Gamebook's builds (hs5ias new thread): Dinobots

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Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Mon Jul 16, 2018 8:38 pm

Image

Trailbreaker - PL 10

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

Advantages
Ranged Attack 8

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

Powers
Broadcaster: Radio Area Communication Perception (Visual) Perception (One Sense) 3 (Area, Perception (One Sense): Audio, Perception (Visual): Visual, Subtle: encrypted)
Force-Field Projector: Burst Area Create 10 (Volume: 1000 cft., DC 20; Burst Area: 30 feet radius sphere, DC 20, Impervious, Stationary)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Radio-Jamming: Perception Area Nullify 10 (Counters: Radio, DC 20; Perception Area: DC 20 - Radio, Simultaneous; Reduced Range: close)
Transform
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . Toyota 4WD Hi-Lux Camper: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Radio-Jamming: Perception Area Nullify 10 (DC Will 20)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 11, Toughness 12, Will 4

Power Points
Abilities 20 + Powers 131 + Advantages 8 + Skills 4 (8 ranks) + Defenses 13 = 176

Trailbreaker is a mobile defense and communications facility. He often accompanies Autobot headquarters, protecting them from Decepticon attack and serving as a communications nexus. This lacks the glamor of staging assaults on Decepticon positions but is a vital role. Autobot commanders would rather have Trailbreaker along than several more Autobot warriors. He lacks offensive firepower and so can only really stand on the defensive if he comes under attack. Being rather slow in his alt mode he isn't even good at withdrawing. He does know how to project his forcefield so as to trap a Decepticon but the need for him to maintain a defense means that he rarely gets an opportunity to do this. Hearing other Autobots boast of their kills in combat makes him feel inferior at times but his commanders reassure him of his crucial importance.

The Decepticons for their part are well aware of his existence and regard him as a priority target, knowing that if he is knocked out it will expose an Autobot HQ to attack and disrupt Autobot communications. Trailbreaker therefore often has to stand there and watch as Decepticon jets come screaming in on an attack run without being able to fire back. To cope with the stress of this he makes light of it, making witty and insouciant remarks. Other Autobots regard him as a heroic joker because of this, but really it is for his own benefit so he doesn't lose his nerve.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Mon Jul 16, 2018 10:39 pm

Image

Tumbler - PL 10

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

Advantages
Improved Critical: Electro Disrupt: Cumulative Affliction 10, Ranged Attack 4

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

Powers
Electro Sabre (Easily Removable)
. . Electro Disrupt: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Cumulative)
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
. . Combination Lock: Concentration Cumulative Affliction 10 (Linked; 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Concentration, Cumulative; Grab-based)

Offense
Initiative +0
Combination Lock: Concentration Cumulative Affliction 10, +8 (DC Will 20)
Electro Disrupt: Cumulative Affliction 10, +8 (DC Will 20)
Grab, +8 (DC Spec 18)
Throw, +4 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 71 + Advantages 5 + Skills 4 (8 ranks) + Defenses 11 = 115

Tumbler is a lock Transformer like Dials. Rather than just physically fitting around a Transformer and blocking their actions however he instead meshes with their transformation process and uses it to paralyze them. This is useful for keeping captives under control, whether Autobot or Decepticon. He can only be removed by entering the correct numerical code, which often even he does not know. He is something of an Autobot jailer, running their prisoner facilities. To keep recalcitrant captives in line he carries an electro sabre to stun them. It may be nonlethal but a prod from it is still very unpleasant. He is a no-nonsense Autobot who is not impressed by threats from inmates. The Transformers have little concept of prisoner rights, if someone is useless or too dangerous they just dismantle them for parts. The Autobots though at least give their criminals a chance to plead their case and promise better conduct in the future. Decepticons are only kept for interrogation purposes, then they are mercifully put down like the savage beasts they are.

Gamebook
Posts: 4053
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Mon Jul 16, 2018 10:54 pm

Image

Tundra - PL 10

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

Advantages
Improved Aim, Ranged Attack 8, Tracking

Skills
Acrobatics 4 (+6), Athletics 6 (+13), Perception 6 (+6)

Powers
Broadcaster: Radio Area Communication Perception (Visual) Perception (One Sense) 3 (Area, Perception (One Sense): Audio, Perception (Visual): Visual, Subtle: encrypted)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Radio-Jamming: Perception Area Nullify 10 (Counters: Radio, DC 20; Perception Area: DC 20 - Radio, Simultaneous; Reduced Range: close)
Scoped Cycle Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25, Advantages: Improved Aim; Extended Range 2, Increased Range: ranged)
Transform
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . Power-Lifting: Enhanced Strength 2 (Linked; +2 STR; Limited to Lifting)
. . Toyota 4WD Hi-Lux Camper: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +2
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 17)
Radio-Jamming: Perception Area Nullify 10 (DC Will 20)
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 105 + Advantages 9 + Skills 8 (16 ranks) + Defenses 12 = 154

Tundra is a mountain rescue Autobot. Not for humans, they have their own rescue services, but for other Autobots. Many vehicle Autobots are based on civilian vehicles meant for use on purpose built roads, which makes them very fast but also rather poor at off-road driving. Their small wheels and low ground clearance means they often get stuck in vehicle mode. Transforming to robot mode helps but even then many Transformers are baffled by Earth terrain. They find it spongy and tangled compared to Cybertron, always sinking or crumbling under them rather than being good solid metal. Vegetation is something completely alien to them and they find trees and bushes to be incredibly awkward obstacles. Many Autobots think that humans cut down trees merely to get them out of the way, they have no concept of wood as a fuel or material.

Tundra is adept at moving across rough ground, being a transport vehicle Transformer but one that has been specially lightened. Most car Transformers are a lot heavier than the corresponding vehicle of their alt mode as instead of being mostly hollow they are solid masses of dense machinery. As well their chassis bodies are not thin shells of aluminum and plastic but thick armor plate. This exacerbates their tendency to get stuck in the mud. Tundra patiently picks her way over to them to attach winch cables so they can be hauled or lifted out of whatever location they have gotten themselves stuck in this time. She has a feel for the natural wilderness that most Transformers lack, most of them much prefer the Earth environments of cities and highways, places that are much more like Cybertron. Autobot warriors that fearlessly storm Decepticon fortresses balk at plunging into a forest or setting off across a wetland.

Gamebook
Posts: 4053
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Tue Jul 17, 2018 6:52 am

Image

Ultra Magnus - PL 13

Strength 14, Stamina 12, Agility 3, Dexterity 4, Fighting 12, Intellect 4, Awareness 4, Presence 4

Advantages
Defensive Roll, Equipment 7, Improved Aim, Improved Critical 2: Laser: Damage 14, Improved Critical: Unarmed, Leadership, Ranged Attack 8, Takedown, Teamwork

Skills
Acrobatics 4 (+7), Athletics 8 (+22), Insight 4 (+8), Intimidation 4 (+13), Investigation 6 (+10), Perception 8 (+12), Persuasion 6 (+10), Sleight of Hand 4 (+8), Stealth 4 (-3), Technology 6 (+10), Vehicles 4 (+8)

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])
Senses: Senses 4 (Extended: Sight 3: x1k, Low-light Vision)
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)

Equipment
Autobot City

Offense
Initiative +3
Grab, +12 (DC Spec 24)
Laser: Damage 14, +12 (DC 29)
Missiles: Burst Area Damage 10 (DC 25)
Throw, +12 (DC 29)
Unarmed, +12 (DC 29)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 16, Toughness 19/18, Will 10

Power Points
Abilities 74 + Powers 116 + Advantages 23 + Skills 29 (58 ranks) + Defenses 19 = 261

Image

Autobot City - PL 11

Toughness 22, Size Awesome

Features:
Combat Simulator, Communications, Computer, Defense System, Dimensional Portal, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Security System 1, Workshop

Powers
Impervious Defense: Impervious Toughness 12

Power Points
Abilities 6 + Powers 1 + Advantages 0 + Features 20 + Skills 0 (0 ranks) + Defenses 8 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 35

Image

A- CITYBOT METROPLEX. COMMAND HUB
Metroplex operates as a base of operations for the city's Commanding Officer- Ultra Magnus, as well as housing the city's main power reactors. He is partnered with the Triplechanging Citybot Slammer. Slammer has two alternate modes- a command tower which can control all the city's defensive weapons, and an ultra-heavy artillery platform. The 'Delta Red' squad of streetfighting micromasters also has its base of operations here.

B- CITYBOT ACK-ACK. AIR DEFENCE COMPLEX
Ack-Ack provides aerial cover against incoming Decepticon attacks. Jetfire is based here in his role as Air Guardian and the micromasters Crackshot (missile tank) and Killtone (anti-aircraft tank) are permanently assigned here.

C- CITYBOT BODYSHOP. MEDICAL CENTRE
Bodyshop is the city's main medical center, housing numerous repair bays and surgical-stasis chambers. The medical teams of Ratchet and First Aid are based here and the micromasters Blowtorch(jeep ambulance) and Skyward(air ambulance) are permanently assigned here.

D- CITYBOT CELLBLOCK. SECURITY HQ/PRISON
The base of operations for the Autobot's Security Chief, Red Alert, and the security mechs under his command including those members of the Iacon Precinct transferred here from Cyberton. The micromasters Deadbolt(police landrover) and Gatekeeper(APC) are permanently assigned here.

E- CITYBOT DATABASE. CENTRAL ARCHIVE/RESEARCH BASE
The Autobot's main laboratory and research space and databanks. Chemical Engineers like Quickmix work here, as does the Autobot Theoretician Skids. The micromasters Codex (comanche helicopter) and Enzyme (chemical research truck) are permanently assigned here.

F- CITYBOT DRYDOCK. MAINTENANCE HUB
Originally assigned to Autobot City to unload and oversee the arrival of building materials across Nelson Bay. Now houses Hoist's maintenance bays. The micromactors Harbourmaster (naval patrolboat) and Slipway (tractor) are permanently assigned here.

G- CITYBOT LAUNCHPAD. AERODROME/LAUNCH FACILITY
The city's main landing facility houses the Autobot's air divisions, including the Aerialbots. His design allows him to receive any number of craft from jets to helicopters and rockets. The micromasters Dowse (firetender Humvee) and Spectre (F22 raptor) are permanently assigned here.

H- CITYBOT RAMPART. BARRACKS/DEFENSE POST
The first point of contact as you drive into the city houses the Autobot's infantry divisions and warriors, including the Armorbots. The micromasters Dust-Up (dunebuggy) and Powderkeg (tank) are permanently assigned here.

I- CITYBOT SANCTUM. TEMPLE
Operates as the city's spiritual hub as is the base of the Knights Temporal- An ancient order of warriors sworn to protect the Matrix and its bearer. The micromasters Beacon (seachlight equipped truck) and Bellringer (braveheart self-propelled gun) are permanently assigned here.

J- CITYBOT SKYWATCH. RADAR STATION/COMMUNICATIONS BASE
Provides early warning of Decepticon attacks and maintains radio contact with Cybertron, its moons and Autobot settlements across Earth.The Autobot Blaster and his menagerie of cassette-bots are based here, as are the micromasters Lock-On (radar truck) and Skyranger (supercobra helicopter).

K- CITYBOT STARGAZER. OBSERVATORY
Autobot Perceptor has an office here and uses the facilities to study and monitor subspace phenomenon. He has recently discovered the Multiverse rift using this equipment. The minibot scientist Penumbra scans nearby galaxies for Energon radiation from here too. The micromasters Centauri(solid booster rocket) and Deepspace(space shuttle) are permanently assigned here.

L- DELTA SENTINEL.
The City guardian Robot- designation Delta Sentinel. Delta Sentinel is an upgraded version of the Cybertronian Guardian Robots. The tank drone has been replaced with an independent sentient transforming robot.

M- ENGINEERING/RESEARCH CENTRE.
Houses Wheeljack's workshop and numerous workspaces used by other Autobot engineers, including the minibots Oobleck, Litmus and Gimble. Gimble first developed the grav-plane enhancers and magnetic force locks that allow the Citybots to operate without destroying whatever is inside them when they transform.

N- TIDAL MONITORING STATION.
Base of operations for the Autobot scientist Bandwidth and his menagerie of marine cassettebots. These cassettebots, including Aquashock the stingray, Beachhead the crab, Blowhole the orca, Podcast the dolphin, Sabre the sailfish, Scuttle the lobster, Toothpick the walrus and Whipcrack the saltwater crocodile patrol Nelson Bay and the river, on the lookout for Decepticon incursions.

O- METEORLOGICAL STATION.
Houses the weather monitoring equipment of the minibot Gasbag.

P,Q- EMBASSY COMPLEXES.
Human(P) and Nebulan(Q). Both governments maintain a permanent presence in the city after the creation of the binary-bonding process.

R- WITWICKY BRIDGE.
This four lane highway serves as the sole point of arrival across the Shin River. It can submerge beneath the river to defend the city.

S- SPACE BRIDGE.
Under construction.

T- FIRESTATION.
Base of operations for the city's contingient of fire-mechs. They are permanently ready to react in case of fire, be it in the city or across the river in Hasborough.

U- EMERGENCY LANDING PAD.
Provides direct access to Bodyshop's medical facilities and further repair bays beneath the surface.

V- WOODLANDS
A dense section of woodland that surrounds the city and covers the rest of the headland. It is patrolled by the Anibots Clump, Pardo, Shreik, Simba and Thump. They are a gestalt team that merge to form Dragonbeast.

Ultra Magnus is the commander of Autobot City, the largest and most important Autobot base on Earth. The enormous complex was built to replace the wrecked hull of the Ark as their base on Earth after the ship was finally repaired and relaunched. It is also an open meeting point with the humans as Autobot City is not concealed in any way, instead towering over the landscape. Thousands of humans live in the city, many of them binary bonded to Transformers, as well as a huge permanent population and garrison of Autobots. Nearly all Autobots have visited the city at some time and many have done service there, since doing so is regarded as a reward for good conduct. The city has been attacked by the Decepticons many times but they have never succeeded in capturing it and most of their attacks have ended in disaster as the city has massive defenses and the Autobots can fire from behind the shelter of its thick walls. The last serious attack was years ago but they continue to test the defenses with small raids and attempts at infiltration.

By the time of Autobot City contact and traffic has been reestablished with Cybertron through the use of space bridge technology, which was developed after Optimus Prime and Megatron left Cybertron. Ultra Magnus was originally built on Cybertron by the large Autobot resistance movement that keeps alive the concept of the Autobots as a different way of living compared to the current sad state of Decepticon-dominated Cybertron. He was meant to lead the Autobots in 'Operation Volcano', a massive uprising by the Autobots against the Decepticons which would destroy their main bases and best warriors and enthuse the apathetic population of Cybertron to rejoin the Autobot cause and restart the war. This project was derailed however by the time-travel attack of Galvatron upon the Autobots and Decepticons of Earth. By the time that affair was resolved the focus of the war had shifted to the Earth, with both sides eager to exploit it for energy and resources to fuel their war effort to reclaim Cybertron. Autobot City was built to facilitate Autobot cooperation with the humans in developing their planet to its full potential, and stopping the Decepticons from conquering it. Not all humans like the Autobots but while the Decepticon menace remains they cannot afford to have them leave. Morally objecting to the war and the Transformers having brought it to Earth is a fair point, but such arguments mean nothing to the piratical Decepticons.

While not native to Earth Ultra Magnus has adapted to his new home much better than most Autobots. He likes humans and they like him, despite his being an exceptionally large Autobot who so towers over them that they look like mice next to him. He is secretly married to a human woman, something not even any of the binary bonded Transformers have done. His wife is Cindy Newell, a volcanologist he met while fighting Galvatron. They keep their highly unconventional relationship a secret partly so they do not have to deal with prurient interest or small-minded objection while they are so busy with their own lives and careers, and partly to stop Cindy from being a target of the Decepticons. In the past the Decepticons have targeted humans who have close personal relationships with the Autobots. They do this to disrupt Autobot-Human relations which are so crucial to the Autobot war effort on Earth. It is not unusual for Autobots and humans to be friends and even attracted to each other, both are intelligent beings with complex personalities, but their otherwise very different natures are conventionally thought to preclude anything more. Magnus and Cindy are not binary bonded and do not intend to be so as Cindy does not wish to become a cyborg. She is no pacifist though and has fought the Decepticons in the past, though Ultra Magnus as her husband has banned her from any further involvement in combat, she is not a warrior and if anything happened to her. She lives most of the time in Autobot City, teaching the Autobots about how the planet Earth works and dissuading them from some of their more ambitious and ecologically destructive plans. She still often jets off to active volcanoes to study them, often accompanied by teams of Autobots as the Transformers are fascinated by the geological phenomenon of energy just spouting out of the ground, something which never happens on Cybertron. Several battles have been fought between the Autobots and Decepticons for possession of an erupting volcano.

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

Post by Gamebook » Tue Jul 17, 2018 8:43 pm

Image

Wheeljack - PL 9

Strength 8, Stamina 8, Agility 1, Dexterity 2, Fighting 6, Intellect 3, Awareness 0, Presence 0

Advantages
Agile Feint, Inventor, Ranged Attack 6, Ultimate Effort: Technology

Skills
Athletics 4 (+12), Investigation 4 (+7), Perception 4 (+4), Sleight of Hand 4 (+6), Technology 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))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Shoulder Cannons
. . Gyro-Inhibitor Shell: Progressive Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Extended Range 2, Increased Range: ranged, Progressive)
. . Magnetic-Inducer Shell: Progressive Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Extended Range 2, Extra Condition, Increased Range: ranged, Progressive; Limited Degree)
. . Shrapnel-Needle Shell: Progressive Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Extended Range 2, Increased Range: ranged, Progressive)
Solid-Fuel Arm Rockets: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Unreliable (5 uses))
Transform
. . Ace Driver: Enhanced Trait 5 (Linked; Traits: Acrobatics +8 (+9), Advantages: Agile Feint)
. . Lancia Stratos Turbo: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +1
Grab, +6 (DC Spec 18)
Gyro-Inhibitor Shell: Progressive Affliction 10, +8 (DC Will 20)
Magnetic-Inducer Shell: Progressive Affliction 10, +8 (DC Fort/Will 20)
Shrapnel-Needle Shell: Progressive Affliction 10, +8 (DC Will 20)
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 32 + Powers 94 + Advantages 8 + Skills 14 (28 ranks) + Defenses 12 = 160

Wheeljack is the Autobot's chief engineer and madcap inventor. He designs and builds most of the more exotic weaponry that some Autobots use, as well as their base defenses and new designs of Autobot. A genius with technology he is otherwise easily distracted to the point of being scatterbrained, switching from obsessively working on some new project to another in rapid succession. Often other Autobots have to turn his intermittently functioning protoypes into practical and effective weapons. It is regarded as unwise to use one of his experimental devices in actual combat, they often fail or even injure their user. On occasion Autobot commanders have had to order him to put down and back away from some new weapon that he has brought along to try out against the Decepticons because it is just smoking and sparking too much. Once all the bugs have been ironed out and properly made versions have been produced though his ideas usually turn out to have been brilliant.

Wheeljack is too valuable to risk on the front lines most of the time, he generally only engages in combat in order to supervise the employment of some new weapon of his. This can range from a new type of missile warhead all the way up to the advent of the first Citybots. Metroplex and Autobot City are principally his creations and are where he is now based. These days many human engineers work and study with him, further developing the binary bonding process and making Transformer technology suitable for human use. Wheeljack likes humans, finding them inquisitive and inventive beings. To relax and get away from the workshop for some exercise he likes to take part in human-Autobot racing events, car races with human drivers competing against Autobots. He is a superb driver and invariably wins every race he participates in, everybody else has to compete for second place. A large part of this is because he knows more about how Transformers work than almost any other Autobot and can get the maximum out of his superbly engineered self. Internally Wheeljack has completely rebuilt and rearranged his mechanical innards from the original design he was built with. Visitors to his workshop often find that he has half-dismantled himself, something which Transformers actually find more disturbing than humans do.

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

Post by Gamebook » Tue Jul 17, 2018 8:58 pm

Image

Whitehot - PL 9

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

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

Skills
Acrobatics 4 (+10/+6), Athletics 4 (+12), Perception 4 (+4), Persuasion 4 (+5)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Transform
. . Driver: Enhanced Trait 4 (Linked; Traits: Acrobatics +4 (+10), Advantages: Agile Feint, Move-by Action)
. . Hot-rod: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 7 (Linked; Speed: 250 miles/hour, 0.5 miles/round; Custom: Wheels)
White Heat Guns: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged)

Offense
Initiative +6
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)
White Heat Guns: Damage 10, +8 (DC Fort 25)

Languages
Native Language

Defense
Dodge 5, Parry 3, Fortitude 11, Toughness 12/10, Will 3

Power Points
Abilities 26 + Powers 73 + Advantages 12 + Skills 8 (16 ranks) + Defenses 12 = 131

Whitehot is a Hot-Rod design Autobot who is even more vain than Hot-Rod himself. Where Hot-Rod is fun and impetuous Whitehot thinks that he is the epitome of being both 'hot' and 'cool'. He tries to do everything with a studied nonchalance, treating spectacular driving stunts and desperate battles with the Decepticons as no big deal, something he can do without really trying. Veteran Autobots find this affectation to be ridiculous but many humans, especially the younger ones, find it very impressive. Whitehot prefers to hang out with humans over his fellow Autobots, often he has to be fetched back from whatever party he has sneaked off to now in order to take part in Autobot military operations. For all his youthful misdemeanors though Whitehot lacks the courage or cowardice needed to desert. He is a genuinely capable warrior and wants to fight the Decepticons to protect his human friends, while at the same time he knows that he is too lazy and inexperienced to be able to survive without the Autobot army to support him (not that he would ever admit the latter).

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 » Tue Jul 17, 2018 9:42 pm

Nice Bios! White-hot is a great character.
I'd love to see a few Autobots vs Batgirl III's Wh40K factions.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Wed Jul 18, 2018 5:58 am

Image

Wrecker - PL 9

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

Advantages
Ranged Attack 7

Skills
Athletics 4 (+12), Perception 6 (+6), Technology 8 (+8)

Powers
Arc-welder (Easily Removable)
. . Welding Torch: Damage 10 (DC 25; Increased Range: ranged, Precise)
Full Spectrum Multi-Sensor Module: Senses 10 (Analytical (Type): Vision, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 2: cell-size, Radius: Vision, Ultravision)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Heat-Seeking Missiles: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 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
. . Power-Lifting: Enhanced Strength 2 (Linked; +2 STR; Limited to Lifting)
. . Toyota Hi-Lux: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Heat-Seeking Missiles: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)
Welding Torch: Damage 10, +8 (DC 25)

Languages
Native Language

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

Power Points
Abilities 22 + Powers 84 + Advantages 7 + Skills 9 (18 ranks) + Defenses 10 = 132

Wrecker started out as a Hoist design maintenance worker but shifted to front line action because of the need for a skilled technician to recover damaged Autobots from the field. As with humans immediate first aid is a great help in preventing ongoing damage, though with Transformers it is stopping fuel or hydraulic leaks, or electrical fires breaking out, than stopping blood loss or clearing airways. Leaving other Autobot warriors to do it just results in them bodily dragging their comrades from the field, often leaving a trail of fluids and fallen off bits which causes further serious damage. Wrecker knows how to quickly patch a damaged Autobot and then haul them away without further damage to them. This greatly facilitates their more extensive repair when they reach the Autobot medics, reducing the time and cost of getting them back in the fight. He is also careful not to leave bits of them on the field, something which often causes complaint from both the medics and the injured party when they are found to be missing parts which could have been reattached.

Recovering the injured from the field is a dangerous job, as often the reason they are damaged is that they have been fighting at the most dangerous spots. Time is a factor when it comes to injury so Wrecker goes in while the battle is still raging, fending off Decepticons with his own weapons. Other Autobots often do their very best to cover him as it is their friend he is trying to save, and it could well be them next.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Wed Jul 18, 2018 6:15 am

Image

Zoom-Zoom - PL 9

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

Advantages
Ranged Attack 7

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

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 3

Power Points
Abilities 24 + Powers 91 + Advantages 7 + Skills 6 (12 ranks) + Defenses 11 = 139

Zoom-Zoom is a Jazz design Autobot who rather than being cool like most of the rest of them is actually kind of dorky. He loves racing in his car mode much more than fighting, so much that even when in robot mode he continues to pretend he is a car, making imaginary engine noises and tire squeals as he runs about in battle. This doesn't compromise his effectiveness, it is just a bit odd, with other Autobots wondering what those peculiar noises are until they realize that he is doing it. They don't judge though, the stress of combat makes many beings act a bit oddly. He does tend to do it when out of combat as well though, even when just quietly walking around Autobot City.

Apart from this verbal tic he is an effective warrior, with the dashing heroism common to the Jazz design Autobots. He can never pull it off with the same level of cool the others do though, always somehow seeming like a human child pretending to be the hero rather than the actual hero. It doesn't help that he always makes his entrance a little bit too late, after the situation has already been resolved and the time for a hero has passed and consolidation is needed instead. A hero is meant to have perfect timing, not arrive after the prisoner has been freed by someone else or the bad guys have already started to retreat. Zoom-Zoom doesn't do this deliberately, he desperately scrambles forward to get in on the action, even shoving other Autobots out of the way in his frantic haste to seize at least a little bit of the glory. Trying to make a spectacular entrance to save the day when it's just been saved however makes you look like a complete dork instead.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Thu Jul 19, 2018 9:48 pm

Image

Acidstorm - PL 8

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

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

Skills
Athletics 4 (+12), Intimidation 6 (+9), Perception 8 (+8)

Powers
Acid Pellet Cannons: Damage 8 (DC 23; Increased Range: ranged, Multiattack, Secondary Effect)
Acid Shower Missiles: Burst Area Damage 7 (DC 22; Burst Area: 30 feet radius sphere, DC 17, Contagious, Extended Range 4, Increased Range: ranged, Secondary Effect; Unreliable (5 uses))
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 10 (Aging, Environmental Conditions (All), Suffocation (All), Uncommon Descriptor: Acid)
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . Acidic Contrail: Cone Area Damage 8 (Linked; DC 23; Cone Area: 60 feet cone, DC 18, Contagious, Reaction 3: reaction, Secondary Effect; Limited: to immediately behind when in jet mode)
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)

Offense
Initiative +0
Acid Pellet Cannons: Damage 8, +8 (DC 23)
Acid Shower Missiles: Burst Area Damage 7 (DC 22)
Acidic Contrail: Cone Area Damage 8 (DC 23)
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 180 + Advantages 8 + Skills 9 (18 ranks) + Defenses 12 = 229

Acidstorm is part of the Rainmakers Decepticon jet flight command. Most Decepticon jets operate in small three or four element squadrons. The Rainmakers are known as a bunch of sadistic lunatics, even by Decepticon standards. They all wield exotic weapons and love to see the funny effect they have on Autobots. Acidstorm uses acid filled shells and missiles to fight with, giggling maniacally as Autobots dissolve screaming after an attack run by him. He himself is protected by a special coating over his exterior that is immune to nearly all acids so he isn't damaged by drips and fumes from his own munitions. A weakness though is that if he is hit by enemy fire it can disrupt his acid protection and splash acid from his own weapons over him, causing him to dissolve in his own acid. Most other Decepticons steer well clear of him and he is banned from most areas of Decepticon bases due to his habit of dripping acidic residue over everything. You can always tell when he has been along because he leaves acid-burned footprints even in metal.

Ionstorm - PL 10

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

Advantages
Agile Feint, Move-by Action, Ranged Attack 8

Skills
Athletics 4 (+12), Intimidation 4 (+7), Perception 6 (+6)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Anti-Radar Missiles: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 7, Increased Range: ranged, Triggered 5: 5 uses - Autobot missile launch; Unreliable (5 uses))
. . Counter missiles: Burst Area Nullify 10 (Alternate; Counters: Autobot missiles, DC 20; Burst Area: 30 feet radius sphere, DC 20, Effortless, Extended Range 7, Triggered 5: 5 uses - Autobot missile launch; 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 18 (Aging, Common Descriptor: Electromagnetics, Environmental Conditions (All), Suffocation (All))
Ion Cannons
. . Ionize: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Cumulative, Extended Range 2, Increased Range: ranged)
. . Scramble: Nullify 10 (Counters: Electrics, DC 20; Effortless, Extended Range 2, Simultaneous)
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . Electromagnetic Pulse: Burst Area Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Burst Area 3: 120 feet radius sphere, DC 20)
. . . . Extended Electromagnetic Pulse: Burst Area Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Burst Area 4: 250 feet radius sphere, DC 20; Tiring)
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flier: Enhanced Trait 4 (Linked; Traits: Acrobatics +4 (+4), Advantages: Agile Feint, Move-by Action)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)

Offense
Initiative +0
Anti-Radar Missiles: Burst Area Damage 10 (DC 25)
Counter missiles: Burst Area Nullify 10 (DC Will 20)
Electromagnetic Pulse: Burst Area Affliction 10 (DC Will 20)
Extended Electromagnetic Pulse: Burst Area Affliction 10 (DC Will 20)
Grab, +6 (DC Spec 18)
Ionize: Cumulative Affliction 10, +8 (DC Will 20)
Scramble: Nullify 10, +8 (DC Will 20)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 177 + Advantages 8 + Skills 7 (14 ranks) + Defenses 12 = 224

Ionstorm exploits a type of weapon commonly employed by Transformers, scrambling the system of opposing Transformers. He has an enormous electromagnetic dynamo inside his frame which he can charge from his jet engines to release an immensely powerful EMP. This can disable all nearby Transformers, including his own allies if he is not careful, which he rarely is. His other weapons also follow this theme of his, along with his missiles which are designed to counter the Autobots practice of using long-range homing missiles to shoot down Decepticon jets. Like his teammate Acidstorm other Decepticons avoid him and he is banned from most Decepticon bases as he tends to set off his EMP whenever he is irritated by other Decepticons. As well as knocking out everyone else, which lets him steal the chips from the current gambling pot, it also crashes the systems of a large part of the base, infuriating Decepticon commanders and technicians.

His own systems are massively hardened against electromagnetic interference, which does come with the disadvantage that he is stiff and heavy compared to other Decepticons jets, with a ponderous roll and a slow rate of climb. Taunting his limited flying skills is not wise though, he retorts with an EMP which causes everyone else to literally fall out of the sky. Mean-spirited and petty he is rude and surly to everyone as he feels that he doesn't need to fear any number of other Transformers, and can attack his fellow Decepticons at will as his EMP's disable but do not inflict any permanent damage.

Novastorm - PL 10

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

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

Skills
Athletics 4 (+12), Intimidation 6 (+9), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 18 (Aging, Common Descriptor: Heat, Environmental Conditions (All), Suffocation (All))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Nova Missiles: Cloud Area Damage 10 (heat, DC 25; Cloud Area 2: 30 feet radius sphere, DC 20, Extended Range 8, Increased Range: ranged; Unreliable (5 uses))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Movement: Movement 1 (Linked; Space Travel 1: within solar system)
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Superheated Jet Exhaust: Cone Area Damage 10 (Linked; DC 25; Cone Area: 60 feet cone, DC 20, Reaction 3: reaction; Limited: to directly behind in jet mode)
Trilithium Crystal Cannons: Damage 12 (DC 27; Extended Range 2, Increased Range: ranged)

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Nova Missiles: Cloud Area Damage 10 (DC 25)
Superheated Jet Exhaust: Cone Area Damage 10 (DC 25)
Throw, +8 (DC 23)
Trilithium Crystal Cannons: Damage 12, +8 (DC 27)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 182 + Advantages 8 + Skills 9 (18 ranks) + Defenses 12 = 231

Novastorm has perhaps the most powerful engines of any Decepticon flier. They are fueled by Trilithium Crystals rather than drawing on conventional Transformer fuel which lets them operate in the vacuum of space. He can boost himself into orbit and conduct jaunts around the solar system. This has made him tremendously vain as he regards all other Decepticon fliers as dinky atmospheric craft who putter along with their crude and smoky engines. He draws on the energy of his engines to power his weapons, making them notably more powerful than the guns other Decepticon jets use, though at the cost of a slow rate of fire as he has to switch the energy feed back and forth from shooting at Autobots to keeping himself flying. His engines also produce a massive heat wash which can melt any Transformer who comes too near, making flying in close formation with him an alarming prospect. He often makes low-level passes to scorch Autobots. Decepticon flight deck personnel hate him as every time he takes off he severely damages their launch decks by melting them.

He is the leader of the Rainmakers flight command, though outside of combat they rarely associate with each other as by their very nature it is hazardous for other Decepticons to come near them. All of them are solitary and friendless and regarded as a major nuisance around the place with their carelessly destructive ways.

Novastorm's weakness is that refueling him is very difficult. His Trilithium Crystals have to be recharged by being superheated for extended periods, during which time he is nearly helpless as he cannot fly or use his guns. He tends to stay in his quarters and sulk when he has to be grounded this way. If his crystals were to be lost or destroyed it would be very bad for him as they are extremely difficult to replace and the Decepticon commanders might just decide to convert him to conventional engines to save time and energy. He might well become suicidal if that happened to him, Decepticons who have possessed a special power which makes them feared are known to become deeply despondent if they lose it.
Last edited by Gamebook on Mon Jul 23, 2018 7:35 pm, edited 1 time in total.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Fri Jul 20, 2018 9:36 pm

Image

Airforce - PL 10

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

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

Skills
Intimidation 6 (+9), Perception 6 (+6)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Anti-armor Rifles: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Penetrating 10)
Butterfly Bomblets: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 4, Increased Range: ranged, Triggered 8: 8 uses - Movement; Unreliable (5 uses))
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . . . Thrust: Flight 10 (Alternate; Speed: 2000 miles/hour, 4 miles/round; Unreliable (5 uses), Wings)
. . . . Wing Fans: Flight 5 (Alternate; Speed: 60 miles/hour, 900 feet/round; Custom: Custom)
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Sudden Acceleration: Burst Area Damage 10 (Linked; DC 25; Burst Area 2: 60 feet radius sphere, DC 20)

Offense
Initiative +0
Anti-armor Rifles: Damage 10, +8 (DC 25)
Butterfly Bomblets: Burst Area Damage 10 (DC 25)
Grab, +6 (DC Spec 18)
Sudden Acceleration: Burst Area Damage 10 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 162 + Advantages 8 + Skills 6 (12 ranks) + Defenses 12 = 208

Airforce is a Thrust design Decepticon and has the distinctive wing turbofans of that model. He is a keenly military Decepticon, always wearing camouflage patterns adapted to the environment. On Earth he is one of the few Decepticons to have adopted human style natural pattern schemes, most other Decepticons prefer flashy colors to announce their presence and intimidate their enemies. Thrust's sudden acceleration is a power that he actually rarely uses as he is such a coward, preferring to stand off and fire from long range. Airforce revels in it however, swooping down to make low passes over the Autobots. He also likes to sow delayed action cluster bomblets, small mine-like devices that don't go off on landing but instead explode violently when disturbed later. The nasty little things get into every nook and cranny and can remain dangerous for years, necessitating painstaking clearance operations to make an area safe again. For pinpoint action he uses powerful armor-piercing rifles rather than rapid-fire cannon, particularly targeting the more armored Autobots such as the Sideswipe and Sunstreaker designs.

He is a complete gun nut himself and employs many other types of weapon, some of them looted from disabled Autobots. If an Autobot has an unusual weapon he will often target them just to be able to steal it. In his private quarters the walls are stacked solid with all sorts of guns, most of them kept loaded with a total disregard for firearms safety. Black market dealers such as Swindle often trade with him for parts and ammo and he resells inferior or worn-out weapons to gullible Decepticon technicians who want a better weapon than the pathetic laser pistol they were issued with.

Dustdevil - PL 10

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

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

Skills
Insight 6 (+6), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Homing Missiles: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Immunity: Immunity 9 (Aging, Environmental Conditions (All), Rare Descriptor: Dust and sand contamination, Suffocation (All))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Sandscourer Jets: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack)
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Vortexes: Cloud Area Move Object 10 (Linked; 25 tons, DC 25; Affects Objects Only, Cloud Area: 15 feet radius sphere, DC 20, Damaging, Reaction 3: reaction; Limited: to when flying in jet mode, Limited Direction: Rotation, Limited Material: Air, Reduced Range: close)

Offense
Initiative +0
Grab, +8 (DC Spec 18)
Homing Missiles: Damage 10, +8 (DC 25)
Sandscourer Jets: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)
Vortexes: Cloud Area Move Object 10 (DC 25)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 149 + Advantages 8 + Skills 7 (14 ranks) + Defenses 12 = 200

Dustdevil is adapted to desert conditions with special air filters and seals to keep out the damaging silicon particulates which so much of the dry area of the Earth is covered with. Cybertron used to have great silicon dune regions but they were all scooped up and turned into glass, metal alloys, silicon chips and countless other industrial materials long before the Autobot-Decepticon war started. Occasionally the Decepticons mine the deserts for silicon but there is so much of this material on Earth that this scarcely warrants Autobot counteraction beyond the usual desire to fight the Decepticons wherever they are. Like a number of other Decepticon jets Dustdevil's engines have been weaponized, they can kick up sandstorms that briefly rotate at speeds of thousands of miles an hour, creating a sandblast effect which can scour metal and sear through seals and filters on Autobots to clog and abrade their interiors. Against an unprotected human the effect is gruesome, the unfortunate is in a moment reduced to a skeleton where they stand as their flesh is scoured away, and then the bones too disintegrate leaving nothing behind.

Dustdevil spends long hours patrolling the vast, featureless expanses of Earth deserts to keep a watch out for Autobots. Over time he has become a bit peculiar, often claiming to see visions in the heat haze and blown sand, of fantastic Transformer cities rising from the dunes that disappear when approached, or the keening of dead Transformers whose electromagnetic residues linger on in the static electricity generated by the sand hissing over itself as it is blown off the tops of the dunes. Most Decepticons dismiss such foolishness but a few listen to him and believe that he is blessed or inspired by greater forces than themselves that control the destiny of the Transformer race. Dustdevil has recently been preaching to these believers that there is only one true force in the universe, the supreme being, the one who is all, the sacred name: Unicron.

Illwind - PL 10

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

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

Skills
Intimidation 4 (+7), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Air-to-Air Missiles: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Automatic Machine Guns: Damage 10 (DC 25; Extended Range 2, 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))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . Aggression Provoking Engine Sonics: Perception Area Affliction 10 (Linked; 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Perception Area: DC 20 - Hearing, Reaction 3: reaction; Limited: to when flying)
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 11 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll 2, Evasion, Move-by Action)

Offense
Initiative +0
Aggression Provoking Engine Sonics: Perception Area Affliction 10 (DC Will 20)
Air-to-Air Missiles: Damage 10, +8 (DC 25)
Automatic Machine Guns: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 5/3, Parry 3, Fortitude 10, Toughness 12/10, Will 2

Power Points
Abilities 20 + Powers 159 + Advantages 8 + Skills 6 (12 ranks) + Defenses 10 = 203

Illwind is a Dirge design Decepticon. However while Dirge is intended to frighten the Autobots into running away Illwind turns them against each other. The Decepticon commanders were fed up with their troops forever fighting among themselves over often petty and inconsequential reasons while the Autobots maintained perfect discipline. With their usual petty malice they had the Dirge design adapted so instead of sowing fear his engines induce uncontrollable, incandescent rage. Any who hear their grating roar become irritated beyond measure and see every being around them as the source of this fury, immediately attacking them without regard for if they are a friend or their own safety. Just to be able to see Autobots brawling with each other was the main reason for this beyond any consideration of tactical utility.

Unfortunately just like Dirge the effect is not discriminating, it provokes Decepticons as easily as it does Autobots. He has to be employed with care or he can set an entire Decepticon army off into fighting itself. Unlike Autobots rather than seeking to restrain and calm down their fellows Decepticons get annoyed by stray shots or think they are being insulted or attacked and join in the infighting even if they haven't heard Illwind's evil roar. Some Decepticon commanders think that he is a weapon that is more dangerous to their own side than the Autobots and he often gets palmed off to some other commander who thinks that he knows how to use him properly. Illwind himself loves seeing allies turn against each other, Autobot or Decepticon he doesn't care, and if not carefully watched he will start fights with his power wherever he goes. To get this appalling troublemaker out of the way he has been reassigned to Antarctica, literally, the Decepticons have a secret base there where he is currently freezing his bolts off as its sole operative.
Last edited by Gamebook on Fri Jul 27, 2018 9:53 pm, edited 3 times in total.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Jul 21, 2018 7:21 am

Image

Airstrike - PL 10

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

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

Skills
Athletics 4 (+12), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Iron Bombs: Burst Area Damage 10 (DC 25; Burst Area 2: 60 feet radius sphere, DC 20, Increased Range 2: perception; Custom: Vertical drop only, Unreliable (5 uses))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Rapid Fire 30mm Cannons: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack)
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Iron Bombs: Burst Area Damage 10 (DC 25)
Rapid Fire 30mm Cannons: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 128 + Advantages 8 + Skills 6 (12 ranks) + Defenses 12 = 174

Airstrike is a generic design jet Decepticon, one of the huge numbers of such churned out on the Decepticon production lines after the war started. Built for limited mental capabilities and obedience he is little more than a drone. His only thought is to please his Decepticon overlords, he is terrified of being classified as a failure and sent for dismantling, a fate common to those Decepticons who perform poorly in combat. He is oriented to close range ground strikes, being a bomber rather than a missile launch platform. This lets him drop a much greater weight of high explosive on the heads of the Autobots than if he used longer-range missiles, but also exposes him to their fire much more. The Decepticon commanders exploit his anxiety to please them to get him to perform these dangerous missions, he is more afraid of failure than he is of Autobot warriors. Most Decepticon warriors if sent on such high-risk missions usually find ways to subvert them, dumping their munitions before really reaching their target and coming under heavy fire. Being Decepticons treachery and deception are a way of life for them, they don't have a sense of integrity.

Blueheat - PL 9

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

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

Skills
Athletics 4 (+12), Intimidation 4 (+7), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Heat Rays: Damage 10 (DC 25; Alternate Resistance: Fortitude, Extended Range 2, Increased Range: ranged)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Thermal Missiles: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged, Penetrating 10; Unreliable (5 uses))
Transform
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Heat Rays: Damage 10, +8 (DC Fort 25)
Thermal Missiles: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 128 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 176

Blueheat is like Airstrike a cheaper model of jet design, not having any notable special powers. This is a relative term of course, building a Transformer capable of high-performance flight is a lot more expensive than a ground vehicle alt mode. The Autobots can build several of their car designs for the effort that goes into making one Decepticon jet. Many Decepticon commanders still prefer them however despite their exorbitant building and running costs (they also guzzle fuel and run through a small mountain of spare parts to keep them flying) because of the tremendous fighting power it places at their immediate disposal. With their high level of mobility they can be kept concentrated under the personal command of a senior Decepticon rather than having to be dispersed to static positions under subordinate commanders as with the Autobots. Decepticons always fear betrayal and usurpation as that is the standard method of winning promotion in the Decepticon army. They do not want their warriors off out of their sight serving under and developing a loyalty to some other commander. To this end Decepticon armies on Cybertron and indeed on Earth are usually kept together in a central fortified base from where they can be led out against the Autobots. With their fast flight capability they can dominate a huge surrounding area.

Blueheat favors heat-based weapons to melt through Autobots, cutting them apart with thermal beams adapted from metal cutting and welding technology. He will persist in attacking a downed Autobot to make sure that they are really dead, slicing the inert body into small pieces. While this definitely destroys an opponent all too often he is doing this while there are other Autobots still active and shooting back, annoying his comrades who are trying to win the battle by knocking out most or all of the Autobots as quickly as they can before they they lose too many on their own side.

Firestorm - PL 10

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

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

Skills
Athletics 4 (+12), Intimidation 4 (+7), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Armor-Piercing Incendiary Bullets: Damage 6 (DC 21; Extended Range 2, Increased Range: ranged, Multiattack, Penetrating 6, Secondary Effect)
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))
Incendiary Bombs: Cloud Area Damage 10 (DC 25; Cloud Area 2: 30 feet radius sphere, DC 20, Extended Range 2, Increased Range: ranged; Unreliable (5 uses))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)

Offense
Initiative +0
Armor-Piercing Incendiary Bullets: Damage 6, +8 (DC 21)
Grab, +6 (DC Spec 18)
Incendiary Bombs: Cloud Area Damage 10 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 130 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 178

Firestorm loves incendiary weapons that burn up Autobots with flames. The effect of fire on stuff fascinates him, the way it chars and melts. When not in combat he will often collect all sorts of objects to see what effect incendiary materials will have on them. He isn't a scientist, he just does this for childlike amusement. At times he has started fires or filled Decepticon bases with toxic fumes when he has ignited some substance he really shouldn't have. To make use of this compulsion he is often set incendiary missions, targeting flammable Autobot fuel and munitions dumps. The prospect of seeing a really big, hot fire in action burning up just everything greatly excites him and makes him determined to fulfill his mission. A problem though is that if he does succeed he will sometimes transform and land so he can watch the fire up close to see how all the stuff is reacting to the heat and flames. At times he gets so entranced he forgets that he is supposed to be fighting the Autobots, taking him out of the battle and making him vulnerable to Autobot attack.

Haze - PL 9

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

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

Skills
Athletics 4 (+12), Intimidation 4 (+7), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Automatic Cannons: Damage 10 (DC 25; Extended Range 2, 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))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Rocket Pods: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack, Penetrating 10; Unreliable (5 uses))
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Persistent Contrail: Cone Area Concealment Attack 5 (Linked; Extra Ranks 3, Sense - Sight, DC 15; Cone Area 2: 120 feet cone, DC 15, Attack: Will, Reaction: reaction; Limited: to directly behind in jet mode)
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)

Offense
Initiative +0
Automatic Cannons: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Persistent Contrail: Cone Area Concealment Attack 5 (DC Will 15)
Rocket Pods: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 150 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 198

Haze is a fairly generic warrior but does have the ability to generate vapor from his jet exhausts which he can use to lay down smokescreens. Concealment in this way is of little value in hiding flying Decepticons but is useful for aiding Decepticon ground troops or covering Autobot positions so they cannot see to shoot at the Decepticon flyers while they lob bombs into the cloud. Using this power means he has to make low-level passes so it is a good thing he is too stupid to think much about the danger it puts him in. He is a persistent fighter for a Decepticon jet warrior, they are usually easily discouraged by any resistance they cannot quickly overcome having been designed for a war of fast maneuver rather than protracted slugfests. Again and again he will dive onto Autobot positions where other Decepticon jets would have long since flown off having considered they had done their bit and leaving it up to the lowly scum that they regard most Decepticon ground troops as being to carry on the battle.
Last edited by Gamebook on Wed Jul 25, 2018 1:41 pm, edited 2 times in total.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sun Jul 22, 2018 6:28 am

Image

Banshee - PL 10

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

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

Skills
Athletics 4 (+12), Intimidation 4 (+7), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Automatic Machine Guns: Damage 10 (DC 25; Extended Range 2, 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)
Homing Missiles: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Fear Provoking Engine Sonics: Perception Area Affliction 10 (Linked; 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Perception Area: DC 20 - Hearing, Reaction 3: reaction; Limited: to fear, Limited: to when in flying in jet mode)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 11 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll 2, Evasion, Move-by Action)

Offense
Initiative +0
Automatic Machine Guns: Damage 10, +8 (DC 25)
Fear Provoking Engine Sonics: Perception Area Affliction 10 (DC Will 20)
Grab, +6 (DC Spec 18)
Homing Missiles: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 5/3, Parry 3, Fortitude 10, Toughness 12/10, Will 2

Power Points
Abilities 20 + Powers 149 + Advantages 8 + Skills 8 (16 ranks) + Defenses 10 = 195

Banshee is a female version of the Dirge design and has his fear inducing sonic effect. Because of the nature of the power she has to operate alone in order to avoid scaring her fellow Decepticons, which makes employing the power, potent as it is, rather risky as she is a solo target that all the Autobots can concentrate their fire upon. There are always some Autobots who hold their nerve against her power. This means that she actually prefers to hunt out lone or small groups of Autobot rather than trying to disrupt an entire Autobot army. When all her opponents do succumb to her power she hunts them with maniacal glee, striking and withdrawing again and again in order to spin out the terror for her own amusement. Those affected by her power become so terrified that they lose all focus and sense of direction, being unable to use their weapons to fight back and wandering dazed in circles, hopelessly lost when they might be only a short distance from help.

While Dirge produces a relentless drone that you can feel eating away at your sanity Banshee's engines produce a loud shrieking wail that shatters the nerves. Rather than appearing in the sky above her intended victims and taunting them like Dirge does she will stalk them from out of sight, flying at night or along behind hills or trees and just letting her sonics do the work. Quite often her victims never see her and do not know for sure that it is a Decepticon stalking them. When they are so terrified that they are just complete wrecks collapsed to the ground she will move in to destroy them with an airstrike. She dislikes being on the ground and will only reluctantly pursue victims who have taken shelter in a building, instead trying to drive them out with further use of her sonics. For all her cruelty she is a coward and if she is ever seriously fired upon will tend to abandon her hunt.

Witchcraft - PL 10

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

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

Skills
Athletics 4 (+12), Deception 6 (+7), Perception 8 (+8), Persuasion 4 (+5)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Automatic Cannons: Damage 10 (DC 25; Extended Range 2, 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)
Heat Seeking Missile Launcher: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Power Chip Rectifier Duplicator
. . Duplicate Powers: Variable 8 (Linked; Action: move; Limited: to one power at a time, Side Effect 2: always - take on characteristics of the Transformer whose power is being duplicated, Source: Powers that have affected by linked Transfer Powers, Tiring)
. . Transfer Powers: Weaken 14 (Linked; Affects: Special Transformer Powers, Resisted by: Will, DC 24)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)

Offense
Initiative +0
Automatic Cannons: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Heat Seeking Missile Launcher: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Transfer Powers: Weaken 14, +6 (DC Will 24)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 22 + Powers 156 + Advantages 8 + Skills 11 (22 ranks) + Defenses 12 = 209

Witchcraft has a very special power, the Power Chip Rectifier Duplicator. This allows her to mimic the special powers of nearly any other Transformer if she can establish physical contact with them. The device fitted inside her can reconfigure her body to duplicate an enormous range of effects, though only one at a time. This special weapon was first employed by Megatron who used it to acquire the special powers of his Decepticon warriors at the time (Skywarp's teleportation, Soundwave's mindreading and so on) and then challenged Optimus Prime to a one-on-one duel for possession of the Earth. Prime didn't believe Megatron's assurances that he and his troops would leave the Earth if he lost, but accepted as it was an opportunity to try and destroy Megatron. Optimus though lost the fight because of the advantage the special powers gave Megatron. In the end accusations of cheating flew and the two sides just settled for staging a conventional battle.

Megatron chose not to keep the PCRD as it comes with serious side effects and his body is already loaded with enough dangerous and barely controllable hardware as it is. The power drain of it is considerable as most of the internal energy flow of a Transformer has to be diverted to make it work as it is far less efficient at producing its effects than the customized original devices. As well it causes the user to take on the personality traits of the Transformer they are mimicking, such as cowardice, stupidity, greed and so forth. This often confuses the user considerably as foreign thoughts and emotions intrude into their mind. By the time he won the duel Megatron was so dazed by having cycled through the special powers of most of his warriors that he was unable to fight or lead and the Decepticons suffered a severe defeat in the following battle.

While Megatron regarded the PCRD project as a failure it was salvaged by other Decepticons who felt that it was too valuable to discard. They fitted it to a standard jet warrior, creating Witchcraft. She is much more careful in how she uses it than Megatron was, who tried to have all the powers all at once like the rapacious megalomaniac he is. She employs it selectively at just the right time to surprise the Autobots and turn a battle in her favor. To make the power work requires physical contact with another Transformer so the PCRD can read and duplicate their power. Doing this temporarily disables the affected Transformers special power. When Megatron used the PCRD since he stole his own warrior's powers they didn't have them when the battle broke out which is also why they lost. Witchcraft though almost never uses her power on other Decepticon's, only if they really annoy her, instead she employs this trait as another weapon against the Autobots. As a jet Decepticon she dislikes landing and getting too close to the Autobots so generally only employs this against disabled, captive or isolated and weak foes.

Witchcraft is treated with wary respect by other Decepticons, who never know what power she may have at the moment. She herself is always desiring to steal ever greater powers and is often disappointed by the pathetic powers most Autobots have. Many of them are just so basic, little more than wheeled gun platforms built with a strong eye to keeping costs down rather than being magnificent high-flying warriors like the Decepticons. Rumors of Transformers with unusual and potent powers will attract her into attempting to steal them.

Wyvern - PL 10

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

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

Skills
Athletics 4 (+12), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Thermo-Rays: Damage 10 (DC 25; Alternate Resistance: Fortitude, Extended Range 2, Increased Range: ranged)
Transform
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Nosecone Super-heated Plasma: Cone Area Damage 10 (Linked; DC 25; Alternate Resistance: Fortitude, Cone Area: 60 feet cone, DC 20; Limited: while flying in jet mode)
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Nosecone Super-heated Plasma: Cone Area Damage 10 (DC Fort 25)
Thermo-Rays: Damage 10, +8 (DC Fort 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 118 + Advantages 8 + Skills 6 (12 ranks) + Defenses 12 = 164

Wyvern has been built with an alternative engine system rather than the usual well-understood and reliable jet turbines of other Decepticons. She possesses plasma blast engines that emit a stream of high-pressure, superheated plasma to provide jet thrust. While the designers had high hopes for this new engine technology when she was built in practice it doesn't give any better performance at current levels of efficiency as it requires additional internal systems to work which take up space and add weight which means that the plasma generation chambers have to be rather small. Their reduced scale means that the actual power output they generate is no better than a conventional jet turbine while being rather more fuel expensive to run. In the end the project was relegated to needing further advances before it could be more widely implemented.

Wyvern was later refitted to make use of some traits of her unique engines. The plasma produced in the generation chambers is unfocused and can be diverted to other uses rather than being generated in a continuous directional flow as with a jet turbine. She can store and compress it and then release it as a concentrated blast, turning her propulsion energy into an effective weapon. Her cannons emit rays of intense plasma-derived heat which can melt down Autobots. From her nosecone she can just release raw plasma energy when she is flying and her engines are fully operational. The superheated substance spews out in a great wave, obliterating everything immediately in front of her. She will often make low passes to incinerate hapless Autobots.

She regards herself as being more advanced than other Decepticon jets and deserving of the extra fuel she needs. Greedy and possessive she hoards fuel of all types, piling containers of it up nearly to the ceiling of her private quarters and then resting on top of it to make sure no other Decepticons filch from her stockpile. She spends as much time inactive as possible to conserve her fuel supplies, she really does run through it rather fast when fully operational. Decepticon commanders regard her as a disproportionately expensive warrior to operate and only insist she gets off her hoard to fight during a crisis when all hands are needed.
Last edited by Gamebook on Mon Jul 23, 2018 7:39 pm, edited 1 time in total.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sun Jul 22, 2018 8:42 pm

Image

Bedlam - PL 9

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

Advantages
Agile Feint, Defensive Roll 2, Move-by Action, Ranged Attack 8, Startle

Skills
Acrobatics 4 (+10/+6), Athletics 4 (+12), 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))
Photon Lasers: Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Extended Range 2, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Transform
. . Driver: Enhanced Trait 4 (Linked; Traits: Acrobatics +4 (+10), Advantages: Agile Feint, Move-by Action)
. . Hot-rod: 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 +2
Grab, +6 (DC Spec 18)
Photon Lasers: Affliction 10, +8 (DC Fort 20)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 5, Parry 3, Fortitude 11, Toughness 12/10, Will 3

Power Points
Abilities 26 + Powers 65 + Advantages 11 + Skills 9 (18 ranks) + Defenses 12 = 123

Bedlam is a renegade Autobot, part of a small number of such defectors to the Decepticons. The Decepticon founders were of course all originally Autobots before they chose to reject the ancient culture of Cybertron in favor of war and genocide. Not many of those early Decepticons survive to the present day, most of them having long since been killed in action, expired from sheer age, murdered in ruthless purges by Megatron, or executed from losing out in internecine power struggles when the Decepticon movement fractured after Megatron was lost on Earth four million years ago. The long duration of the war has driven a gaping chasm between the two types of Transformer, making them drastically different in mentality and design pattern. Decepticons pretty much never go over to the Autobots as they are all far too violent and cruel to be able to behave themselves, and in any case they despise the Autobots as weaklings and fools. The Autobots have nothing to offer any potentially disaffected Decepticons since they are as locked into the conflict as they are, and the existence of an Autobot compared to a Decepticon is laborious and austere as they do all their work themselves rather than relying on slaves and their way of war is very labor intensive.

Autobots exhibit much more personal variation than the nearly mindless Decepticons and so inevitably some of them are not good people. Some are lazy, others greedy, some cowards and others bullies or sadists. Even so they can still be useful warriors in a fight. A few though develop such a bad record in the Autobot army that they face being dismantled. Others just get fed up with the hard work and tight fuel budgets they are expected to exist on. In such cases they may desert and try to join up with the Decepticons, hoping to enjoy their perceived freedom and privileges since many Decepticon warriors do no manual work as they have slaves, and have ample fuel supplied to them to ensure their loyalty. Most such defectors end up being executed by the Decepticons in their fighting arenas as they despise Autobots so much and regard any of them who desert as being cowards and shirkers unworthy of a place in the great Decepticon army. Those who can survive and prove their fighting ability may be provisionally accepted though, particularly if the Decepticons are at all short of warriors at the moment.

Bedlam is a Hot-Rod design who is mentally unstable, taking far too much glee in fighting, pain and death. He loathes the large amount of waiting around that being in the Autobot army involves. He isn't interested in deserting to hide out among the humans, he despises them as disgusting vermin. He was almost incapable of taking orders from an Autobot commander, deliberately ignoring them or even doing the exact opposite. Before long this terrible attitude saw the Autobot military police come to arrest him. Realizing that he faced deactivation as defective he fled and sought out the Decepticons and offered to join them. They took him prisoner and he endured considerable abuse at their hands as they tested his mettle as a warrior and whether he had the savagery to be a Decepticon. Bedlam amply proved that he had all that and he was rebranded as a Decepticon.

Bedlam is a lowly Decepticon, not being a flyer and being an ex-Autobot. He mostly associates with other Autobot renegades, forming an irregular band of criminals and desperadoes. They have a bad reputation even among the Decepticons for their indiscipline and numerous atrocities. Bedlam regards himself as fighting for his personal freedom, the right to do completely as he pleases without some officer telling him what he has to be doing at all times. He fights because he likes to do so, and so he can capture other Transformers to horribly torture. Even other renegades regard him as an awful being and don't trust him a micron.

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

Post by Batgirl III » Sun Jul 22, 2018 8:59 pm

How do you handle Transformers, such as Megatron or Shockwave, whose alt-mode is a weapon that must be used by someone else?

The Shrinking to Scale and Morph seem straightforward, but how do you handle the damage/attack caps?
BARON wrote:I'm talking batgirl with batgirl. I love you internet.

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