Gamebook's builds (hs5ias new thread)

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

Post by Gamebook » Sat Jul 07, 2018 3:34 pm

Image

Perceptor - PL 9

Strength 8, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 4, Awareness 0, Presence 0

Advantages
Eidetic Memory, Ranged Attack 8

Skills
Athletics 4 (+12), Expertise: Science 12 (+16), Investigation 8 (+12), Perception 6 (+6), Technology 8 (+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))
Light Cannon: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
. . Transform
. . . . Microscope: Senses 7 (Linked; Extended: Vision 4: x10k, Microscopic Vision 3: molecule-size)
. . Transform
. . . . Artillery Piece: Enhanced Trait -4 (Linked; Traits: Agility -1 (-1), Fighting -1 (+5))
. . . . Light Cannon: Damage 10 (Linked; DC 25; Extended Range 6, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Light Cannon: Damage 10, +8 (DC 25)
Light Cannon: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 28 + Powers 55 + Advantages 9 + Skills 19 (38 ranks) + Defenses 11 = 122

Perceptor is an Autobot scientist who specializes in molecular science. He is generally agreed behind his back to be the most boring Autobot there is. Most Autobot scientists and engineers are more madcap inventors, forever enthusiastically coming up with some new, unlikely and usually dangerous breakthrough or gadget to make the Autobots already exciting and incident-filled life (what with the war and all) even more so. It is Perceptor's job though to work out the fine details of other more inspired researcher's insights so that they can actually be put into operation. He works out what materials are needed to construct a new device, and how to produce them. He really knows his stuff, but delivers reports and lectures with a straight monotone in excruciating detail. Even if they understand what he is talking about listening to this sentient textbook sends most Autobots into a near coma of boredom.

Perceptor is rarely on the front lines as he is not a warrior by design and is too valuable to risk in a routine firefight. That said his scanning microscope can be recalibrated to a quite powerful weapon if he needs to. He is reluctant to engage in combat, not because he is a coward, but because his focusing lenses are quite fragile and if damaged would be difficult to replace. Getting shot by Decepticons he regards as a job for more robustly constructed Autobots.

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

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

Post by Gamebook » Sat Jul 07, 2018 3:37 pm

Image

Prime-8 - PL 13

Strength 13, Stamina 10, Agility 4, Dexterity 2, Fighting 11, Intellect 2, Awareness 3, Presence 3

Advantages
Assessment, Benefit, Status: Autobot Commander, Defensive Attack, Equipment 27, Improved Critical: Affliction: Affliction 14, Improved Critical: Electron Hammer: Strength-based Damage 2, Inspire 2, Interpose, Leadership, Power Attack, Ranged Attack 8, Takedown, Teamwork, Tracking

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

Powers
Electron Hammer: Strength-based Damage 2 (DC 30; Alternate Resistance: Fortitude)
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 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
Sonic Stun Cannon (Easily Removable)
. . Affliction: Affliction 14 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 24; Extended Range 2, Increased Range: ranged)
Transform
. . Green Camo Pattern White Freightliner: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Invisibility Field: Burst Area Concealment 4 (Linked; All Visual Senses; Burst Area: 30 feet radius sphere, DC 14)
. . Wheeled: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Equipment
Combat Deck, Combat Module, Roller

Offense
Initiative +4
Affliction: Affliction 14, +10 (DC Fort 24)
Electron Hammer: Strength-based Damage 2, +11 (DC Fort 30)
Grab, +11 (DC Spec 23)
Throw, +10 (DC 28)
Unarmed, +11 (DC 28)

Languages
Native Language

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

Power Points
Abilities 64 + Powers 87 + Advantages 48 + Skills 26 (52 ranks) + Defenses 21 = 246

The Autobots and Decepticons don't often directly copy each others designs as they have different combat philosophies and force requirements. On Cybertron the Autobot war effort was based around the taking and holding of ground. With a huge expenditure of labor the Autobots would build enormous fortified lines that snaked across Cybertron in a great tangle, knotting around the refitted shells of old Autobot cities that had been turned into gigantic fortresses. To take territory rather than exposing their troops to massive Decepticon firepower by advancing across open ground they would instead drive out saps into Decepticon territory, then gradually link them together to form a new defensive line. Whenever the Decepticons undertook a counterstroke to wipe out these insolent intruders the Autobots would go to ground and rely on their long-range firepower and tough courage to see them off. Often the Decepticons would break into the interior of their positions and have to be driven out in vicious close-quarters fighting, frequently hand-to-hand. This is why so many Autobots are ground-based and carry missiles, or are technical and haulage workers. Not giving their troops a flight capability also makes them far cheaper to construct than the often airborne Decepticons and so throughout much of the war the Autobots enjoyed overall strategic numerical superiority.

Prime-8 may have been intended not for front line use against the Autobots but as a training opponent for the Decepticons to practice against. They are quite evil enough to build sentient beings for the sole purpose of trying out new weapons and tactical evolutions against them. The Decepticons have a complex about Optimus Prime, they have never convincingly defeated him in battle, the only time they have ever gained the upper hand against troops under his command is by deploying disproportionately overwhelming forces against him. Often they suspect that such battles proceeded according to Optimus design, drawing off Decepticon forces from more vital sectors, baiting the Decepticons into taking unnecessarily heavy casualties or expending large quantities of precious fuel and munitions, or giving away their latest tactics and weapons before they could be used to achieve a decisive surprise action.

When his chassis was captured Prime-8 was a poor quality clone of Optimus, he had to be substantially refitted before he could begin to compare to the Autobot leader. The super-Transformers such as Optimus and Megatron built shortly before the devastating inter-citystate wars have never quite been matched, the scientific knowledge needed to do so burned in the searing light of photon missiles along with the cities. What such elite leaders as are created now are built using stockpiles of advanced materials preserved from before the wars. There is no known way to replenish these dwindling stocks and so they have to be more carefully rationed after the construction of each new leader. Eventually they will be gone and the greatness of the Transformer race will be permanently diminished.

On Cybertron Prime-8 led guerilla forces behind the Decepticon lines. Unlike the Autobots the Decepticons maintained only thin and lightly held lines, little more than a chain of observation outposts. Instead they massed their forces well to the rear in protected cities where the Decepticon warriors and their leaders spent their time amusing themselves with drinking parties and vicious gladiatorial games. Every so often they would be seized with a desire to fight and then they would charge out under whichever warlord they followed to attack the Autobots positions. Decepticon warriors tend to be flight capable, which makes them powerful fighters but also very expensive to build and maintain. The concentrated attack of the Decepticons could devastate entire networks of positions built up with such cost and effort, especially if their warlord was a cunning one and knew where to attack to unhinge an entire defensive region, forcing the Autobots to abandon great swathes of their works without a fight to avoid their warriors being encircled by the faster-moving Decepticons. Of course if the Decepticons fluffed their offensive operation they could also be massacred at little cost to the Autobots as they charged headlong and heedless into massed defensive firepower.

With the Decepticon rear territories poorly patrolled by lazy Decepticon warriors and populated by miserable and rebellious slave workers there was plenty of scope for guerilla activity and Prime-8 repeatedly led specialized task forces of picked volunteer troops on lengthy campaigns of spying and sabotage. Prime-8 has a personal vendetta against the Decepticons for the insult to Optimus Prime his existence represents. Internally he feels a permanent shame at having been made by the Decepticons and intends to resolve it by wiping them out. On Earth he has resumed this role as there is an entire world to hide out in and only a few hundred Transformers on each side (as yet, both sides numbers are growing fast).
Last edited by Gamebook on Fri Jul 13, 2018 8:44 pm, edited 5 times in total.

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

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

Post by Gamebook » Sat Jul 07, 2018 3:59 pm

Image

Prowl - PL 9

Strength 8, Stamina 8, Agility 1, Dexterity 1, Fighting 6, Intellect 3, Awareness 0, Presence 0

Advantages
Inspire, Precise Attack (Ranged, Cover), Ranged Attack 7

Skills
Acrobatics 4 (+5), Athletics 4 (+12), Investigation 8 (+11), 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))
Logic Center: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Mental)
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 30 + Powers 75 + Advantages 8 + Skills 11 (22 ranks) + Defenses 12 = 136

Much of the actual work of planning the Autobot war effort is done by Prowl who functions as Optimus Prime's chief of staff. He works out all the fine detail that a massive, global-spanning war generates. His brain is specially adapted to do this, he can perform logistical calculations at lightning speed. Most of his time is spent scanning reports and composing long lists of instructions and directives. It is thanks to him that fuel and ammunition is allocated as necessary and all the many areas of action around the world are covered with the necessary forces.

As a reliable and conscientious pattern who is also quite a capable warrior Prowl is a common Autobot design, though most of his derivatives do not have the specialist logic center that he does. While reliable in combat they tend not to be very imaginative, many of them indeed using the same weaponry as the original. The armaments load-outs of most Transformers are only what they tend to favor as personal weaponry, they will often rearm themselves with different equipment if they think it necessary.

For all his important position in the Autobot war effort Prowl is not a true leader, he lacks the charisma and insight needed. In combat he resorts to precise and detailed orders to control the actions of the warriors under his command, treating them like pieces in a game of intellect. Other Autobots consider that he has no appreciation of them as autonomous agents who are quite capable of handling themselves and need guidance rather than dictation. There are shades of Shockwave's obsessive and controlling command style in him, though without the undercurrent of frustrated madness.

Gamebook
Posts: 4260
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Sat Jul 07, 2018 4:15 pm

Image

Purge - PL 10

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

Advantages
Equipment 13, Ranged Attack 8, Ultimate Effort: Intimidation

Skills
Athletics 4 (+12), Deception 4 (+6), Insight 6 (+9), Intimidation 6 (+11), Investigation 6 (+8), Perception 4 (+7), Persuasion 4 (+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))
Lie Detector: Mind Reading 10 (DC 20; Limited to Emotions)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
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)

Equipment
Battle Platform

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Lie Detector: Mind Reading 10 (DC Will 20)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 10, Toughness 10, Will 7

Power Points
Abilities 34 + Powers 49 + Advantages 22 + Skills 17 (34 ranks) + Defenses 12 = 134

Purge's job is to assess the political reliability of his fellow Autobots. Whenever a new Autobot comes off the production lines part of their lengthy initiation process is a series of interviews with Purge where he assesses if their mental attributes are compatible with being an Autobot. If he considers that they lack the moral rectitude needed he can have them deactivated and recycled for parts. This is a necessary job as constructing a Transformer brain is not an exact science and many of those made are really not cut out for combat against the terrifying Decepticons. Autobots that are thrown straight into combat after being activated for the first time often panic and flee, which results in unnecessary casualties and Autobot defeats. Purge as his name indicates clears out these weaklings from the Autobot ranks.

Desertion is a common problem for the Autobots on Earth, the existence of the sprawling human civilization they live amongst provides both temptation and opportunity to escape the war. When the Autobot military police bring them back from wherever they have absconded to it is Purge's job to get them to see that they need to win this war and that it can only be done with the total commitment of every Autobot. There can be no room for bystanders, every Transformer who will not fight by their side is an enemy to be destroyed. If the retrieved deserter cannot convince Purge that they truly regret what they did and from now on can be relied upon to fight they are likely to be sent to the breaker's yard for recycling into spare parts for those brave heroes who are on the front line. Long years of war have made the Autobots chillingly ruthless, there is no appeal from Purge's decisions, not even to Optimus Prime.
Last edited by Gamebook on Fri Jul 13, 2018 8:46 pm, edited 2 times in total.

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

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

Post by Gamebook » Sat Jul 07, 2018 8:21 pm

Image

Quickchange - PL 9

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

Advantages
Inspire 2, Ranged Attack 7

Skills
Athletics 4 (+12), Insight 6 (+7), Investigation 4 (+5), Perception 6 (+7)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Shatter Rockets: Damage 10 (DC 25; Increased Range: ranged, Penetrating 10; Unreliable (5 uses))
Transform
. . Datsun 280ZX Turbo Electramotive Davendorf/Sharpe Touring Car: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)
Volt Rifle (Easily Removable)
. . High-voltage Current: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged)

Offense
Initiative +1
Grab, +6 (DC Spec 18)
High-voltage Current: Damage 10, +8 (DC Fort 25)
Shatter Rockets: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 28 + Powers 77 + Advantages 9 + Skills 10 (20 ranks) + Defenses 12 = 136

Quickchange actually has his Prowl design's accelerated logic center. Rather than using it for logistical planning however he uses it to frame and adjust plans on the fly during combat. He has the ability to predict the actions of the enemy and in turn see through their plans. He communicates this to his unit and thus greatly improves their effectiveness.

The Transformers have little in the way of what humans would recognize as a command hierarchy, there is no real equivalent of NCO's and officers are few. They do not often form set units, instead fighting in battlegroups composed for a task out of whatever their commanders decide are suitable and what is available at the moment. Rather than needing to be given orders they instinctively coordinate their actions based on whoever comes up with a good suggestion first. Having been built for the purpose most of them are much more aggressive and determined warriors than humans and do not suffer from psychological combat trauma. They regard fighting as a job and for Transformers your assigned role in life defines you much more than it does for a human as they do not have alternative identities based around family life. Autobot desertion is caused much more by boredom than fear, they are looking for a different job rather than being unable to take the fighting anymore.
Last edited by Gamebook on Fri Jul 13, 2018 8:47 pm, edited 1 time in total.

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

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

Post by Gamebook » Sat Jul 07, 2018 8:45 pm

Image

Ratchet - PL 7

Strength 7, Stamina 7, Agility 0, Dexterity 1, Fighting 4, Intellect 3, Awareness 1, Presence 0

Advantages
Equipment 8, Ranged Attack 4, Skill Mastery: Treatment

Skills
Athletics 4 (+11), Insight 4 (+5), Investigation 4 (+7), Perception 4 (+5), Sleight of Hand 4 (+5), Technology 6 (+9), Treatment 12 (+15)

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))
Medical Probes: Senses 3 (Acute: Injury, Analytical: Injury, Detect: Injury 1)
Medical Tools
. . Attack: Damage 5 (DC 20; Increased Range: ranged)
. . Critical Repair: Healing 10 (Restorative; Activation 2: standard action, Check Required 10: DC 19 - Treatment)
. . Restore Function: Healing 10 (Resurrection; Activation 2: standard action, Check Required 10: DC 19 - Treatment)
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Transform
. . Nissan Sunny-Vanette Coach SGL: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheeled)

Equipment
Medical Platform

Offense
Initiative +0
Attack: Damage 5, +5 (DC 20)
Grab, +4 (DC Spec 17)
Throw, +5 (DC 22)
Unarmed, +4 (DC 22)

Languages
Native Language

Defense
Dodge 2, Parry 1, Fortitude 9, Toughness 9, Will 4

Power Points
Abilities 22 + Powers 61 + Advantages 13 + Skills 19 (38 ranks) + Defenses 10 = 125

Ratchet is the Autobots most senior medical officer. Unlike some other Autobot medics he is totally devoted to this task and has no combat ability. Repairing damaged Transformers is mostly a question of having the necessary parts, and these are not usually hard to craft. If they are on hand a Transformer that has been reduced to a crippled wreck in combat can be restored and back in action in mere minutes. The ability to resurrect their wounded so fast is a major reason why the Autobot-Decepticon war had been going on for thousands of years. Once the Decepticons ceased rapidly overrunning Autobot territory they were no longer taking masses of prisoners or cutting fleeing Autobots off from aid. While billions of Autobots died in the early years of the war comparatively few were shot by the Decepticons, or even dismantled or melted down by them. Most perished on the road while trying to flee, expiring for want of fuel and parts. In places on Cybertron their deactivated bodies were piled many deep, having been bulldozed off the road where they lay after collapsing or having crept away to hide when their functioning began to fail.

Ratchet rarely goes into the field himself, instead being always at his workbench in Autobot City repairing a never ending stream of casualties. It is hard to kill a Transformer outright and their mechanical bodies can be fixed up without lasting impairment. The fragility of humans, with how easy they permanently deactivate and tendency to be unable to fully repair many injuries baffles most Autobots. They can see that the humans invest heavily in repair facilities but they seem tremendously inefficient, taking forever to effect even simple repairs and often failing to do so. To a Transformer the loss of a limb or even a period of shutdown is usually a minor inconvenience and they expect to be quickly fixed. As they spend an increasing amount of time on Earth they are also seeing how fast humans age and decline even without being damaged or not receiving sufficient maintenance. Despite this incredible fragility though humans are tremendously resilient collectively, quickly absorbing losses and being able to reconstitute their populations in a short time out of the scarcest of resources. More knowledgeable Transformers who study humans realize that their form of existence is radically different to that of Transformers, being based around a cloud of self-replicating and correcting information rather than plans and designs drawn up in laboratories and implemented in assembly plants. An individual human is really just part of a vast collective organism constantly seeking to expand.

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

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

Post by Gamebook » Sun Jul 08, 2018 7:46 am

Image

Red Alert - PL 9

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

Advantages
Ranged Attack 7, Skill Mastery: Perception

Skills
Acrobatics 4 (+5), Athletics 4 (+12), Investigation 8 (+9), Perception 10 (+12)

Powers
Alert Signal: Radio Area Communication 3 (Area; Limited: to alarms)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
High Energy Particle Beam Rifle (Easily Removable)
. . High Energy Particle Beam: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Rocket Launcher: Damage 10 (DC 25; Extended Range 7, Increased Range: ranged; Unreliable (5 uses))
Senses: Senses 7 (Acute: Olfactory, Extended: Olfactory 2: x100, Extended: Visual 2: x100, Extended: Audio 2: x100)
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 +1
Grab, +6 (DC Spec 18)
High Energy Particle Beam: Damage 10, +8 (DC 25)
Rocket Launcher: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 30 + Powers 89 + Advantages 8 + Skills 13 (26 ranks) + Defenses 11 = 151

Red Alert is the Autobots paranoid security director, responsible for maintaining correct security procedures at all their facilities. With the constant threat of Decepticon attack Red Alert is a permanent nervous wreck, always waiting for the other shoe to drop and the Decepticons to come swooping in guns blazing. He actually finds it an immense relief when they do, sighing in happiness as he hits the red alert condition alarm. While other Autobots scramble to their positions in a near panic with their fuel pumps hammering in their chests he relaxes and runs through his well-established response procedures. His main concern is not the mayhem and destruction erupting around him but ensuring that everything runs smoothly and making a note of any glitches or holdups that will need to be addressed at the post-alert security review. When the fighting is over and the damaged have been taken away for treatment is when he starts getting nervous again. If the Decepticons aren't attacking he wants to know why and to receive forecasts of when they are likely to mount another strike. He often bothers the Autobot military analysts with constant demands for predictions, becoming increasingly hysterical and shrill the longer it goes between raids. Those who have to deal with him on a regular basis sometimes find themselves wishing for an attack just so it will make calm him down and shut up.

Red Alert has amazingly acute senses for a Transformer. The resolution and sensitivity of his optical and audio sensors is much greater than normal and he has automatic threat detection systems that run to constantly subject all incoming perceptual data to high-speed micro-analysis. His paranoia is caused by these systems constantly searching for threats and never accepting that there aren't any, if they don't find anything they just rerun the data in an attempt to spot what they missed. This means that Red Alert can never relax when it's quiet, he has the constant feeling that if there isn't something happening that it is only because he is missing something. This makes him an excellent design for his job, he never gets complacent and has his attention wander.

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

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

Post by Gamebook » Sun Jul 08, 2018 8:03 am

Image

Redflag - PL 9

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

Advantages
Agile Feint, Defensive Roll, Improved Critical: Damage: Strength-based Damage 2, Improved Initiative, Ranged Attack 7

Skills
Acrobatics 4 (+5), Athletics 4 (+11), Perception 4 (+4), Ranged Combat: Gamma Radiation: Damage 6 2 (+3)

Powers
Burst 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 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))
Magmablade (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 24, Advantages: Improved Critical; Penetrating 9)
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Radiation Rifle (Easily Removable)
. . Gamma Radiation: Damage 6 (DC 21; Alternate Resistance: Fortitude, Contagious, Increased Range: ranged)
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 +5
Burst Rockets: Burst Area Damage 8 (DC 23)
Damage: Strength-based Damage 2, +9 (DC 24)
Gamma Radiation: Damage 6, +10 (DC Fort 21)
Grab, +9 (DC Spec 17)
Throw, +8 (DC 22)
Unarmed, +9 (DC 22)

Languages
Native Language

Defense
Dodge 4, Parry 6, Fortitude 9, Toughness 10/9, Will 3

Power Points
Abilities 26 + Powers 81 + Advantages 10 + Skills 7 (14 ranks) + Defenses 11 = 135

Redflag is a close assault version of the Mirage design. Normally such Autobots are massive and heavily armored, the Dinobots being exemplars of the type. This does make them rather ponderous and slow however, a disadvantage for attacking troops as the Decepticons have the time to see them coming and formulate a response (or usually just flee in the case of the aforementioned Dinobots). Redflag is intended to make high-speed assaults that catch the Decepticons by surprise, in particular against 'cons not oriented to melee combat. Like all Mirage designs he is a skilled warrior with his weapons and can expertly dispatch opponents. He carries an unusual firearm, a radiation rifle that irradiates targets with intense Gamma radiation that can spread to and damage those who come into close contact with a Transformer affected by it. He cannot sustain an offensive in the face of counterattacks as he is not a tough Transformer and often separates himself from the main body of the Autobots with his sudden surprise assaults. Instead he withdraws as quickly as he struck, leaving behind the lingering radiation as a calling card to disrupt any Decepticons attempts to pursue him. A dashing swashbuckler by nature he regards other Autobots as ponderous artillery pieces by comparison to himself.

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

Post by Gamebook » Sun Jul 08, 2018 8:13 am

Image

Refuel - PL 9

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

Advantages
Improved Aim, Ranged Attack 7

Skills
Acrobatics 4 (+6), Athletics 4 (+11), Insight 4 (+5), Perception 8 (+9), Stealth 4 (+0)

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))
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)
Grab, +7 (DC Spec 17)
Missile Launcher: Damage 10, +8 (DC 25)
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 26 + Powers 74 + Advantages 8 + Skills 12 (24 ranks) + Defenses 11 = 131

Refuel is an Autobot sniper, though he is not an especially good shot by Autobot standards. It has been said though that marksmanship is the least important part of being a sniper. In combat far more important is taking a good position, acute observance to acquire targets, and knowing when and how to withdraw when under threat of discovery. At these Refuel is an expert, infiltrating into excellent vantage points. Just plugging Decepticons is satisfying but it doesn't really hurt them that much, a simple blaster hit is soon repaired. Instead he likes to ignite fuel dumps and ammunition stocks with carefully placed shots. These occasionally incinerate luckless nearby Decepticons but far more damaging is the sudden loss of on-hand supplies just when a battle is about to start or is already raging. A lot of the Transformers battles are actually decided by who runs out of fuel and/or ammunition first since damaged Transformers can be so quickly repaired. This Autobot's name is a mocking taunt to the Decepticons when their Energon stocks blow up yet again.

Gamebook
Posts: 4260
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Sun Jul 08, 2018 3:35 pm

Image

Roadrage - PL 9

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

Advantages
Attractive, Ranged Attack 7

Skills
Acrobatics 4 (+5), Athletics 4 (+11), Perception 4 (+4), Persuasion 4 (+5)

Powers
Enrager Gun (Easily Removable)
. . Enrage: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Extended Range 2, Increased Range: ranged; Limited: to rage)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Heat-Seeking Incendiary Missiles: Damage 10 (DC 25; Extended Range 8, Homing 2: 2 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Corvette Stingray: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)
. . . . Fender Wings: Flight 6 (Alternate; Speed: 120 miles/hour, 1800 feet/round; Custom: Low Maneuverability, Wings)

Offense
Initiative +1
Enrage: Cumulative Affliction 10, +8 (DC Will 20)
Grab, +6 (DC Spec 17)
Heat-Seeking Incendiary Missiles: 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 2

Power Points
Abilities 22 + Powers 74 + Advantages 8 + Skills 8 (16 ranks) + Defenses 10 = 122

Roadrage is a female version of the Tracks design, and has that design's chronic vanity. She regards herself as the most beautiful female Transformer and expects all the male Autobots to acknowledge that. Most of them though are pretty clueless about the whole concept of male and female and just treat her as another narcissist in love with her sleek lines, and there are plenty of those around already. Being an attractive woman just doesn't have the same effect when you are a Transformer and she often envies human females and the effect they can have on their males.

Like most Tracks design Autobots she dislikes getting her finish mussed and has adopted a weapon that lets her avoid trading shots with her Decepticon opponents. Her enrager gun sends those hit by it into an insensate rage where they perceive every other Transformer as the most hated person in existence and attack them with manic fury. She fires it into the Decepticons ranks and then drops back to watch the fun as they fight each other. The Decepticons are prone to fighting each other anyway and this can provoke huge brawls within their ranks with them forgetting about the Autobots as they take sides or just get annoyed by being struck by a supposed ally.
Last edited by Gamebook on Mon Jul 09, 2018 10:37 pm, edited 1 time in total.

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

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

Post by Gamebook » Sun Jul 08, 2018 3:36 pm

Image

Roadtrain - PL 13

Strength 13, Stamina 10, Agility 2, Dexterity 2, Fighting 11, Intellect 4, Awareness 3, Presence 3

Advantages
Assessment, Benefit, Status: Autobot Commander, Defensive Attack, Equipment 27, Great Endurance, Improved Aim, Improved Critical: Laser Beam: Damage 14, Inspire 2, Interpose, Leadership, Power Attack, Ranged Attack 10, Takedown, Teamwork

Skills
Acrobatics 4 (+6), Athletics 4 (+17), Insight 6 (+9), Investigation 4 (+8), Perception 8 (+11), Persuasion 8 (+11), Sleight of Hand 4 (+6), Technology 4 (+8), Vehicles 6 (+8)

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 4, Increased Range: ranged, Penetrating 14)
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 3 (Extended: Vision 2: x100, Low-light Vision)
Transform
. . Wheeled: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)
. . White Freightliner: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
Wrist Rockets: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 5, Increased Range: ranged; Unreliable (5 uses))

Equipment
Combat Deck, Combat Module, Roller

Offense
Initiative +2
Grab, +11 (DC Spec 23)
Laser Beam: Damage 14, +12 (DC 29)
Throw, +12 (DC 28)
Unarmed, +11 (DC 28)
Wrist Rockets: Burst Area Damage 10 (DC 25)

Languages
Native Language

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

Power Points
Abilities 64 + Powers 107 + Advantages 50 + Skills 24 (48 ranks) + Defenses 19 = 264

Roadtrain is a mobile base area. The Optimus design normally tows one trailer which folds out into a small Autobot base, complete with communications, repair and defense facilities and utility vehicles. In his case though he tows up to three of them at once. He does this because he is configured for wide-ranging operations in large wilderness areas. The troops under his command often operate highly dispersed and need a network of bases to support them. He can drop off his trailers to form an extended base area rather than them having to all operate from a fixed point. Much of his time in the field is spent shifting his trailer bases from one location to another to shift the area of operations of his forces. The disadvantage of towing multiple trailers is that it makes him a large and inviting target for attack, but he is an Optimus design and can see off almost any number of Decepticons. This sort of warfare is only really feasible in areas with an extensive open road area, his bulky alt mode is not suited for offroad operations or constricted roads.

On Cybertron he maintained an Autobot presence in the vast wilderness zones that had been so devastated by the war that they had been abandoned by both sides. These empty quarters could be used for wide flanking marches against each others positions so mobile patrols were needed to spot and counter this. Cybertron is an immense world, with a surface area comparable to that of the gas giant planet Saturn, over eighty times greater than that of the Earth, and nearly all of it solid ground rather than being mostly open sea. In these immense spaces even Transformers shrink to insignificance. Roadtrain loves the solitary life on the open road however, kept in touch with his fellow Autobots only by long range comm link. On Earth he operates in the vast desert interiors of the continents, such as the Australian deserts where he is currently deployed. The Decepticons sometimes construct bases and mines in these remote locations, as they did when they first started operating on Earth. Here they can operate with less interference from the humans as they find it difficult to detect them and even if they do it is challenging to deploy military forces in sufficient numbers to challenge their presence so far from any developed infrastructure.

The Prime design of Autobot dominates the Autobot high command. Originally the Autobots were led by ancient Transformers from the now semi-mythical days when all of Cybertron was politically united under the Autobot High Council, the assembly of Transformer elders. War and old age has claimed all but one of the councilors, the legendary Emirate Xaaron. None of the Optimus designs has ever quite been the mental equal of the original but they are still all remarkable Transformers. All of them are firmly united under the leadership of Optimus Prime and in their purpose of reclaiming their world from the Decepticons, there are no internal disputes or power struggles between them. At times they convene to discuss their perspectives on the war and to debate with other senior Autobots the broadest questions of strategy. Even while stranded on Earth and cut off from Cybertron, perhaps forever, they maintain this unity and measured approach to the prosecution of the war.
Last edited by Gamebook on Wed Jul 11, 2018 8:15 pm, edited 1 time in total.

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

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

Post by Gamebook » Sun Jul 08, 2018 3:48 pm

Image

Runtime - PL 9

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

Advantages
Agile Feint, Ranged Attack 7

Skills
Acrobatics 6 (+12/+8), Athletics 4 (+12), Perception 4 (+4)

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)
. . Skilled Driver: Enhanced Trait 3 (Linked; Traits: Acrobatics +4 (+12), Advantages: Agile Feint)
. . 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 84 + Advantages 7 + Skills 7 (14 ranks) + Defenses 11 = 135

Runtime is a Sunstreaker design with manic tendencies. He can never keep still and is always tearing around, dashing from one location to another. In combat he spends most of his time in his car mode, transforming only briefly to make an attack and then screeching off again. He is a nuisance in Autobot City as he speeds around the city ramps and highways, often in illegal street races with other Autobots. To keep him busy the Autobot commanders keep him on the road on patrol, traveling from one location to another to keep a watch for Decepticon activity and to act as as mobile response unit. So long as he has an open road in front of him Runtime is happy, he never likes to slow down, equating being still with being a static target and a dead Autobot. Like all Sunstreaker design Autobots he may be neurotic but is a highly effective warrior.

Gamebook
Posts: 4260
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Sun Jul 08, 2018 4:03 pm

Image

Scoundrel - PL 9

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

Advantages
Improved Smash, Ranged Attack 7

Skills
Acrobatics 4 (+6), Athletics 4 (+12), Perception 4 (+4), 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))
Limpet Mine Gun (Easily Removable)
. . Limpet Mine: Damage 10 (DC 25; Increased Range: ranged, Subtle: subtle, Triggered: 1 use - Signal)
Magnesium Phosphorous Flares: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Limited: Sight, Sense-dependent: Sight, Unreliable (5 uses))
. . Signal Flare: Environment 8 (Alternate; Light, Radius: 0.5 miles; Unreliable (5 uses))
Piledriver Arms: Strength-based Damage 2 (DC 25; Multiattack)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Rocket Back-Pack: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Unreliable (5 uses))
Rocket Propelled Mine: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Extended Range 4, Increased Range: ranged, Subtle: subtle, Triggered: 1 use - Timed; Unreliable (5 uses))
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
Grab, +8 (DC Spec 18)
Limpet Mine: Damage 10, +8 (DC 25)
Magnesium Phosphorous Flares: Cumulative Affliction 8, +8 (DC Fort 18)
Piledriver Arms: Strength-based Damage 2, +8 (DC 25)
Rocket Propelled Mine: Burst Area Damage 8 (DC 23)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 32 + Powers 94 + Advantages 8 + Skills 8 (16 ranks) + Defenses 11 = 153

Scoundrel is a bomb expert, he specializes in attaching explosive devices to Decepticons and their facilities then setting them off at the crucial moment. In combat he often targets not Decepticons themselves but their weapons, using his limpet gun to fire remote control bombs onto them which he sets off just as the Decepticon gets into position to make a shot. At a moment when they are exposing themselves but expect to take out an opponent the Decepticon suddenly finds themselves disarmed, and often injured too as their weapon's ammunition cooks off as it is blown apart.

Scoundrel takes an inordinate glee in having Decepticons fall into his traps. Decepticons are regarded as stupid and rash by the Autobots as they have been designed for aggression and mindless obedience and Scoundrel fully exploits this. He sows minefields across their likely points of landing and advance and chuckles as he sets off his mines in their faces. A direct firefight is not his way, that is for mugs as far as he is concerned. Fighting with honor in this savage and merciless war is a ridiculous notion, there can be no restraint on the art of killing.
Last edited by Gamebook on Thu Oct 11, 2018 9:01 pm, edited 2 times in total.

Doc chaos
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Joined: Fri Dec 02, 2016 11:13 pm

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

Post by Doc chaos » Sun Jul 08, 2018 6:42 pm

Dinobots. So many S words!

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

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

Post by Gamebook » Mon Jul 09, 2018 7:31 pm

Image

Sideswipe - PL 9

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

Advantages
All-out Attack, Ranged Attack 7

Skills
Acrobatics 6 (+8), 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)
High Energy Particle Beam Rifle (Easily Removable)
. . High Energy Particle Beam Rifle: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Magnesium Phosphorous Flares: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Limited: Sight, Sense-dependent: Sight, Unreliable (5 uses))
. . Signal Flare: Environment 8 (Alternate; Light, Radius: 0.5 miles; Unreliable (5 uses))
Missile Launcher: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Piledriver Arms: Strength-based Damage 2 (DC 25; Multiattack)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Rocket Back-Pack: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Unreliable (5 uses))
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
Grab, +8 (DC Spec 18)
High Energy Particle Beam Rifle: Damage 10, +8 (DC 25)
Magnesium Phosphorous Flares: Cumulative Affliction 8, +8 (DC Fort 18)
Missile Launcher: Damage 10, +8 (DC 25)
Piledriver Arms: Strength-based Damage 2, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 30 + Powers 92 + Advantages 8 + Skills 8 (16 ranks) + Defenses 11 = 149

The Sideswipe design is well-armored and equipped with all sorts of gear and weapons. They are among the most powerful fighters the Autobots have but are prone to rashness and overconfidence, as well as being just not very bright. More intelligent Autobots look down on them as being little better than Decepticons and wonder how they will fit in to a world at peace when the war is finally won. The creation of dedicated warrior Autobots is controversial as there are fears that even if the Decepticons are defeated they will form the nucleus of a new Transformer movement based on war and conquest. Autobot historians blame the unchecked creation of huge numbers of warrior Transformers by rival city states who were then left homeless and destitute when their cities were destroyed in the series of destructive inter-citystate wars that presaged the great Autobot-Decepticon war for creating the huge underclass of militant radicals who rallied to Megatron. They were deliberately made to be stupid and unquestioning, easy to lead and eager to fight, ideal recruits for Megatron who in many ways was the ultimate example of such Transformers.

Within the Autobots and unknown to Optimus Prime there is a secret society of Autobots who have plans in place to purge the warrior Autobots once the war is won. They are part of a larger perception within Autobot society that there can never be peace with the Decepticons and that the war can only truly be ended with their complete extermination. Rather than being misguided fellow Transformers many Autobots regard the Decepticons as evil vermin, the corrupt legacy of a dark time from Cybertron's past. They are a disease, a cancer, that must be cut out of the body of the Transformer race.
Last edited by Gamebook on Sat Aug 11, 2018 7:52 pm, edited 1 time in total.

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