Gamebook's builds (hs5ias new thread)

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Gamebook
Posts: 4261
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Thu Jul 26, 2018 8:25 pm

Image

Copperhead - 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)
Fathom (Easily Removable)
. . Pressure Cannon: Move Object 10 (25 tons, DC 25; Damaging, Extended Range 2; Limited Direction: Away)
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)
. . 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)
Homing Missiles: Damage 10, +8 (DC 25)
Pressure Cannon: Move Object 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 132 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 180

Masters Transformers are becoming increasingly common on Earth as more and more humans associate with the Transformers. The human wears a large cybernetic suit which allows them to fold up into an attachment or weapon for their binary-bonded Transformer. Targetmasters tend to become various special weapons that have a different manner of function to more standard Transformer armament. They do not necessarily increase the firepower or accuracy of their Transformer, just give them a wider range of munitions.

Copperhead is an unusually ambitious Decepticon warrior, always seeking to impress the Decepticon commanders and become a better warrior by adopting new tactics and weapons. He eagerly volunteered for the Targetmaster process, where many Decepticons are dubious of associating with weak humans by undergoing binary-bonding. His Targetmaster partner becomes a pressure cannon which fires a jet of highly-compressed fluid with sufficient force to cut metal and bowl a Transformer over. The compression tanks can take in almost any gas or liquid to use as projectile material, even common water or air is deadly at the pressures involved. He likes to knock Autobots over and then finish them off with his cannons.

Rattler - 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)
Automatic Cannons: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack)
Cannonball (Easily Removable)
. . Magnum Pistol: Damage 12 (DC 27; Increased Range: ranged)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
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)
. . 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)
Homing Missiles: Damage 10, +8 (DC 25)
Magnum Pistol: Damage 12, +8 (DC 27)
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 132 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 180

Rattler is a simple-minded Decepticon jet who lives in a fantasy world where he is the baddest Decepticon around, despite really being a nobody. After seeing some classic human movies (Decepticons actually consume quite a lot of human media due to being cut off from Cybertron, which was a dreary place due to the war anyway) he has imagined himself to be Dirty Harry, focusing entirely on the cool, bad-ass part rather than the enforcing the law and protecting the innocent part of the character. His Targetmaster becomes the most powerful Transformer handgun in the world (be sure to pronounce the italics). Autobots who have encountered him think that he is instead more like Travis Bickle as they have a much better understanding of human culture.

Viper - 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)
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)
. . 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)
Volcane (Easily Removable)
. . Lava Cannon: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged)

Offense
Initiative +0
Automatic Cannons: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Homing Missiles: Damage 10, +8 (DC 25)
Lava Cannon: 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 136 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 184

Viper is a self-seeking, kill-stealing scumbag. He continually horns in on other Decepticons attacks, seeking to get in the final shot on a damaged Autobot so he can be credited with the kill or at least an assist, even when his intervention is completely unneeded to finish the kill. He often does this at the cost of not engaging intact Autobots who are still actively shooting back at the Decepticons. A Decepticon who takes out five Autobots is considered an 'Ace' and he is desperate to become one by any means, imagining that it will bring him respect among his fellows. Instead he is just infuriating his allies and commanders with this behavior. His partner Targetmaster becomes a heat gun, when fired it causes molecular agitation via microwaves in the target which superheats them. He takes all credit for his binary-bonded human's hits and damage, while blaming him for every time he misses despite the fact that it is the Transformer who does all the aiming.

Gamebook
Posts: 4261
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Fri Jul 27, 2018 9:00 pm

Image

Dead Air - 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)
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)
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)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Radio Interference Engines: Perception Area Nullify 10 (Linked; Counters: Radio, DC 20; Perception Area: DC 20 - Radio, Reaction 3: reaction, Simultaneous; Limited: to when flying, Reduced Range: close)
. . 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)
Homing Missiles: Damage 10, +8 (DC 25)
Radio Interference Engines: Perception Area Nullify 10 (DC Will 20)
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 158 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 206

Dead Air's engines when running generate broad spectrum electromagnetic interference, jamming most radio receptors in the area. He uses this during intrusion operations into Autobot airspace to confound their detection systems, communications and the homing guidance of their missiles. This inhibits their ability to respond to Decepticon air attacks against their front line forces. He has to be careful with it however as it also blinds him and his fellow Decepticons. Radio jamming does nothing to stop heat-seeking missiles or direct fire weapons and the Autobot fliers come up to hunt the source of the interference when he flies over and his radar will then be nonfunctional. Like many Decepticon jets he prefers to have surprise and shock on his side, an effective response to an attack by him will quickly induce him to withdraw.

Gunwing - 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)
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)
Temporary Auto-Function: Healing 10 (Resurrection, Triggered: 1 use - Being disabled himself; Temporary)
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)
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 11, Toughness 11/10, Will 3

Power Points
Abilities 20 + Powers 139 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 187

A Transformer body is a mechanical device and even when disabled it can still be motivated by a command override signal. Gunwing can broadcast this signal to temporarily revive disabled Transformers. They are not zombies under his control, they retain their former memories and motivations, though often confused and hazy. They are aware that they are dead and their revival is only temporary which makes them angry and they lurch at their killers to extract revenge from beyond the scrapyard. Gunwing continually revives fallen Decepticons for one last attack upon the Autobots, hence his morbid motto. It refers to other people, not him. This sinister Decepticon is not above finishing off fellow Decepticons if he considers that they are done for anyway and the battle needs reinforcements.

Skywraith - 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)
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)
. . 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)
. . Stealth Flight: Concealment 10 (Linked; All Senses; Limited: to when flying)

Offense
Initiative +0
Automatic Cannons: Damage 10, +8 (DC 25)
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 11, Toughness 11/10, Will 3

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

Skywraith has an aerial stealth system that blocks or blends in all his emissions and reflections with the sky. This means that in flight he is completely invisible to all forms of detection while still being able to perceive normally himself. This makes him a nearly impossible opponent to fight as his attacks come out of nowhere and his speed and maneuverability mean that he can move off to almost any location very quickly, long before you can trace a shot back to its origin point. The only way to counter him is to learn his attack patterns and lay down a field of fire that he may run into. He has more often been foiled not by Autobot fire but by his fellow Decepticon jets. They can't see him either and he can't radio them to let them know where he is as that would give away his position to the Autobots. As a result several times he has suffered mid-air collisions.

Skywraith's ability, like some of the more unusual such as Skywarp's teleport, are now difficult or impossible to replicate with current Transformer technology. Millions of years of war has seen Cybertron regress massively in its population, economy, science and technology. About the only area where there has been continued innovation is devising ever more ways for Transformers to destroy each other. The ultimate Transformers that reached their peak with miracles of Transformer construction such as Optimus Prime or Megatron have given way to sheer size (combiners, citybots) or churning out loads more of the same old designs which the two sides attempt to upgrade with various impractical experimental devices.

Gamebook
Posts: 4261
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Fri Jul 27, 2018 9:49 pm

Image

Dirge - 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
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Fear Provoking Engine Sonics: Perception Area Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Perception Area: DC 20 - Hearing, Reaction 3: reaction; Limited: to when flying)
. . 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
Air-to-Air Missiles: Damage 10, +8 (DC 25)
Automatic Machine Guns: Damage 10, +8 (DC 25)
Fear Provoking Engine Sonics: Perception Area Affliction 10 (DC Will 20)
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

The original Seekers were formed from the former armed forces of the Autobot city-state of Vos who were left homeless and destitute after the destruction by photon missile of their home city in its war with rival city-state Tarn. After the beginning of the Autobot-Decepticon war their numbers were supplemented and later progressively replaced by a new design of Decepticon jet, very similar to the originals but with design modifications to make them easier to mass produce, principally by slightly simplifying their Transforming process. Their wings don't swing up to flare back from the shoulders but instead just hinge back from their legs slightly. This means all they need is a simple hinge rather than a powered swing socket but it does make them slightly more awkward on the ground. Given how they fight from the air though this was not thought to be a significant drawback. In addition their nosecone does not have the folding back mechanism to come off their head. This reduces their head mobility slightly but does grant them slightly more head protection and is another area where weight and expense can be saved by dispensing with a mechanism.

Dirge revels in his ability to terrify the Autobots and regards himself as the Decepticon they fear the most. Actually the Autobots are not afraid of him, it is only his ability that induces the fear. If they can engage him without being debilitated by its effect they regard him as just another 'con to blast to bits. In this case it is Dirge's nerve that fails him and he is the one to panic and flee. Other Transformers regard him as fundamentally a coward who depends on his special ability to make the fighting easy for him. His fellow Decepticons regard him as useful when employed correctly but not to be relied on in a serious fight.

Ramjet - 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
Intimidation 4 (+7), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Cluster Bombs: Burst Area Damage 8 (DC 23; Burst Area 2: 60 feet radius sphere, DC 18, Extended Range 8, 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))
Laser Beam Rifles: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack)
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 4 (+4 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)
. . Nosecone Ram: Strength-based Damage 4 (Linked; DC 27)
. . 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
Cluster Bombs: Burst Area Damage 8 (DC 23)
Grab, +8 (DC Spec 18)
Laser Beam Rifles: Damage 10, +8 (DC 25)
Nosecone Ram: Strength-based Damage 4, +8 (DC 27)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

Defense
Dodge 5/3, Parry 5, Fortitude 11, Toughness 13/12, Will 3

Power Points
Abilities 24 + Powers 138 + Advantages 8 + Skills 6 (12 ranks) + Defenses 12 = 188

Ramjet is a reckless brute of a Decepticon who likes to get in close and regards other Decepticon jets as cowards for preferring to lob missiles from long range or make hit-and-run strafing attacks. He smashes through the Autobots ranks, bowling them over as he cannons into them. Even in robot mode he prefers to use his nosecone ram, headbutting opponents with it, though this is not as damaging as he does not have the colossal momentum from being in high-speed flight. These aggressive tactics do put him at a lot of risk and he is often seriously damaged despite his unusually strong armor for a Seeker. An arrogant bully he will roughly butt other Decepticon fliers out of his way rather than conduct proper aerial maneuvering, denting and scuffing them. This makes him unpopular but few are willing to confront him about this since Ramjet responds to any complaints about his behavior with more blows. Shoot-outs within the ranks bring harsh punishment from the Decepticon commanders but they don't care about the odd brawl and Ramjet is probably the best pugilist in the Seekers ranks.

Thrust - PL 10

Strength 8, Stamina 8, Agility 1, 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 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Compressed Air Rifles: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack)
Concussion Bomb Missile Launchers: Burst Area Damage 10 (DC 25; Alternate Resistance: Fortitude, Burst Area: 30 feet radius sphere, DC 20, Extended Range 2, 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))
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 (+6), Acrobatics +8 (+9), 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 +1
Compressed Air Rifles: Damage 10, +8 (DC 25)
Concussion Bomb Missile Launchers: Burst Area Damage 10 (DC Fort 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 6/4, Parry 3, Fortitude 11, Toughness 11/10, Will 3

Power Points
Abilities 22 + Powers 162 + Advantages 8 + Skills 7 (14 ranks) + Defenses 12 = 211

Thrust is a braggart and a coward, full of bravado and bluster when he thinks things are going his way but in reality just full of it. His special engines are his best weapon but they do have a strong tendency to shake themselves apart after a few sudden accelerations or sustained high-speed burns. He can easily reduce himself to barely being able to stay in the air and having to limp back to base, and all too often something vital pops and he just falls out of the sky. His engines have to be rebuilt after nearly every engagement he is involved in, which doesn't endear him to the Decepticon technicians with their busy schedules or the quartermasters who have to authorize yet more spare parts for him. They regard his weaponized engines as a waste of resources, more could be accomplished at less risk and expense by just giving the Seekers more missiles and using the parts currently wasted keeping Thrust's ridiculous engines running to improve the general engine condition of all of them. Yet again their search for the next war-winning superweapon hinders the Decepticon war effort more than it helps.

Gamebook
Posts: 4261
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Jul 28, 2018 6:01 am

Image

Hatchet - PL 7

Strength 7, Stamina 7, Agility 0, Dexterity 1, Fighting 4, Intellect 2, Awareness 0, Presence 1

Advantages
Equipment 8, Improved Critical: Medical Assassination: Damage 10, Ranged Attack 4, Skill Mastery: Deception

Skills
Athletics 4 (+11), Deception 6 (+7), Intimidation 4 (+8), Investigation 4 (+6), Perception 4 (+4), Sleight of Hand 4 (+5), Technology 4 (+6), Treatment 8 (+10)

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)
. . Medical Assassination: Damage 10 (DC 25; Alternate Resistance: Fortitude, Insidious; Activation 2: standard action, Limited: to disabled Transformers)
. . 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)
Medical Assassination: Damage 10, +4 (DC Fort 25)
Throw, +5 (DC 22)
Unarmed, +4 (DC 22)

Languages
Native Language

Defense
Dodge 2, Parry 1, Fortitude 9, Toughness 9, Will 3

Power Points
Abilities 20 + Powers 62 + Advantages 14 + Skills 19 (38 ranks) + Defenses 10 = 125

Hatchet is a former Ratchet design Autobot who defected to the Decepticons after getting caught out in medical malpractice. He was selling his skills to damaged Autobots for preferential treatment, along with supplying them with unauthorized spare parts. He obtained the off-the-books spare parts by stealing them from disabled Autobots he was supposed to be treating and disguising their loss as battle damage. Often to increase his supply he would deliberately fail to save injured Autobots so he could loot their disabled bodies later. When the Autobot military police searched his private quarters they found entire bins full of spare parts, suggesting that his his black market operation may have cost the lives of dozens of Autobots. Hatchet may have inflicted more casualties on the Autobot army than almost any single Decepticon, even Megatron himself.

To escape being dismantled himself as a highly mentally defective Transformer Hatchet used his black market connections to be sneaked over to the Decepticon side of the lines. Unlike with most Autobot defectors the Decepticons didn't brutally mistreat him, the Decepticon commanders immediately recognized his value. He was soon repairing their many damaged warriors, often being called to attend on high-ranking Decepticons. Hatchet has gained the favor of the highest-ranking Decepticon commanders as they also find him to be a useful way to remove rivals. They assign him to provide medical treatment to some other Decepticon as a known expert but in reality he is to see that they expire on the operating bench while making it look like they were beyond saving. Hatchet is very good at this having had plenty of practice on his former comrades the Autobots. Since he is amply rewarded for his services in the Decepticon army he no longer needs to run his old scam and most of the time is actually a very effective medical doctor, which serves to double the damage he has done to the Autobot cause as he makes their enemies operational again.

Gamebook
Posts: 4261
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Jul 28, 2018 9:14 am

Image

Heatseeker - PL 9

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

Advantages
Agile Feint, Eidetic Memory, 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)
Automatic Cannons: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack)
Cluster Bombs: Burst Area Damage 7 (DC 22; Burst Area 2: 60 feet radius sphere, DC 17, Increased Range 2: perception; Limited: to a vertical drop, Unreliable (5 uses))
Evaluation Senses: Senses 7 (Analytical: Hearing, Analytical: Vibration, Analytical (Type): Vision, Extended: Sight 1: x10, Low-light Vision, Microscopic Vision 1: dust-size, Advantages: Eidetic Memory)
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 8 (DC 23; Extended Range 3, Homing: 1 extra attempt, Increased Range: ranged, Multiattack; Unreliable (5 uses))
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])
Rotary Cannon (Easily Removable)
. . 6000 RPM: Cone Area Damage 8 (DC 23; Cone Area: 60 feet cone, DC 18, Extended Range 2, Increased Range: ranged)
Transform
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flier: Enhanced Trait 5 (Linked; Traits: Dodge +1 (+4), Acrobatics +4 (+4), Advantages: Agile Feint, Move-by Action)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)

Offense
Initiative +0
6000 RPM: Cone Area Damage 8 (DC 23)
Automatic Cannons: Damage 10, +8 (DC 25)
Cluster Bombs: Burst Area Damage 7 (DC 22)
Grab, +6 (DC Spec 18)
Heat-seeking Missiles: Damage 8, +8 (DC 23)
Homing Missiles: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 176 + Advantages 8 + Skills 6 (12 ranks) + Defenses 12 = 222

The Doombringers are a squadron of exceptionally heavily armed Seekers. Their underwing hardpoints are crammed with far more missiles than is usual and they also carry six-barreled rotary cannons for strafing attacks. The disadvantage to all this weaponry is that it badly weighs them down, increasing fuel consumption and reducing their aerial agility.

Heatseeker carries numerous short-ranged heatseeking missiles, long-range radar guided missiles and cluster bombs. He is often used as a munitions evaluation platform, testing out new weapons and missiles for the Decepticon weapons developers. To this end he has been fitted with recording circuits for precisely recording every combat encounter in microscopic detail. The drawback to this is that he can hardly remember or think of anything else, his previous battles constantly occupy his thoughts. He constantly relates accounts of them to other Decepticons in paralyzingly boring detail. When everyone else avoids him he will often be left muttering away to himself, reciting over and over again the exact sequence of events of some random battle of the past.

Sidewinder - PL 9

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

Advantages
Agile Feint, Move-by Action, Precise Attack (Ranged, Cover), Ranged Attack 8

Skills
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)
Cluster Bombs: Burst Area Damage 7 (DC 22; Burst Area 2: 60 feet radius sphere, DC 17, Increased Range 2: perception; Limited: to a vertical drop, 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)
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])
Rotary Cannon (Easily Removable)
. . 6000 RPM: Cone Area Damage 8 (DC 23; Cone Area: 60 feet cone, DC 18, Extended Range 2, Increased Range: ranged)
Senses: Senses 3 (Extended: Sight 1: x10, Low-light Vision, Microscopic Vision 1: dust-size)
Sidewinders: Damage 8 (DC 23; Extended Range 3, Homing: 1 extra attempt, Increased Range: ranged, Multiattack; Unreliable (5 uses))
Transform
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flier: Enhanced Trait 5 (Linked; Traits: Dodge +1 (+4), Acrobatics +4 (+4), Advantages: Agile Feint, Move-by Action)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)

Offense
Initiative +0
6000 RPM: Cone Area Damage 8 (DC 23)
Automatic Cannons: Damage 10, +8 (DC 25)
Cluster Bombs: Burst Area Damage 7 (DC 22)
Grab, +6 (DC Spec 18)
Homing Missiles: Damage 10, +8 (DC 25)
Sidewinders: Damage 8, +8 (DC 23)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 171 + Advantages 9 + Skills 6 (12 ranks) + Defenses 12 = 218

Sidewinder loves being loaded down with weaponry, he swaggers about the Decepticon base bristling with so many armaments that they sometimes fall off him and roll away across the deck, much to the alarm of everyone else. In combat he unloads his munitions with wild abandon, deluging even single Autobots with a hail of bombs, missiles and bullets. The notion of conserving ammo is foreign to him, he never comes back from a mission with any ammunition remaining. This annoys his commanders at times, he can rapidly deplete their munitions stores often just to shoot up the landscape for his own amusement. He prefers ground attacks to aerial combat as he is comparatively clumsy in the air due to his heavy loading. Also he just likes seeing all the explosions and things disintegrating under a hail of fire, even if it just inconsequential targets such as trees or humans.

Tomahawk - PL 9

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

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

Skills
Insight 6 (+7), Perception 8 (+9)

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)
Cluster Bombs: Burst Area Damage 7 (DC 22; Burst Area 2: 60 feet radius sphere, DC 17, Increased Range 2: perception; Limited: to a vertical drop, 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)
Homing Missiles: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, 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])
Rotary Cannon (Easily Removable)
. . 6000 RPM: Cone Area Damage 8 (DC 23; Cone Area: 60 feet cone, DC 18, Extended Range 2, Increased Range: ranged)
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flier: Enhanced Trait 5 (Linked; Traits: Dodge +1 (+4), Acrobatics +4 (+4), Advantages: Agile Feint, Move-by Action)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)

Offense
Initiative +0
6000 RPM: Cone Area Damage 8 (DC 23)
Automatic Cannons: Damage 10, +8 (DC 25)
Cluster Bombs: Burst Area Damage 7 (DC 22)
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 4/3, Parry 3, Fortitude 11, Toughness 10, Will 4

Power Points
Abilities 22 + Powers 160 + Advantages 8 + Skills 7 (14 ranks) + Defenses 12 = 209

Tomahawk dispenses with the short-range heatseeker missiles in favor of more long-range missiles. He can steadily launch attack after attack with them from his seemingly inexhaustible missile racks, lobbing them in from long range to reduce opponents to a shambles before moving in to finish them off with his shorter-ranged armaments. He is calm and methodical compared to the neurotically obsessive Heatseeker and the manically triggerhappy Sidewinder. While no more agile than the others as he is just as heavily loaded down he is a keen observer of the battlefield and enemy action and can often evade opponents or counter their tactics by spotting their intentions ahead of time. Where other Decepticon jets dodge Autobot missiles with sudden acceleration or violent evasive maneuvers he anticipates their employment and withdraws behind cover or out of range before they are even launched.

Gamebook
Posts: 4261
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Jul 28, 2018 5:20 pm

Image

Jetblast - 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)
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 3 (Extended: Vision 1: x10, Low-light Vision, Radius: 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)
. . Jet Blast: Damage 10 (Linked; DC 25; Extended Range 2, Increased Range: ranged, Indirect: fixed point, directed away, Subtle: subtle)
. . 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)
Homing Missiles: Damage 10, +8 (DC 25)
Jet Blast: 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 143 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 191

Jetblast's engines can be set to generate a direct beam of concentrated energy which shoots out of his engine exhausts. This gives him a rear-firing weapon that he can use to surprise any Autobot fliers that have gotten onto his tail. In addition it lets him continue to shoot at Autobots even as he is pulling away from an attack run, taking out or spoiling the aim of those firing after him. Using it does limit him for boosting up to maximum speed but he rarely wants to get away from opponents, preferring to let them think they have him at a disadvantage then springing his nasty surprise on them. He is the leader of this squadron, his main concern being to secure their employment with whichever Decepticon commander seems to be in the ascendant at the moment. This crew of mercenaries do not care who they fight for or against, so long as they get their fuel. They have no interest in actually winning the Autobot-Decepticon war as that would put them out of a job, they are quite content for it to continue forever and are firmly convinced that it will, regarding any of their commanders latest war-winning schemes with bored contempt.

Skyshock - 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)
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)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Lightning Bolt Generation: Damage 10 (Linked; DC 25; Alternate Resistance: Fortitude, Extended Range 2, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction, Multiattack; Limited: to when flying)
. . 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)
Homing Missiles: Damage 10, +8 (DC 25)
Lightning Bolt Generation: 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 152 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 200

Skyshock's engines generate electrical energy as he flies along, creating a storm of lightning bolts that strike downwards from him. This lets him strike targets directly underneath him which he commonly employs while pulling up after a strafing run. It also gives him a spectacular and frightening appearance in flight with electricity arcing all around him. He is a terrible show-off, always making an entrance with electricity crackling, despite the danger it presents to everything around him. Many times he has electrocuted fellow Decepticons, shorted out equipment or set fires with his carelessness. He just arrogantly dismisses any complaints, as a Seeker he is a high-status Decepticon and regards the whining of technicians and other ground-pounders with contempt.

Stormcracker - 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)
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)
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 (+20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 10 (Traits: Dodge +2 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Thunderstorm Generation
. . . . Lightning Strike: Damage 10 (Linked; DC 25; Alternate Resistance: Fortitude, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction; Limited: to when flying)
. . . . Thunderflashes: Perception Area Affliction 10 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Perception Area: DC 20 - Hearing and Sight; Limited: to when flying)

Offense
Initiative +0
Automatic Cannons: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Homing Missiles: Damage 10, +8 (DC 25)
Lightning Strike: Damage 10, +8 (DC Fort 25)
Throw, +8 (DC 23)
Thunderflashes: Perception Area Affliction 10 (DC Will 20)
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

Stormcracker is Skyshock's brother and has a similar special ability. His lightning bolts do not blaze off as furiously but they are accompanied by particularly loud bangs and flashes as they are formed from the atmosphere rather than coming directly from his engines, his engines supercharge the air with charged ions to generate an artificial thunderstorm as he flies along. Where his brother is destructive he is a noisy brute, forever kicking up an appalling racket which often renders other Decepticons unable to see or hear as they are trying to go about their duties. The two of them are inseparable, always serving under the same commander and flying together. Their only real loyalty is to each other, the Decepticon cause means nothing to them compared to their bond.

Terrorfin - 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)
Anti-gravity: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Levitation)
Automatic Cannons: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack)
Gravity Control Projection: Burst Area Move Object 10 (25 tons; Burst Area: 30 feet radius sphere, DC 20, Selective; Limited Direction: Up and down)
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)
. . 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)
Gravity Control Projection: Burst Area Move Object 10 (DC 20)
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 11, Toughness 11/10, Will 3

Power Points
Abilities 20 + Powers 152 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 200

Terrorfin has an unusual special ability, he can control gravity. This makes no difference to his flying ability, at the speeds he maneuvers at air resistance is a much more important factor. It does mean though that he cannot be shot down or stalled out, he can just engage his anti-gravity and keep himself suspended in mid-air. He can also extend his gravity control out as a wide area, causing all those caught in it to float up and away as he reverses gravity, or find themselves pinned to the ground as he greatly increases it. It isn't terribly efficient as a weapon, he can only loft targets up into the air quite slowly and they are not inhibited from shooting at him as he does so to make him put them down. His main use for it is not against Autobots but against humans, the little creatures flail and shriek amusingly as they are not accustomed to taking to the air.

He is often employed for taking humans captive in large numbers for use as slave workers. Pursuing the scuttling little critters is awkward for other Decepticons as when you are a giant robot chasing down and grabbing something as small as a human can be difficult as they tend to hide in hard-to-reach crevices or just run off in every direction. It is all too easy to accidentally pull bits off them when prying them out of their hidey-holes or crush them underfoot while chasing them. This wastes valuable livestock, and also makes an icky mess on your finish. When the crew he is part of are between gigs or just not earning very much they will often go slave-raiding against the humans and sell the catch to whoever in the Decepticon army wants more workers.

Gamebook
Posts: 4261
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sun Jul 29, 2018 6:10 am

Image

Loudpedal - PL 10

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

Advantages
Ranged Attack 8

Skills
Acrobatics 4 (+5), Athletics 4 (+12), 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)
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))
Laser Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Sonic Blasters
. . Affliction: Cumulative Cone Area Affliction 10 (Linked; 1st degree: Impaired, Dazed, 2nd degree: Disabled, Stunned, Resisted by: Will, DC 20; Cone Area: 60 feet cone, DC 20, Cumulative, Extra Condition; Limited Degree, Sense-dependent: Hearing)
. . Damage: Cone Area Damage 10 (Linked; DC 25; Cone Area: 60 feet cone, DC 20)
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
Affliction: Cumulative Cone Area Affliction 10 (DC Will 20)
Blast: Damage 10, +8 (DC 25)
Damage: Cone Area Damage 10 (DC 25)
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 4, Parry 3, Fortitude 10, Toughness 10, Will 2

Power Points
Abilities 22 + Powers 114 + Advantages 8 + Skills 6 (12 ranks) + Defenses 10 = 160

Loudpedal is a Tracks design who defected from the Autobot army. His motivation for this was not dissatisfaction with his lot or a desire to escape the fighting, but rather that he found the Autobots to not be 'metal' enough. They didn't take a delight in and glorify warfare like the Decepticons did, instead commonly bemoaning the war which Loudpedal found weak and pathetic. When he first joined the Decepticons they attempted to put him through the usual ordeal they subject all Autobot defectors to but he didn't put up with that. Instead he turned on the sonic speakers mounted at his shoulders and proceeded to flatten every Decepticon in the place. He only turned them off when they agreed that he was indeed 'metal' enough to become a Decepticon.

Loudpedal is not only a Decepticon warrior but a Transformer musician. The 'music' he produces though is so loud and violent that listening to it can actually be quite dangerous, even to a Transformer. A human subject to it tends to have their head burst like a balloon by the sonic shockwaves. Loudpedal is chronically contemptuous of anyone he does not consider sufficiently 'metal' so regards humans as being beneath his notice since they aren't even made of metal.

Gamebook
Posts: 4261
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sun Jul 29, 2018 6:28 am

Image

Macabre - PL 9

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

Advantages
Daze (Intimidation), Ranged Attack 7

Skills
Acrobatics 4 (+6), Athletics 4 (+11), Intimidation 6 (+10), 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 26 + Powers 91 + Advantages 8 + Skills 9 (18 ranks) + Defenses 11 = 145

Macabre deserted from the Autobots after getting caught torturing Decepticon prisoners. For all the savagery of the war the Autobots refuse to stoop to abusing their prisoners despite what the Decepticons tend to do to captured Autobots. Macabre was also doing this not to obtain information or even as revenge for Decepticon atrocities, but just because he enjoyed doing so. He survived the Decepticons trials of defecting Autobots, largely by turning on other defectors. Now in the Decepticon army he is often employed as an interrogator, getting captured Autobots to talk. As a former Autobot he knows the Autobot interrogation resistance protocols, secret cover stories and misinformation responses they are briefed with in case of capture. Often he will mockingly quote them to a prisoner as they try to use them to avert the torture and mislead their captors.

Macabre likes to keep trophies of particularly entertaining sessions with prisoners, decorating his private quarters with severed heads and limbs and playing back recordings of agonized screams. He has experimented with torturing humans but finds them to be too weak to be satisfying, they break or die too quickly and inflicting pain on them without instantly obliterating them is too fiddly for him to be bothered with. He has handed over such work to the humans that willingly cooperate with the Decepticons. Once in a while he even gets to torture a Decepticon, usually some loser in the frequent internal power struggles of the eternally fractious Decepticons.

Gamebook
Posts: 4261
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sun Jul 29, 2018 10:59 am

Image

Molotov - 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 4 (+7), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Automatic Incendiary Guns: Damage 8 (DC 23; Extended Range 2, Increased Range: ranged, Multiattack, 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))
Molotov Bombs: Burst Area Damage 8 (DC 23; Burst Area 2: 60 feet radius sphere, DC 18, Increased Range 2: perception, Secondary Effect; 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])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . F-15 Eagle: Morph 1 (+20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 10 (Traits: Acrobatics +8 (+8), Dodge +2 (+5), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)

Offense
Initiative +0
Automatic Incendiary Guns: Damage 8, +8 (DC 23)
Grab, +6 (DC Spec 18)
Molotov Bombs: Burst Area Damage 8 (DC 23)
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 132 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 180

The Flamethrowers are a squadron of Decepticon incendiary specialists. Their weaponry is intended more for materiel destruction than direct attack upon Autobot warriors. They set fire to Autobot installations and supply dumps and burn defenders out of their bunkers. Molotov drops cluster bombs containing numerous capsules of inflammable liquid that can burn a large area. He is fanatically committed to the Decepticon cause, seeing it as the divine right of the Transformer race to rule over the galaxy. The weak Autobots are standing in the way of that, first with their teeming worthless numbers, and now with their continued stubborn resistance to the purifying flame of the Decepticon army. During the early days of the Autobot-Decepticon war he was known for firebombing fleeing Autobot refugees, incinerating masses of them as they limped along the highways trying to escape the oncoming Decepticon warriors. He left entire fields of melted, charred wrecks pathetically huddled together where they had tried futilely to shelter from the flames cascading down around them.

Napalm - 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 4 (+7), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Automatic Incendiary Guns: Damage 8 (DC 23; Extended Range 2, Increased Range: ranged, Multiattack, 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))
Napalm Canister: Cloud Area Damage 8 (DC 23; Cloud Area 2: 30 feet radius sphere, DC 18, Increased Range 2: perception, Secondary Effect; 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])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . F-15 Eagle: Morph 1 (+20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 10 (Traits: Acrobatics +8 (+8), Dodge +2 (+5), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)

Offense
Initiative +0
Automatic Incendiary Guns: Damage 8, +8 (DC 23)
Grab, +6 (DC Spec 18)
Napalm Canister: Cloud Area Damage 8 (DC 23)
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 132 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 180

Napalm is focused more on burning out specific targets than the wide area destruction wrought by his comrade Molotov. He drops napalm canisters that burn and burn, not going out for some time. The flames stick to targets and eats them away, an agonizing form of destruction. He is an expert at blocking escape routes from locations with his persistent flames, so that his victims have to choose between plunging into a blazing gasoline fire to try and break out or staying where they are until the heat and creeping flames from the fires he has set overwhelm them. He is a brutal cynic who regards himself as a valuable asset and expects to be well rewarded for his services. Several times he has betrayed his existing commander to support a usurper who has promised more fuel and better leadership against the Autobots. This has made him conscious of the importance of the great mass of Decepticon warriors rather than being in terrified awe of the powerful Decepticon leaders.

Phantom - 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 4 (+7), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Automatic Incendiary Guns: Damage 8 (DC 23; Extended Range 2, Increased Range: ranged, Multiattack, 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))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Phantom: Insubstantial 4 (Incorporeal; 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 (+20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 10 (Traits: Acrobatics +8 (+8), Dodge +2 (+5), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
White Phosphorous Rockets
. . Blast: Cloud Area Damage 8 (Linked; DC 23; Cloud Area: 15 feet radius sphere, DC 18, Extended Range 3, Increased Range: ranged, Secondary Effect; Unreliable (5 uses))
. . Concealment: Cloud Area Concealment Attack 2 (Linked; Sense - Sight, DC 12; Cloud Area: 15 feet radius sphere, DC 12, Attack: Will, Extended Range 4, Increased Range: ranged; Unreliable (5 uses))

Offense
Initiative +0
Automatic Incendiary Guns: Damage 8, +8 (DC 23)
Blast: Cloud Area Damage 8 (DC 23)
Concealment: Cloud Area Concealment Attack 2 (DC Will 12)
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 153 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 201

Phantom has an unusual ability, he can make himself intangible. For brief periods he becomes impossible to touch, every substance just passes straight through him. This is a very useful ability for a warrior and he uses it to escape retaliatory fire after a strafing pass or when an Autobot missile catches up to him. He will also sometime use it to pass straight through a solid barrier, flying through the walls of an Autobot fortress or sneaking into restricted locations in a Decepticon base. This allows him to set fires wherever he wants, whether to fight the Autobots or to get petty revenge on anyone who has offended or annoyed him. He often uses his white phosphorous rockets to block his opponents sight and then moves off through a solid barrier, making him seem to have vanished impossibly into thin air. During the Autobot-Decepticon war he delighted in setting fire to refugee camps and Autobot forts, burning down places Autobots had hoped to find refuge before their horrified optical sensors. To this day he has a liking for attacking innocent bystanders and civilians, particularly if they plead for peace or mercy.
Last edited by Gamebook on Wed Aug 15, 2018 8:47 am, edited 1 time in total.

Gamebook
Posts: 4261
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sun Jul 29, 2018 8:10 pm

Image

Spectro - PL 7

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

Advantages
Eidetic Memory, Equipment 4, Ranged Attack 6

Skills
Perception 4 (+4)

Powers
Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size rank, +5 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Camera: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Shrinking: Shrinking 12 (Linked; -3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size ranks, -1 speed ranks; Permanent)

Equipment
Blaster Rifle

Offense
Initiative +0
Blaster Rifle, +6 (DC 23)
Grab, +4 (DC Spec 16)
Throw, +6 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 1, Parry 1, Fortitude 8, Toughness 8, Will 2

Power Points
Abilities 12 + Powers 58 + Advantages 11 + Skills 2 (4 ranks) + Defenses 8 = 91

Reflector is a small-scale Decepticon combiner team, the three of them combine to form a camera. Spectro forms the film capsule, holding a record of every picture they take. He never deletes anything once he has recorded it so buried in his film banks are all sorts of valuable historical documents, particularly of Cybertron before the war, the early days of the Decepticon movement and the initial campaigns of the war. Hardly anyone has ever seen these and most do not even know they exist, other Decepticons aren't much interested in history and the Autobots of course never ask him. There are some potentially very embarrassing visual documents for many senior Decepticon commanders among all these pictures, but they are buried among many millions of mostly mundane other snaps and they are only ordered by date taken rather than subject matter. Spectro himself never looks at his massive archive, only accessing recent photographs that the Decepticon commanders want to look at. Ask him about a photograph and all he will be able to tell you about it is technical details, when it was taken, the lighting conditions, exposure time, color filters and so on. What the subject of the photograph actually is is of no interest to him, he is a Transformer of little imagination.

Spyglass - PL 10

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

Advantages
Equipment 4, Ranged Attack 6

Skills
Perception 4 (+4)

Powers
Flash Cube (Removable)
. . Flash: Cumulative Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Perception Area: DC 20 - Sight, Cumulative; Limited: Sight)
. . Missiles: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size rank, +5 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Camera: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Shrinking: Shrinking 12 (Linked; -3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size ranks, -1 speed ranks; Permanent)

Equipment
Blaster Rifle

Offense
Initiative +0
Blaster Rifle, +6 (DC 23)
Flash: Cumulative Perception Area Affliction 10 (DC Will 20)
Grab, +4 (DC Spec 16)
Missiles: Damage 10, +6 (DC 25)
Throw, +6 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 1, Parry 1, Fortitude 8, Toughness 8, Will 2

Power Points
Abilities 12 + Powers 90 + Advantages 10 + Skills 2 (4 ranks) + Defenses 8 = 122

Spyglass is the principal warrior of the group, being able to dazzle opponents and fire missiles. None of the Reflectors are inclined to combat however, their role being to record Decepticon actions for later assessment and to take pictures of items and resources the Decepticons are intending to steal. When not taking pictures they often serve as general laborers, carrying and stacking energon cubes while the real warriors engage any interfering Autobots. If they come under fire their inclination is to withdraw rather than fight back. The Decepticon commanders don't expect them to fight and most of the time regard them as being little better than drones.

Viewfinder - PL 7

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

Advantages
Equipment 4, Ranged Attack 6

Skills
Perception 4 (+4)

Powers
Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size rank, +5 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Camera: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Senses: Senses 7 (Linked; Counters Concealment: Camouflage, Extended: Vision 3: x1k, Infravision, Low-light Vision)
. . Shrinking: Shrinking 12 (Linked; -3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size ranks, -1 speed ranks; Permanent)

Equipment
Blaster Rifle

Offense
Initiative +0
Blaster Rifle, +6 (DC 23)
Grab, +4 (DC Spec 16)
Throw, +6 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 1, Parry 1, Fortitude 8, Toughness 8, Will 2

Power Points
Abilities 12 + Powers 65 + Advantages 10 + Skills 2 (4 ranks) + Defenses 8 = 97

Viewfinder is the leader of the group and the one who decides what they should be taking photographs of if they are operating independently. Much of the time in camera mode though they are being wielded by another Decepticon and have no say in the matter. He is obsessed with the science of photography, being almost unable to talk about anything else. It is rare for the Reflectors to speak to anyone else though and his fellow Reflectors find his relentless droning on the subject fascinating. Every other Decepticon regards the Reflectors as completely dull and ignore them except to bark orders, indeed many are unaware that they even can speak.

Gamebook
Posts: 4261
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sun Jul 29, 2018 8:34 pm

Image

Flashbulb - PL 10

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

Advantages
Equipment 4, Ranged Attack 6

Skills
Perception 4 (+4)

Powers
Flash Cube (Removable)
. . Flash: Cumulative Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Perception Area: DC 20 - Sight, Cumulative; Limited: Sight)
. . Missiles: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size rank, +5 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Camera: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Shrinking: Shrinking 12 (Linked; -3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size ranks, -1 speed ranks; Permanent)

Equipment
Blaster Rifle

Offense
Initiative +0
Blaster Rifle, +6 (DC 23)
Flash: Cumulative Perception Area Affliction 10 (DC Will 20)
Grab, +4 (DC Spec 16)
Missiles: Damage 10, +6 (DC 25)
Throw, +6 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 1, Parry 1, Fortitude 8, Toughness 8, Will 2

Power Points
Abilities 12 + Powers 90 + Advantages 10 + Skills 2 (4 ranks) + Defenses 8 = 122

The Refractors are a more aggressive team of the same design as the Reflectors. They still do not generally fight Autobots however, instead they harass human civilians. They are often detached to inspect human industrial facilities to see if they are worth stealing, taking detailed photographs for Decepticon technicians to sift through later. Often for this they are wielded by a human traitor, usually an employee of the facility that the Decepticons have suborned through bribery or blackmail. If they encounter security keeping them out of areas they want to go they transform and attack. Nuclear power plants for example have platoons of armed soldiers permanently stationed in them to guard against terrorist attack.

Lenscap - PL 6

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

Advantages
Equipment 4, Ranged Attack 4

Skills
Perception 4 (+4)

Powers
Darkness Field: Cone Area Concealment Attack 6 (Extra Ranks 4, Sense - Sight, DC 16; Cone Area 3: 250 feet cone, DC 16, Attack: Will)
Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size rank, +5 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Camera: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Senses: Senses 7 (Linked; Counters Concealment: Camouflage, Extended: Vision 3: x1k, Infravision, Low-light Vision)
. . Shrinking: Shrinking 12 (Linked; -3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size ranks, -1 speed ranks; Permanent)

Equipment
Blaster Rifle

Offense
Initiative +0
Blaster Rifle, +4 (DC 23)
Darkness Field: Cone Area Concealment Attack 6 (DC Will 16)
Grab, +4 (DC Spec 16)
Throw, +4 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 1, Parry 1, Fortitude 8, Toughness 8, Will 2

Power Points
Abilities 12 + Powers 95 + Advantages 8 + Skills 2 (4 ranks) + Defenses 8 = 125

Lenscap has been upgraded with a darkness field projector. It emits anti-photons that cancel out light in a broad cone, plunging his opponents into darkness and confusion. The Refractors habit of letting off wild shots into the pall of darkness generally causes panic among human opponents as they find their flashlights and flares inexplicably useless at dispelling the blackness around them. Under cover of this the Refractors can make good their escape when they have caused a ruckus while breaking in somewhere.

Redeye - PL 7

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

Advantages
Eidetic Memory, Equipment 4, Ranged Attack 6

Skills
Perception 4 (+4)

Powers
Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size rank, +5 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Optical Heat Beams: Damage 8 (heat, DC 23; Increased Range: ranged, Precise)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Camera: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Shrinking: Shrinking 12 (Linked; -3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size ranks, -1 speed ranks; Permanent)

Equipment
Blaster Rifle

Offense
Initiative +0
Blaster Rifle, +6 (DC 23)
Grab, +4 (DC Spec 16)
Optical Heat Beams: Damage 8, +6 (DC 23)
Throw, +6 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 1, Parry 1, Fortitude 8, Toughness 8, Will 2

Power Points
Abilities 12 + Powers 75 + Advantages 11 + Skills 2 (4 ranks) + Defenses 8 = 108

Redeye has precision heat lasers mounted in his optical sensors. He mostly uses them as cutting beams, severing cables and cutting out door locks to get the Refractors into secure locations. As well though he does like to use them to set fire to things, partly to create a distraction to let the team get in and out of places as the humans have to evacuate the area and fight the fire, and partly because he just likes to watch things burn. At times he has gotten a bit carried away and burned down a facility the team was supposed to be assessing for its potential use to the Decepticon war effort.

Gamebook
Posts: 4261
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sun Jul 29, 2018 9:04 pm

Image

Wind-Up - PL 10

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

Advantages
Equipment 4, Ranged Attack 6, Taunt

Skills
Perception 4 (+4)

Powers
Flash Cube (Removable)
. . Flash: Cumulative Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Perception Area: DC 20 - Sight, Cumulative; Limited: Sight)
. . Missiles: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size rank, +5 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Camera: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Shrinking: Shrinking 12 (Linked; -3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size ranks, -1 speed ranks; Permanent)
War Retrospective: Enhanced Trait 4 (Traits: Deception +6 (+6), Advantages: Taunt; Limited: to war photos)

Equipment
Blaster Rifle

Offense
Initiative +0
Blaster Rifle, +6 (DC 23)
Flash: Cumulative Perception Area Affliction 10 (DC Will 20)
Grab, +4 (DC Spec 16)
Missiles: Damage 10, +6 (DC 25)
Throw, +6 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 1, Parry 1, Fortitude 8, Toughness 8, Will 2

Power Points
Abilities 12 + Powers 92 + Advantages 10 + Skills 2 (4 ranks) + Defenses 8 = 124

The Regulators are a variant of the Reflector design but designed for spy work. When in camera mode they can take pictures through solid objects and in microscopic detail, letting them produce visual captures of technical equipment that can be analyzed to find out how it works by Decepticon engineers. Whenever a new Autobot chassis design variant or weapon appears on the battlefield they are sent along to get a picture. Like the Refractors they also make use of human traitors, but prefer to stay in camera mode and rely on their special camera abilities rather than fighting their way through to what they want. They are known for their patience and attention to detail, traits not normally associated with the Decepticons.

Wind-Up is a gloomy obsessive with a morbid practice of collecting gruesome battlefield photographs. He likes to broadcast these to the Autobots whenever he can, dismaying them with the brutal images. Humans he finds to be annoyingly unmoved by the what are to Transformers ghastly pictures, they just see wrecked and burned out machinery.

X-Ray - PL 7

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

Advantages
Eidetic Memory, Equipment 4, Ranged Attack 6

Skills
Perception 4 (+4)

Powers
Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size rank, +5 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Camera: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Shrinking: Shrinking 12 (Linked; -3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size ranks, -1 speed ranks; Permanent)
X-Ray Film: Senses 4 (Penetrates Concealment: Vision; Limited: to pictures taken by Zoom-In)

Equipment
Blaster Rifle

Offense
Initiative +0
Blaster Rifle, +6 (DC 23)
Grab, +4 (DC Spec 16)
Throw, +6 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 1, Parry 1, Fortitude 8, Toughness 8, Will 2

Power Points
Abilities 12 + Powers 60 + Advantages 11 + Skills 2 (4 ranks) + Defenses 8 = 93

X-Ray contains the special film that lets the Regulators take field x-ray pictures. He likes to use it to locate Autobots when they are trying to hide, either behind cover or in their transformed mode. His pictures can be examined to spot them since he can see through even quite substantial cover or through the outer disguising shell to the telltale Transformer internals of an Autobot. When the Decepticons are casing a joint prior to a raid they will often have the Regulators take a montage of snaps of the area to check to see if there is an Autobot ambush set up among all the human cars or hidden in the buildings.

Zoom-In - PL 7

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

Advantages
Equipment 4, Ranged Attack 6

Skills
Perception 4 (+4)

Powers
Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size rank, +5 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Camera: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Senses: Senses 8 (Linked; Counters Concealment: Camouflage, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 2: cell-size)
. . Shrinking: Shrinking 12 (Linked; -3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size ranks, -1 speed ranks; Permanent)

Equipment
Blaster Rifle

Offense
Initiative +0
Blaster Rifle, +6 (DC 23)
Grab, +4 (DC Spec 16)
Throw, +6 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 1, Parry 1, Fortitude 8, Toughness 8, Will 2

Power Points
Abilities 12 + Powers 66 + Advantages 10 + Skills 2 (4 ranks) + Defenses 8 = 98

Zoom-In is an obsessive in this team of obsessives. He spends ages carefully focusing his shots and insists on a series of photos from every angle, often driving his human wielder to near panic by keeping them doing something highly suspicious outside a restricted area where they could attract the attention of any guards by hanging around too long with a camera. When others complain he prissily points out out how many Decepticon schemes have failed in the past due to overlooking small but vital details (or really big and obvious ones as the Autobots might point out). His camera is more of a microscope, being oriented to close-in focus rather than distance shots.

Gamebook
Posts: 4261
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Mon Jul 30, 2018 6:45 am

Image

Rotorhead - PL 10

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

Advantages
Agile Feint, Daze (Intimidation), Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Damage: Strength-based Damage 2, Improved Initiative, Ranged Attack 6

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

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Transform
. . Boeing CH-47 Chinook: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Rotor Heat Blast: Cylinder Area Damage 8 (Linked; heat, DC 23; Alternate Resistance: Fortitude, Cylinder Area: 30 feet cylinder, DC 18; Distracting)
. . Rotors: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Quirk 2: Vertical Airfoil)
. . Transport Helicopter: Enhanced Strength 2 (Linked; +2 STR; Limited to Lifting)
Twin Superheated Rotor Blade Swords (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 25, Advantages: Improved Critical; Penetrating 10, Split: 2 targets)

Offense
Initiative +4
Damage: Strength-based Damage 2, +10 (DC 25)
Grab, +10 (DC Spec 18)
Rotor Heat Blast: Cylinder Area Damage 8 (DC Fort 23)
Throw, +6 (DC 23)
Unarmed, +10 (DC 23)

Languages
Native Language

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

Power Points
Abilities 28 + Powers 70 + Advantages 10 + Skills 6 (12 ranks) + Defenses 11 = 125

Rotorhead was an Airlift design Autobot before he defected to the Decepticons. Airlift has a strong warrior ethos but in Rotorhead this turned into a contempt for peace. He thought the Autobots were weak for not taking what they needed from the humans and instead trying to trade and set up mutual defense arrangements. It was dishonorable for magnificent beings like Transformers to treat with the little squishy creatures as equals. He stole as much valuable equipment and energon as he could lift away and flew over to the Decepticons. Being a flier he got more respect from the Decepticons than usual for a turncoat Autobot and was soon put to work for them. His deadly skill with his twin swords also helped.

Rotorhead is mostly occupied not on bringing in supplies during a battle but on lifting out whatever it is the Decepticons are stealing. The Decepticons are not much inclined to keep a battle going if they cannot quickly win, if their initial strike fails to defeat the Autobots they usually withdraw. By contrast the Autobots are incredibly stubborn, continually bringing up additional forces to fight through to victory. Decepticons hastily cram him full of energon cubes, machinery or human captives and then he makes good his escape. The Decepticon commanders want their prize intact so he is usually heavily escorted, as much to make sure there isn't any pilfering on the way back as to defend him from Autobot interception. Rotorhead is well-paid for his work and has lavishly appointed personal quarters and is maintained at the highest level of readiness.

Gamebook
Posts: 4261
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Mon Jul 30, 2018 8:20 pm

Image

Shuriken - PL 10

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

Advantages
Agile Feint, Benefit, Status: Decepticon strikeforce commander, Defensive Roll, Evasion, Improved Critical: Razor Dart Projectors: Damage 10, Inspire, Leadership, Move-by Action, Ranged Attack 9

Skills
Athletics 4 (+12), Deception 4 (+5), Intimidation 4 (+8), Investigation 4 (+5), Perception 8 (+8), Persuasion 4 (+5)

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 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])
Razor Dart Projectors: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack, Penetrating 10)
Senses: Senses 3 (Extended: Sight 2: x100, Low-light Vision)
Transform
. . Expert Flier: Enhanced Trait 12 (Linked; Traits: Dodge +3 (+9), Acrobatics +10 (+11), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . 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)

Offense
Initiative +1
Grab, +6 (DC Spec 18)
Homing Missiles: Damage 10, +10 (DC 25)
Razor Dart Projectors: Damage 10, +10 (DC 25)
Throw, +10 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 9/6, Parry 3, Fortitude 10, Toughness 11/10, Will 3

Power Points
Abilities 28 + Powers 131 + Advantages 13 + Skills 14 (28 ranks) + Defenses 13 = 199

Shuriken was a strikeforce commander in the Autobot city-state of Vos before the rise of the Decepticons. He was one of several senior officers serving under the leadership of Starscream who was overall commander of the Seekers, the elite airborne army of Vos, before Starscream executed his military coup and made himself dictator of Vos. Starscream did consider having the able and popular Shuriken arrested and executed on trumped-up charges after the coup in order to remove a potentially dangerous rival but decided against this when tensions rose in his relations with the tyrant of the city-state of Tarn, Shockwave. He reckoned he would need Shuriken's talents and couldn't afford the disruption and discontent that removing such a well-liked commander would engender among his troops when he was about to ask them to fight a war.

Starscream was right to be suspicious, Shuriken was indeed plotting against him. He was promising his fellow Seekers more say in the running of Vos, gathering support in opposition to the absolute personal rule that Starscream had established after the coup. He was spreading the notion that this was not what they had taken the risk of the coup for, that it went against the ethos of comradeship of the Seekers to have one of them supreme over the rest of the others. They were supposed to be a band of equals, all warrior brothers together. Secretly though Shuriken wanted to be tyrant himself in place of Starscream, he had no intention of anyone having any say in any political matter beside him. He had secret files on all the Seekers, even the the most gormless idiots among them, and was intent on a radical purge of the ranks after he had deposed and disposed of Starscream. Anyone who had any initiative or intelligence would be done away with and replaced with new and mindlessly obedient warriors.

The war with Tarn and the subsequent mutual destruction of the two city-states put an abrupt end to the glory of Starscream's rule and Shuriken's treacherous schemes. With the Seeker's ranks devastated and them reduced to homelessness and destitution Shuriken had nothing to plot against Starscream for, they were all beggars now. With the rise of Megatron and his new Decepticon movement Shuriken was one of the first to sign up with this new leader and was soon recruiting many other Seekers. Starscream never actually wanted to join the Decepticons, he was trying to get his own rival radical rebirth movement started among the embittered survivors of the war. His remaining Seekers were being lured away to the charismatic Megatron at an alarming rate however and Shuriken was rising rapidly in Megatron's favor. With his own movement beginning to dwindle rather than grow as other Transformers were now disillusioned with him after the total disaster of his period of rule he faced being soon reduced to being bereft of followers and having to join the Decepticons as a lowly recruit merely to obtain the fuel needed to survive. Starscream therefore swallowed his pride and brought the remnants of his army over to Megatron as a body, which allowed him to negotiate the position of commander of all Megatron's aerial forces, the most powerful part of the nascent Decepticon army.

The two treacherous and self-seeking new Decepticons thus found themselves back in their old relative positions, though now they were limited in how much they could plot against each other by the looming threat of Megatron who was not prepared to tolerate any rebellion or defiance of his orders. Early Decepticons who got into fights with each other over their relative power within the movement or tried to establish their own sub-movements loyal to them found themselves brutally purged by Megatron. Megatron never did bother with false charges, show trials or any pretense that he was anything other than ruling by naked force. If he considered that he was being defied by anyone he just stomped into his rival's quarters, screamed angrily and briefly at them for their disrespect to him and then blasted them into molten slag with his fusion cannon.

Even stranded on Earth Shuriken still schemes to supplant Starscream as aerial commander, and then one day take over from Megatron himself. In this he is even more delusional than Starscream, he is far from being capable of leading the Decepticon army. He constantly seeks to subvert the rest of the Seekers into becoming loyal to him, spending a lot more time actually leading them than Starscream who is usually wrapped up with his latest round of insolence with Megatron. Both Starscream and Megatron are aware of Shuriken's activities through their own informants among the Seeker's, and neither of them much care. No Decepticons are going to seriously back Shuriken for Decepticon leader, not when there are Transformers such as Megatron, Shockwave, Scorponok and Thunderwing all jockeying for the position, to name just a few. It will take a Transformer of much greater power and character than him to reunite the fractured Decepticon army. They are both content to let him expend all his energies doing a good job of leading the Seekers in battle while they concentrate on their own plots and the wider prosecution of the war.

Scramjet - 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
Intimidation 4 (+7), Perception 8 (+8)

Powers
Aerial Mine Dispensers: Cone Area Damage 10 (DC 25; Cone Area 3: 250 feet cone, DC 20, Triggered 10: 10 uses - Movement; Limited: to an area of air flown through, 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 8 (Aging, Environmental Conditions (All), Suffocation (All))
Laser Beam Rifles: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack)
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 4 (+4 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)
. . . . Scramjet Activation
. . . . . . Flight: Flight 11 (Speed: 4000 miles/hour, 8 miles/round; Unreliable (5 uses), Wings)
. . . . . . Movement: Movement 1 (Space Travel 1: within solar system)
. . Nosecone Ram: Strength-based Damage 4 (Linked; DC 27)
. . 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
Aerial Mine Dispensers: Cone Area Damage 10 (DC 25)
Grab, +8 (DC Spec 18)
Laser Beam Rifles: Damage 10, +8 (DC 25)
Nosecone Ram: Strength-based Damage 4, +8 (DC 27)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

Defense
Dodge 5/3, Parry 5, Fortitude 10, Toughness 13/12, Will 3

Power Points
Abilities 24 + Powers 137 + Advantages 8 + Skills 6 (12 ranks) + Defenses 11 = 186

Scramjet is an upgraded version of Ramjet. He can reconfigure his engines into a ramjet allowing him to boost his acceleration to extreme levels. He can attain Earth escape velocity and fly himself into orbit from where he can descend to the atmosphere again at any point on Earth. His well armored hull and nearly indestructible nosecone lets him survive the stress of re-entry. In battle he delights in ramming opponents, but also has other nasty tactics. He can for a short time fly much faster than any other airborne Transformer and uses this to boost past his opponents. Once in front of them he uses his aerial mine dispensers to sow a minefield in the sky which his enemies then fly right into. The little mine devices hover in place for a while, automatically firing a submunition at any object which moves near them. Any aircraft which moves through the area will be spattered with multiple shots from every direction.

Scramjet is the leader of the so-called 'conehead' Seekers, the cheaper Seeker models made after the beginning of the Autobot-Decepticon war. The older design Seekers sometimes look down on them as inferior knock-offs of their own perfect form and they are the ones who came up with the derisive nickname. Scramjet and Ramjet like to demonstrate the benefits of having a cone head by violently headbutting any Seeker who dares try to taunt them this way. Scramjet can be even more extreme than Ramjet in his aerial ramming, he will not only knock opponents out of the sky he will then ram into them when they are lying crashed on the ground to crush them, dropping down like the world's largest and fastest lawn dart. He sometimes gets himself stuck in the ground in jet mode by doing this and has to Transform and use his arms to lever himself free. At times he has deeply buried himself when he wasn't paying attention to how soft the ground often is on Earth compared to the metal surface of Cybertron.

Gamebook
Posts: 4261
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Tue Jul 31, 2018 9:45 pm

Image

Starscream - PL 11

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

Advantages
Agile Feint, Benefit, Status: Decepticon aerospace commander, Defensive Roll 2, Evasion 2, Favored Environment: Airborne, Improved Critical: Null Ray Rifles: Cumulative Affliction 10, Move-by Action, Ranged Attack 11, Skill Mastery: Acrobatics

Skills
Athletics 4 (+12), Deception 4 (+5), Intimidation 4 (+8), Perception 8 (+9), Persuasion 4 (+5)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Cluster Bombs: Burst Area Damage 8 (DC 23; Burst Area 2: 60 feet radius sphere, DC 18, Extended Range 8, 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))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Null Ray Rifles: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Cumulative, Extended Range 2, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 3 (Extended: Sight 2: x100, Low-light Vision)
Transform
. . Ace Flier: Enhanced Trait 17 (Linked; Traits: Dodge +4 (+10), Acrobatics +12 (+13), Advantages: Agile Feint, Defensive Roll 2, Evasion 2, Move-by Action, Skill Mastery)
. . 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)

Offense
Initiative +1
Cluster Bombs: Burst Area Damage 8 (DC 23)
Grab, +6 (DC Spec 18)
Null Ray Rifles: Cumulative Affliction 10, +12 (DC Will 20)
Throw, +12 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 10/6, Parry 3, Fortitude 10, Toughness 12/10, Will 4

Power Points
Abilities 30 + Powers 138 + Advantages 14 + Skills 12 (24 ranks) + Defenses 13 = 207

Starscream was created long ago on Cybertron before the Autobot-Decepticon war. The ancient Cybertron-wide planetary civilization of the Transformers broke down into numerous independent and rival city-states under the pressure of the growing population and acute energy shortages. The larger and richer city-states dominated the smaller and poorer ones, exacting tribute from them in return for their protection as inter-city rivalry over energy resources intensified. One of the most powerful of these city-states was Vos, which sought to stockpile energy in its precincts by forcing its client states to hand over all their energy and then redistributed it to those it favored. To enforce its will on those city-states reluctant to give up control of their fuel supply to a foreign power the ruling council of Vos created the Seekers, an elite airforce of Transformer shock troops. Starscream was specially designed to be the leader of this force, a peerless warrior who would enforce the interests of the Vos state.

In engineering a pure warrior however the council of Vos also engineered their own downfall. Starscream soon did not see why he should be subordinate to a bunch of ancient and decrepit Transformers who only had their ruling position because they were very old and had accrued enormous wealth. He was a modern and far more advanced Transformer than those clapped-out antiques. He spread these ideas to his warriors, who were soon behind him as their war leader and were eager to access the vast stored energy resources of Vos. Starscream requested a full council meeting for him to present the future military strategy of Vos, but this was a trap. His Seekers moved into position around the council chambers, ostensibly standing guard and flying patrols but in reality getting in position to attack the council guard. Starscream stood before the seated council members at their golden table and announced that the future of Vos was that he would be taking full control. As the council members rose and shouted at him he smirked and stated that as such they would no longer be needed, then leveled his guns and opened fire. As he did so his loyal flying partner Skywarp teleported in to the other end of the council chamber, shot down the guards before they could retaliate and blocked the escape route of the desperately fleeing council members. There followed a brief massacre by the two warriors, with shooting breaking out outside as well as Thundercracker and the rest of the Seekers swooped down and wiped out the surprised council guard. A gloating Starscream had Skywarp drag the badly damaged council head to the blown open window to show him his Seekers streaking triumphantly over the city and Starscream's own face displayed on every public viewing screen as the new leader of Vos. Skywarp then tossed the former ruler of Vos out of the window to shatter on the sidewalk far below.

Now installed as the military dictator of Vos Starscream ramped up production of new Seekers while asserting control. Any Transformer of Vos who failed to hail him as their leader whenever he appeared was shot on the spot by his Seekers and tossed, even if still alive, into a smelting pool, a facility up until now used for recycling scrap metal but now employed by Starscream as a method of public mass execution. Attempts at rebellion by the many city-states subject to Vos saw devastating raids by Starscream and his troops to punish and enslave them with increasing levels of energy tribute levied. Starscream delegated the administration of Vos to drones, preferring to enjoy himself leading his troops into one-sided battles or presiding over lengthy and elaborate parades in his honor.

With his expanding army and extravagantly wasteful ways Starscream was soon eating deep into the once huge energy stockpiles of Vos. Needing more tribute he began to extend the domination of Vos, seeking to subjugate more city-states. In doing this though he came into conflict with the equally powerful city-state of Tarn. Tarn too was now under a military dictatorship, that of the super-Transformer Shockwave. Unlike Vos though Shockwave had been appointed to his position, the ruling class of Tarn were frightened of the increasingly dangerous world that surrounded Tarn and had created the most intelligent, logical and ruthless Transformer possible to lead Tarn and protect them. The end result had been much the same however, Shockwave analyzed the situation and had reached the logical conclusion that the ruling class and indeed much of the population of Tarn were a useless burden and should be disposed of in an orderly manner. The logical Tarn soldiers carried out an internal genocidal purge, massacring the very citizens they had been created to protect. Shockwave then created a huge and energy hungry army and had set about wringing every erg of energy from the other city-states around Tarn.

These two megalomaniacs were now on a collision course, despite the efforts of what remained of the civilized forces of Cybertron to restrain them. Athletic games were staged by the last surviving Transformer Overlord, once the rulers of Cybertron, to bring Transformers from different cities together to cheer on their representatives but these only served as opportunities to display rivalry and hostility. Starscream started the inevitable war with a characteristic piece of clumsy sabotage, having his athletics team infiltrate and destroy Tarn's main power station and then tried to blame it on Cybertron's most powerful city-state, Iacon. Shockwave wasn't fooled for a moment and declared war on Vos. In the subsequent devastation the last Overlord of Cybertron went missing as he tried to flee Tarn escorted by Megatron, Optimus Prime and Ravage. Megatron had been created by the rulers of Tarn before their execution as their ultimate war leader, while Optimus Prime had been created in Iacon as a force to heal and reunite Cybertron. Ravage was the youngest and last of the secret spies and assassins of the Overlords.

The war destroyed both Vos and Tarn and left Starscream as the leader of a tiny band of destitute Transformers, all that remained of his once proud army. To preserve some power he ended up having to become a follower of Megatron, the former athlete and gladiator of Tarn who was forging a new Transformer identity from the displaced and embittered war refugees. Starscream has never forgotten his brief glory days as the ruler of Vos and continually schemes to wrest control of the Decepticon movement from Megatron or whoever is the current ruler of the Decepticons. In this he has never been successful, deluding himself as to his level of power and the respect he is held in in the Decepticon army. All he is good for is flying and shooting Autobots, which is why Megatron and the other Decepticon commanders keep him around despite his desire for treachery. As a traitor Starscream is a hopeless incompetent, his efforts to obtain superweapons prove to be useless junk, when he tries to subvert other Decepticons to his cause he is just ignored. The Seekers respect him as a warrior and follow him into battle, but would never back him against a true leader like Megatron or Shockwave.

Being stranded on Earth Starscream sees new opportunities for increasing his power. Only a handful of Decepticons survived the landing and subsequent burial for four million years. A new generation of Seekers is being created to conquer the Earth and Starscream hopes to use them to overthrow Megatron. First though the Autobots need to be defeated, Starscream doesn't want to have to contend with Optimus Prime without the firepower of Megatron to hide behind. In practice Starscream is as deluded as ever, even when both Megatron and Shockwave went missing at the same time the other Decepticons preferred to follow the lead of Soundwave over him.

Skywarp - 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), 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 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)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Teleport: Teleport 9 (2 miles in a move action, carrying 50 lbs.)
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)
Variable Calibre Machine Gun: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack)

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Heat Seeking Missile Launcher: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)
Variable Calibre Machine Gun: Damage 10, +8 (DC 25)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 136 + Advantages 8 + Skills 6 (12 ranks) + Defenses 12 = 182

Skywarp is a typical Seeker warrior in most ways. He is cruel, arrogant, stupid and boastful, having been made as a pure warrior and nothing else. His teleport ability comes from an advanced Cybertronian device fitted within him, a sort of miniaturized personal space bridge. Starscream often employed him as an assassin back in the days of his overlordship of Vos, ensuring his loyalty with unlimited fuel and plenty of opportunity to murder people. After becoming Decepticons the Seekers formed the template for the entire Decepticon army and enjoyed a preeminent position within it, carrying out the initial lightning strikes of the war that seized control of half of Cybertron. Skywarp has survived countless battles mostly by being able to flee whenever he needs to, he has never had any real personal loyalty to anyone. In his career he has killed almost as many Decepticons as Autobots, having often been deployed as an assassin by Megatron to eliminate rivals or unwanted recruits to the Decepticons. If ordered to he would not hesitate to kill even Starscream.

He likes to cruelly prank Decepticons that cannot fly by appearing suddenly next to them when they are near the edge of a drop and shoving them off. He regards them crashing painfully to the ground as the height of wit as it gets a laugh from his fellow Seekers every time they see him do it. The arrogant Seekers see themselves as the original Decepticons and their greatest warriors and like to keep all the other Decepticons in their appropriate subservient position.

Thundercracker - 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)
Automatic Incendiary Guns: Damage 8 (DC 23; Extended Range 2, Increased Range: ranged, Multiattack, Secondary Effect)
Drone Rocket: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 11, 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))
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 (+20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 10 (Traits: Acrobatics +8 (+8), Dodge +2 (+5), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Sonic Boom
. . . . Damage: Cone Area Damage 10 (Linked; DC 25; Cone Area 2: 120 feet cone, DC 20; Limited: to when flying)
. . . . Deafen: Cumulative Perception Area Affliction 10 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Perception Area: DC 20 - Hearing, Cumulative; Limited: Hearing)

Offense
Initiative +0
Automatic Incendiary Guns: Damage 8, +8 (DC 23)
Damage: Cone Area Damage 10 (DC 25)
Deafen: Cumulative Perception Area Affliction 10 (DC Fort 20)
Drone Rocket: Burst Area Damage 10 (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 11, Toughness 11/10, Will 3

Power Points
Abilities 20 + Powers 171 + Advantages 8 + Skills 9 (18 ranks) + Defenses 12 = 220

Thundercracker believes firmly in the common Decepticon perception of the superiority of flight. Any Transformer who cannot fly like a Seeker is to be looked down upon in his opinion, unless they are someone as terrifying as Megatron. Thundercracker loves to see a panorama of destruction from the air, he actually enjoyed the Vos-Tarn war with all its opportunity to despoil and massacre at will on the largest scale. After the war he was about to desert Starscream and sign up to the Decepticons when his boss did it first. The early days of the Autobot-Decepticon war were ecstasy for this lover of wanton destruction, he got to fly halfway around the planet obliterating all below. Since the war bogged down though he has become less enchanted with the Decepticons, perceiving himself to be back where he was in the days of Vos before Starscream's coup, just another warrior drone treated as a weapon, made to exist under strict orders and on a tight fuel ration.

He has considered deserting from the Decepticons many times but this feeling has always subsided as he has no idea where he would go or what he would do. He certainly doesn't want to be an Autobot, their life is even more boring and impoverished, even if they would accept an unrepentant killer like him. Since awakening on Earth he has found some new zest in terrorizing the pathetic native inhabitants, but it's still a pale shadow of the days when his sonic booms toppled the ancient and beautiful towers of Autobot cities.
Last edited by Gamebook on Sat Aug 04, 2018 9:07 pm, edited 1 time in total.

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