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

Post by Gamebook » Thu Jul 05, 2018 8:28 pm

Image

Inferno - PL 9

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

Advantages
Ranged Attack 8

Skills
Athletics 4 (+13), Perception 4 (+4)

Powers
Ceramic-plating: Immunity 5 (Damage Effect: Heat)
Extinguisher Rifle: Nullify 10 (Counters: Energy, DC 20; Broad)
Growth: Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -4 active defenses, +1 size rank, +7 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Surface-to-Air Missiles: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Transform
. . Fire Truck: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Ladder: Elongation 1 (Linked; Elongation: 30 feet, +1 to grab)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +0
Extinguisher Rifle: Nullify 10, +8 (DC Will 20)
Grab, +7 (DC Spec 20)
Surface-to-Air Missiles: Damage 10, +8 (DC 25)
Throw, +8 (DC 24)
Unarmed, +6 (DC 24)

Languages
Native Language

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

Power Points
Abilities 18 + Powers 87 + Advantages 8 + Skills 4 (8 ranks) + Defenses 11 = 128

Inferno is a combat firefighter, extinguishing flames when attacks have ignited fuel dumps, ammunition stores or fellow Autobots. He often has to put out the flames while simultaneously under Decepticon attack so is a capable warrior. If anything he sometimes gets a bit carried away with firing missiles at Decepticons and lets the fire spread further, then has to hastily turn back to fighting it. Other Autobots do their best to cover him but often they simply cannot get as close to the intense heat as he can. Transformers even though they are machines are by no means that resistant to very high temperatures, some of their internal materials are flammable, especially their oil and fuel and rubber seals, and circuitry can overheat and even melt. Inferno gives lectures on fire safety to his fellows, in particular stressing the need to prevent leaks which are a frequent cause of fires. The biggest danger to Autobots going up in flames though is not their fuel but their ammunition, particularly the missiles they often carry. Inferno would like to see internal mounts and stowage for missile launchers implemented on Autobot designs but the engineers always say it would take up too much space or be too bulky and heavy.
Last edited by Gamebook on Fri Jul 13, 2018 8:33 pm, edited 2 times in total.

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

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

Post by Gamebook » Thu Jul 05, 2018 8:48 pm

Image

Ironhide - PL 10

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

Advantages
Equipment 13, Interpose, Ranged Attack 10

Skills
Athletics 6 (+15), Intimidation 6 (+10), 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))
Transform
. . Nissan Sunny-Vanette Coach SGL: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Speed: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)
Trithyllium Hide: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Water Gun (Easily Removable)
. . Liquid Nitrogen: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged)
. . . . Petrochemical Fluid: Damage 10 (Alternate; DC 25; Increased Range: ranged, Secondary Effect)
. . . . Superheated Liquid Lead: Burst Area Damage 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)

Equipment
Battle Platform

Offense
Initiative +0
Grab, +8 (DC Spec 19)
Liquid Nitrogen: Damage 10, +10 (DC Fort 25)
Petrochemical Fluid: Damage 10, +10 (DC 25)
Superheated Liquid Lead: Burst Area Damage 10 (DC 25)
Throw, +10 (DC 24)
Unarmed, +8 (DC 24)

Languages
Native Language

Defense
Dodge 3, Parry 5, Fortitude 10, Toughness 14, Will 4

Power Points
Abilities 28 + Powers 67 + Advantages 24 + Skills 8 (16 ranks) + Defenses 12 = 139

Battle Platform - PL 10

Strength 4, Defense -2, Toughness 14, Size Large

Features:
Remote Control

Powers
Missile Launcher: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Movement: Movement 1 (Sure-footed 1)
Shields: Protection 4 (+4 Toughness; Impervious [6 extra ranks]; Unreliable (roll))
Static Laser Gun: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Tracks: Speed 3 (Speed: 16 miles/hour, 250 feet/round; Custom: Tracks)

Offense
Missile Launcher: Damage 10, +10 (DC 25)
Static Laser Gun: Damage 10, +10 (DC 25)

Power Points
Abilities 1 + Powers 56 + Advantages 0 + Features 1 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 61

Ironhide is an old design of Autobot from the early days of the war on Cybertron. The initial onrush of Decepticon conquest was famously checked at the Battle of Iacon, the Autobots achieving victory by welding thick armored plates onto themselves, massively fortifying the city and simply refusing to budge while the Decepticon bombardment spattered off them. The battle was hailed as the turning point, when the Autobots really learned how to fight the agile and expert Decepticons. Military analysts have pointed out that Iacon only didn't fall because as a large, wealthy city it had more resources to fight with, and the sacrifice of billions of other Autobots and the fall of dozens of cities bought them time to complete its fortification. Static defense is about the least demanding military endeavor there is, but at the time it was all the Autobots were capable of, in a war of maneuver the Decepticons were running rings round them.

Ironhide is massively armored, to the point of being appallingly heavy and thus slow. His archaic motive systems burn fuel at an amazing rate to shift his solid mass along. Other, much faster, Autobots regard him as a semi-mobile pillbox. These days he is relegated to defensive roles, guarding valuable Autobot installations. He has a detachable weapons platform when in robot mode, a feature common to early Autobot warriors who fought by setting up instant fortresses to fend off fast-moving Decepticon attacks. The design for Optimus Prime is similar if on a larger scale, as Prime himself is really a rather archaic design by modern standards.

Ironhide regards himself as a hoary old veteran and has words of valuable advice for all the younger Autobots. They find his rambling war stories almost incomprehensible, featuring ridiculous descriptions of ludicrous tactics. Getting half bored to death by pulling sentry duty with him is regarded as a minor hazard of a tour away from the front lines at Autobot City. He continues to enjoy the friendship of Optimus Prime however, who often visits him to reminisce about old battles, the two of them being among the few Autobots on Earth who fought in the early days of the war on Cybertron. By now the great majority of Transformers currently on Earth were built there.
Last edited by Gamebook on Fri Jul 13, 2018 8:34 pm, edited 2 times in total.

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

Post by Gamebook » Fri Jul 06, 2018 5:07 pm

Image

Jazz - PL 9

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

Advantages
Fascinate (Expertise: Popular Culture), Ranged Attack 7

Skills
Acrobatics 4 (+6), Athletics 4 (+11), Expertise: Popular Culture 6 (+6), Insight 4 (+5), Perception 4 (+5), Persuasion 6 (+7)

Powers
Flamethrower: Cone Area Damage 8 (DC 23; Cone Area: 60 feet cone, DC 18)
. . Sound & Light Show: Perception Area Affliction 8 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Perception Area: DC 18 - Sight, Hearing)
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))
Missile Launcher: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Photon Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Senses: Senses 1 (Extended: Vision 1: x10)
Transform
. . Martini Racing Porsche 935/76 Turbo: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)
. . . . Glide: Flight 3 (Alternate; Speed: 16 miles/hour, 250 feet/round; Gliding)

Offense
Initiative +2
Blast: Damage 10, +8 (DC 25)
Flamethrower: Cone Area Damage 8 (DC 23)
Grab, +7 (DC Spec 17)
Missile Launcher: Damage 10, +8 (DC 25)
Sound & Light Show: Perception Area Affliction 8 (DC Will 18)
Throw, +8 (DC 22)
Unarmed, +7 (DC 22)

Languages
Native Language

Defense
Dodge 5, Parry 4, Fortitude 9, Toughness 9, Will 4

Power Points
Abilities 28 + Powers 91 + Advantages 8 + Skills 14 (28 ranks) + Defenses 11 = 152

Jazz is a fast, lightweight and agile Autobot design. He is known for his comprehension of human culture and is often used as a contact to them. His success in this area prompted the design of Hot Rod. One of his most notable successes was brokering a deal with the human industrialist G.B. Blackrock which assured the Autobots fuel supply in their early days on Earth before they worked out how to build energon converters. As the Autobots become more and more integrated with the humans he spends little time on the front lines and instead runs events to promote the Autobots to humans, these often taking the form of musical concerts. His alt mode is a timeless classic design and he somehow manages to always be the coolest Transformer in the place, effortlessly eclipsing even Optimus Prime.

His actions in regard to human relations are reckoned by Autobot analysts to have been the single most important factor in the course of the Autobot-Decepticon war on Earth, ahead of even the introduction of combiner and master technology. The Autobots could certainly never have expanded their war effort in the way they have without the aid and consent of the humans. Optimus Prime is well aware of how valuable he is and just hopes that the Decepticons never realize. The 'cons chronic contempt for humans means that this is unlikely though.

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

Post by Gamebook » Fri Jul 06, 2018 5:52 pm

Image

Jive - PL 9

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

Advantages
Ranged Attack 7

Skills
Acrobatics 4 (+6), Athletics 4 (+11), Perception 4 (+4), Persuasion 6 (+7)

Powers
Flamethrower: Cone Area Damage 8 (DC 23; Cone Area: 60 feet cone, DC 18)
. . Sound & Light Show: Perception Area Affliction 8 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Perception Area: DC 18 - Sight, Hearing)
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))
Linguist: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All)
Missile Launcher: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Photon Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Senses: Senses 1 (Extended: Vision 1: x10)
Transform
. . Martini Racing Porsche 935/76 Turbo: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)
. . . . Glide: Flight 3 (Alternate; Speed: 16 miles/hour, 250 feet/round; Gliding)

Offense
Initiative +2
Blast: Damage 10, +8 (DC 25)
Flamethrower: Cone Area Damage 8 (DC 23)
Grab, +6 (DC Spec 17)
Missile Launcher: Damage 10, +8 (DC 25)
Sound & Light Show: Perception Area Affliction 8 (DC Will 18)
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 97 + Advantages 7 + Skills 9 (18 ranks) + Defenses 11 = 148

Humans have a bewildering variety of languages that they use to communicate with compared to the standardized protocols of the Transformers. As well each human subgrouping varies their use of these communication sets, seemingly just to confuse outsiders to their group. This makes communicating with and understanding humans very difficult, especially as their languages are replete with self-references and internalized assumptions that make them more akin to compressed signaling systems than proper coding languages as Transformers understand them.

Jive is a Jazz design Autobot who was built specifically to aid comprehension between human and Autobot. He can pick up and understand human colloquialisms and argot with astonishing speed and knows how to employ it with complete accuracy (incorrectly employing their in-group codes is apparently one of the most offensive things you can do to a human). Like Jazz he is mostly employed in human-Autobot relations than as a warrior, though he is ever ready to defend his small friends. A major task for him is communicating with human refugees from the parts of the Earth that have fallen under Decepticon domination. These people are often in deep shock after what they have been through and are fearful of and hostile to any Transformer. Rather than looming over them and issuing pronouncements and orders like the Autobot commanders often do he gets down with them and understands their individual fears and concerns and helps them communicate these to the Autobot refugee services that are working to rehouse homeless humans and reunite separated families.

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

Post by Gamebook » Fri Jul 06, 2018 6:06 pm

Image

Linebreaker - PL 9

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

Advantages
Agile Feint, Diehard, Ranged Attack 8

Skills
Athletics 4 (+12), Perception 4 (+4), Technology 4 (+5)

Powers
Bunker Buster missile launcher: Damage 10 (DC 25; Increased Range: ranged, Penetrating 10; 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))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Solid-Fuel Arm Rockets: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Unreliable (5 uses))
Transform
. . Lancia Stratos Turbo: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Skilled Driver: Enhanced Trait 3 (Linked; Traits: Acrobatics +4 (+5), Advantages: Agile Feint)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +1
Bunker Buster missile launcher: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 68 + Advantages 9 + Skills 6 (12 ranks) + Defenses 12 = 119

Linebreaker is a combat assault engineer. It is his job to shatter the fixed defenses of Decepticon positions so his comrades can storm them. He relies not on heavy armor to get him close but on his speed and agility as a Wheeljack design. His missile weapons are short-ranged as their propellant burn rate has been tuned up to an extreme degree so they accelerate when launched to a tremendous velocity in a very short distance, letting them punch their reinforced warhead deep into the structure of a target where their internal charge then detonates and blows it apart.

Linebreaker is fearless in pressing home an assault on even the most formidable positions. He often has to charge into interlocking fields of fire to get close enough to launch his munitions and even with his best efforts at dodging often takes some bad hits. As a Wheeljack design he has customized his internals however, building massive redundancy into his systems so damage that would be incapacitating for another Transformer just temporarily disables him. Often he is back on his wheels mere seconds after being shot through and makes it close enough to achieve his objective before collapsing. Other Autobots admire his courage and toughness while being glad that he is there to do what they regard as suicide missions.

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

Post by Gamebook » Fri Jul 06, 2018 9:06 pm

Image

Loadhauler - PL 9

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

Advantages
Ranged Attack 7

Skills
Athletics 4 (+13), Perception 4 (+4), Technology 4 (+4)

Powers
Explosive Rockets: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Extended Range 4, Increased Range: ranged; Unreliable (5 uses))
Growth: Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -4 active defenses, +1 size rank, +7 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Mineral Assayers: Senses 9 (Acute: Minerals, Analytical: Minerals, Detect: Minerals 2: ranged, Extended: Minerals 1: x10, Penetrates Concealment: Minerals)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Torque Action Mining Rifle
. . Blast: Damage 10 (DC 25; Increased Range: ranged)
. . Drill: Burrowing 7 (Speed: 8 miles/hour, 120 feet/round; Increased Range: ranged, Penetrating)
Transform
. . Power Grabber: Elongation 1 (Linked; Elongation: 30 feet, +1 to grab)
. . Power Loader: 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
Blast: Damage 10, +8 (DC 25)
Explosive Rockets: Burst Area Damage 8 (DC 23)
Grab, +7 (DC Spec 20)
Throw, +8 (DC 24)
Unarmed, +6 (DC 24)

Languages
Native Language

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

Power Points
Abilities 22 + Powers 95 + Advantages 7 + Skills 6 (12 ranks) + Defenses 10 = 140

Loadhauler is a Grapple design Autobot who incorporates technology stolen from the Constructicons. As the first combiner team to become operational they were the object of intense Autobot efforts to learn how the Decepticons had managed to get the process to work. When the Autobots came to build their first combiner team they initially planned to just imitate the Constructicons. In the end though continued research made the project obsolete before it was completed and only one of the planned technical Autobots was built.

Loadhauler is thus a combiner Transformer without a combiner team. His capabilities are based on those of Scavenger, but he is wheeled rather than tracked as he is a loader rather than a digger. Rather than excavating with his power arm in alt mode he uses an Autobot device to drill out soil and rock. This is a form of torque rifle, similar to that used by Air Raid, that exerts rotational kinetic force at a distance. His is set to spin at a much higher rate however so he can grind through even hard rock formations. It also has a nasty effect if turned on a Decepticon. He spends most his time at the bottom of a strip mine or deep underground pursuing valuable mineral seams though as he is not a front-line combatant.
Last edited by Gamebook on Fri Jul 13, 2018 8:35 pm, edited 2 times in total.

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

Post by Gamebook » Fri Jul 06, 2018 9:20 pm

Image

Madcap - PL 9

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

Advantages
Fearless, Ranged Attack 7

Skills
Acrobatics 6 (+8), Athletics 6 (+14), Intimidation 4 (+7)

Powers
Electron Pulse Gun (Easily Removable)
. . Electron Pulse: Damage 10 (DC 25; Increased Range: ranged, Multiattack)
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))
Missile Launcher: Damage 10 (DC 25; Extended Range 8, Homing 2: 2 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . Lamborghini Countach LP500S: 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
Electron Pulse: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Missile Launcher: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 26 + Powers 81 + Advantages 8 + Skills 8 (16 ranks) + Defenses 11 = 134

While excellent warriors all the Sunstreaker design Autobots are regarded as a bit screwy by their fellows. They are almost all arrogant show-offs who regard themselves as superior to other run-of-the-mill Autobot warriors and aren't afraid to say so. Madcap takes this to an extreme however, regarding all other car design Autobots as slow, clumsy duffers compared to him and others of his design. He fights his own battles without regard to anyone not of his design, or at least that of the related Sideswipe design. He refuses any attempt at cooperation by other Autobots, pointedly not going along with whatever they are planning. This contrary attitude exasperates his comrades and they think he (and probably all the rest of the design) should go back to the factory for a mental overhaul.
Last edited by Gamebook on Tue Jul 10, 2018 8:16 pm, edited 1 time in total.

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

Post by Gamebook » Fri Jul 06, 2018 9:31 pm

Image

Maglock - PL 9

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

Advantages
All-out Attack, Fast Grab, Improved Grab, Improved Hold, Ranged Attack 4

Skills
Athletics 4 (+12)

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])
Transform
. . Magnetic Lock: Enhanced Strength 10 (Linked; +10 STR; Limited: to holding in place, Limited to Lifting)

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Throw, +4 (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 44 + Advantages 8 + Skills 2 (4 ranks) + Defenses 11 = 85

Maglock's job is to hold heavy pieces of machinery in place while they are worked on by technicians or just being stored. He spends most of his time hanging from the ceiling of an assembly plant while other Autobots fit out a transport shuttle or city component that he is holding in place for them. The most activity he generally gets is being asked to rotate in place or slide down an overhead track to the next station on the assembly line. The objects he is entrusted with not dropping are usually very valuable which is why an Autobot is used instead of a simple piece of machinery. While other Autobots wonder how he can stand such a boring job he takes it very seriously and regards himself as vital to the Autobot war effort. On several occasions Decepticon raiders have attempted to steal what he is holding on to but he absolutely refuses to let go, even when he has to sit there defenseless as they furiously blast and bash at him in an attempt to break his magnetic grip.

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

Post by Gamebook » Fri Jul 06, 2018 9:45 pm

Image

Mailshot - PL 9

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

Advantages
Ranged Attack 8

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

Powers
Delivery Schedule: Senses 1 (Direction Sense)
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 Rifle (Easily Removable)
. . Blast: Damage 8 (DC 23; Increased Range: ranged, Multiattack)
Transform
. . Power-Lifting: Enhanced Strength 2 (Linked; +2 STR; Limited to Lifting)
. . UPS delivery truck: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheeled)
Twin heat-seeking missile launchers: Damage 10 (DC 25; Extended Range 5, Homing 5: 5 extra attempts, Increased Range: ranged; Unreliable (5 uses))

Offense
Initiative +0
Blast: Damage 8, +8 (DC 23)
Grab, +6 (DC Spec 17)
Throw, +8 (DC 22)
Twin heat-seeking missile launchers: Damage 10, +8 (DC 25)
Unarmed, +6 (DC 22)

Languages
Native Language

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

Power Points
Abilities 16 + Powers 78 + Advantages 8 + Skills 4 (8 ranks) + Defenses 11 = 117

Mailshot is an Autobot mail courier, delivering packages to Autobots all over the continent. These are mostly small, personal items they have ordered rather than being military supplies. Her arrival at a location is always very welcome as she brings all sorts of extra kit, personal upgrades or sports gear that Autobots can purchase from the PX. The mail is protected from interference by Autobot law but she has to be armed to fend off all the thieves and raiders who try to waylay her. These are sometimes Decepticons but more commonly are other Autobots or even humans. What she carries is not that valuable really so a few pulse volleys and a missile or two are usually enough to drive them off in search of easier pickings. She takes her duties very conscientiously and refuses to smuggle contraband for Autobot and human dealers, an attitude which has actually put her in more danger than any attacks on the road as those unscrupulous fellows try to pressure her into cooperation.

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

Post by Gamebook » Sat Jul 07, 2018 6:28 am

Image

Max Out - PL 9

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

Advantages
Extraordinary Effort, Precise Attack (Ranged, Cover), Ranged Attack 7

Skills
Acrobatics 4 (+5), Athletics 4 (+12), Intimidation 4 (+7), Perception 4 (+4), Ranged Combat: Acid Pellets: Damage 8 2 (+3)

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])
Semi-Automatic Rifle (Easily Removable)
. . Acid Pellets: Damage 8 (DC 23; Increased Range: ranged, Secondary Effect)
Transform
. . Datsun 280ZX Turbo: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)
Wire-Guided Missiles: Damage 10 (DC 25, Advantages: Precise Attack (Ranged, Cover); Extended Range 5, Homing 4: 4 extra attempts, Increased Range: ranged; Unreliable (5 uses))

Offense
Initiative +1
Acid Pellets: Damage 8, +10 (DC 23)
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)
Wire-Guided Missiles: Damage 10, +8 (DC 25)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 73 + Advantages 8 + Skills 9 (18 ranks) + Defenses 12 = 126

Normally Prowl design Autobots are calm and controlled, but Max Out is an exception. In car mode he redlines his engine in order to catch up to those he is in pursuit of and never backs off no matter how dangerous the chase gets. He is known for driving full speed straight at another road user in order to get them to swerve out of the way. Even such lunatics as the Stunticons regard him as crazy. It is thought he may be this way because the normal Prowl devotion to duty has manifested in him as an absolute determination never to let a target get away, regardless of what it does to him. Autobot service technicians are horrified at the state he brings his engine back to them in after he has held it to its absolute maximum capacity for an extended period, ignoring all the normal operation regulations. He is like this in battle too, being known for blazing off all his ammunition at the start of a fight due to always firing at maximum rate. Other Autobots just let him go, there's no restraining him.

Gamebook
Posts: 4216
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Sat Jul 07, 2018 6:43 am

Image

Mirage - PL 9

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

Advantages
Daze (Deception), Improved Aim, Ranged Attack 7

Skills
Acrobatics 4 (+5), Athletics 4 (+11), Deception 6 (+7), Insight 4 (+4), Perception 6 (+6), Persuasion 4 (+5)

Powers
Armor-Piercing Hunting Rifle (Easily Removable)
. . Liquid Fuel Powered Darts: Damage 8 (DC 23; Accurate: +2, Extended Range 3, Increased Range: ranged, Penetrating 8)
Electro-Disrupter
. . Circuitry Interference: Illusion 10 (Affects: Three Sense Types - Visual, Audio, Area: 1000 cft., DC 20; Limited to One Subject)
. . Illusory Appearance: Morph 4 (+20 Deception checks to disguise; Any form; Resistible: Will)
. . Location Displacement: Concealment 6 (All Aural Senses, All Visual Senses; Passive)
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))
Missile Launcher: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Senses: Senses 1 (Extended: Vision 1: x10)
Transform
. . F-1 Ligier JS11 Racer: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 7 (Linked; Speed: 250 miles/hour, 0.5 miles/round; Custom: Wheels)

Offense
Initiative +1
Grab, +6 (DC Spec 17)
Liquid Fuel Powered Darts: Damage 8, +10 (DC 23)
Missile Launcher: Damage 10, +8 (DC 25)
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

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

Power Points
Abilities 22 + Powers 98 + Advantages 9 + Skills 14 (28 ranks) + Defenses 11 = 154

Mirage is an Autobot special agent, he spies on the Decepticons and runs deception operations on them using the special electro-disruptor gear built into him. He is expert at getting Decepticon spies to draw the conclusions the Autobots want them to by interfering with their perceptions. He also often just walks into Decepticon facilities, being able to bypass most of their security measures by casting a holographic disguise over himself to make him look like a Decepticon who is meant to be there. In battle he is never where he seems to be, moving around under a shifting pattern of misdirection. He is a hunter by nature and often stalks and shoots the smaller, animal form Decepticons such as Laserbeak or Ravage. He despises front line combat with its indiscriminate hail of ordnance ravaging the area and regards it as beneath him. If seriously threatened by Decepticon attacks he speeds off with a call of "I'm far too valuable to be captured!". He rarely associates with other Autobots, ostensibly for security reasons but actually because he is a snob who regards them as uncultured boors.
Last edited by Gamebook on Fri Jul 13, 2018 8:37 pm, edited 1 time in total.

Gamebook
Posts: 4216
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Jul 07, 2018 6:57 am

Image

Motorpool - PL 11

Strength 14, Stamina 12, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 8

Skills
Athletics 4 (+18), Perception 4 (+4), Technology 4 (+4), Vehicles 4 (+4)

Powers
Growth: Growth 10 (+10 STR, +10 STA, +5 Intimidate, -10 Stealth, -5 active defenses, +2 size ranks, +10 mass ranks, +1 ; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Laser Rifle (Easily Removable)
. . Laser: Damage 14 (DC 29; Extended Range 6, Increased Range: ranged, Penetrating 14)
Missiles: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 7, Increased Range: ranged; Unreliable (5 uses))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Transform
. . Freightliner COE: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Power-Lifting: Enhanced Strength 2 (Linked; +2 STR; Limited to Lifting)
. . Speed: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +0
Grab, +6 (DC Spec 24)
Laser: Damage 14, +8 (DC 29)
Missiles: Burst Area Damage 10 (DC 25)
Throw, +8 (DC 29)
Unarmed, +6 (DC 29)

Languages
Native Language

Defense
Dodge 1, Parry 1, Fortitude 15, Toughness 18, Will 3

Power Points
Abilities 24 + Powers 112 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 164

Motorpool has the large and powerful chassis design of Ultra Magnus but is only fitted with a simple and cheap Autobot brain. The Autobots needed someone to run supplies to the front line in quantity while being able to repel any Decepticon attack, but this was clearly far too mundane a job for a senior Autobot commander like Magnus. Motorpool spends his time ferrying crates of supplies and partially-completed Autobot chassis' around, and evacuating the masses of damaged Autobots that the incessant fighting generates. He is a capable service technician himself and is often to be found stained with oil in a workshop, an odd sight to other Autobots who are used to seeing the Ultra Magnus design standing gleaming and proud while issuing them orders to attack. In battle he is comparatively slow and clumsy, relying on his immense armor and firepower rather than on being a clever fighter or good shot. His sheer power means that he can defeat most Decepticon attacks, though left to himself he never follows up on an advantage and just returns to whatever job he was doing before being interrupted.

Gamebook
Posts: 4216
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Sat Jul 07, 2018 6:58 am

Image

Night Convoy - PL 13

Strength 13, Stamina 10, Agility 2, Dexterity 2, Fighting 11, Intellect 3, Awareness 3, Presence 3

Advantages
Assessment, Benefit, Status: Autobot Commander, Defensive Attack, Equipment 27, Hide in Plain Sight, Improved Critical: Energon Axe: Strength-based Damage 2, Improved Critical: Laser Beam: Damage 14, Inspire 2, Interpose, Leadership, Power Attack, Ranged Attack 8, Skill Mastery: Stealth, Startle, Takedown, Teamwork

Skills
Acrobatics 4 (+6), Athletics 4 (+17), Deception 4 (+7), Insight 4 (+7), Intimidation 8 (+15), Investigation 4 (+7), Perception 8 (+11), Persuasion 4 (+7), Sleight of Hand 4 (+6), Stealth 12 (+6), Technology 4 (+7), Vehicles 4 (+6)

Powers
Energon Axe: Strength-based Damage 2 (DC 30; Penetrating 15)
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))
Laser Rifle (Easily Removable)
. . Laser Beam: Damage 14 (DC 29; Extended Range 4, Increased Range: ranged, Penetrating 14)
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 3 (Darkvision, Extended: Vision 1: x10)
Stealth: Concealment 4 (All Visual Senses; Limited: to in darkness, Partial)
Transform
. . Black White Freightliner: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheeled: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Equipment
Combat Deck, Combat Module, Roller

Offense
Initiative +2
Energon Axe: Strength-based Damage 2, +11 (DC 30)
Grab, +11 (DC Spec 23)
Laser Beam: Damage 14, +10 (DC 29)
Throw, +10 (DC 28)
Unarmed, +11 (DC 28)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 14, Toughness 16, Will 9

Power Points
Abilities 62 + Powers 101 + Advantages 50 + Skills 32 (64 ranks) + Defenses 19 = 264

The Autobots have long been great exponents of night operations. For all the advanced sensory systems available to the Transformers simple daylight or starlight is still the most effective way to spot the enemy. Active scanning systems such as radar or infrared have limited coverage and give away your position and can be destroyed by counterfire, while passive heat or acoustic sensors can be defeated by heat baffles and muffling systems. On Cybertron Night Convoy and his dark-painted troops used the night to slip around in the Decepticon rear. Their specialty was ambushing Decepticon transport convoys and slave coffles being moved between the fortified cities the Decepticons usually dwell in. Often they would not just destroy them but bring back substantial booty and freed slaves to the Autobot lines.

Ever since Cybertron was knocked from its orbit by the apocalyptic forces unleashed by the war the sky has been dark except for the brilliant stars of the Milky Way, so Night Convoy and his Autobots never had to fear the dawn. In the old days before the war Cybertron was so brightly illuminated on its night side by the countless lights of the cities and the broad highways that connected them that those Transformers who looked down on their world from orbit described it as being almost as bright as their sun. That was long ago though, now the devastation of the war and the crippling energy crisis means that visible light on Cybertron is a rarity. The only bright spots are the Decepticon citadels, and that is just their searchlights probing the darkness for escaped slaves or Autobot saboteurs. The territories held by the Autobots are kept in a permanent blackout to conceal them from the Decepticon fliers that penetrate into Autobot airspace to sow devastation with their bombloads. Most areas are dark though because they are just abandoned wastelands left bereft of Transformer activity by war damage and depopulation.

Night Convoy himself is an Optimus Prime design Autobot, one of only a limited number given how difficult they are to construct. He is fitted with advanced stealth systems that make him a very effective nocturnal operator. He often functions as an Autobot assassin, penetrating into Decepticon facilities to eliminate important persons on their side. As an Optimus design few Decepticons have a chance against him if he can catch them alone. He is notably more ruthless than Optimus Prime, or at least how Optimus chooses to present himself to his Autobots. There are dark rumors that he and his troops have carried out massacres of slave workers in order to reduce the Decepticon workforce when they could not hope to get them away to Autobot lines. Since hardly any Autobot other than Optimus Prime has ever even met Night Convoy or any of his forces since they were commissioned it is hard to verify this and Autobot officers come down harshly on anyone caught spreading such sedition.
Last edited by Gamebook on Wed Jul 11, 2018 12:40 am, edited 1 time in total.

Gamebook
Posts: 4216
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Jul 07, 2018 9:50 am

Image

Nightstreaker - PL 9

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

Advantages
Hide in Plain Sight, Ranged Attack 7

Skills
Acrobatics 4 (+6), Athletics 4 (+12), Perception 4 (+4), Stealth 6 (+2)

Powers
Electron Pulse Gun (Easily Removable)
. . Electron Pulse: Damage 10 (DC 25; Increased Range: ranged, Multiattack)
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))
Missile Launcher: Damage 10 (DC 25; Extended Range 8, Homing 2: 2 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Stealth: Concealment 4 (All Visual Senses; Limited: to at night, Partial)
Transform
. . Lamborghini Countach LP500S: 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
Electron Pulse: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Missile Launcher: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 26 + Powers 83 + Advantages 8 + Skills 9 (18 ranks) + Defenses 12 = 138

Nightstreaker is an attempt to produce a less arrogant Sunstreaker design by fitting the chassis with the head from a Prowl design. This has produced a determined but more rational Autobot. Nightstreaker is a specialist night fighter with built in stealth capabilities. He usually goes into action with a multi-lensed set of night vision goggles on. Most Transformers are noisy and ostentatious by nature, favoring bright colors, loud guns and showing off at every opportunity. This is why they are so bad at remaining 'robots in disguise' and are forever giving themselves away by staging battles in plain view. Keeping up the masquerade is just too difficult for most of them, they want to fight. Nightstreaker by contrast makes stealthy approaches and surprise attacks before melting away into the night.

Gamebook
Posts: 4216
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Jul 07, 2018 10:42 am

Image

Optimus Prime - PL 15

Strength 13, Stamina 10, Agility 4, Dexterity 6, Fighting 15, Intellect 8, Awareness 8, Presence 8

Advantages
Accurate Attack, Agile Feint, Assessment, Benefit, Status 3: Autobot Leader, Defensive Attack, Defensive Roll, Eidetic Memory, Equipment 27, Evasion, Favored Foe: Megatron, Improved Aim, Improved Critical 2: Unarmed, Improved Critical 4: Laser Beam: Damage 14, Improved Initiative, Inspire 3, Interpose, Leadership, Power Attack, Quick Draw, Ranged Attack 10, Skill Mastery: Persuasion, Takedown, Teamwork

Skills
Acrobatics 6 (+10), Athletics 8 (+21), Deception 4 (+12), Insight 12 (+20), Intimidation 8 (+20), Investigation 12 (+20), Perception 12 (+20), Persuasion 12 (+20), Sleight of Hand 4 (+10), Stealth 4 (+0), Technology 4 (+12), Treatment 4 (+12), Vehicles 4 (+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))
Laser Rifle (Easily Removable)
. . Laser Beam: Damage 14 (DC 29; Extended Range 6, Increased Range: ranged, Penetrating 14)
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 5 (Extended: Vision 3: x1k, Low-light Vision, Microscopic Vision 1: dust-size)
Transform
. . Speed: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)
. . White Freightliner: Morph 1 (Linked; +20 Deception checks to disguise; Single form)

Equipment
Combat Deck, Combat Module, Roller

Offense
Initiative +8
Grab, +15 (DC Spec 23)
Laser Beam: Damage 14, +16 (DC 29)
Throw, +16 (DC 28)
Unarmed, +15 (DC 28)

Languages
Native Language

Defense
Dodge 13, Parry 13, Fortitude 14, Toughness 17/16, Will 16

Power Points
Abilities 112 + Powers 84 + Advantages 66 + Skills 47 (94 ranks) + Defenses 27 = 336

Combat Deck - PL 5

Toughness 10, Size Huge

Features:
Communications, Computer, Garage, Power System, Workshop

Powers
Impervious Defense: Impervious Toughness 10
Radio Control: Remote Sensing 6 (Affects: 2 Types, inc. Visual - Audio, Visual, Range: 1800 feet; Simultaneous; Feedback, Limited: link to Optimus Prime)
Repair Module
. . Critical Repair: Healing 8 (Restorative)
. . Restore Function: Healing 8 (Resurrection)

Power Points
Abilities 3 + Powers 3 + Advantages 0 + Features 5 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 13

Combat Module - PL 13

Strength 8, Defense -2, Toughness 8, Size Large

Features:
Remote Control

Powers
Auto-Launcher
. . Laser: Damage 10 (DC 25; Increased Range: ranged)
. . Missiles: Damage 10 (DC 25; Extended Range 5, Homing 2: 2 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Impervious Defense: Impervious Toughness 8
Radio Control: Remote Sensing 6 (Affects: 2 Types, inc. Visual - Audio, Visual, Range: 1800 feet; Simultaneous; Feedback, Limited: link to Optimus Prime)

Offense
Laser: Damage 10, +16 (DC 25)
Missiles: Damage 10, +16 (DC 25)

Power Points
Abilities 5 + Powers 41 + Advantages 0 + Features 1 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 48

Roller - PL 13

Strength 6, Defense -2, Toughness 8, Size Large

Features:
Remote Control

Powers
All-terrain: Movement 1 (Sure-footed 1)
Impervious Defense: Impervious Toughness 8
Laser Rifle: Damage 10 (DC 25; Increased Range: ranged)
Radio Control: Remote Sensing 18 (Affects: 2 Types, inc. Visual - Visual, Audio, Range: 1000 miles; Simultaneous; Feedback, Limited: link with Optimus Prime)
Wheels: Speed 6 (Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Laser Rifle: Damage 10, +16 (DC 25)

Power Points
Abilities 3 + Powers 69 + Advantages 0 + Features 1 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 74

Optimus Prime has been the Autobot supreme leader ever since the Battle of Iacon when the Autobot High Council voted to place the war effort under direct military command. There was only one choice for this role, the finest Autobot that has ever been made, Optimus Prime. Optimus was originally created not long before the rise of the Decepticon movement in an effort to design the perfect Transformer. The ancient global civilization of Cybertron was breaking up into innumerable rival city states as the Transformer population continued to explode and energy shortages reached crisis point. The ageing High Council was unable to restrain the growing hostility and armaments build-ups taking place. Emirate Xaaron put forward a scheme to encourage the building of a small number of very high quality Transformers instead of the masses of small, cheap models that were being turned out to serve as a workforce for the burgeoning new states. He hoped to create a new level of Transformer able to understand and master the crisis that Cybertron was falling into while also slowing the rate of population growth.

Optimus Prime was not actually intended to be a warrior, Emirate Xaaron wanted him to serve as a proponent of peace and a new understanding and cooperation between Transformers. His original function was as a doctor, repairing down and out Transformers discarded when they became obsolete or were damaged in industrial accidents or brawls. This is why Optimus has such a strong instinct to protect the weak and preserve the lives and dignity of all intelligent beings. His trailer was his mobile medical facility and he uses it to protect and repair Autobots during combat. The hopeful scheme that saw his creation was subverted and betrayed however, all it did was encourage a new generation of Transformers that were intended to be the ultimate warriors and war leaders, including the horrendous misuse of Transformer technology that is Megatron. This is why Optimus has occasionally referred to Megatron as his fallen brother.

Prime's leadership of the Autobots is absolute, he has no form of supervisory authority over him and there is no political mechanism for him to be removed from command. Transformers have no concept of democracy or voting, leaders are determined by their having been built for that function and then asserting their natural talent for command. This is why their leaders are nearly always so far superior to the mass of ordinary Transformers, they were consciously designed for the role and fitted with the very best of everything regardless of cost. Making a Transformer like Optimus costs as much as a battalion of regular Autobot warriors. It is not just the powerful chassis, growing a brain like the remarkable one he has takes an enormous amount of time and care. Every leader represents a huge investment and has to be carefully weighed against fielding a large number of other Transformers.

On Earth Optimus is as determined to win the war for the sake of the humans as much as for his Autobots. While many Autobots dream of returning to Cybertron Prime as leader has to accept that Cybertron is probably so far away across the galaxy after four million years that there is almost no chance of them ever locating it, let alone being able to travel back there. Cybertron is a rogue planet, wandering across the gulfs between stars without any regular orbit. The gravitational fields of immense galactic phenomena constantly pull its path to and fro, making calculating its trajectory for any distance an impossible task even with the computational power and knowledge of physics of the Transformers. By now it is probably thousands of light years away and crossing such a gulf of space would require an amount of time and/or energy impossible to harness. Instead Optimus is focused on making Earth the new home of the Transformer race, it is a hospitable place for them with its moderate gravity and abundant natural resources. First though they have to defeat the Decepticons who are trying to do the same thing. Prime fully intends to share all the wonders of Transformer civilization with the intelligent native inhabitants and is ordering the building of Autobot cities and facilities integrated with those of the humans. The development of Master technology and the binary bonding process he is encouraging as a way to meld the two otherwise very different intelligent beings together (Transformers are by Earth biological standards not a species, or even alive).

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