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

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

Post by Gamebook » Thu Aug 09, 2018 3:28 pm

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Scorn - PL 10

Strength 9, Stamina 9, Agility 1, Dexterity 0, Fighting 9, Intellect 3, Awareness 0, Presence 1

Advantages
Defensive Roll, Eidetic Memory, Fast Grab, Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Jaws: Strength-based Damage 2, Improved Initiative, Improved Trip, Inspire, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack 8

Skills
Athletics 8 (+17), Deception 4 (+5), Expertise: Science 8 (+11), Intimidation 4 (+8), Investigation 8 (+11), Perception 4 (+4), Persuasion 4 (+5), Technology 6 (+9)

Powers
Energon Sabre (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 26, Advantages: Improved Critical; Penetrating 12)
Growth: Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -4 active defenses, +1 size rank, +7 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 5 (+5 Toughness; Impervious [6 extra ranks])
Scatter Blaster (Easily Removable)
. . Scattershot: Damage 10 (DC 25, Advantages: Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover); Increased Range: ranged)
Transform
. . Fast Runner: Speed 1 (Linked; Speed: 4 miles/hour, 60 feet/round)
. . Jaws: Strength-based Damage 2 (Linked; DC 26, Advantages: Fast Grab; Penetrating 12)
. . Podokesaurus: Feature 1

Offense
Initiative +5
Damage: Strength-based Damage 2, +9 (DC 26)
Grab, +9 (DC Spec 19)
Jaws: Strength-based Damage 2, +9 (DC 26)
Scattershot: Damage 10, +8 (DC 25)
Throw, +8 (DC 24)
Unarmed, +9 (DC 24)

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 12, Toughness 15/14, Will 3

Power Points
Abilities 36 + Powers 79 + Advantages 14 + Skills 23 (46 ranks) + Defenses 14 = 166

The Dinobots are regarded by other Transformers, even the Decepticons, as exceptionally stupid. In reality their intelligence is about normal on average for Transformer warriors, they just sometimes seem less bright due to their direct and uncomplicated way of waging war. Grimlock does have some highly intelligent troops under his command to do the thinking that most of them, and him it must be admitted, cannot be bothered with. Scorn occupies a similar position to Prowl under Optimus Prime, although his position is more prominent as Grimlock does not have the intellectual inclinations of Prime. Whenever Grimlock needs to know any facts about the war and his resources he just turns and asks Scorn, who is nearly always at his shoulder when not in actual combat. By Dinobot standards Scorn is lightly built, but that still makes him significantly larger and tougher than regular Transformer warriors. He is the point of contact between the main body of the Autobots and Optimus Prime and Grimlock and his forces, being about the only Dinobot who can be trusted to be diplomatic. If he does have to fight though he is just as ferocious as any Dinobot, leaping onto foes and biting and clawing at them in a frenzy.

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

Post by Gamebook » Thu Aug 09, 2018 6:39 pm

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Scrape - PL 11

Strength 11, Stamina 11, Agility 0, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Fast Grab, Improved Critical: Big Teeth: Strength-based Damage 2, Improved Critical: Damage: Strength-based Damage 2, Improved Disarm, Ranged Attack 8, Startle

Skills
Athletics 4 (+15), Intimidation 8 (+14/+12), Perception 4 (+4)

Powers
Electro-Harpoon Gun (Easily Removable)
. . Blast: Damage 8 (DC 23; Alternate Resistance: Fortitude, Custom: Alternate Resistance: Fortitude only on secondary effect, Feature: functions underwater, Increased Range: ranged, Secondary Effect)
Energon Trident (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 28, Advantages: Improved Critical, Improved Disarm; Penetrating 11, Reach (melee): 5 ft.)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Low-light Vision)
Transform
. . Big Teeth: Strength-based Damage 2 (Linked; DC 28, Advantages: Fast Grab; Penetrating 13)
. . Dunkleosteus: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+14))
. . Swimming: Swimming 5 (Linked; Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +0
Big Teeth: Strength-based Damage 2, +9 (DC 28)
Blast: Damage 8, +8 (DC Fort 23)
Damage: Strength-based Damage 2, +9 (DC 28)
Grab, +9 (DC Spec 21)
Throw, +8 (DC 26)
Unarmed, +9 (DC 26)

Languages
Native Language

Defense
Dodge 2, Parry 5, Fortitude 14, Toughness 17, Will 3

Power Points
Abilities 30 + Powers 95 + Advantages 11 + Skills 8 (16 ranks) + Defenses 12 = 156

The aquatic Dinobots do not operate in Earth's seas uncontested, the Decepticons have several different forces of aquatic troops. The Seacons are a notable combiner team who can exceed even the largest Dinobot in size and power. Alongside them are many of the Decepticon Pretenders who have monstrously piscine organic shells and seagoing alt-modes. The aquatic Dinobots don't mind this, indeed they welcome it, it gives them something to do while swimming around and justifies their continued position in the Dinobot military budget. There is a constant danger of such specialized troops being recalled for land duty operations which their commanders have to resist strongly.

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

Post by Gamebook » Thu Aug 09, 2018 7:07 pm

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Scratch with Scar, Scurry, Snatch, Sphinx and Spite - PL 8

Strength 6, Stamina 6, Agility 3, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

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

Skills
Acrobatics 6 (+9), Athletics 8 (+14), Intimidation 4 (+6), Perception 4 (+4), Stealth 6 (+5)

Powers
Acid Rifle (Easily Removable)
. . Acid: Damage 8 (DC 23; Increased Range: ranged, Secondary Effect)
Energon Blades & Knives (Easily Removable)
. . Damage: Strength-based Damage 1 (DC 22; Penetrating 8, Split: 2 targets)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Compsognathus: Feature 1
. . Sharp Little Teeth with Acid: Strength-based Damage 1 (Linked; DC 22; Penetrating 8, Secondary Effect)
. . Speed: Speed 1 (Linked; Speed: 4 miles/hour, 60 feet/round)
. . . . Leaping: Leaping 1 (Alternate; Leap 15 feet at 4 miles/hour)

Offense
Initiative +7
Acid: Damage 8, +8 (DC 23)
Damage: Strength-based Damage 1, +9 (DC 22)
Grab, +9 (DC Spec 16)
Sharp Little Teeth with Acid: Strength-based Damage 1, +9 (DC 22)
Throw, +8 (DC 21)
Unarmed, +9 (DC 21)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 9, Toughness 9/8, Will 3

Power Points
Abilities 32 + Powers 60 + Advantages 14 + Skills 14 (28 ranks) + Defenses 12 = 132

Scratch was originally meant to become just one Dinobot but suffered serial mental systems duplication while being reformatted into a Dinobot due to a computer error. This can happen with Transformers since their brain is essentially a very sophisticated computer on which their mind runs. Trying to run six duplicate minds on one computer brain was causing overheating, indeed threatening to melt it. To save him and all the different versions of him six new brains and bodies were constructed to house them. Originally six identical duplicates they have diverged over time as they have had slightly different experiences or made different decisions. Many of them are distinctly odd as there are glitches in their computerized minds due to being created by a copying accident.

Scratch is a small Transformer, absolutely so, not just for a Dinobot. He and his clone-brothers make up for their diminutive stature with pack tactics, mass attacks and sheer manic viciousness. Working together they can bring down even much larger Decepticons and dissolve them into a burnt wreck with their acid. While there were quite a number of smaller dinosaur species the Dinobots are generally not much interested in adopting their forms, preferring the big and impressive ones. It puzzles many Dinobots that the Earth is dominated today by such titchy creatures as humans when in the past proper Transformer sized beings were so common.

Transformer archaeological surveys show that the first Transformers on Cybertron were quite small in size but that over time they got larger and larger, peaking in size shortly before the start of the formation of the Overlord's pan-Cybertronian empire. After that increasing peace and decline in warfare and pressure on energy supplies caused a substantial reduction in Transformer average size. Grimlock on his creation by the city-state of Iacon was a giant among Transformers as he was intended to be a supreme war machine and so was built to be far larger, stronger and heavily armored than any other contemporary Transformer, only being surpassed by the later creation of the ultimate Transformers such as Optimus Prime, Shockwave and Megatron. Humans get a faulty impression of how large and powerful most Transformers actually are, the civilian workers back on Cybertron who labor in the factories and refineries of the Autobots and Decepticons are much smaller and lighter than the warriors they see waging their conflict on Earth.
Last edited by Gamebook on Wed Aug 15, 2018 8:45 pm, edited 1 time in total.

Gamebook
Posts: 4156
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Re: Gamebook's builds (hs5ias new thread): Dinobots

Post by Gamebook » Sat Aug 11, 2018 5:20 am

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Screech - PL 11

Strength 9, Stamina 9, Agility 3, Dexterity 0, Fighting 11, Intellect 0, Awareness 0, Presence 0

Advantages
Defensive Roll, Evasion, Fast Grab, Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Damage: Strength-based Damage 2, Improved Initiative, Improved Trip, Ranged Attack 8

Skills
Acrobatics 4 (+7), Athletics 8 (+17), Intimidation 8 (+11), Perception 4 (+4)

Powers
Energon Katana (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 26, Advantages: Improved Critical; Penetrating 11)
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))
Machine Gun (Easily Removable)
. . Blast: Damage 7 (DC 22; Extended Range, Increased Range: ranged, Multiattack)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . Jaws: Strength-based Damage 2 (Linked; DC 26, Advantages: Fast Grab; Penetrating 11)
. . Speed: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round)
. . . . Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
. . Velociraptor: Feature 1

Offense
Initiative +7
Blast: Damage 7, +8 (DC 22)
Damage: Strength-based Damage 2, +11 (DC 26)
Grab, +11 (DC Spec 19)
Jaws: Strength-based Damage 2, +11 (DC 26)
Throw, +8 (DC 24)
Unarmed, +11 (DC 24)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 12, Toughness 14/13, Will 3

Power Points
Abilities 40 + Powers 77 + Advantages 13 + Skills 12 (24 ranks) + Defenses 14 = 156

Apart from flyers like Swoop there is a strong perception that in addition to being stupid the Dinobots are also big, slow and lumbering. This is indeed true for many of them, they enjoy no enhanced mobility in either mode where many Transformers can move at great speed in a vehicular alt-mode. Some of the Dinobots though transform into smaller, lighter and faster dinosaur species. Their absolute speed is still much less than that of a true vehicle but they enjoy greater agility due to not being wheeled and can fight more effectively than just crudely ramming their opponents. Dinobots like Screech are in their way just as deadly as larger Dinobots, literally leaping onto Decepticons and tearing them to shreds. While they do not have the ponderous unstoppability of the larger Dinobots who just ignore incoming fire as it bounces off their armor they can be just as frightening to their opponents as they close rapidly while dodging fire with their jaws gaping and claws flexing.

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

Post by Gamebook » Sat Aug 11, 2018 5:37 am

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Scrum - PL 11

Strength 11, Stamina 11, Agility 0, Dexterity 0, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
Daze (Intimidation), Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Spiky Tail: Strength-based Damage 1, Ranged Attack 8

Skills
Athletics 4 (+15), Intimidation 10 (+14), Perception 4 (+4)

Powers
Body Spikes: Strength-based Damage 1 (DC 27; Reaction 3: reaction; Grab-based)
Burst Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 28, Advantages: Improved Critical; Penetrating 13)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 7 (+7 Toughness; Impervious [6 extra ranks])
Transform
. . Gastonia: Feature 1
. . Spiky Tail: Strength-based Damage 1 (Linked; DC 27; Reach (melee) 3: 15 ft.)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Body Spikes: Strength-based Damage 1, +8 (DC 27)
Damage: Strength-based Damage 2, +8 (DC 28)
Grab, +8 (DC Spec 21)
Spiky Tail: Strength-based Damage 1, +8 (DC 27)
Throw, +8 (DC 26)
Unarmed, +8 (DC 26)

Languages
Native Language

Defense
Dodge 2, Parry 4, Fortitude 14, Toughness 18, Will 3

Power Points
Abilities 28 + Powers 77 + Advantages 10 + Skills 9 (18 ranks) + Defenses 12 = 136

While all Dinobots are well-armored, even the smaller ones or the flyers, some take it to an extreme. Scrum's spikes are mounted on a massively thick shield that deflects nearly all incoming fire. He has been known to get up and keep walking forward even after being shot by Megatron's fusion cannon, one of the few Transfomers who can do that. This ability actually scares the Decepticons more than his gruesome trophy-taking habits. When an entire line of such Dinobots are advancing the Decepticons are unable to do anything other than withdraw before it. The Dinobots exploit this ability of theirs by moving directly against Decepticon bases, conducting massed frontal attacks right into the teeth of their firepower. The Decepticons are well-known for massively fortifying their bases with a profusion of guns and many Autobot attacks have foundered in the face of this. When Optimus launched a direct attack on the Decepticon's eastern Wyoming coal-mine base their emplaced guns gave them much more trouble than Devastator's counterattack which was readily countered by an Autobot salvo. Again when the Autobot Targetmasters attempted to storm the Decepticon's new tropical island base they were cut down by the appearance of concealed Decepticon guns. In both those circumstances the Dinobots would have been able to just shrug off the firepower that was encountered. The Dinobots tend to regard other Autobots as lightweights, only suitable for scouting and defending bases and fortifications, not really capable of serious offensive action.

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

Post by Gamebook » Sat Aug 11, 2018 5:52 am

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Scud - PL 10

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

Advantages
Agile Feint, Fast Grab, Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Toothed Beak: Strength-based Damage 2, Move-by Action, Ranged Attack 8

Skills
Athletics 4 (+13), Intimidation 8 (+15/+11), Perception 4 (+4)

Powers
Depth Charges: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Feature: function underwater, Increased Range 2: perception, Triggered: 1 use - pre-set water depth; Limited: to a vertical drop, Unreliable (5 uses))
Energon Sabre (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 26, Advantages: Improved Critical; Penetrating 11)
Growth: Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -4 active defenses, +1 size rank, +7 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Pressurizer Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range, Feature: functions underwater, Increased Range: ranged)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Extended: Sight 1: x10)
Transform
. . Anhanguera: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Wings)
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Intimidation +4 (+15), Advantages: Agile Feint, Move-by Action)
. . Toothed Beak: Strength-based Damage 2 (Linked; DC 26, Advantages: Fast Grab; Penetrating 11)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +9 (DC 26)
Depth Charges: Burst Area Damage 10 (DC 25)
Grab, +9 (DC Spec 19)
Throw, +8 (DC 24)
Toothed Beak: Strength-based Damage 2, +9 (DC 26)
Unarmed, +9 (DC 24)

Languages
Native Language

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

Power Points
Abilities 26 + Powers 112 + Advantages 9 + Skills 8 (16 ranks) + Defenses 13 = 168

Aircraft are very effective weapons against submarines and the aquatic Dinobots had long demanded such support in their operations. Scud is an aquatic bombardier, pulverizing the Decepticons with dropped depth charges. He tries to get the Decepticons to surface where he can then swoop down on them and attack them with his great toothy beak. The luckless Decepticon is faced with jaws coming at him from both directions as Scud snaps at him while the sea underneath him goes dark as a massive pair of jaws yawns impossibly wide to take him in one gulp as a Dinobot such as Salvo rises up.

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

Post by Gamebook » Sat Aug 11, 2018 9:38 am

Image

Scupper - PL 11

Strength 11, Stamina 11, Agility 0, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Fast Grab, Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Massive Jaws: Strength-based Damage 2, Ranged Attack 8, Startle

Skills
Athletics 8 (+19), Intimidation 8 (+14/+12), Perception 4 (+4)

Powers
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 28, Advantages: Improved Critical; Penetrating 13)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Low-light Vision)
Stream Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range, Feature: functions underwater, Increased Range: ranged)
Transform
. . Massive Jaws: Strength-based Damage 2 (Linked; DC 28, Advantages: Fast Grab; Penetrating 13)
. . Mosasaur: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+14))
. . Swimming: Swimming 6 (Linked; Speed: 30 miles/hour, 500 feet/round)
. . . . Swimming: Swimming 7 (Alternate; Speed: 60 miles/hour, 900 feet/round; Tiring)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +9 (DC 28)
Grab, +9 (DC Spec 21)
Massive Jaws: Strength-based Damage 2, +9 (DC 28)
Throw, +8 (DC 26)
Unarmed, +9 (DC 26)

Languages
Native Language

Defense
Dodge 2, Parry 5, Fortitude 14, Toughness 17, Will 3

Power Points
Abilities 30 + Powers 92 + Advantages 11 + Skills 10 (20 ranks) + Defenses 12 = 155

Scupper is another huge and toothy aquatic Dinobot. These Dinobots don't think much of torpedoes as weapons, they regard themselves as far deadlier than any torpedo, just swimming up to their target and biting a great hole in their hull. Dinobots in general have a low regard for guided munitions, seeing them as too subject to effective countermeasures. All Dinobots prefer getting up close and personal rather than skulking about at long range lobbing missiles, that is how decisive action is effected rather than a prolonged dance ending in both sides withdrawing when they run out of fuel or ammo.

Transformers being metallic machines they are very resistant to pressure but are not totally immune to it. At very high pressures oil tanks and fuel lines can rupture unless they are specially configured. They do not suffer from drowning though as Transformers do not require any form of gas intake to function, their internal energy is produced directly from their fuel, they do not need to burn it like in combustion or turbine engines. Decepticon jets for example only require gas intakes in order to be able to heat and expel it to generate thrust pressure, they do not need oxygen to burn the fuel. When in robot mode Transformers actually generate comparatively little waste heat, just from their circuits and hydraulics. Given their huge metal bulk most Transformers external shells are usually at the ambient temperature of their environment.

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

Post by Gamebook » Sat Aug 11, 2018 9:54 am

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Scythe - PL 11

Strength 11, Stamina 11, Agility 0, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
Fearless, Improved Critical: Damage: Strength-based Damage 2, Ranged Attack 8

Skills
Athletics 8 (+19), Intimidation 8 (+12), Perception 4 (+4)

Powers
Electron Claws: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged)
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 28, Advantages: Improved Critical; Penetrating 13)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 5 (+5 Toughness; Impervious [5 extra ranks])
Transform
. . Reaping Talons: Strength-based Damage 2 (Linked; DC 28; Penetrating 13, Reach (melee) 2: 10 ft., Split: 2 targets)
. . Therizinosaurus: Feature 1

Offense
Initiative +0
Damage: Strength-based Damage 2, +9 (DC 28)
Electron Claws: Cumulative Affliction 10, +8 (DC Will 20)
Grab, +9 (DC Spec 21)
Reaping Talons: Strength-based Damage 2, +9 (DC 28)
Throw, +8 (DC 26)
Unarmed, +9 (DC 26)

Languages
Native Language

Defense
Dodge 2, Parry 5, Fortitude 14, Toughness 16, Will 3

Power Points
Abilities 30 + Powers 99 + Advantages 9 + Skills 10 (20 ranks) + Defenses 12 = 160

The Transformers are not as inclined to religion as humans are, spiritual belief is rare even among the Autobots. That said there are Transformer mystical beliefs, usually centering around the mythical first Transformer, Primus, who designed and built the rest of the original Transformer race. Primus as a concept is more of a mythical progenitor hero rather than a god or supreme being, the Transformers do not pray to him or ascribe any mystical powers that can intervene in their existence. They also do not regard him as dead, death being a rather different concept for Transformers than it is for humans.

The Transformers relationship to consciousness, reproduction, bodily decay and death is very different from that of humans so many of the concerns of humans that drive their existence are alien or meaningless concepts to Transformers. If properly maintained a Transformer can survive for many millions of years, potentially forever, so they have no concept of an afterlife nor do they regard death as an inevitability. Transformers cannot starve to death, if they run out of energy they just go dormant, cold and inactive, but if refueled immediately return to activity with no loss of memory or function. Of course if their brain rusts out due to being abandoned as a wreck they will be permanently destroyed so the huge numbers of deactivated Autobots that carpet entire regions of Cybertron can never be restored. Likewise new life is regarded differently as Transformers are built to a design in workshops or on an assembly line by engineers and when first activated they already have all their knowledge and awareness, they have no equivalent of childhood.

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

Post by Gamebook » Sat Aug 11, 2018 10:08 am

Image

Sentinel - PL 11

Strength 11, Stamina 10, Agility 0, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Improved Critical: Damage: Strength-based Damage 2, Improved Trip, Power Attack, Ranged Attack 8

Skills
Athletics 8 (+19), Intimidation 8 (+12), Perception 4 (+4)

Powers
Blaster Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Energon Pike (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 28, Advantages: Improved Critical; Penetrating 13, Reach (melee) 2: 10 ft.)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 5 (+5 Toughness; Impervious [5 extra ranks])
Transform
. . Frill Armor: Protection 2 (Linked; +2 Toughness; Impervious [2 extra ranks])
. . Horns: Strength-based Damage 2 (Linked; DC 28; Penetrating 13)
. . Pachyrhinosaurus: Feature 1

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +9 (DC 28)
Grab, +9 (DC Spec 21)
Horns: Strength-based Damage 2, +9 (DC 28)
Throw, +8 (DC 26)
Unarmed, +9 (DC 26)

Languages
Native Language

Defense
Dodge 2, Parry 5, Fortitude 13, Toughness 17, Will 3

Power Points
Abilities 28 + Powers 86 + Advantages 11 + Skills 10 (20 ranks) + Defenses 12 = 147

The Dinobots are generally more of a roistering horde of vikings than they are soldiers that march in step. They fight the war on the side of the Autobots because they like fighting and despise cruel bullies like the Decepticons. Discipline among the Dinobots is notoriously lax, Grimlock does not keep his warriors on a tight reign, they are free to go and fight the Decepticons whenever and however they like. When he gives the call though they are expected to drop whatever they are doing and follow his commands, failure to do so being regarded by him as a challenge to his leadership. Not that any other Dinobot wants to lead, most of them are utterly unambitious for themselves, they just want to fight. Grimlock has to appoint them if he wants any sub-commanders, and even then much of the time the Dinobots prefer to fight as small, egalitarian groups. This complete lack of treachery or cowardice is what allows Grimlock to run his forces the way he does, the Dinobots usually only require the most general of guidance, in battle they are perfectly capable of looking after themselves. Grimlock is capable of formulating detailed plans and having his warriors follow them if he really needs to, it is just that the tremendous aggression and fighting power of the Dinobots means that he rarely does.

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

Post by Gamebook » Sat Aug 11, 2018 6:50 pm

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Shackle - PL 11

Strength 11, Stamina 10, Agility 0, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
Accurate Attack, All-out Attack, Improved Critical: Damage: Strength-based Damage 2, Ranged Attack 8

Skills
Athletics 8 (+19), Intimidation 8 (+12), Perception 4 (+4)

Powers
Blaster Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Energon Flails (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 28, Advantages: Improved Critical; Penetrating 13, Reach (melee): 5 ft., Split: 2 targets)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 5 (+5 Toughness; Impervious [5 extra ranks])
Transform
. . Chasmosaurus: Feature 1
. . Frill Armor: Protection 2 (Linked; +2 Toughness; Impervious [2 extra ranks])
. . Horns: Strength-based Damage 2 (Linked; DC 28; Penetrating 13)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +9 (DC 28)
Grab, +9 (DC Spec 21)
Horns: Strength-based Damage 2, +9 (DC 28)
Throw, +8 (DC 26)
Unarmed, +9 (DC 26)

Languages
Native Language

Defense
Dodge 2, Parry 5, Fortitude 13, Toughness 17, Will 3

Power Points
Abilities 28 + Powers 86 + Advantages 10 + Skills 10 (20 ranks) + Defenses 12 = 146

Shackle is a merciless killer of Decepticons, he regards them as defective aberrations that need to be exterminated. The Autobot-Decepticon war is notable for neither side ever taking prisoners except to interrogate them or use for spare parts. This goes double for the Dinobots, who never show mercy, smashing any Decepticon within reach into pieces and never considering surrender themselves. For all their enjoyment of the war however the Dinobots really are trying very hard to win it. They don't even consider what they will do once it is won. Fighting any other opponent after the Decepticons is likely to be an anticlimax and a walkover for them. Grimlock once caused a mass insurrection on Quintesson and the fall of the existing military-judicial regime there just because he was annoyed at the impudence of the Sharkticons in trying to menace him with their teeth and intimidated them into obeying him instead, then had them eat the rest of the Quintessons.

Gamebook
Posts: 4156
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Re: Gamebook's builds (hs5ias new thread): Dinobots

Post by Gamebook » Sat Aug 11, 2018 7:06 pm

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Shatter - PL 11

Strength 11, Stamina 11, Agility 0, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Improved Critical 2: Damage: Strength-based Damage 2, Improved Smash, Power Attack, Ranged Attack 8

Skills
Athletics 8 (+19), Perception 4 (+4)

Powers
Energon Broadsword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 28, Advantages: Improved Critical 2; Reach (melee): 5 ft.)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Photon Cannon (Easily Removable)
. . Dazzle: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Cumulative, Extended Range 2, Increased Range: ranged, Multiattack; Limited: Sight, Sense-dependent: Sight)
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Transform
. . Shunosaurus: Feature 1
. . Tail Mace: Strength-based Damage 2 (Linked; DC 28; Penetrating 13, Reach (melee) 3: 15 ft.)

Offense
Initiative +0
Damage: Strength-based Damage 2, +9 (DC 28)
Dazzle: Cumulative Affliction 10, +8 (DC Will 20)
Grab, +9 (DC Spec 21)
Tail Mace: Strength-based Damage 2, +9 (DC 28)
Throw, +8 (DC 26)
Unarmed, +9 (DC 26)

Languages
Native Language

Defense
Dodge 2, Parry 5, Fortitude 14, Toughness 17, Will 3

Power Points
Abilities 30 + Powers 79 + Advantages 11 + Skills 6 (12 ranks) + Defenses 12 = 138

Careless destruction is rather a feature of the Dinobots, both in battle and at other times. If not carefully supervised they tend to leave a broad trail of destruction as they trample across the countryside and through town. It doesn't help that there are a lot of Dinobots like Shatter who love wrecking stuff and don't understand that the Earth is a planet with a delicate ecosystem that doesn't take well to being torn up by great clawed feet or barged over through impatience. Cybertron as a metal planet of machines doesn't have an ecosystem, its surface is just sheets of solid metal, now mostly reduced to twisted scrap by the war. Grimlock doesn't much care about the Earth in itself but feels that the Dinobots shouldn't devastate the home of innocent little critters like the humans and so has forbade his Dinobots from making long-distance overland treks. If they want to get somewhere they have to take a shuttle. They still cause a lot of damage though when they engage in battle and so Optimus has additionally forbade them from fighting the Decepticons in human urban areas. Grimlock and his Dinobots grumble about this, considering it to be worrying about niceties when there is a war to be won. If not opposed the Decepticons will often wreck an urban area if they want something in it anyway, often out of sheer wanton vandalism. No Autobot, whether regular or Dinobot, is capable of standing by when Decepticon warriors are amusing themselves with target practice against desperately fleeing innocent humans.

Gamebook
Posts: 4156
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Re: Gamebook's builds (hs5ias new thread): Dinobots

Post by Gamebook » Sat Aug 11, 2018 7:22 pm

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Shear - PL 11

Strength 11, Stamina 11, Agility 0, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Fast Grab, Improved Critical: Damage: Strength-based Damage 1, Improved Critical: Long Jaw: Strength-based Damage 2, Ranged Attack 8

Skills
Athletics 8 (+19), Intimidation 8 (+14/+12), Perception 4 (+4)

Powers
Energon Blade (Easily Removable)
. . Damage: Strength-based Damage 1 (DC 27, Advantages: Improved Critical; Feature: can be affixed as a bayonet, Penetrating 8)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Heavy Calibre Launcher (Easily Removable)
. . Shells
. . . . Armor-Piercing Sabot: Damage 8 (DC 23; Extended Range 2, Increased Range: ranged, Penetrating 8)
. . . . High Explosive: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Extended Range 2, Increased Range: ranged)
. . . . Incendiary: Damage 8 (DC 23; Extended Range 2, Increased Range: ranged, Secondary Effect)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Low-light Vision)
Transform
. . Long Jaw: Strength-based Damage 2 (Linked; DC 28, Advantages: Fast Grab; Penetrating 11, Reach (melee): 5 ft.)
. . Metriorhyncus: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+14))
. . Swimming: Swimming 5 (Linked; Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +0
Armor-Piercing Sabot: Damage 8, +8 (DC 23)
Damage: Strength-based Damage 1, +9 (DC 27)
Grab, +9 (DC Spec 21)
High Explosive: Burst Area Damage 8 (DC 23)
Incendiary: Damage 8, +8 (DC 23)
Long Jaw: Strength-based Damage 2, +9 (DC 28)
Throw, +8 (DC 26)
Unarmed, +9 (DC 26)

Languages
Native Language

Defense
Dodge 2, Parry 5, Fortitude 14, Toughness 17, Will 3

Power Points
Abilities 30 + Powers 88 + Advantages 10 + Skills 10 (20 ranks) + Defenses 12 = 150

Many Dinobots have gruesome personal habits, part of their generally bestial and savage nature. A fair few of them are technically cannibals, consuming other Transformers. This is not quite as gross for Transformers as it is for humans though as they do not really eat, it is more like salvaging equipment and supplies from the enemy than eating the bodies of the slain. The Dinobots do revel in it however rather than conducting it as an impersonal business like other Autobots engaged in the trade such as Hauler. The quarters of many Dinobots are cluttered with trophies made from parts of Decepticons that they have dismembered, which is another reason why no Autobot in his right mind ever makes a personal visit to the beasts lairs that are Dinobot troop barracks. These are dark and fetid places rank with spilled oil and uneven underfoot with all the discarded machine parts from Decepticon bodies. Only a very few humans have ever visited a Dinobot base and those that have emerge pale and shaking and have refused ever to go back.

Gamebook
Posts: 4156
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Re: Gamebook's builds (hs5ias new thread): Dinobots

Post by Gamebook » Sun Aug 12, 2018 4:51 am

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Shiver - PL 11

Strength 12/11, Stamina 12/11, Agility 0, Dexterity 0, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
Fast Grab, Improved Critical: Damage: Strength-based Damage 2, Ranged Attack 8, Tracking

Skills
Athletics 8 (+20), Intimidation 4 (+10/+8), Perception 6 (+6)

Powers
Energon Claymore (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 29, Advantages: Improved Critical; Penetrating 13)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Transform
. . Cryolophosaurus: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+10))
. . Heat -Absorbing Frill: Cumulative Affliction 10 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged)
. . Heat Sense: Senses 4 (Linked; Extended: Infravision 1: x10, Infravision, Tracking: Infravision 2: full speed)
. . Heat Strength Boost: Enhanced Trait 4 (Linked; Traits: Strength +1 (+12), Stamina +1 (+12); Source: succesful use of Heat-Absorbing Frill)
. . Jaws: Strength-based Damage 2 (Linked; DC 29, Advantages: Fast Grab; Penetrating 11)
Tri-barrelled Blaster (Easily Removable)
. . Blast: Damage 8 (DC 23; Extended Range 2, Increased Range: ranged, Multiattack)

Offense
Initiative +0
Blast: Damage 8, +8 (DC 23)
Damage: Strength-based Damage 2, +8 (DC 29)
Grab, +8 (DC Spec 22)
Heat -Absorbing Frill: Cumulative Affliction 10, +8 (DC Fort 20)
Jaws: Strength-based Damage 2, +8 (DC 29)
Throw, +8 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

Defense
Dodge 2, Parry 4, Fortitude 15, Toughness 18, Will 3

Power Points
Abilities 28 + Powers 120 + Advantages 9 + Skills 9 (18 ranks) + Defenses 12 = 178

Most Dinobots are gregarious and dislike being alone, going around with packs of their mates to hunt Decepticons. Shiver by contrast roams the wilderness by himself, forever seeking to discover signs of Decepticon activity. The Decepticons often hide their bases in remote locations and relocate them if they are discovered, in large part to avoid Dinobot attack. Shiver can track the faintest heat signature left by a passing Decepticon, even one in the sky left by a passing Seeker. Decepticons generally dislike the Earth wilderness, finding it uncomfortable and menacing, especially when they know that things like Shiver are lurking in it. This Dinobot has a sinister reputation with his power to paralyze foes, leaving them helpless before his jaws.

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

Post by Gamebook » Sun Aug 12, 2018 5:01 am

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Shred - PL 10

Strength 9, Stamina 9, Agility 2, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Defensive Roll, Fast Grab, Improved Critical: Damage: Strength-based Damage 2, Improved Initiative, Improved Trip, Ranged Attack 8, Startle

Skills
Acrobatics 4 (+6), Athletics 8 (+17), Intimidation 8 (+13/+11), Perception 6 (+6)

Powers
Electro-disrupter Rifle (Easily Removable)
. . Affliction: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Extended Range 2, Increased Range: ranged)
Energon Blade (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 26, Advantages: Improved Critical; Penetrating 13)
Growth: Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -4 active defenses, +1 size rank, +7 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 5 (+5 Toughness; Impervious [6 extra ranks])
Transform
. . Jaws: Strength-based Damage 2 (Linked; DC 26, Advantages: Fast Grab; Penetrating 11)
. . Masiakasaurus: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+13))
. . Speed: Speed 3 (Linked; Speed: 16 miles/hour, 250 feet/round)
. . . . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)

Offense
Initiative +6
Affliction: Affliction 10, +8 (DC Will 20)
Damage: Strength-based Damage 2, +9 (DC 26)
Grab, +9 (DC Spec 19)
Jaws: Strength-based Damage 2, +9 (DC 26)
Throw, +8 (DC 24)
Unarmed, +9 (DC 24)

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 12, Toughness 15/14, Will 3

Power Points
Abilities 30 + Powers 82 + Advantages 13 + Skills 13 (26 ranks) + Defenses 13 = 15

While there are a lot of toothy Dinobots Shred has some especially impressive dentistry, he's just a mass of teeth in dinosaur mode. A lot of Dinobots favor fighting in melee in their alt-modes over battling in their robot modes, in contrast to the rest of the Transformers who mostly shoot it out. This predilection for close assault is one of the main things that makes them so frightening to the Decepticons, to them Autobots are not supposed to be so aggressive. While Optimus Prime and his troops patrol and guard to watch for Decepticon activity Grimlock never cares what the Decepticons are up to now, only where they are.

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

Post by Gamebook » Sun Aug 12, 2018 5:18 am

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Shriek - PL 10

Strength 8, Stamina 8, Agility 2, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Daze (Intimidation), Defensive Roll, Evasion, Improved Initiative, Move-by Action, Ranged Attack 9

Skills
Acrobatics 4 (+16/+6), Athletics 4 (+12), Intimidation 4 (+11/+7), Perception 8 (+8)

Powers
Blaster (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, 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)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Extended: Sight 1: x10)
Transform
. . Peteinosaurus: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Wings)
. . Skilled Flier: Enhanced Trait 13 (Linked; Traits: Dodge +3 (+7), Acrobatics +10 (+16), Intimidation +4 (+11), Advantages: Agile Feint, Evasion, Move-by Action)
. . Toothed Beak: Strength-based Damage 2 (Linked; DC 25; Penetrating 11)

Offense
Initiative +6
Blast: Damage 10, +9 (DC 25)
Grab, +9 (DC Spec 18)
Throw, +9 (DC 23)
Toothed Beak: Strength-based Damage 2, +9 (DC 25)
Unarmed, +9 (DC 23)

Languages
Native Language

Defense
Dodge 7/4, Parry 6, Fortitude 11, Toughness 13/12, Will 3

Power Points
Abilities 30 + Powers 82 + Advantages 12 + Skills 10 (20 ranks) + Defenses 11 = 145

Shriek is a very minimal flying Dinobot, stripped down for maximum agility. He doesn't carry any ordnance at all, just a basic blast gun for use in robot mode. He concentrates entirely in engaging in aerial melee, latching onto flying Decepticons and tearing them out of the sky by shredding their wings. He refuses to mount any missiles or bombs, they would just uselessly weigh him down and get knocked off when he is battened onto some 'con. Most Dinobot flyers are not configured for air-to-air combat due to their lack of speed, they concentrate on ground attack for which they are robust platforms loaded with munitions. Their wings allow them to penetrate into airspace normally inaccessible to faster fixed-wing flyers such as under tree canopies or inside buildings. The Dinobots deal with Decepticon air attacks mostly by just ignoring them, they refuse to disperse and take cover like other Autobots. Instead they concentrate on pushing on to their objective, the capture of which will force the Decepticons to retreat or come down from the sky and fight them for possession of it.

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