 8:04 am

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Sapphire - PL 10

Strength 6, Stamina 6, Agility 2, Dexterity 0, Fighting 5, Intellect 0, Awareness 0, Presence 1

Advantages
Agile Feint, Evasion, Improved Initiative, Luck, Ranged Attack 8

Skills
Athletics 4 (+10), Perception 4 (+4), Persuasion 6 (+7)

Powers
Fusion Force Blaster (Easily Removable)
. . Blast: Damage 12 (DC 27; Increased Range: ranged; Diminished Range 2)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Impervious Defense: Impervious Toughness 5
Transform
. . Agile Driver: Enhanced Trait 4 (Linked; Traits: Dodge +2 (+8), Advantages: Agile Feint, Evasion)
. . Mini Cooper: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +6
Blast: Damage 12, +8 (DC 27)
Grab, +5 (DC Spec 16)
Throw, +8 (DC 21)
Unarmed, +5 (DC 21)

Languages
Native Language

Defense
Dodge 8/6, Parry 3, Fortitude 8, Toughness 6, Will 3

Power Points
Abilities 24 + Powers 48 + Advantages 10 + Skills 7 (14 ranks) + Defenses 11 = 100

A Transformers 'spark', the unique self-organized programming of their brain, defines what they are like and how they can operate. Most Transformers have fairly simple sparks that are adapted to the chassis design they were built with. If a Transformer was later given a larger, more sophisticated and powerful chassis they would not be able to operate it properly and would feel 'wrong'. Sparks suitable for operating more powerful and advanced bodies or for highly intelligent Transformers require a lot more time and resources to grow which is why most Transformers are rather limited and simple-minded. The most exceptional spark in existence, that of Optimus Prime, may be the pinnacle of Transformer existence and one as great can likely now never be made again.

Sapphire is a happy-go-lucky fembot, cheerful and bubbly though rather ditzy due to having a fractured spark. Sparks do occasionally fracture when the process goes wrong or is interrupted and the resulting Transformers are always a bit odd. She operates mostly in the UK which unlike every other Transformer assigned to that crappy place she actually adores. She loves the eccentric culture of the local humans, their music and quirky sense of humor. Other Transformers rarely have much appreciation of human culture, its recurrent themes of love and loss just don't much connect to the nature of their own existence. Sapphire zips expertly through the dense traffic of human cities, navigating the baffling maze of streets that make up European cities with ease. She doesn't often battle Decepticons, instead mostly fighting the criminal networks of Autobot deserters. To take on these desperadoes she carries an enormously oversized pistol that is very short-ranged but packs a tremendous punch. Many of them are contemptuous of a small fembot but change their tune when they find themselves looking down the cavernous maw of its barrel while it is held by a girl who is twitching and giggling alarmingly.

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