Gamebook's builds (hs5ias new thread)

Where in all of your character write ups will go.
Doc chaos
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Doc chaos » Tue Oct 09, 2018 4:52 pm

Is this the DC Universe?😛

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

Post by Gamebook » Tue Oct 09, 2018 8:09 pm

Doc chaos wrote:
Tue Oct 09, 2018 4:52 pm
Is this the DC Universe?😛
Nah, this is a take on the setting from the G1 Marvel comics. There are a very few superheroes on Earth sponsored by G. B. Blackrock, but otherwise it is a completely separate setting from any superhero 'verse.

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

Post by Gamebook » Tue Oct 09, 2018 8:19 pm

Image

Bumper - PL 7

Strength 6, Stamina 7, Agility 1, Dexterity 0, Fighting 5, Intellect 3, Awareness 2, Presence 0

Advantages
Assessment, Defensive Roll, Eidetic Memory, Favored Foe: Seekers, Favored Foe: Shockwave, Inspire 2, Luck, Ranged Attack 6, Skill Mastery: Insight

Skills
Acrobatics 4 (+5), Athletics 4 (+10), Insight 8 (+10), Investigation 8 (+11), Perception 4 (+6), Stealth 4 (+0)

Powers
Advanced Mental Processors: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Mental)
Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size rank, +5 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Impervious Defense: Impervious Toughness 5
Senses: Senses 2 (Extended: Vision 1: x10, Infravision)
Transform
. . Mazda Familiar 1500XG: 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, +5 (DC Spec 16)
Throw, +6 (DC 21)
Unarmed, +5 (DC 21)

Languages
Native Language

Defense
Dodge 4, Parry 2, Fortitude 9, Toughness 8/7, Will 5

Power Points
Abilities 28 + Powers 36 + Advantages 15 + Skills 16 (32 ranks) + Defenses 11 = 106

Bumper is an Autobot strategic adviser. He constantly assesses the Decepticons and comes up with strategies to oppose them. He is not a warrior himself, he doesn't even bother to carry a firearm, instead he spends his time monitoring reports at Autobot bases. Despite never having been in a firefight in his existence he has an acute ability to divine Decepticon intentions from the morass of intelligence information that constantly pours in from around the globe. Much of the brilliant strategy for which Optimus Prime is famous for is in fact devised by him. As leader of the Autobots Prime just does not have the time to do the detailed assessment work that Bumper does. Few Autobot warriors are even aware of his existence, and would be surprised to learn of this small and inoffensive robot's role in planning many of their battles. Bumper himself is obsessed with his job, being almost incapable of thinking or talking about anything else. He rarely goes for downtime, he has far too much to do and must constantly keep abreast of the latest developments in the war.

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

Post by Gamebook » Tue Oct 09, 2018 8:39 pm

Image

Bushwhacker - PL 9

Strength 7, Stamina 8, Agility 2, Dexterity 0, Fighting 6, Intellect 0, Awareness 1, Presence 0

Advantages
Defensive Roll, Evasion, Hide in Plain Sight, Improved Aim, Ranged Attack 8, Skill Mastery: Stealth, Tracking

Skills
Acrobatics 4 (+6), Athletics 6 (+13), Insight 4 (+5), Perception 6 (+7), Stealth 8 (+4)

Powers
Cannon Rifle (Free device, 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])
Senses: Senses 3 (Extended: Vision 1: x10, Infravision, Low-light Vision)
Transform
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . Cannon Rifle: Damage 10 (Linked; DC 25; Extended Range 2, Feature: can be used as a hand weapon, Increased Range: ranged)
. . 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)

Offense
Initiative +2
Blast: Damage 10, +8 (DC 25)
Cannon Rifle: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 17)
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 5, Parry 3, Fortitude 11, Toughness 11/10, Will 4

Power Points
Abilities 24 + Powers 67 + Advantages 14 + Skills 14 (28 ranks) + Defenses 12 = 131

Bushwhacker was a hunter back on Cybertron before the war, being the Transformer equivalent of a mountain man. His quarry were ancient semi-sentient machines left over from earlier ages of the Transformer race. These Transformer primitives were mostly regarded as vermin by the dominant advanced Transformers and were hunted to cull their numbers and keep them from raiding and tapping energy supplies and scavenging valuable metals. As well as the bounty on them Bushwhacker would gut their hulks for materials and parts to sell.

Bushwhacker has a grudge against the Decepticons, not for attacking him, they bypassed the vast wilderness areas of Cybertron he travels across as worthless, but because they massacred all his customers. After they had razed the local cities he had no one to pay his bounties or buy his salvage. So now he hunts and spies on Decepticons for the Autobots. The arrogant Decepticons regard rustic Transformers like him as idiot yokels and casually kill them on sight. Bushwhacker replies in kind with his heavy duty hunting rifle.

Since coming to Earth Bushwhacker spends his time scouting the vast wilderness interior spaces of Earth. While humans teem across this world they are mostly confined to the warmer, wetter parts near the coasts, with only limited populations deep inside the continents. He offroads across northern Canada and the Siberian tundra, treks around the Sahara and roams the Australian outback. The Decepticons often build mines and bases in these regions and he is constantly looking for any evidence of these. He is a taciturn Autobot, mostly because he so rarely meets other Transformers that he is not too good at speaking. To amuse himself in his lonely life he likes to play an instrument made of tensioned springs over a drum, which has a sound almost identical to that of the Earth banjo, "da da da da da da da da da".

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

Post by Gamebook » Tue Oct 09, 2018 8:49 pm

Image

Buzzword - 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: Beam Laser: Damage 10, Move-by Action, Ranged Attack 8

Skills
Athletics 4 (+11), Intimidation 4 (+7), Perception 4 (+4)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Beam Laser: 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))
Inertia Guided Bombs: Burst Area Damage 10 (DC 25; Burst Area 2: 60 feet radius sphere, DC 20, Increased Range: ranged; Limited: to a vertical drop, Unreliable (5 uses))
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)
Siren Wail: Perception Area Affliction 8 (1st degree: Entranced, Impaired, Resisted by: Will, DC 18; Perception Area: DC 18 - Hearing, Extra Condition, Reaction 3: reaction; Limited: to when diving, Limited Degree 2)
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
Beam Laser: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 17)
Inertia Guided Bombs: Burst Area Damage 10 (DC 25)
Siren Wail: Perception Area Affliction 8 (DC Will 18)
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 7/3, Parry 3, Fortitude 11, Toughness 13/12, Will 3

Power Points
Abilities 18 + Powers 135 + Advantages 9 + Skills 6 (12 ranks) + Defenses 12 = 180

Buzzword favors a near vertical dive onto targets on the ground rather than the usual treetop skimming approach of other Autobots of his design. While diving he plays a loud audio file of a really creepy sound he found on human media that they used to use to scare enemies with their own aircraft. He releases a salvo of unguided bombs at the apex of his dive, cheap weapons that possess great explosive force. Normally dive bombers are vulnerable when they pull up from a dive but he avoids this by transforming and landing then shooting enemies stunned by his bombs. The drawback to this shocking attack is that he runs into the aftermath of his own explosion and then makes a hard landing. The Powerglide design is very robust but he still tends to come back from operations scorched and bent, much to the annoyance of the Autobot maintenance technicians. Buzzword though delights in these reckless assaults and the way Decepticons cower or run when he comes screaming down on them.

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

Post by Gamebook » Wed Oct 10, 2018 6:35 am

Image

Camaro - PL 9

Strength 8, Stamina 8, Agility 3, Dexterity 2, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll 2, Evasion, Improved Critical: Blast: Damage 7, Move-by Action, Quick Draw, Ranged Attack 8

Skills
Acrobatics 6 (+9), Athletics 6 (+14), Intimidation 4 (+7), Perception 4 (+4), Sleight of Hand 6 (+8)

Powers
Dual Laser Pistols (Easily Removable)
. . Blast: Damage 7 (DC 22; Increased Range: ranged, Multiattack, Ricochet: 1 bounce)
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 [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 +3
Blast: Damage 7, +10 (DC 22)
Grab, +6 (DC Spec 18)
Throw, +10 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 6, Parry 3, Fortitude 11, Toughness 12/10, Will 3

Power Points
Abilities 30 + Powers 53 + Advantages 14 + Skills 13 (26 ranks) + Defenses 12 = 122

Camaro is an exceptionally agile Transformer in both modes, leaping and dodging across the battlefield. He specializes in storming Decepticon positions, not by bulling forward behind heavy armor but by being a hard target. He fights at close ranges with his twin pistols which he finds much handier than a full size rifle, both for fighting and because they don't trip him up when he's doing rolls and flips. His skill with them is tremendous, he can shoot a handful of thrown washers out of the air in a flash. When penetrating Decepticon bunkers he can reflect the laser beams off a surface so that they strike round a corner, catching defending Decepticons who may be lying in ambush by surprise.

Camaro sees himself as an action hero, all impossible stunts and ludicrous gunplay, but he makes it work in combat. He loves watching human movies featuring characters doing things like leaping sideways through the air while firing two pistols at once. Other Autobots who operate by fire and maneuver and fight the Decepticons with long range fire from cover regard his style of fighting as ridiculous. This doesn't stop them sending him forward to make the final assault though, if he wants to volunteer for dangerous missions then it means they don't have to do them.

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

Post by Gamebook » Wed Oct 10, 2018 6:45 am

Image

Carrera - PL 9

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

Advantages
Defensive Roll, Improved Initiative 2, Ranged Attack 8

Skills
Acrobatics 6 (+9), Athletics 6 (+14), Perception 8 (+8)

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))
Laser Blaster (Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Danger Sense: Vision, Radius: Vision)
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)

Offense
Initiative +11
Blast: Damage 10, +8 (DC 25)
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 59 + Advantages 11 + Skills 10 (20 ranks) + Defenses 10 = 116

Carrera is a nervous and twitchy Autobot, having survived far too many ambushes and sudden attacks by the Decepticons. When on operations he constantly checks around himself, twisting his head and body around to look behind him almost as much as he looks forward. He has done this so much over the years that he has worn his joints loose and can now rotate himself far beyond the norm for his design. His head can flick round almost 180 degrees, which is as freaky for Transformers as for humans as normally their heads are on a fixed armature rather than a rotating mount. For all his paranoia and neurotic manner he is regarded as useful by his squad mates, who when they expect to be attacked watch him as much as the environment around them. If any Decepticons are approaching or hiding Carrera is almost certain to be the one to spot them first. Just don't come up to him suddenly, he doesn't practice proper gun safety, keeping his finger on the trigger of his gun all the time, and is prone to accidental discharges when startled.

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

Post by Gamebook » Wed Oct 10, 2018 7:00 am

Image

Checkout - PL 8

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

Advantages
Ranged Attack 8

Skills
Athletics 4 (+12), Intimidation 6 (+9), Perception 4 (+4), Technology 4 (+4)

Powers
Automatic Pistol (Easily Removable)
. . Blast: Damage 7 (DC 22; Extended Range, Increased Range: ranged, Multiattack)
Comms Hub: Radio Area Communication 3 (Area, Rapid, Subtle: encrypted)
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])
Radio: Senses 5 (Analytical: Radio, Extended: Radio 3: x1k, Radio)
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)

Offense
Initiative +0
Blast: Damage 7, +8 (DC 22)
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 75 + Advantages 8 + Skills 9 (18 ranks) + Defenses 11 = 123

Checkout drives almost continuously around the city, working as a taxicab for unsuspecting humans. This is his cover to function as a moving comms hub, keeping all the many Autobots around the city in contact. The Autobots have to be very careful with their radio transmissions when being robots in disguise among the humans as the Decepticons are constantly monitoring the airwaves to try and detect their presence. A favored tactic of the Autobots is waiting for the Decepticons to move against a target and then suddenly transforming from their alt-modes and catching the surprised Decepticons in a crossfire. As well as giving the advantage of an ambush this also keeps the Decepticons in a constant state of nervous anticipation, never knowing if any of the innumerable human vehicles which are always around the place are secretly Autobot warriors intent on shooting them the moment their back is turned.

Being around humans so much has made Checkout a bit cynical of them. After every shift he has to wash the gunk off his back seat from their bad behavior, and he sees all the terrible and disgusting things they get up to with each other. Occasionally he loses his temper when he sees some innocent human being exploited and abused by their own kind. Then he pays a secret visit to the abusers late at night, transforms in front of them and threatens them with his cannon-size automatic pistol. Gang members tend to be full of bravado and bluster, and are vicious and malicious with it, but none of them are prepared to cross an angry giant alien robot carrying a weapon that can blow a house to bits.

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

Post by Gamebook » Wed Oct 10, 2018 11:54 pm

Image

Cherrypick - PL 9

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

Advantages
Great Endurance, Improved Critical: Bayonet: Strength-based Damage 2, Inspire, Leadership, Ranged Attack 8

Skills
Acrobatics 4 (+4), Athletics 4 (+10), Insight 4 (+5), Intimidation 6 (+10), Perception 4 (+5)

Powers
Dual-Barrelled Photon Cannon (Easily Removable)
. . Dazzle: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Cumulative, Extended Range 2, Increased Range: ranged, Multiattack; Limited: Sight, Sense-dependent: Sight)
. . . . Bayonet: Strength-based Damage 2 (Alternate; DC 23, Advantages: Improved Critical; Penetrating 8)
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
. . 1972 Datsun Cherry: 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 +0
Bayonet: Strength-based Damage 2, +5 (DC 23)
Dazzle: Cumulative Affliction 10, +8 (DC Will 20)
Grab, +5 (DC Spec 16)
Throw, +8 (DC 21)
Unarmed, +5 (DC 21)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 9, Toughness 6, Will 4

Power Points
Abilities 24 + Powers 43 + Advantages 11 + Skills 11 (22 ranks) + Defenses 11 = 100

Lacking mobility and firepower the numerous minibots who joined the Autobot army were mostly tasked with static garrison duties, freeing up more powerful Autobot warriors for more demanding offensive operations. For all their pluck the minibots can't really be used in the open field, they just don't have the armor, firepower or speed for that. Optimus Prime has to keep an eye on their use under his subordinate commanders to make sure they aren't misused in attacks because they superficially look like regular Autobot warriors. You need to inspect them more closely to appreciate their small size and thin hulls.

Despite their second-line status in the Autobot army the minibots take it all very seriously. They train intensively and are often good shots to make up for their many other shortcomings, including lack of battle experience due to long periods manning quiet sectors of the defensive lines. Their generally excellent fuel economy and high rates of serviceability means that they require almost no supplies, often not even needing to be supplied with fuel as they can improvise their own from small local energy sources. At times minibots left surrounded and besieged in their defenses by Decepticon advances have held out for years despite close blockade, unable to be reduced because of the depth and strength of their bunkers and their emplaced firepower while keeping themselves fueled from their own energy stills. Decepticon forces besieging them have actually been found to be more likely to run out of fuel than they are! The minibots seem to be the only military force in either Cybertron or Earth history who cannot be starved out.

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

Post by Gamebook » Thu Oct 11, 2018 12:17 am

Image

Chocks - PL 9

Strength 7, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 1, Presence 0

Advantages
Agile Feint, Defensive Roll, Evasion, Improved Critical: Quad Pulse Cannons: Damage 10, Inspire, Leadership, Move-by Action, Ranged Attack 8

Skills
Athletics 4 (+11), Insight 6 (+7), Perception 6 (+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))
Navigation: Senses 2 (Direction Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Dogfighter: Enhanced Trait 13 (Traits: Acrobatics +10 (+10), Dodge +4 (+7), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Wings)
. . Quad Pulse Cannons: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack)
. . Supermarine Spitfire Mk 24 (type 356): Morph 1 (+20 Deception checks to disguise; Single form)
X-Ray Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 17)
Quad Pulse Cannons: Damage 10, +8 (DC 25)
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 7/3, Parry 3, Fortitude 11, Toughness 11/10, Will 4

Power Points
Abilities 20 + Powers 104 + Advantages 11 + Skills 8 (16 ranks) + Defenses 12 = 155

Chocks and his brothers were adapted into combat designs from their original Cybertron alt-modes of light, propeller driven aircraft. Jet aircraft or helicopters are very expensive to produce and maintain so before the war most civilian flying Transformers actually used props. The skies above Transformer cities were filled with small aircraft slowly buzzing along. Chocks and his kind have been rebuilt to be as fast and agile as possible but can still only motor at a fraction of the speed of the Seekers for example. They were mostly employed on Cybertron as close air support strafing ground targets or to chase off Decepticon automated drones, the latter being slow-flying non-sentient machines used for aerial reconnaissance and harassing attacks that the self-opinionated elites of the Decepticon army could not be bothered with.

The UK is a secondary theater of war for the Autobots, Decepticon activity is rare there. The Autobots use the Spitfire as an alt-mode because it actually lets them pass among the humans despite being a combat aircraft. British people are not surprised to see Spitfires flying about above them, they just presume it is being done by historical enthusiasts for one of that nations many commemorative events. The British are more interested in their history than almost any other people on Earth, foreigners have remarked on how obsessed they are with the Second World War in particular.

While this small force of antique Autobots could not stand up to a real Decepticon attack their presence means that the Decepticons would have to deploy at least some airpower if they wanted to operate in the area. This alone is enough to make them largely lose interest in the UK as the elite Seekers are much more profitably employed elsewhere. The Autobot garrison thus rarely sees any action, but the conscientious Chocks keeps his troops meticulously ready nonetheless. In his view they can only continue to act as a deterrent if they are known to be an efficient fighting force.

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

Post by Gamebook » Thu Oct 11, 2018 7:43 pm

Image

Cliffjumper - PL 9

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

Advantages
Agile Feint, Defensive Roll 2, Evasion, Improved Initiative, Luck, Move-by Action, Ranged Attack 8

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

Powers
Glass Gas Gun (Easily Removable)
. . Weaken: Weaken 10 (Affects: Stamina, Resisted by: Fortitude, DC 20; 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)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +7
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)
Weaken: Weaken 10, +8 (DC Fort 20)

Languages
Native Language

Defense
Dodge 6, Parry 3, Fortitude 10, Toughness 12/10, Will 3

Power Points
Abilities 26 + Powers 51 + Advantages 15 + Skills 10 (20 ranks) + Defenses 11 = 113

Cliffjumper was a stuntbot and all-around daredevil extreme sports enthusiast before the war. He volunteered to join an expeditionary corps of Iacon citizens at the start of the war to help defend the cities that were the subject of the Decepticons initial attacks. The volunteers set off with great enthusiasm and were convinced that they could soon take care of what they thought were just a bunch of bandits. Cliffjumper returned alone some time later, the only known survivor.

As one of the few Autobots with combat experience against the Decepticons he did much to teach the other citizens of Iacon what to expect and how to fight when the Decepticons attacked their city. During the first siege of Iacon he led a force of rapid reaction reserves, rushing from one crisis point to another to stop the Decepticons from breaking through the defenses and slaughtering every Autobot in the city. He is one of Optimus Prime's best warriors despite not being a combat model Transformer.

Cliffjumper mostly fights fast and light, but he is also fond of employing big guns whenever he can get his hands on them. He typically fires them furiously until they run out of ammo, jam or overheat then he drops them and charges in. He is one of the few Autobots who is actually eager to try whatever dangerous device Wheeljack has come up with now. The only problem is that he is also notoriously careless with delicate equipment, mashing every button and lever on it then tossing it aside. He never has the patience to properly read the manual and prefers to fire weapons at dangerously close range. How he is still operative after seeing so much action over many years is one of the mysteries of the war.

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

Post by Gamebook » Thu Oct 11, 2018 8:07 pm

Image

Comettor - PL 9

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

Advantages
Ranged Attack 8

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)
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
Mining Laser (Free device, Easily Removable)
. . Blast: Damage 10 (DC 25; Increased Range: ranged)
. . . . Burrowing: Burrowing 5 (Alternate; Speed: 2 miles/hour, 30 feet/round; Penetrating)
Senses: Senses 3 (Extended: Vision 1: x10, Low-light Vision, Microscopic Vision 1: dust-size)
Transform
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . Energon Cannon: Damage 10 (Linked; DC 25; Extended Range 2, Feature: can be used as a hand weapon, Increased Range: ranged)
. . Low-G Vehicle: Movement 1 (Linked; Environmental Adaptation: Low-Gravity)
. . Moon Buggy: Feature 1
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Energon Cannon: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 17)
Throw, +8 (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 73 + Advantages 8 + Skills 13 (26 ranks) + Defenses 11 = 125

Earth's moon is of little interest for itself, it is just a barren rock with no particularly valuable minerals or other natural resources. In ancient times though a series of transient alien races have left outposts dug into its surface as it a convenient piece of stable real estate. It is a solid body close enough to the local star to receive sufficient solar radiation to be usable as an energy source, has enough gravity to move around with ease while still having a low escape velocity, and has sufficient common minerals and water for basic construction (the Moon is rich in iron and magnesium).

Comettor spends his time trundling around the side of the Moon that perpetually faces away from the Earth (the Moon is tidally locked) hunting out the ruins of these outposts, many of which are millions of years old. They often contain valuable materials and bits of exotic technology that are of interest to Autobot technicians. The notion that these might be the property of the humans hasn't even occurred to the Autobots, they don't live on the world after all. Under Cybertron law and custom you can only claim resources if you can build a permanent outpost to claim them, or maintain a regular space presence over them. For a spacefaring culture these rules are necessary as otherwise people could just claim anything anywhere. Plus if the Autobots don't dig them up the Decepticons certainly will.

Like Beachcomber Comettor is primarily a scientist with built in tools and instruments. He has a heavy duty mining laser to blast away the hard Moon rocks. It also serves as an effective weapon against thieving Decepticons as well though. As a Transformer he is completely unbothered by the environment of space and is nonplussed at all the elaborate gear humans need to survive in vacuum and radiation. To Transformers humans seem like deep sea fish do to humans, strange critters that die if you take them out of their environment. Comettor has never set foot on Earth, and indeed rarely even sees it given his working location. He finds it strange that it has sentient beings on it as the concept of organic life seems so odd to him.

Gamebook
Posts: 4260
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Thu Oct 11, 2018 8:22 pm

Image

Cosmos - PL 9

Strength 7, Stamina 7, Agility 0, Dexterity 0, Fighting 4, Intellect 1, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll 2, Eidetic Memory, Evasion, Improved Aim, Move-by Action, Ranged Attack 8

Skills
Perception 12 (+12), Technology 6 (+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))
Particle Beam: Damage 10 (DC 25; Extended Range 10, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Satellite Imaging: Senses 4 (Extended: Visual 4: x10k)
Transform
. . Atmospheric Flight: Flight 8 (Linked; Speed: 500 miles/hour, 1 mile/round)
. . Communications Satellite: Radio Area Communication Perception (Visual) Perception (One Sense) 4 (Linked; Area, Perception (One Sense): Audio, Perception (Visual): Visual, Rapid, Subtle: encrypted)
. . Flying Saucer: Feature 1
. . Movement: Movement 1 (Linked; Space Travel 1: within solar system)
. . Skilled Flier: Enhanced Trait 11 (Linked; Traits: Dodge +6 (+7), Advantages: Agile Feint, Defensive Roll 2, Evasion, Move-by Action)

Offense
Initiative +0
Grab, +4 (DC Spec 17)
Particle Beam: Damage 10, +8 (DC 25)
Throw, +8 (DC 22)
Unarmed, +4 (DC 22)

Languages
Native Language

Defense
Dodge 7/1, Parry 1, Fortitude 8, Toughness 11/9, Will 2

Power Points
Abilities 14 + Powers 128 + Advantages 10 + Skills 9 (18 ranks) + Defenses 7 = 168

Cosmos spends nearly all his time on his own functioning as a communications satellite. He also serves the function of a pinpoint gun that can shoot at anything on the surface of the world he is orbiting. He is often called on by his fellow Autobots to provide fire support. The Decepticons in turn often try to shoot him down, sending up long range satellite killer missiles, firing powerful ground-based lasers at him, or sending up their own space-capable warriors to hunt him. All this makes being up in space rather more exciting than you might at first think. Often he has to de-orbit and try to lose pursuing missiles or Decepticons by zig-zagging at low altitude over the Earth. His alt-mode is very reminiscent of a flying saucer and he has been the source of a wave of new UFO sighting of ships from space moving around quickly in relation to bright lights (the lights being the exhausts and guns of his pursuers). As much as low Earth orbit can be a veritable shooting gallery to operate in he has to get back up there as much as he can to operate the Autobots global communications network. Fortunately he is perhaps the most agile of all flying Transfomers, with highly advanced antigrav repulsors allowing him to fly without needing airfoils. This squat and ungainly Autobot is thus in his way a daredevil to match the dashing Cliffjumper.

Gamebook
Posts: 4260
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Oct 13, 2018 7:12 am

Image

Crankshaft - PL 6

Strength 6, Stamina 7, Agility 1, Dexterity 0, Fighting 5, Intellect 0, Awareness 0, Presence 1

Advantages
Leadership, Luck, Ranged Attack 6

Skills
Acrobatics 4 (+5), Athletics 4 (+10), Perception 4 (+4), Persuasion 4 (+5), Stealth 4 (+0)

Powers
Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size rank, +5 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Impervious Defense: Impervious Toughness 5
Senses: Senses 1 (Extended: Vision 1: x10)
Transform
. . Mazda Familiar 1500XG: 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, +5 (DC Spec 16)
Throw, +6 (DC 21)
Unarmed, +5 (DC 21)

Languages
Native Language

Defense
Dodge 4, Parry 2, Fortitude 9, Toughness 7, Will 3

Power Points
Abilities 20 + Powers 33 + Advantages 8 + Skills 10 (20 ranks) + Defenses 11 = 82

Crankshaft is a relentless optimist, he has absolute faith that one day the Autobots will win the war. For the slogging mass of Autobots victory often seems like an impossible dream that will never come. The Decepticons are just too good at fighting, and they continually come up with new and dreadful warriors and weapons of war. As a lowly minibot Crankshaft and his mates are right at the bottom of the Autobot hierarchy, they are expected to hold the line despite being small, weak and lightly armored. Their personal survival strategy consists of hoping the Decepticons don't attack in their sector as they are only really capable of acting as a speedbump in the face of a major offensive, just delaying the attacking Decepticons long enough to alert the real Autobot warriors and give them time to deploy.

Being stuck in a bunker for years with minimal supplies and the entire vast might of the Decepticon army looming over you tends to get even the toughest Autobot down. Crankshaft continually talks to his fellows, reminding them of what they are fighting for and the many Autobot victories of the past. He points out that in the early days of the war is when it must have really seemed hopeless, when the Decepticons had overrun nearly all of Cybertron and only Iacon and a few other cities were holding out in a sea of enemies. Since then the Autobots have fought their way back to reclaim half the planet. They are part of a great enterprise, a crusade of justice against the forces of evil. A small part admittedly, but nonetheless a vital part. This struggle demands they risk their existence yes, but that is true for all Autobots, their role is actually no more dangerous than any other Autobots. How many times has Optimus Prime himself defied permanent shutdown and come back to lead them to victory again?

Crankshaft is not a propagandist or a political officer, he has no special rank or role in the Autobot army, he just tries to put the war and his units part in it into perspective. Really he's talking to himself as much as to his friends, stopping himself from falling into despair at how bleak and dangerous their existence is. Even believing that you are part of something greater can never truly eclipse the fear of personal destruction, but he knows that you mustn't lose hope or things will get much worse for you.

Gamebook
Posts: 4260
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Oct 13, 2018 7:22 am

Image

Crashcourse - PL 9

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

Advantages
All-out Attack, Improved Trip, Ranged Attack 4

Skills
Athletics 4 (+14), Intimidation 6 (+9), Perception 4 (+4), Vehicles 8 (+8)

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 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . Aggressive Driver: Enhanced Trait 6 (Linked; Traits: Fighting +2 (+8), Advantages: All-out Attack, Improved Trip)
. . 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
Grab, +8 (DC Spec 20)
Throw, +4 (DC 25)
Unarmed, +8 (DC 25)

Languages
Native Language

Defense
Dodge 2, Parry 5, Fortitude 11, Toughness 12, Will 3

Power Points
Abilities 24 + Powers 51 + Advantages 4 + Skills 11 (22 ranks) + Defenses 11 = 101

Crashcourse teaches the new Autobot recruits aggressive vehicular combat. It's not all fighting and shooting you know, sometimes you just gotta ram them off the road. He is not a front line warrior, rather he runs transportation convoys behind the Autobot lines. Decepticon raiders often try to intercept these but the supplies must get through, and they must get through now. Transforming to shoot it out would often result in an unacceptable delay when front line Autobots desperately need the fuel and ammunition they are carrying. Crashcourse leads the charge in simply barreling furiously forward and crashing through Decepticon barricades, weaving between the mines they have laid on the roadway. His golden rule is not to slow down or stop, that is what the Decepticons are expecting and they will have set up their ambush accordingly. Follow on Autobot forces will deal with them, the convoy's role is to break on through and keep heading for the horizon.

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