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

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Gamebook
Posts: 4221
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sat Oct 13, 2018 7:21 pm

Image

Crate - PL 9

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

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

Skills
Acrobatics 4 (+12/+4), Athletics 4 (+11), Insight 4 (+4), Perception 6 (+6), Persuasion 4 (+5)

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 Pistol (Easily Removable)
. . Blast: Damage 10 (DC 25; Increased Range: ranged)
Navigation: Senses 2 (Direction Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Quad Pulse Cannons: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack)
Transform
. . Dogfighter: Enhanced Trait 10 (Traits: Acrobatics +8 (+12), Dodge +2 (+5), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Wings)
. . Supermarine Spitfire Mk 24 (type 356): Morph 1 (+20 Deception checks to disguise; Single form)

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

Power Points
Abilities 20 + Powers 99 + Advantages 9 + Skills 11 (22 ranks) + Defenses 12 = 151

Crate's incessant aerobatics in flight are more than just showing off and being silly, they keep him alive. The much faster flying Decepticon jets can roar down on him in a moment but they find it very hard to get a fix on him as they close to firing range as he constantly moves around in the air so much. It is like trying to swat a buzzing gnat, you think you have got it but then you see it buzzing around you again. The drawback to this intensive maneuvering though is that it stresses his engine and airframe badly, uses up an excessive amount of fuel and makes his progress across country even slower as he flies 3 miles for every 1 he travels in a straight line. Crate refuses to conform to Autobot flight regulations, he regards them as written for Transformers with totally different flight characteristics and his commander Chocks as being deluded to think that following them will do anything other than get them all killed.

Gamebook
Posts: 4221
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Oct 13, 2018 7:41 pm

Image

Deadlift - PL 9

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

Advantages
Ranged Attack 8

Skills
Acrobatics 4 (+6), Athletics 4 (+10), Investigation 6 (+7), Perception 4 (+4), Technology 4 (+5)

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))
Missile Launcher (Easily Removable)
. . Specialist Missiles
. . . . Homing Missile: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
. . . . Sabotage Mine Missile: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Extended Range 6, Increased Range: ranged, Triggered 2: 2 uses - Timer, Signal; Unreliable (5 uses))
. . . . Spy Missile: Remote Sensing 12 (Affects: 3 Types - Visual, Audio, Range: 16 miles; Medium: Missile)
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
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 +2
Grab, +6 (DC Spec 16)
Homing Missile: Damage 10, +8 (DC 25)
Sabotage Mine Missile: Burst Area Damage 8 (DC 23)
Throw, +8 (DC 21)
Unarmed, +6 (DC 21)

Languages
Native Language

Defense
Dodge 6, Parry 4, Fortitude 9, Toughness 8, Will 3

Power Points
Abilities 26 + Powers 49 + Advantages 8 + Skills 11 (22 ranks) + Defenses 12 = 106

Deadlift is an assassin, he uses his missiles to take out specific targets deep within Decepticon territory. His targets however are not often Decepticon warriors. As minibots provoking a fight with them would be tantamount to suicide. Instead his targets are important individuals or small groups within the Decepticons vast slave workforce. The Autobots have many agents within their population and they must be kept safe from Decepticon spies and informers. When a slave is suspected of secretly collaborating with his masters to spy and inform on his fellow slaves Deadlift may be tasked to eliminate him. In addition he also kills slaves who have important skills that the Decepticons rely on. Many of the skilled slaves are captured Autobots, some of them who have been forced to work for the Decepticons since the early days of the war when the Decepticons overran their cities and massacred their fellow citizens. Just because you are an innocent does not mean that you are in any way protected from the necessity of winning the war. Deadlift never has pangs of conscience about what he does, all he cares about is the defeat of the Decepticons and he will commit any atrocity, kill anyone, to achieve this.

Jitterbug - PL 9

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

Advantages
Fascinate (Persuasion), Ranged Attack 8

Skills
Acrobatics 4 (+6), Athletics 4 (+10), Deception 4 (+5), Investigation 4 (+4), Perception 4 (+4), Persuasion 6 (+7)

Powers
Flamethrower: Cone Area Damage 6 (DC 21; Cone Area: 60 feet cone, DC 16)
. . Sound & Light Show: Perception Area Affliction 6 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 16; Perception Area: DC 16 - Sight, Hearing)
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))
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Proton Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
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 +2
Blast: Damage 10, +8 (DC 25)
Flamethrower: Cone Area Damage 6 (DC 21)
Grab, +6 (DC Spec 16)
Sound & Light Show: Perception Area Affliction 6 (DC Will 16)
Throw, +8 (DC 21)
Unarmed, +6 (DC 21)

Languages
Native Language

Defense
Dodge 6, Parry 4, Fortitude 9, Toughness 8, Will 3

Power Points
Abilities 26 + Powers 60 + Advantages 9 + Skills 13 (26 ranks) + Defenses 12 = 120

Jitterbug is a recruiter for the Autobot cause, he persuades cowed slaves to risk their lives by committing acts of spying and sabotage against the Decepticons. Doing so is extraordinarily dangerous, torture and death await those slaves who defy their masters. If the Decepticons consider that any particular workforce has been too compromised by the Autobots they are quite prepared to throw the whole lot of them in the smelting pool and draft in fresh workers. At times Jitterbug has betrayed those he fired up with talk of revenge, persuading them to carry out acts that he knew would get them caught and massacred in retaliation. This then deprives the Decepticon war effort of part of its workforce.

Jitterbug is a theatrical character who lays on shows for the secret gatherings that the Decepticon slaves hold in concealed chambers away from the surveillance of their masters. He plays stirring music amid explosions and images of heroic Autobot warriors striding nobly forward to liberate Cybertron. He always features Optimus Prime prominently in these propaganda pageants. Caught up in the mass emotion as their fears and frustrations are given vent is when it is easiest to fire up the slaves to do things they would normally be far too afraid to do. The cynical Jitterbug denigrates the very lives of those he speaks to, extolling how it is better to die nobly than live on your knees. All the time he is doing this his brother Deadlift keeps watch from the back of the crowd for any slave acting suspiciously, marking them down as possible spies to be eliminated later.

Gamebook
Posts: 4221
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sat Oct 13, 2018 8:06 pm

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Dirt Track - PL 7

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

Advantages
Great Endurance, Ranged Attack 6, Skill Mastery: Athletics, Tracking

Skills
Athletics 8 (+16), Perception 8 (+9)

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
. . All-terrain Expert: Movement 2 (Linked; Sure-footed 2)
. . Pick-Up Truck: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Power-Lifting: Enhanced Strength 1 (Linked; +1 STR; Limited to Lifting)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Throw, +6 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 22 + Powers 44 + Advantages 9 + Skills 8 (16 ranks) + Defenses 11 = 94

Dirt Track is the tracker for Autobot hunting parties that are after Predacons and other Decepticon beast form Transformers that are lurking in the Cybertron wilderness. Such Transformers leave almost no perceptible spoor of fumes or energon traces, he tracks them by the path of disturbed bits of scraps that they leave with their paws. He can drive over almost any terrain in his vehicular alt-mode, seeming like a mountain goat as he balances his wheels on tiny ledges to scale broken terrain and nearly sheer cliff faces. He carries on with this function on Earth, off-roading across terrain that would be impassable even on foot for almost any other being, let alone a truck.

Gamebook
Posts: 4221
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Oct 13, 2018 8:20 pm

Image

Dragoon - PL 9

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

Advantages
Ranged Attack 8

Skills
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])
Recoilless Rifle (Removable)
. . Artillery shells
. . . . Airburst shell
. . . . . . Blast: Burst Area Damage 8 (Linked; DC 23; Burst Area: 30 feet radius sphere, DC 18, Extended Range 4, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)
. . . . . . Massive backblast: Cone Area Damage 4 (Linked; DC 19; Cone Area: 60 feet cone, DC 14; Custom: always towards the rear)
. . . . HEAT shell
. . . . . . Blast: Damage 10 (Linked; DC 25; Extended Range 2, Increased Range: ranged, Penetrating 8)
. . . . . . Massive backblast: Cone Area Damage 4 (Linked; DC 19; Cone Area: 60 feet cone, DC 14; Custom: always towards the rear)
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)

Offense
Initiative +0
Blast: Burst Area Damage 8 (DC 23)
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Massive backblast: Cone Area Damage 4 (DC 19)
Massive backblast: Cone Area Damage 4 (DC 19)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 69 + Advantages 8 + Skills 5 (10 ranks) + Defenses 11 = 113

Autobot warriors are generally free to choose their personal armament. The rest of their life consists of obeying orders so at least they can have this to express their individuality. Dragoon is a general Autobot warrior built for rough terrain operations, there are many like him on Cybertron and now on Earth. When it came to his own weapon though he went for a rather eccentric choice, a recoilless rifle. The Transfomers invented this weapon long ago and it also known and used by the humans. It has never been that popular in either human or Transformer armed forces though due to its colossal drawback of generating a massive explosion on top of its operators every time it fires as the hot propellant gases vent out the back to cancel the recoil. It does have the advantages of being low recoil and since it doesn't stress the shells it fires so much they can be thinner walled and have a larger high explosive filler so are more powerful than usual for munitions of their caliber.

Dragoon is thus well-armed but not popular with his fellow Autobot warriors who have to watch where he is and dodge aside whenever he is about to fire. In the chaos of a firefight it is all too easy to get caught in the backblast of his weapon. For a human this could cause serious, even fatal injuries, but Transformers are tough enough that they just get scorched. Being covered in soot and debris is not pleasant and Dragoon gets cursed out a lot. On Earth the Autobots have found that the backblast can also kick up the eponymous earth, coating them in mud which obscures their optical sensors and fouls their weapons. Many are of the opinion that Dragoon should be banned from using his blasted weapon. As the only person who does not suffer the ill effects of his gun though Dragoon will not give it up and argues forcefully that any inconveniences are worth the firepower it contributes.

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

Post by Gamebook » Sat Oct 13, 2018 8:35 pm

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Drumbreak - PL 8

Strength 9, Stamina 8, Agility 1, Dexterity 0, Fighting 7, Intellect 0, Awareness 1, Presence 0

Advantages
Ranged Attack 4

Skills
Athletics 6 (+15), Expertise (AWE): Music 6 (+7), Perception 8 (+9)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
High-Powered Sonics
. . Air Sonar: Senses 9 (Accurate: Hearing, Analytical: Hearing, Extended: Hearing 2: x100, Penetrates Concealment: Hearing)
. . Sonic Blast: Cumulative Cone Area Affliction 8 (1st degree: Impaired, Dazed, 2nd degree: Disabled, Stunned, Resisted by: Will, DC 18; Cone Area 2: 120 feet cone, DC 18, Cumulative, Extra Condition; Limited Degree, Sense-dependent: Hearing)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . Pick-Up Truck: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Power-Lifting: Enhanced Strength 1 (Linked; +1 STR; Limited to Lifting)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +1
Grab, +7 (DC Spec 19)
Sonic Blast: Cumulative Cone Area Affliction 8 (DC Will 18)
Throw, +4 (DC 24)
Unarmed, +7 (DC 24)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 11, Toughness 10, Will 4

Power Points
Abilities 28 + Powers 67 + Advantages 4 + Skills 10 (20 ranks) + Defenses 12 = 121

Before the war Drumbreak worked as a general laborer and amateur musician. He did working songs, playing beats his fellow laborers could hammer metal and toss girders in time to. It got them into a productive rhythm and kept up their spirits during long shifts of hard and boring heavy labor. As a tough fellow he joined the Autobot army early in the war and has served many years in the trenches. He can turn up his custom speaker array to such a degree that it can stun and deafen those caught in its sonic wave. Many times this has saved his hide from attacking Decepticons. He has also learned to tune it to ultra-high frequency and use his highly sensitive hearing to operate it likes an Earth bats sonar, giving him a form of perception that can penetrate most forms of concealment and that few other Transformers can perceive. He favors fighting in the dark and in smoke, smashing Decepticons with his powerful fists after stunning them.

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

Post by Gamebook » Sat Oct 13, 2018 9:19 pm

Image

Dwarfstar - PL 9

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

Advantages
Agile Feint, Defensive Roll, Eidetic Memory, Evasion, Great Endurance, Move-by Action, Ranged Attack 8

Skills
Perception 8 (+8), Technology 6 (+7), Treatment 4 (+5)

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))
Materials Scanning: Senses 4 (Analytical: Infravision, Extended: Visual 2: x100, Infravision)
Mining Lasers: Move Object 10 (25 tons, DC 25; Damaging, Extended Range 2; Limited Material: metal)
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Space Refining and Crafting: Healing 8 (Source: metal)
Transform
. . Atmospheric Flight: Flight 8 (Linked; Speed: 500 miles/hour, 1 mile/round)
. . Flying Saucer: Feature 1
. . Long-Range Communications Satellite: Radio Communication Perception (Visual) Perception (One Sense) (Linked; Perception (One Sense): Audio, Perception (Visual): Visual, Rapid, Subtle: encrypted)
. . Movement: Movement 1 (Linked; Space Travel 1: within solar system)
. . Skilled Flier: Enhanced Trait 12 (Linked; Traits: Dodge +4 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)

Offense
Initiative +0
Grab, +4 (DC Spec 17)
Mining Lasers: Move Object 10, +8 (DC 25)
Throw, +8 (DC 22)
Unarmed, +4 (DC 22)

Languages
Native Language

Defense
Dodge 5/1, Parry 1, Fortitude 8, Toughness 10/9, Will 2

Power Points
Abilities 14 + Powers 132 + Advantages 10 + Skills 9 (18 ranks) + Defenses 7 = 172

Dwarfstar is a long range mining probe for the Autobot deep space mining vessel the Red Dwarf. The colossal Autobot spaceship cruises through solar systems dispatching probes to bring it minerals from moons and asteroids. After voyages of years these are then hauled back to Cybertron to feed the furnaces of the Autobot war effort. Unlike most of the other Autobots on Earth Dwarfstar was neither stranded here when the Ark crashed nor was he built after they were revived four million years later. Instead he was left behind when his parent vessel exited the sol system prematurely due to the confusion after Optimus Prime was lost with the Ark. Dwarfstar has only a limited range as a spaceship, he cannot just jet casually across a solar system, that would require far more energy and propellant than he can carry.

Dwarfstar was left floating in the outer reaches of the solar system keeping watch for any signals from Cybertron for four million years. When he detected Transformer signals emanating from Earth he made the long voyage in to investigate. This took him some time and the war on Earth was in full swing when he finally arrived. After debriefing him Optimus Prime has sent him back out to the further reaches of the solar system to keep watch for Decepticon activity there and to locate rare minerals needed for certain vital Transformer components that are in short supply on Earth.

A human being would of course have gone insane long ago from such a lengthy period of isolation. As a Transformer though Dwarfstar was completely unbothered by it, he had much to do with his endless scanning and was never bored. As a mining worker he alternates between being serious and responsible when out on a mining operation, and a hard drinking roughneck in the rare intervals he is back at the Ark and off-duty.

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

Post by Gamebook » Sun Oct 14, 2018 8:11 pm

Image

Engage - PL 10

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

Advantages
Daze (Intimidation), Ranged Attack 8

Skills
Athletics 6 (+14), Intimidation 8 (+11), 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 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 3 (Extended: Vision 1: x10, Infravision, Low-light Vision)
Tank Gun
. . 'Bunker Buster' Void Fused Penetrating Explosive Shell: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 2, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)
. . Flechette Cartridge: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20, Extended Range 4, Increased Range: ranged)
. . Solid Shot
. . . . Blast: Damage 10 (Linked; DC 25; Extended Range 2, Increased Range: ranged)
. . . . Knock Over: Affliction 10 (Linked; 1st degree: Hindered, 2nd degree: Prone, Resisted by: Fortitude, DC 20; Extended Range 2, Increased Range: ranged; Limited Degree)
. . Thermite Shell: Cloud Area Damage 8 (DC 23; Cloud Area: 15 feet radius sphere, DC 18, Extended Range 2, Increased Range: ranged, Secondary Effect)
Transform
. . Sheridan tank: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Quirk: Tracked)

Offense
Initiative +0
'Bunker Buster' Void Fused Penetrating Explosive Shell: Burst Area Damage 10 (DC 25)
Blast: Damage 10, +8 (DC 25)
Flechette Cartridge: Cone Area Damage 10 (DC 25)
Grab, +6 (DC Spec 18)
Knock Over: Affliction 10, +8 (DC Fort 20)
Thermite Shell: Cloud Area Damage 8 (DC 23)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 10, Toughness 14, Will 3

Power Points
Abilities 20 + Powers 89 + Advantages 9 + Skills 9 (18 ranks) + Defenses 11 = 138

Engage is a specialist in breaking through Decepticon fortified lines. Unlike with the Autobots these are not commonly built by the Decepticons. Instead of establishing continent spanning defensive networks the Decepticons rely on mobility and counterattack to hold their territory. Their main bases, their giant fortified citadels such as Polyhex, are however ringed with many layers of massively strong fortifications. Storming a Decepticon main base on Cybertron is something the Autobots do only rarely, it takes years of effort to establish the investment of such a fortress, building circumvallations to pen the Decepticons in and contravallations to keep relieving forces out. Intensive and costly fighting goes on for years more as the Autobots batter their way in, storming one fortified location after another to compress the siege lines.

Autobots like Engage are needed for such brutal campaigns, where the bombardment by both sides to destroy the others works rarely slackens. He carries munitions adapted for such warfare and fires them incessantly, wearing out barrel after barrel. The last stages of a siege are often cruel, with the desperate Decepticons trapped in the core of their citadel resorting to the most heinous of tactics in an effort to hold out just a little longer in the hope of a relieving expedition arriving. They fake surrender, cannibalize the damaged for spare parts, force their own out on suicide missions to cut down the number drawing fuel. Neither side takes prisoners in the war, any Decepticon that surrenders will have their chassis removed and their brain sealed in stasis, perhaps forever.

Engage doesn't like to speak of things he has seen at the end of these sieges, the scenes of mass suicide by many Decepticons and the lobotomization of the survivors by Autobot specialists in the gruesome task. He is a simple warrior, it is his job to win the war he says, the same as any other Autobot warrior, he's not a war criminal. Since coming to Earth he has resumed his task of breaking into Decepticon bases, though he finds the ones here much smaller and strangely mobile, the war on Earth is proving very different in many ways to that on Cybertron.

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

Post by Gamebook » Sun Oct 14, 2018 8:26 pm

Image

Fastback - PL 7

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

Advantages
Ranged Attack 6

Skills
Athletics 6 (+14), Expertise (AWE): Poetry 6 (+7), Perception 4 (+5)

Powers
Grenade Launcher (Easily Removable)
. . Grenades: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Extended Range 2, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)
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
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . Toyota Land Cruiser: 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
Grab, +6 (DC Spec 18)
Grenades: Burst Area Damage 6 (DC 21)
Throw, +6 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 22 + Powers 55 + Advantages 6 + Skills 8 (16 ranks) + Defenses 11 = 102

Fastback is a squad grenadier, part of the vast anonymous masses of the Autobot army. He is not a notable figure in any way, warriors like him are churned out in their millions to wage the war. Most of their existence is spent hauling metal on the front lines to repair and extend the defense lines, with the only diversion being the occasional Decepticon raid or bombardment. The only unusual and distinctive thing about him is that he composes poetry about the war, usually on the theme of the bleak hopelessness and horror of it for the ordinary Autobot soldier. He rarely even mentions the Decepticons in these poems, instead just describing what it feels like to be in such a war and to witness the fighting and its aftermath.

The Autobot commanders reaction to these poems is uncertain. It doesn't fit with the usual Autobot propaganda of their great war of justice and liberation, but at the same time it speaks truthfully of the horror the Decepticons have brought to Cybertron. Fastback never calls for the end of the fighting in his poems, rather they are laments for the lot of the lowly footsoldier Autobot who just has to try and endure, even when he can't. Optimus Prime himself has read some of them, and has ordered them to be neither censored nor especially publicized. They are an honest expression of an Autobot's feelings, and the Autobots practice freedom of speech, at least as much as you can in wartime.

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

Post by Jabroniville » Mon Oct 15, 2018 1:10 am

Omg a Cosmos recolour?? amazeballs!!

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

Post by Gamebook » Mon Oct 15, 2018 8:59 pm

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Fender - PL 8

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

Advantages
Assessment, Defensive Roll, Improved Critical: Damage: Strength-based Damage 2, Improved Disarm, Improved Initiative, Luck, Ranged Attack 6

Skills
Acrobatics 6 (+8), Athletics 6 (+12), Insight 6 (+7), Perception 4 (+5), Stealth 6 (+3)

Powers
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 23, Advantages: Improved Critical; Penetrating 8)
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 (Low-light Vision)
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 +6
Damage: Strength-based Damage 2, +8 (DC 23)
Grab, +8 (DC Spec 16)
Throw, +6 (DC 21)
Unarmed, +8 (DC 21)

Languages
Native Language

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

Power Points
Abilities 28 + Powers 40 + Advantages 11 + Skills 14 (28 ranks) + Defenses 11 = 104

Fender is an Autobot trench raider. He sneaks out at night to cut the heads off Decepticon sentries. The Decepticon outpost line that keeps an eye on the Autobots efforts on constructing their defenses are a constant annoyance to the Autobots as they call down bombardments and airstrikes on every visible Autobot movement or sign of new building activity. To deter the Decepticons from getting too close or sticking their heads up too often the Autobots often send over individuals or small parties to knock over a few of them. As a minibot Fender is small and unobtrusive and is particularly good at this. He doesn't even carry a gun, it would just give away his position and get him obliterated by Decepticon firepower. He favors a small and handy energon short sword, ideal for stabbing and hacking in the close confines of a trench or bunker. He strikes from ambush, often shearing off a Decepticons weapon hand first. Cutting off a Transformers head is not necessarily fatal, they have cranial energy reserves that can keep their brain operative for some time, and even transmit remote signals to keep their body working and fighting back. Fender knows where the critical connections and transmitter are however and works quickly to sever them. If possible he will take the severed head back with him so the Decepticon cannot be rebuilt and to verify his success.

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

Post by Gamebook » Mon Oct 15, 2018 9:13 pm

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Firepin - PL 8

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

Advantages
Agile Feint, Evasion, Inventor, Ranged Attack 6

Skills
Acrobatics 4 (+4), Athletics 4 (+12), Technology 8 (+10)

Powers
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Prototype Experimental Custom Weapon (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack; Unreliable (roll))
Transform
. . Lancia Delta Integrale: Morph 1 (+20 Deception checks to disguise; Single form)
. . Skilled Driver: Enhanced Trait 4 (Traits: Dodge +2 (+4), Advantages: Agile Feint, Evasion)
. . Wheels: Speed 6 (Speed: 120 miles/hour, 1800 feet/round; Custom: wheeled)
Twin Pistols (Easily Removable)
. . Blast: Damage 7 (DC 22; Increased Range: ranged, Multiattack)

Offense
Initiative +0
Blast: Damage 10, +6 (DC 25)
Blast: Damage 7, +6 (DC 22)
Grab, +6 (DC Spec 18)
Throw, +6 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 4/2, Parry 2, Fortitude 10, Toughness 10, Will 3

Power Points
Abilities 16 + Powers 74 + Advantages 7 + Skills 8 (16 ranks) + Defenses 11 = 116

The Autobots were so short of proper weapons in the early days of the war that they armed many of their recruits with whatever archaic junk or improvised devices they could. Autobot warriors had to go into battle carrying antique laser muskets or weaponized welding torches or rivet guns. Firepin was a small arms designer before the war and determined to produce a cheap weapon that could be turned out quickly in great quantity to at least adequately arm every Autobot, even those low down on the priority list such as rear service troops and minibots. In this he was successful, producing several designs of blaster and laser rifle whose derivatives are still the standard arms for Autobots today. Buoyed up by this success he went on to design a new range of superior weapons that could turn the tide and win the war for the Autobots. In this he was less successful, these experimental weapons sometimes perform well but often have severe drawbacks that negate their usefulness. They can be too heavy, too fragile for field use, go through ammunition far too fast, be horribly short-ranged, and most commonly they are simply unreliable. The thing a warrior asks most of his gun is that it fire when he pulls the trigger. A weapon that cannot do that is a positive liability, leaving its wielder exposed before his enemies.

Firepin is not put off by his continued difficulties and is nearly always carrying his latest attempted breakthrough. Even he has to concede though that you need a backup weapon when using one of his prototypes. He also carries a brace of pistols, favoring them over the usual rifles as they let him spray bullets at close range. He has never mastered the art of firing at long range, relying mostly on short ranges and dumping out a lot of fire when in combat himself.

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

Post by Gamebook » Tue Oct 16, 2018 7:13 pm

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Flashflood - PL 9

Strength 7, Stamina 8, Agility 0, Dexterity 0, Fighting 4, Intellect 0, Awareness 0, Presence 0

Advantages
Favored Environment: Naval, Ranged Attack 8

Skills
Perception 6 (+6)

Powers
Boat Feet: Movement 1 (Water Walking 1: you sink if you are prone)
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))
Naval Gun
. . Armor-Piercing Shell: Damage 10 (DC 25; Extended Range 4, Increased Range: ranged)
. . Mortar Shell: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Extended Range 4, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Assault Support Patrol Boat: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Float: Movement 2 (Linked; Water Walking 2)
. . Speed: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Limited: to water surfaces)

Offense
Initiative +0
Armor-Piercing Shell: Damage 10, +8 (DC 25)
Grab, +4 (DC Spec 17)
Mortar Shell: Burst Area Damage 6 (DC 21)
Throw, +8 (DC 22)
Unarmed, +4 (DC 22)

Languages
Native Language

Defense
Dodge 3, Parry 1, Fortitude 10, Toughness 10, Will 2

Power Points
Abilities 14 + Powers 70 + Advantages 9 + Skills 3 (6 ranks) + Defenses 10 = 106

Flashflood is the waterborne artillery support of the Red Devils. He only has a light cannon compared to the massive gun of Warpath but makes good use of it to lay down fire from offshore positions. His main role though is just patrolling the coasts, looking out for Decepticon activity and downed Autobots who have fallen in the sea. If a disabled Transformer lands in a body of water they will sink to the bottom and potentially be lost if no one saw them go down. It is thought that there are Transformer wrecks which have been on the seabed for years, encrusted in sea-life and with fish making a home around them.

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

Post by Gamebook » Tue Oct 16, 2018 7:29 pm

Image

Flashlight - PL 10

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

Advantages
Defensive Roll, Ranged Attack 6, Taunt

Skills
Acrobatics 4 (+6), Athletics 4 (+12), Deception 6 (+7), Perception 6 (+6), Technology 4 (+5)

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])
Special Effects
. . Holographic Projectors: Illusion 10 (Affects: Three Sense Types - Visual, Audio, Area: 1000 cft., DC 20)
. . Laser Arrays: Cone Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Cone Area 3: 250 feet cone, DC 20, Selective; Limited: to sight, Sense-dependent: sight)
. . Smoke Bombs: Cloud Area Concealment 6 (Extra Ranks 4, Sense - Sight; Cloud Area 2: 30 feet radius sphere, DC 16, Increased Range: ranged)
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 +2
Grab, +6 (DC Spec 18)
Laser Arrays: Cone Area Affliction 10 (DC Will 20)
Throw, +6 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 5, Parry 3, Fortitude 10, Toughness 11/10, Will 2

Power Points
Abilities 28 + Powers 71 + Advantages 8 + Skills 12 (24 ranks) + Defenses 10 = 129

Flashlight was once a special effects technician at public events on Cybertron, producing light shows with lasers, holograms and smoke clouds. These shows accompanied notable political speeches, sporting events and national parades. All these public spectacles were abandoned with the war, the technicians skills were needed in other areas. Flashlight now concentrates on battlefield deception, in particular faking battles taking place in one location to fool the Decepticons. Witnessing the bangs and flashes of combat and seeing vague struggling figures Decepticons rush over to participate, leaving themselves exposed to attack from Autobot warriors concealed elsewhere. By directly turning his built-in special effects suite on Decepticons he can also temporarily blind and disorient them.

Flashlight wants to win the war because he wants to go back to working in the movies. Transformers enjoy fictional and historical stories as much as humans do and before the war Cybertron had a thriving movie industry. The all-consuming war put an end to movie-making apart from the occasional propaganda short. Whenever he can Flashlight shoots footage of the Autobots working and fighting, helping to create a film record of the war that will be needed for posterity when the Transformers of the future wonder about the history of the war.
Last edited by Gamebook on Fri Nov 02, 2018 6:05 am, edited 1 time in total.

Gamebook
Posts: 4221
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Wed Oct 17, 2018 9:39 pm

Image

Flux - PL 6

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

Advantages
Ranged Attack 5

Skills
Expertise: Science 8 (+11), Investigation 6 (+9), Perception 6 (+6)

Powers
Experimental Energy Source: Immunity 5 (Fatigue Effects)
Full Spectrum Vision: Senses 4 (Analytical (Type): Vision, Infravision, Ultravision)
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
Nucleon Re-energize: Healing 10 (Energizing; Limited: to Energizing, Unreliable (roll))
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 +0
Grab, +5 (DC Spec 16)
Throw, +5 (DC 21)
Unarmed, +5 (DC 21)

Languages
Native Language

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

Power Points
Abilities 22 + Powers 51 + Advantages 5 + Skills 10 (20 ranks) + Defenses 10 = 98

The smaller minibots were before the war a supposed answer to Cybertron's looming energy crisis. They were built for minimal energy consumption, with highly efficient power systems. This severely limited their potential size and strength but meant that they could do much the same work as regular Transformers of larger size but at a fraction of the energy cost. Unfortunately as is the usual way of such things instead of conserving energy they just made it possible to build a great many more Transformers for the same cost, who could then be used to work on industrial projects at a greater scale than ever before. The Transformer design that used less energy therefore paradoxically caused an increase in the amount of energy being used on Cybertron.

Flux was working on radical new forms of energy generation, storage and transmission until the war broke out in an attempt to finally solve Cybertron's energy crisis. While huge numbers of Transformers have been destroyed in the war and vast amounts of energy-consuming industry wrecked this still hasn't resolved the issue as the war and all its weapons and energy-intensive warriors keep energy consumption at a continued high level. Flux has been heavily involved in the development and spread of energon technology which has been taking over from traditional Transformer liquid fuels. An improved version of energon called nucleon Flux hopes will solve the Autobots energy supply issues and give them a decisive advantage over the Decepticons. If past history is any guide though all it will do is facilitate a further intensification of the war as the Decepticons will soon steal the technology and both sides will use it to fuel their war effort. At the moment though nucleon is still experimental and highly dangerous to use. It often causes abrupt power failures in Transformers, or messes up their systems such as by preventing them from transforming. Given the top secret nature of the project Flux has been instructed not to talk to anyone about his work. Unfortunately he is a terrible liar and keeps giving himself away by loudly talking about how he definitely isn't working on nucleon.
Last edited by Gamebook on Fri Nov 02, 2018 6:06 am, edited 1 time in total.

Gamebook
Posts: 4221
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Wed Oct 17, 2018 9:49 pm

Image

Flyswat - PL 9

Strength 9, Stamina 8, Agility 1, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Favored Foe: Insecticons, Improved Initiative, Precise Attack (Ranged, Cover), Ranged Attack 8, Skill Mastery: Perception

Skills
Acrobatics 4 (+5), Athletics 4 (+13), Perception 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))
Laser Cannon (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Power-Lifting: Enhanced Strength 1 (+1 STR; Limited to Lifting)
Protection: Protection 4 (+4 Toughness; Impervious [8 extra ranks])
Senses: Senses 2 (Extended: Vision 1: x10, Microscopic Vision 1: dust-size)
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)

Offense
Initiative +5
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 19)
Throw, +8 (DC 24)
Unarmed, +6 (DC 24)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 64 + Advantages 12 + Skills 7 (14 ranks) + Defenses 11 = 118

Like his brother Bugsplatter Flyswat is a specialist hunter of Insecticons. Rather than dousing the area in flames however he picks them off individually with his laser cannon, expertly shooting the tiny dots out of the air. This isn't as effective at dealing with swarms of the buggers but is much less wasteful of fuel and randomly destructive. The two exterminator Autobots usually work together, wielding their respective weapons in concert to cleanse an area of the little scuttlers and buzzers. If Flyswat has a failing it is that in his intense focus on hitting the tiny, jinking shape of an Insecticon he forgets about what is behind it. He literally cannot see things that really should not be shot with a laser cannon such as fuel barrels or fellow Autobots due to his switch to using specialized microscopic focusing lenses over his optical sensors. At times he has pointed his rifle straight at the face of another Autobot when an Insecticon has landed on them in an attempt to dissuade him from shooting at them. Bugsplatter usually manages to warn or shove him before he shoots another Autobots head off though.

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