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

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Gamebook
Posts: 4163
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Fri Aug 24, 2018 7:34 pm

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Spear - PL 10

Strength 9, Stamina 9, Agility 2, Dexterity 0, Fighting 9, Intellect 0, Awareness 1, Presence 0

Advantages
Agile Feint, Defensive Roll, Improved Critical: Damage: Strength-based Damage 2, Improved Initiative, Move-by Action, Ranged Attack 8

Skills
Acrobatics 4 (+14/+6), Athletics 6 (+15), Intimidation 4 (+11/+7), Perception 8 (+9)

Powers
Energon Sword (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))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Pulse Rockets: Damage 12 (DC 27; Extended Range 6, Homing 2: 2 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Senses: Senses 1 (Extended: Sight 1: x10)
Transform
. . Dorygnathus: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Wings)
. . Jagged Tooth Beak: Strength-based Damage 2 (Linked; DC 26; Penetrating 11)
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+6), Acrobatics +8 (+14), Intimidation +4 (+11), Advantages: Agile Feint, Move-by Action)

Offense
Initiative +6
Damage: Strength-based Damage 2, +9 (DC 26)
Grab, +9 (DC Spec 19)
Jagged Tooth Beak: Strength-based Damage 2, +9 (DC 26)
Pulse Rockets: Damage 12, +8 (DC 27)
Throw, +8 (DC 24)
Unarmed, +9 (DC 24)

Languages
Native Language

Defense
Dodge 6/4, Parry 5, Fortitude 12, Toughness 14/13, Will 4

Power Points
Abilities 32 + Powers 95 + Advantages 10 + Skills 11 (22 ranks) + Defenses 12 = 160

Spear seems to be a grimly serious warrior compared to the brawling, bawling vikings that are the rest of the Dinobots. This is not because he is more focused and responsible than the rest of them, but rather that he finds it difficult to get the joke. He tries to puzzle out what they are laughing about now but is usually mystified. Actually a lot of what other Transformers do baffles him, they are forever up to bizarre antics that don't relate to their function. By Transformer standards Spear could be said to be autistic, though it works rather differently to how it is in humans for such an alien type of being. Rather than being unaware that other beings are intelligent agents Spear is not aware that he himself is an intelligent agent, he thinks and acts as a true robot, a mindless programmed drone with no internal consciousness. He doesn't think, he has no internal voice or self-reflection, he just follows the commands of his programming. This happens occasionally with Transformers, when they are being created their evolving software neurological structure sometimes doesn't form right and they end up as just a robot. Technical advisers have made Grimlock aware that Spear is a 'zombie' Transformer but he doesn't care, he functions perfectly well in battle, why scrap what works.

Gamebook
Posts: 4163
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Re: Gamebook's builds (hs5ias new thread): Dinobots

Post by Gamebook » Fri Aug 24, 2018 7:51 pm

Image

Spike - PL 11

Strength 11, Stamina 11, Agility 2, Dexterity 0, Fighting 8, Intellect 1, Awareness 0, Presence 0

Advantages
Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Vibro-bayonet: Strength-based Damage 1, Inventor, Ranged Attack 8, Skill Mastery: Treatment

Skills
Athletics 8 (+19), Perception 4 (+4), Technology 6 (+7), Treatment 6 (+7)

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)
Hydraulic Rams: Strength-based Damage 3 (DC 29)
. . Power-Lifting: Enhanced Strength 3 (Alternate; +3 STR; Limited to Lifting)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Plasma Pistol (Easily Removable)
. . Blast: Damage 10 (DC 25; Increased Range: ranged)
. . . . Vibro-bayonet: Strength-based Damage 1 (Alternate; DC 27, Advantages: Improved Critical; Penetrating 8)
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Transform
. . Iguanodon: Feature 1

Offense
Initiative +2
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +8 (DC 28)
Grab, +8 (DC Spec 21)
Hydraulic Rams: Strength-based Damage 3, +8 (DC 29)
Throw, +8 (DC 26)
Unarmed, +8 (DC 26)
Vibro-bayonet: Strength-based Damage 1, +8 (DC 27)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 14, Toughness 17, Will 3

Power Points
Abilities 34 + Powers 71 + Advantages 10 + Skills 12 (24 ranks) + Defenses 12 = 139

Spike is an unusual type of Dinobot, he is a medic and engineer. Normally the Dinobots regard such roles as unsuitable for their ranks, such non-combat roles are better handled by smaller, cheaper Autobots. Their great strength is needed in battle. Grimlock though recognizes that there is some need for a field medic for the Dinobots, that even his immensely tough, heavily armored and too-stupid-to-notice-pain warriors could do with some emergency patching after flattening a host of Decepticons before they get on with the next lot. A regular Autobot medic could never survive trying to keep up with the Dinobots though, he might well be destroyed just by all the Decepticon fire ricocheting off their thick hides. To this end he has Spike, a full-size Dinobot who can attend to his comrades in the heat of battle. He lumbers along behind the charging mass of Dinobots, stolidly carrying an enormous weight of spare parts and medical supplies which he uses to repair them whenever things calm down long enough. Often he has to repair Dinobots while they are still firing at the enemy so ferocious are they.

Spike also assists Wheeljack and other Autobot engineers in creating new Dinobots, interpreting and refining the half-baked ideas Grimlock is forever coming up with for new Dinobots. He also makes sure that what the Autobots build is suitably Dinobot-y i.e. aggressive to the point of being psychotic. More moderate Autobot engineers are often aghast at what Grimlock demands and have to be bullied into not watering it down into something more balanced and sane.

Gamebook
Posts: 4163
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Re: Gamebook's builds (hs5ias new thread): Dinobots

Post by Gamebook » Fri Aug 24, 2018 8:09 pm

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Spine - PL 10

Strength 10, Stamina 10, Agility 0, Dexterity 0, Fighting 8, Intellect 2, Awareness 0, Presence 0

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

Skills
Athletics 4 (+14), Expertise: Science 6 (+8), Perception 4 (+4), Technology 6 (+8), Treatment 6 (+8)

Powers
Energon Cutlass (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 27, 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))
Photon Rifle (Easily Removable)
. . Dazzle: Cumulative Affliction 11 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 21; Cumulative, Extended Range, Increased Range: ranged; Limited: Sight, Sense-dependent: Sight)
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Saw Blades: Strength-based Damage 2 (DC 27; Reaction 3: reaction)
Transform
. . Iguanodon: Feature 1

Offense
Initiative +0
Damage: Strength-based Damage 2, +8 (DC 27)
Dazzle: Cumulative Affliction 11, +8 (DC Will 21)
Grab, +8 (DC Spec 20)
Saw Blades: Strength-based Damage 2, +8 (DC 27)
Throw, +8 (DC 25)
Unarmed, +8 (DC 25)

Languages
Native Language

Defense
Dodge 2, Parry 4, Fortitude 13, Toughness 16, Will 3

Power Points
Abilities 28 + Powers 70 + Advantages 9 + Skills 13 (26 ranks) + Defenses 12 = 132

Spine is a sort of Dinobot Wheeljack, forever coming up with new designs for Transformers and their weapons. Most of these exist only on a data-screen, he lacks the resources, support and frankly technical ability to turn his dreams into reality. In any case most Dinobots are very conservative and traditionally minded and much prefer the simple, reliable weapons they have always used. They refuse to use experimental weapons or let anyone tinker with their beloved laser rifles and energon swords. Such weapons were good enough for the noble and heroic Transformers of ancient times and they take out Decepticons just as well today. Spine carrying a blinding weapon like a photon rifle is a source of derision for his fellows, in their view if you shoot a Decepticon in the face it should take off his head, not give him spots before his optical sensors.

Grimlock does make use of Spine's technical inclinations, having him work with Spike and the Autobot engineers on new and redesigned Dinobots. The massive sawblade on his back is actually meant for use as an industrial tool rather than a weapon, he usually employs it to saw various materials out of large blocks and ingots. He spends less time in battle than other Dinobots due to his technical duties and when he does fight is less impetuous than the rest of them. He often spends a lot of his time in action cutting out interesting and useful parts from Decepticon bases before his fellows wreck or collapse them.

Gamebook
Posts: 4163
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Re: Gamebook's builds (hs5ias new thread): Dinobots

Post by Gamebook » Sat Aug 25, 2018 4:37 pm

Image

Spiral - PL 10

Strength 8, Stamina 8, Agility 2, Dexterity 0, Fighting 7, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll, Improved Critical: Damage: Strength-based Damage 2, Improved Initiative, Move-by Action, Ranged Attack 8

Skills
Acrobatics 4 (+14/+6), Athletics 6 (+14), Perception 8 (+8)

Powers
Energon Claymore (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 25, 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))
Incendiary Missiles: Cloud Area Damage 10 (DC 25; Cloud Area: 15 feet radius sphere, DC 20, Extended Range 5, Increased Range: ranged; Unreliable (5 uses))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Extended: Sight 1: x10)
Transform
. . Dimorphodon: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Wings)
. . . . Barrel Roll: Flight 7 (Alternate; Speed: 250 miles/hour, 0.5 miles/round; Quirk: cannot attack, Wings)
. . Skilled Flier: Enhanced Trait 8 (Linked; Traits: Dodge +2 (+7), Acrobatics +8 (+14), Advantages: Agile Feint, Move-by Action)

Offense
Initiative +6
Damage: Strength-based Damage 2, +7 (DC 25)
Grab, +7 (DC Spec 18)
Incendiary Missiles: Cloud Area Damage 10 (DC 25)
Throw, +8 (DC 23)
Unarmed, +7 (DC 23)

Languages
Native Language

Defense
Dodge 7/5, Parry 4, Fortitude 11, Toughness 13/12, Will 3

Power Points
Abilities 26 + Powers 84 + Advantages 10 + Skills 9 (18 ranks) + Defenses 12 = 141

Spiral is titchy for a Dinobot, being only the same size as a regular Autobot. He is the fastest flier of all the pterosaurian Dinobots and so is often employed as an advance scout. Swoop tries hard to impress upon him that as a scout he must not fire on the enemy, his job is to observe and report back. There will be plenty of time for shooting later on when battle is joined. In combat he is often used to flank the Decepticons and launch his incendiary missiles at them when they are trying to withdraw as this can block their escape long enough for pursuing Dinobots to catch up to them. In aerial combat he fires his missiles so they explode ahead of his target, who thinks he has missed but then finds that the explosion is persisting when they fly into it.

The flying Dinobots rarely seek out dogfights, and if they do have to engage in them they prefer to stay close to the ground. Since they have flexible wings they can pull up and land much more abruptly than fixed wing Decepticon flyers. On occasion they have succeeded in tricking Decepticons into flying into the ground at speed by diving away when attacked and then holding the dive until they are almost on the deck. If the pursuing Decepticon gets too focused on catching the Dinobot he can find himself without enough altitude left to pull up or slow down sufficiently to transform and land safely. While a crash landing like this rarely destroys a Transformer it can damage and stun them enough to make finishing them off an easy prospect for the Dinobot they thought was their prey.

Given their low flight speed the biggest danger to flying Dinobots is a well-coordinated pair of Decepticon flyers. With their agility the pterosaur Dinobots can roll aside from Decepticon fire and missiles at the last moment and evade it. If they come under attack by two Decepticons who are skillful enough to coordinate their attacks from different angles though evading one will put them in the sights of the other. If this is the case they will land and take cover, conceding air superiority to the enemy. As Autobots the Dinobots are used to fighting under unfriendly skies however so this doesn't deter them from continuing operations.

Gamebook
Posts: 4163
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Re: Gamebook's builds (hs5ias new thread): Dinobots

Post by Gamebook » Sat Aug 25, 2018 4:48 pm

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Spit - PL 10

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

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

Skills
Athletics 8 (+16), Intimidation 4 (+7), Perception 4 (+4)

Powers
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 25, Advantages: Improved Critical; Penetrating 10)
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 Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 5 (+5 Toughness; Impervious [6 extra ranks])
Transform
. . Dilophosaurus: Feature 1
. . Fast Runner: Speed 1 (Linked; Speed: 4 miles/hour, 60 feet/round)
. . Jaws: Strength-based Damage 2 (Linked; DC 25; Penetrating 10)
. . Metal Combustion Chemical: Damage 10 (Linked; DC 25; Increased Range: ranged, Secondary Effect)

Offense
Initiative +6
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +9 (DC 25)
Grab, +9 (DC Spec 18)
Jaws: Strength-based Damage 2, +9 (DC 25)
Metal Combustion Chemical: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +9 (DC 23)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 11, Toughness 14/13, Will 3

Power Points
Abilities 30 + Powers 102 + Advantages 10 + Skills 8 (16 ranks) + Defenses 13 = 163

Spit hocks a very nasty fluorine-based chemical that can cause even iron to burn. The use of chemical weapons by the Transformers isn't common but happens enough to concern the humans. Since Transformers don't have a metabolism, lungs or skin they don't suffer the long-term effects that exposure to such weapons does for organic beings like humans so they regard them as just another weapon. The humans horror of them puzzled them at first until Autobot scientists realized how dangerous they were to humans and their environment. Even if no humans are directly harmed by them their reckless employment in battle can leave large areas dangerously contaminated, requiring lengthy and expensive clean-up procedures to remove them safely. Optimus Prime has received calls from his human allies to end the use of all chemical weapons by his troops, along with other dangerous to organics types of weapons such as radiation based ones. Prime is inclined to accede to this, he doesn't want to damage the Earth or his relations with the humans. Grimlock though just dismissed such notions out of hand, he will not be told what to do by scurrying little creatures he is doing the favor of saving from being ravaged by the Decepticons. Pointing out that the Transformers brought their war to this world uninvited doesn't impress him.

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

Post by Gamebook » Sat Aug 25, 2018 5:15 pm

Image

Splice - PL 11

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

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

Skills
Athletics 8 (+18), Perception 4 (+4), Persuasion 4 (+4)

Powers
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 27, 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)
High Explosive Missiles: Burst Area Damage 11 (DC 26; Burst Area: 30 feet radius sphere, DC 21, Extended Range 5, Increased Range: ranged; Unreliable (5 uses))
High-Energy Laser Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . Dinosaur Hybrid: Feature 1
. . Leaping: Leaping 3 (Linked; Leap 60 feet at 16 miles/hour)
. . . . Flight: Flight 5 (Alternate; Speed: 60 miles/hour, 900 feet/round; Gliding, Wings)
. . Movement: Movement 1 (Linked; Environmental Adaptation: Swamps)
. . Sharp Beak: Strength-based Damage 2 (Linked; DC 27; Penetrating 13, Reach (melee) 3: 15 ft.)
. . Swimming: Swimming 2 (Linked; Speed: 2 miles/hour, 30 feet/round)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +9 (DC 27)
Grab, +9 (DC Spec 20)
High Explosive Missiles: Burst Area Damage 11 (DC 26)
Sharp Beak: Strength-based Damage 2, +9 (DC 27)
Throw, +8 (DC 25)
Unarmed, +9 (DC 25)

Languages
Native Language

Defense
Dodge 2, Parry 5, Fortitude 13, Toughness 14, Will 3

Power Points
Abilities 26 + Powers 117 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 171

This bizarre Dinobot is the result of not closely supervising Wheeljack when he had dozens of newly awakened Dynobots to convert into Dinobots. The Dinobots assigned to work with him were called away by Grimlock to participate in a major action for which he considered every Dinobot was needed. When they got back they found this monstrosity waiting at their base, having been freshly delivered from Autobot City. Awkward and ungainly Splice can barely stay in the air, being able only to glide for limited distances. He lacks the power of the other sauropod Dinobots and cannot barge around recklessly like they do due to his vulnerable wings and being seriously under-armored for a Dinobot, a necessity to save weight as otherwise he would just drop like a stone rather than glide.

Too vulnerable to take his place in the battleline on the ground and quite unable to fight with any facility from the air Splice is nearly useless in battle by Dinobot standards. Grimlock regards him as an embarrassment and wonders what Wheeljack was thinking. Wheeljack says that he was trying to replicate the capabilities of his former hovertank mode. As Grimlock points out though hovertanks never worked on Cybertron either, they could never carry enough armor to function like a tank while not being mobile enough to make them useful aerial combatants. The only useful hover vehicles were light scout cars who could exploit the hovers ability to ignore rough terrain.

The unfortunate Splice spends most of his time on detached duties, away from the other Dinobots where Grimlock won't have to look at him. He is most often used as a security guard for Autobot bases, this undemanding duty being about all he is capable of. The regular Autobots don't think much of him either, he lacks the necessary mobility to keep up with their wheeled alt-modes and his alt-mode cannot pass unremarked by humans or Decepticons. He accepts all this this with gloomy resignation, doing his best to keep himself ready to repel Decepticon attacks.
Last edited by Gamebook on Sun Sep 16, 2018 3:17 pm, edited 1 time in total.

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

Post by Gamebook » Sun Aug 26, 2018 10:08 am

Image

Spoiler - PL 10

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

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

Skills
Acrobatics 4 (+6), Athletics 8 (+17), Intimidation 4 (+7), Perception 4 (+4), Technology 4 (+4)

Powers
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 26, Advantages: Improved Critical; Penetrating 10)
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))
Improvised Explosive Devices (Removable)
. . Blast: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged, Triggered: 1 use - Time fuse; Unreliable (5 uses))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Pulse Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Transform
. . Scutellosaurus: Feature 1
. . Speed: Speed 3 (Linked; Speed: 16 miles/hour, 250 feet/round)
. . . . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)

Offense
Initiative +2
Blast: Burst Area Damage 8 (DC 23)
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +8 (DC 26)
Grab, +8 (DC Spec 19)
Throw, +8 (DC 24)
Unarmed, +8 (DC 24)

Languages
Native Language

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

Power Points
Abilities 32 + Powers 79 + Advantages 9 + Skills 12 (24 ranks) + Defenses 12 = 144

Spoiler is a mad bomber of a Dinobot, forever throwing around his homemade explosive devices. The Dinobots have entire racks of properly made munitions, all the bombs and grenades you could want, he just prefers to make his own out of scavenged debris and repurposed industrial chemicals. In the early days of the Autobot-Decepticon war the Autobots often had to fight with improvised weapons and he keeps alive the skill of doing that. His ability to make a bomb out of nearly anything has actually proven useful to the Dinobots on a number of occasions. The major drawback to this bomb-making hobby of his is that such weapons and their manufacture are never as stable and safe as work done in a proper munitions plant. Every so often he blows himself and the surrounding area up. He is very heavily armored for a smaller Dinobot however so this rarely does him much harm, and his fellow Dinobots are similarly robust. They all treat these mishaps humorously, competing to see who can make the wittiest quip after an explosion. For other Autobots who have experienced this it just reinforces their view that the Dinobots are all crazy.

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

Post by Gamebook » Sun Aug 26, 2018 10:31 am

Image

Spoor - PL 10

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

Advantages
Defensive Roll, Fast Grab, Improved Critical: Damage: Strength-based Damage 1, Improved Critical: Elongated Jaws: Strength-based Damage 2, Ranged Attack 8

Skills
Acrobatics 4 (+6), Athletics 8 (+17), Intimidation 4 (+9/+7), Perception 8 (+8), Vehicles 8 (+8)

Powers
Energon Knives (Easily Removable)
. . Damage: Strength-based Damage 1 (DC 25, Advantages: Improved Critical; Penetrating 8, Split: 2 targets)
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))
Olfactory Sensors: Senses 4 (Acute: Scent, Analytical: Scent, Extended: Scent 1: x10, Tracking: Scent 1: -1 speed rank)
Protection: Protection 5 (+5 Toughness; Impervious [6 extra ranks])
Stun Rifle (Easily Removable)
. . Affliction: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Cumulative, Extended Range 2, Increased Range: ranged)
Transform
. . Baryonyx: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+9))
. . Elongated Jaws: Strength-based Damage 2 (Linked; DC 26, Advantages: Fast Grab; Penetrating 13, Reach (melee): 5 ft.)
. . Fast Runner: Speed 2 (Linked; Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +2
Affliction: Cumulative Affliction 10, +8 (DC Will 20)
Damage: Strength-based Damage 1, +9 (DC 25)
Elongated Jaws: Strength-based Damage 2, +9 (DC 26)
Grab, +9 (DC Spec 19)
Throw, +8 (DC 24)
Unarmed, +9 (DC 24)

Languages
Native Language

Defense
Dodge 4, Parry 5, Fortitude 13, Toughness 15/14, Will 5

Power Points
Abilities 30 + Powers 90 + Advantages 10 + Skills 16 (32 ranks) + Defenses 15 = 161

Spoor is a Dinobot hunter, tracking down Decepticon activity. The disguise Transformers sometimes have with their alt-mode can be given away by their exhaust emissions, which are very different to the substances given off by human vehicles. Also nearly all human vehicles have a strong smell of human mixed in with them which most Transformers don't have. Spoor likes the scent of organic life, he finds it complex and interesting compared to the usual scent of fuel and lubricating oils that are all most Transformers smell of. He is impressed by how organic life signals to each other using scents, something Transformers do not do. He has tried to advocate to Grimlock that the Dinobots should start using scent-based technology, their alt-modes would readily adapt to it.

Spoor is also the pilot for the Dinobot flagship, the Malevolent Fist. Unlike the rest of the crew he often disembarks to fight on foot, even handing over flying duties to other Dinobots. He dislikes being perpetually shut up in a big metal box and likes to get out to run and smell. His fellow crewmembers don't much understand this, they like the enclosed environment that keeps them away from the mucky surface of this world. He and his gunners sometimes get into arguments over their tendency to recklessly shoot up the natural environment of the Earth during strafing runs.
Last edited by Gamebook on Sun Sep 16, 2018 3:19 pm, edited 1 time in total.

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

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

Post by Gamebook » Sun Aug 26, 2018 12:06 pm

Image

Squall - PL 11

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

Advantages
Improved Critical: Spit Ice Chunks: Damage 10, Ranged Attack 8

Skills
Athletics 4 (+15), Perception 4 (+4), Persuasion 4 (+4)

Powers
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Pressure Gun (Easily Removable)
. . Move Object: Move Object 10 (25 tons, DC 25; Damaging, Extended Range 2; Limited Direction: Away)
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Razor-sharp Flippers: Strength-based Damage 2 (DC 28; Penetrating 13)
Senses: Senses 1 (Low-light Vision)
Torpedo Launcher: Damage 10 (DC 25; Custom: only functions underwater, Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Transform
. . Freeze Water: Cumulative Cone Area Affliction 10 (Linked; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Cone Area: 60 feet cone, DC 20, Cumulative, Custom: only functions underwater, Extra Condition; Limited Degree)
. . . . Spit Ice Chunks: Damage 10 (Alternate; DC 25; Custom: only functions underwater, Increased Range: ranged, Multiattack)
. . Plesiosaurus: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+6))
. . Swimming: Swimming 5 (Linked; Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +0
Freeze Water: Cumulative Cone Area Affliction 10 (DC Fort/Will 20)
Grab, +8 (DC Spec 21)
Move Object: Move Object 10, +8 (DC 25)
Razor-sharp Flippers: Strength-based Damage 2, +8 (DC 28)
Spit Ice Chunks: Damage 10, +8 (DC 25)
Throw, +8 (DC 26)
Torpedo Launcher: Damage 10, +8 (DC 25)
Unarmed, +8 (DC 26)

Languages
Native Language

Defense
Dodge 2, Parry 4, Fortitude 14, Toughness 17, Will 3

Power Points
Abilities 28 + Powers 130 + Advantages 9 + Skills 6 (12 ranks) + Defenses 12 = 185

Squall is unusual for a Dinobot in that his sense of humor extends to being able to laugh at himself. He will sometimes transform on land and play up his resulting ungainliness for laughs. In the water in his alt-mode he is a deadly fighter however with a variety of armaments. For a Dinobot he is actually nice, and without being weird about it like Sludge is. He has the friendly and protective attitude towards humans of the regular Autobots, not treating them with dismissive contempt and scaring them off like most other Dinobots do. Almost uniquely among the Dinobots he has friends outside of the Dinobots ranks and will associate with them in Autobot City. Normally the Dinobots rarely visit any of the Autobot cities, and they usually aren't welcome when they do as they are regarded as troublemakers. Lots of people know Squall though and they all like him. The other Dinobots regard this as a bit odd but Squall is too likable for them to hold this against him, and in any case he has it where it counts, in battle.

Gamebook
Posts: 4163
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Re: Gamebook's builds (hs5ias new thread): Dinobots

Post by Gamebook » Mon Aug 27, 2018 8:14 pm

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Squawk - PL 10

Strength 9, Stamina 9, Agility 2, Dexterity 0, Fighting 9, Intellect 0, Awareness 1, Presence 0

Advantages
Agile Feint, Defensive Roll, Improved Critical: Damage: Strength-based Damage 2, Move-by Action, Ranged Attack 9

Skills
Acrobatics 4 (+14/+6), Athletics 6 (+15), Perception 4 (+5)

Powers
Energon Sword (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))
Incendiary Flameburst Rockets: Cloud Area Damage 10 (DC 25; Cloud Area: 15 feet radius sphere, DC 20, Extended Range 5, Increased Range: ranged; Unreliable (5 uses))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Extended: Sight 1: x10)
Transform
. . Dsungaripterus: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Wings)
. . High Frequency Sonic Energy: Cumulative Perception Area Affliction 10 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Perception Area: DC 20 - Hearing, Cumulative; Limited: Hearing)
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+6), Acrobatics +8 (+14), Intimidation +4 (+7), Advantages: Agile Feint, Move-by Action)

Offense
Initiative +2
Damage: Strength-based Damage 2, +9 (DC 26)
Grab, +9 (DC Spec 19)
High Frequency Sonic Energy: Cumulative Perception Area Affliction 10 (DC Will 20)
Incendiary Flameburst Rockets: Cloud Area Damage 10 (DC 25)
Throw, +9 (DC 24)
Unarmed, +9 (DC 24)

Languages
Native Language

Defense
Dodge 6/4, Parry 5, Fortitude 12, Toughness 14/13, Will 4

Power Points
Abilities 32 + Powers 107 + Advantages 10 + Skills 7 (14 ranks) + Defenses 12 = 168

Dinobots don't generally talk much, many of them indeed communicating largely by grunting to each other. Squawk's motormouth ways therefore often grate on his fellow Dinobots. Fortunately he is up in the sky by himself most of the time. At the Dinobots's bases he and the other pterosaur Dinobots have a separate specialist barracks, 'The Cliff', up at the top of the base from where they can launch into flight. From there his chatter occasionally drifts down to the dark and dank pit that is the barracks of the rest of the Dinobots. He is far from the only pterosaur Dinobot to occasionally produce deafening screeches so that actually bothers his fellow Dinobots far less than the endless drivel he spouts. Many of the Dinobots feel that it is un-Dinoboty to talk so much and would like his voice amplifier turned off, it's not as if he ever says anything worth listening to.

Gamebook
Posts: 4163
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Re: Gamebook's builds (hs5ias new thread): Dinobots

Post by Gamebook » Mon Aug 27, 2018 8:26 pm

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Stagnant - PL 11

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

Advantages
Fast Grab, Improved Critical: Crocodilian Jaws: Strength-based Damage 2, Improved Critical: Damage: Strength-based Damage 2, Ranged Attack 8, Seize Initiative

Skills
Athletics 8 (+19), Intimidation 8 (+14/+12), Perception 4 (+4), Stealth 8 (+0)

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))
Lightning Gun (Easily Removable)
. . Electric Arc: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged)
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Transform
. . Crocodilian Jaws: Strength-based Damage 2 (DC 28, Advantages: Fast Grab; Penetrating 13, Reach (melee): 5 ft.)
. . Sarcosuchus: Enhanced Trait 1 (Traits: Intimidation +2 (+14))
. . Swimming: Swimming 3 (Speed: 4 miles/hour, 60 feet/round)

Offense
Initiative +0
Crocodilian Jaws: Strength-based Damage 2, +9 (DC 28)
Damage: Strength-based Damage 2, +9 (DC 28)
Electric Arc: Damage 10, +8 (DC Fort 25)
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 92 + Advantages 10 + Skills 14 (28 ranks) + Defenses 12 = 158

Personal hygiene is not a strong suit for many of the Dinobots. Many of them are encrusted with dirt and oil nearly all the time. It doesn't help that many of them like wallowing in the mud. Stagnant is usually draped with rotting vegetable matter which he uses as camouflage. Earth smells that are noxious to humans often mean nothing to a Transformer, or are even pleasant. They generally like the rotten egg stench of sulfur for example, and find it hard to perceive pungent animal smells as their olfactory sensors are not tuned to them.

As a warrior Stagnant is even more of an ambush predator than Slobber. He prefers to snatch lone Decepticons so they disappear leaving no trace and have no one see them go. This is part of his strategy of concealing his presence for as long as possible so the Decepticons don't get wary and stay in their bases or not go near the edge of the water if they do come out. If they are proving too cautious he will emerge to make an attack, often in robot mode so he can use his gun to disable them long enough for him to drag them back into the water. When the Dinobots march en masse though he will emerge to take his place in the battle line, he knows that there is a time to throw off concealment and declare yourself openly.

Gamebook
Posts: 4163
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Re: Gamebook's builds (hs5ias new thread): Dinobots

Post by Gamebook » Mon Aug 27, 2018 8:48 pm

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Stalker - PL 11

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

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

Skills
Athletics 8 (+19), Intimidation 4 (+10/+8), Perception 8 (+8)

Powers
Energon Rapier (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])
Transform
. . Jaws: Strength-based Damage 2 (Linked; DC 28, Advantages: Fast Grab; Penetrating 13)
. . Monolophosaurus: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+10))
. . Spark Frequency Scanner: Senses 6 (Linked; Acute: Spark frequency, Detect: Spark frequency 2: ranged, Extended: Spark frequency 1: x10, Tracking: Spark frequency 2: full speed)
. . Speed: Speed 1 (Linked; Speed: 4 miles/hour, 60 feet/round)
Vortex Cannon (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +9 (DC 28)
Grab, +9 (DC Spec 21)
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 91 + Advantages 11 + Skills 10 (20 ranks) + Defenses 12 = 154

All the Dinobots are fanatically devoted to their leader but most are not as reverent as Stalker is. They usually refer to their leader quite casually as 'Boss' where the regular Autobots always refer to their leader by name as 'Optimus' or 'Prime', only a few old (and possibly senile) veterans such as Ironhide call him 'Op'. The Dinobots in many ways are actually more ruled by Grimlock than Prime's Autobots are by him, they never debate or argue or offer policy suggestions of their own. All the Dinobots just wait for what Grimlock says, he doesn't have advisers, just aides to facilitate the transmission of his orders. This is partly a function of Grimlock's arrogant and domineering personality, and also because most of them are pretty dim and prefer not to strain their brainpower.

The Dinobots main issue with the Decepticons is not defeating them but engaging them. In the open field the Decepticons generally prefer to avoid the Dinobots, directly tangling with those behemoths rarely ends well for them. Stalker leads his fellows onto any Decepticons active in the vicinity and is able to distinguish between human machinery and a disguised Transformer. Grimlock tends to treat him almost like a hunting dog, letting him loose to run off after a signal and following on behind with a party of Dinobots. Stalker is ferocious enough that the Decepticon may be scrap metal by the time Grimlock and his hunting band catch up.

Gamebook
Posts: 4163
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Re: Gamebook's builds (hs5ias new thread): Dinobots

Post by Gamebook » Wed Aug 29, 2018 5:21 am

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Stash - PL 9

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

Advantages
Defensive Roll, Improved Critical: Claw Kick: Strength-based Damage 2, Improved Critical: Shoulder Mounted Launchers: Damage 10, Inventor, Move-by Action, Ranged Attack 8

Skills
Acrobatics 4 (+6), Athletics 8 (+16), Intimidation 4 (+7), Perception 4 (+4), Technology 6 (+8)

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))
Laser Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Shoulder Mounted Launchers: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged, Multiattack; Unreliable (5 uses))
Transform
. . Alxasaurus: Feature 1
. . Claw Kick: Strength-based Damage 2 (Linked; DC 25, Advantages: Improved Critical; Penetrating 10)
. . Fast Runner: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +2
Blast: Damage 10, +8 (DC 25)
Claw Kick: Strength-based Damage 2, +8 (DC 25)
Grab, +8 (DC Spec 18)
Shoulder Mounted Launchers: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 32 + Powers 97 + Advantages 12 + Skills 13 (26 ranks) + Defenses 12 = 166

The original Dynobots were made up of the roughest end of Cybertronian society since Grimlock was after the biggest, toughest, most belligerent Autobots he could find. Most Autobots of the period before the Autobot-Decepticon war were not like the large and warlike Transformers that humans have experience of on Earth. Instead they were quite small and delicate, transforming into various pieces of specialized industrial machinery for their assigned duties. The typical pre-war Transformer was only about ten feet tall and quite slender, though there were a lot of them, the Transformer population of Cybertron at its peak may have been over a trillion. The Decepticons massacred most of them and enslaved the rest in the early days of the war as they ravaged their way clear around the planet. The war on Cybertron was not divided into neat halves with a small no-mans land in between, instead the Decepticons overran almost the entire of Cybertron except for enclaves of Autobot resistance centered around fortified cities such as Iacon. It was from these enclaves that the Autobots slowly expanded and linked up their islands of territory, turning Cybertron into a patchwork of Autobot controlled or Decepticon dominated areas, with large uncontested regions neither side could afford to garrison.

On Earth Grimlock continues to take as recruits for conversion to Dinobots the troublemakers of the Autobot army. Generally Optimus Prime is all too happy to get rid of such nuisances. Discipline in the Dinobots is simultaneously lax and ferociously strict. Grimlock cares little what his Dinobots do day to day so long as they keep themselves ready for battle at his command. Those who fail to do so or defy his orders can expect no mercy however, he will subject them to a savage thrashing to assert his authority. Continue to defy him and he will kill you. If you just can't meet his expectations as a ferocious warrior though he will just kick you out back to the regular Autobots.

Stash is a small Dinobot but has a good appreciation for the tedious necessities of war i.e. logistics. The mass of the Dinobots are pure warriors with no interest in or ability at anything else. Non-Dinobot Autobot staff do all the support work for them, supervised by Dinobots like Stash. He also teaches new Dinobots the basics of their weapons and tactics, then they can pick up the rest for themselves when in action. Most Dinobots are far too impatient and lazy to spend hours teaching recruits how to swing an energon sword, they prefer to show how it is done by hacking apart Decepticons. In battle Stash is also an atypical Dinobot, relying on fire and maneuver to launch salvos of guided missiles at range, rather than a headlong charge into melee. He runs up to and disembowels Decepticons once they have been disabled by hits from his missiles.

Gamebook
Posts: 4163
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Re: Gamebook's builds (hs5ias new thread): Dinobots

Post by Gamebook » Wed Aug 29, 2018 5:33 am

Image

Stifle - PL 10

Strength 11, Stamina 10, Agility 0, Dexterity 0, Fighting 7, Intellect 0, Awareness 0, Presence 0

Advantages
Improved Aim, Improved Critical: Damage: Strength-based Damage 1, Ranged Attack 9

Skills
Athletics 4 (+15), Intimidation 4 (+8), Perception 8 (+8)

Powers
Energon Knife (Easily Removable)
. . Damage: Strength-based Damage 1 (DC 27, Advantages: Improved Critical; 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)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 5 (+5 Toughness; Impervious [5 extra ranks])
Transform
. . Archelosaurus: Feature 1
. . Frill Armor: Protection 2 (Linked; +2 Toughness; Impervious [2 extra ranks])
. . Nose Blade: Strength-based Damage 2 (Linked; DC 28; Penetrating 13)
Vertical Spikes: Strength-based Damage 2 (DC 28; Reaction 3: reaction)
Volt Pistol (Easily Removable)
. . Electric Arc: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged)

Offense
Initiative +0
Damage: Strength-based Damage 1, +7 (DC 27)
Electric Arc: Damage 10, +9 (DC Fort 25)
Grab, +7 (DC Spec 21)
Nose Blade: Strength-based Damage 2, +7 (DC 28)
Throw, +9 (DC 26)
Unarmed, +7 (DC 26)
Vertical Spikes: Strength-based Damage 2, +7 (DC 28)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 94 + Advantages 10 + Skills 8 (16 ranks) + Defenses 12 = 148

While the Dinobots are not known for their ranged firepower they are in general as good at ranged combat as the rest of the Autobots. Dinobots who are better shots are often assigned as gunners on the Malevolent Fist where good use can be made of their talents. In Stifle's case this was also because he is a poor melee fighter by Dinobot standards. Where regular Autobots spend hours on the shooting range the Dinobots prefer to brawl among themselves to hone their skills. These are not even formal bouts much of the time, they just pick fights with each other and have roiling brawls through their bases and across the countryside with every Dinobot in the area gleefully joining in the fun by hitting the nearest other Dinobot. The dust and clangor raised is incredible and the technicians have to knock out countless dents afterwards, but Grimlock makes no attempt to limit them as it toughens his troops and raises their morale.
Last edited by Gamebook on Fri Sep 14, 2018 8:35 pm, edited 1 time in total.

Gamebook
Posts: 4163
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Wed Aug 29, 2018 5:48 am

Image

Stigma - PL 11

Strength 11, Stamina 11, Agility 2, Dexterity 0, Fighting 8, Intellect 1, Awareness 0, Presence 0

Advantages
Improved Critical: Damage: Strength-based Damage 2, Ranged Attack 10

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

Powers
Dorsal Blade: Strength-based Damage 2 (DC 28; Penetrating 13, Reaction 3: reaction)
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])
Proton Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Transform
. . Flamethrower: Cone Area Damage 10 (Linked; DC 25; Cone Area: 60 feet cone, DC 20)
. . Ouranosaurus: Feature 1

Offense
Initiative +2
Blast: Damage 10, +10 (DC 25)
Damage: Strength-based Damage 2, +8 (DC 28)
Dorsal Blade: Strength-based Damage 2, +8 (DC 28)
Flamethrower: Cone Area Damage 10 (DC 25)
Grab, +8 (DC Spec 21)
Throw, +10 (DC 26)
Unarmed, +8 (DC 26)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 14, Toughness 17, Will 3

Power Points
Abilities 34 + Powers 109 + Advantages 10 + Skills 6 (12 ranks) + Defenses 12 = 171

Not every Dinobot likes being a Dinobot, some find such an alien alt-mode disturbing. They yearn for a more distinctively mechanical alt-mode and regret the transition from being Dynobots. A few of them have even quit Grimlock's service because of this. He makes no attempt to keep a reluctant Dinobot, he wants only those who are committed, they can just go back to being a regular Autobot. Stigma loves being a warrior under Grimlock and is sticking it out because of this but is desperate to win the war on Earth so they can all go back to Cybertron and stop being dinosaurs. This means that despite his permanently miserable and sour demeanor he is a ferocious warrior ever eager to get at the Decepticons. What he is unaware of is that Grimlock has no plans to ever give up himself or his troops being dinosaurs, even if they return to Cybertron. This eventual revelation may lead to a split in the Dinobots ranks and Stigma is a likely instigator of such an event.

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