Gamebook's builds (hs5ias new thread)

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

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

Post by Gamebook » Thu Aug 30, 2018 6:42 pm

Image

Storm - PL 11

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

Advantages
Improved Critical: Howitzer Shells: Burst Area Damage 6, Ranged Attack 8

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

Powers
Body Spikes: Strength-based Damage 2 (DC 28; Penetrating 13, Reaction 3: reaction)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Howitzer Gun (Easily Removable)
. . Howitzer Shells: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Extended Range 2, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Transform
. . Ampelosaurus: Feature 1

Offense
Initiative +0
Body Spikes: Strength-based Damage 2, +8 (DC 28)
Grab, +8 (DC Spec 21)
Howitzer Shells: Burst Area Damage 6 (DC 21)
Throw, +8 (DC 26)
Unarmed, +8 (DC 26)

Languages
Native Language

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

Power Points
Abilities 28 + Powers 79 + Advantages 9 + Skills 8 (16 ranks) + Defenses 12 = 136

Storm is another reluctant Dinobot who would have preferred to have stayed a Dynobot. A lot of Dinobots who are like this lack much in the way of special features in their dinosaur alt-mode which means they see their conversion as a downgrade. Grimlock's dinosaur obsession sometimes causes him to focus on recreating a new type of dinosaur rather than giving Wheeljack time to come up with suitable special abilities or weapons to go with the new alt-mode. The complex and carefully balanced range of capabilities that the Dynobots had is being compromised by this leading to some discontent in the ranks. Storm is a particularly bad example, his only special feature is a lot of large spikes all over him.This problem could be solved with a new program of upgrades to the existing Dinobots but currently Grimlock is more interested in rapidly expanding the ranks of his forces than revising existing designs.

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

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

Post by Gamebook » Thu Aug 30, 2018 6:59 pm

Image

Strife - PL 10

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

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

Skills
Acrobatics 4 (+7), Athletics 8 (+17), Intimidation 4 (+9/+7), Perception 4 (+4), Stealth 8 (+5)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Laser Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range, Increased Range: ranged)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . Irritator: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+9))
. . Jaws: Strength-based Damage 2 (Linked; DC 26; Penetrating 11)
. . Speed: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +7
Blast: Damage 10, +8 (DC 25)
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 6, Parry 6, Fortitude 12, Toughness 14/13, Will 3

Power Points
Abilities 36 + Powers 66 + Advantages 13 + Skills 14 (28 ranks) + Defenses 12 = 141

Where most Dinobots are big and bludgeoning or small and ferocious, Strife is small and sneaky. He relies on stealth and sabotage to fight, often targeting not Decepticon warriors but their support workers such as the Constructicons. He appreciates that destroying the resources that support the Decepticon war machine is often more effective than taking out Decepticon warriors on the field of battle. The fight that is most easily won is the one that never takes place at all because the enemy was unable to construct the necessary weapons. His need to operate with stealth means that he is a loner compared to the normally gregarious Dinobots, operating on his own missions or on the periphery of other larger operations. He does coordinate his actions however, and is often included as part of Grimlock's plans.

For all their reputation for wild and heedless head-on attacks the Dinobots often execute surprisingly complex and sophisticated operations, attacking from many different directions and in many ways at once. Often they will soften up a target first with a lengthy campaign of sabotage and intimidation. The final mad charge is intended to break the will to fight of an already weakened and demoralized opponent by demonstrating the great size and power of the Dinobots against an opponent who now lacks the resources to effectively repel it. This means that instead of the Dinobots charging into carefully prepared massed firepower the Decepticons often break and flee in disorder as panic spreads through their ranks because they consider that they have already lost the means to resist.
Last edited by Gamebook on Fri Sep 14, 2018 8:36 pm, edited 1 time in total.

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

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

Post by Gamebook » Thu Aug 30, 2018 7:26 pm

Image

Striker - PL 11

Strength 11, Stamina 11, Agility 2, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

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

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

Powers
Dual Laser Blasters (Easily Removable)
. . Linked Effects
. . . . Blast: Damage 10 (Linked; DC 25; Extended Range, Increased Range: ranged)
. . . . Blast: Damage 10 (Linked; DC 25; Extended Range, 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 6 (+6 Toughness; Impervious [6 extra ranks])
Transform
. . Allosaurus: Enhanced Trait 1 (Traits: Intimidation +2 (+10))
. . Jaws: Strength-based Damage 2 (DC 28, Advantages: Fast Grab; Penetrating 13)
. . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . Spit Crunched Up Metal Ball
. . . . Damage: Damage 8 (Linked; DC 23; Increased Range: ranged; Activation: move action)
. . . . Knockback: Affliction 8 (Linked; 1st degree: Hindered, 2nd degree: Prone, DC 18; Alternate Resistance (Dodge), Increased Range: ranged; Activation: move action, Limited Degree)

Offense
Initiative +2
Blast: Damage 10, +10 (DC 25)
Blast: Damage 10, +10 (DC 25)
Damage: Damage 8, +10 (DC 23)
Damage: Strength-based Damage 2, +9 (DC 28)
Grab, +9 (DC Spec 21)
Jaws: Strength-based Damage 2, +9 (DC 28)
Knockback: Affliction 8, +10 (DC Dog/Fort/Will 18)
Throw, +10 (DC 26)
Unarmed, +9 (DC 26)

Languages
Native Language

Defense
Dodge 4, Parry 5, Fortitude 14, Toughness 17, Will 3

Power Points
Abilities 34 + Powers 119 + Advantages 10 + Skills 8 (16 ranks) + Defenses 12 = 183

Striker was a professional sports player before the Autobot-Decepticon war, a common activity and form of entertainment for Transformers. They were exercises in programming and engineering skill by rival Transformer factions, seeing who could come up with the best performing Transformer designs. The act of sabotage that triggered the Vos-Tarn war that led to the creation of the Decepticon movement was performed by members of a sports team. The large, strong and athletic designs used for Transformer sport were often closely related to the latest military designs, indeed sporting competitions were often used as a way to test new design advances and prototypes against the best rivals could come up with. Megatron himself was nominally a Transformer built for sport, although in his case it was for violent gladiatorial games where Transformers battled with energon weapons. The increasing violence of Transformers sports is now recognized by historians as an indicator of the rising tensions between the Transformer city-states that eventually led to war.

When the Autobot-Decepticon war broke out Grimlock expanded the Dynobots ranks as fast as he could, making use of emergency conscription powers granted to him by the ruling council of Iacon to draft in every large and strong Autobot he could find. Though it was a very long time ago now Striker still remembers his days on the pitch fondly and intends to resume his interrupted playing career when the Decepticons are defeated and there is peace again.

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

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

Post by Gamebook » Sat Sep 01, 2018 3:51 am

Image

Strobe - PL 10

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

Advantages
Agile Feint, Defensive Roll, Fast Grab, Improved Critical: Damage: Strength-based Damage 2, Improved Initiative, Move-by Action, Ranged Attack 10

Skills
Acrobatics 4 (+14/+6), Athletics 6 (+15), Perception 8 (+8), Stealth 8 (+3)

Powers
Air-to-air missiles: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; 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))
Optical Blasts: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Extended: Sight 1: x10)
Transform
. . Gallodactylus: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Wings)
. . . . Glide: Flight 6 (Alternate; Speed: 120 miles/hour, 1800 feet/round; Subtle: subtle; Gliding, Wings)
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+6), Acrobatics +8 (+14), Intimidation +4 (+7), Advantages: Agile Feint, Move-by Action)
. . Toothed Beak: Strength-based Damage 1 (Linked; DC 25, Advantages: Fast Grab)

Offense
Initiative +6
Air-to-air missiles: Damage 10, +10 (DC 25)
Damage: Strength-based Damage 2, +9 (DC 26)
Grab, +9 (DC Spec 19)
Optical Blasts: Damage 10, +10 (DC 25)
Throw, +10 (DC 24)
Toothed Beak: Strength-based Damage 1, +9 (DC 25)
Unarmed, +9 (DC 24)

Languages
Native Language

Defense
Dodge 6/4, Parry 5, Fortitude 12, Toughness 14/13, Will 3

Power Points
Abilities 30 + Powers 107 + Advantages 12 + Skills 13 (26 ranks) + Defenses 12 = 174

Strobe is one of the stealthy Dinobots so tends to operate separately from the other Dinobots, even other pterosaur alt-mode ones. While the pterosaur Dinobots cannot crash and stomp about most of them frequently let out deafening screeches. Strobe by contrast rarely vocalizes while in his alt-mode. In battle he will often turn off his thrusters and glide silently in to take Decepticons unawares. Rather than slicing with a sharp beak he uses the heavy jaws of his alt-mode to grab Decepticons and haul them into the air briefly before dropping them, a tactic he especially favors when they are standing near a drop or steep slope. Obviously this attack only works on Decepticons who can't fly.

The Dinobots are not really the place for a quieter or more sensitive soul. Strobe's annoyance at his rambunctious fellows is leading him to consider shifting to operating under the command of Optimus Prime instead. He doesn't want to convert from being a Dinobot, he likes his current alt-mode and its capabilities. This does the raise the question of whether being under the command of Grimlock is an essential part of being a Dinobot. An outright deserter from the war would be hunted down and destroyed by the other Dinobots, but transferring to another unit is not desertion. The Dinobots are Autobots, they all regard themselves as such, and Strobe would still be an Autobot with a 'dinosaur' alt-mode.

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

Post by Gamebook » Sat Sep 01, 2018 4:02 am

Image

Sulphur - PL 10

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

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

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

Powers
Energon Spear (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 26; Penetrating 11, Reach (melee): 5 ft.)
Fire Breath: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20)
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))
Incinerator Missiles: Damage 8 (DC 23; Extended Range 4, Homing 2: 2 extra attempts, Increased Range: ranged, Secondary Effect; Unreliable (5 uses))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Pulse Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Senses: Senses 1 (Extended: Sight 1: x10)
Transform
. . Burning Wing Trail: Line Area Damage 8 (Linked; DC 23; Line Area: 5 feet wide by 30 feet long, DC 18, Reaction 3: reaction; Limited: to when flying, Limited: to directly behind)
. . Head Crest: 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)
. . Thalassodromedus: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Wings)

Offense
Initiative +6
Blast: Damage 10, +8 (DC 25)
Burning Wing Trail: Line Area Damage 8 (DC 23)
Damage: Strength-based Damage 2, +9 (DC 26)
Fire Breath: Cone Area Damage 10 (DC 25)
Grab, +9 (DC Spec 19)
Head Crest: Strength-based Damage 2, +9 (DC 26)
Incinerator Missiles: Damage 8, +8 (DC 23)
Throw, +8 (DC 24)
Unarmed, +9 (DC 24)

Languages
Native Language

Defense
Dodge 6/4, Parry 5, Fortitude 12, Toughness 14/13, Will 3

Power Points
Abilities 30 + Powers 155 + Advantages 10 + Skills 11 (22 ranks) + Defenses 12 = 218

Flamethrowers are a common weapon among the Dinobots but Sulphur is the only pterosaur Dinobot who has one. He is generally obsessed with incendiary weapons, preferring to burn Decepticons whenever possible, though he also carries a set of conventional Dinobot weapons as well. Like many of the pterosaur Dinobots he is a bit quieter and more thoughtful. Most of the large ground-based Dinobots are great bellowing titans, while the smaller, raptor-mode Dinobots are manic killers. He can be overlooked among the screeching, trumpeting cacophony until he ignites his weapons when he blazes out like a phoenix. He is really just as showy as the rest of the Dinobots, just in his own unique way.

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

Post by Gamebook » Sat Sep 01, 2018 4:21 am

Image

Sump - 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, Ranged Attack 8

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

Powers
Energon Axe (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 28, Advantages: Improved Critical; Penetrating 13)
Frill Armor: Protection 2 (+2 Toughness; Impervious [2 extra ranks])
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])
Proton-Beam Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Transform
. . Horns: Strength-based Damage 2 (DC 28; Penetrating 13)
. . Oil Gush
. . . . Ignite: Cone Area Damage 6 (Linked; DC 21; Cone Area: 60 feet cone, DC 16, Triggered: 1 use - Ignition; Quirk: can only be triggered)
. . . . Slime: Cone Area Affliction 6 (Linked; 1st degree: Hindered, Impaired, 2nd degree: Prone, Defenseless, DC 16; Alternate Resistance (Dodge), Cone Area: 60 feet cone, DC 16, Extra Condition, Secondary Effect; Limited Degree)
. . Pentraceratops: 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)
Ignite: Cone Area Damage 6 (DC 21)
Slime: Cone Area Affliction 6 (DC Dog/Fort/Will 16)
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 116 + Advantages 9 + Skills 10 (20 ranks) + Defenses 12 = 175

Sump was originally an oil worker back on Cybertron, wading about in the oil pits processing raw mineral oils into Transformer lubricants. He actually has to keep himself soaked in oil at all times as his system is not oil sealed, it freely lets oil in and out of his workings. When you are meant to spend all your time up to your neck in oil it wasn't necessary for his design to have the elaborate oil retention and circulation system of other Transformers. Inside his exterior shell he is just full of oil, like a great barrel of the stuff. As he moves about his lack of gaskets means that he constantly leaks the stuff, coating his exterior and dripping it everywhere. His oil gush weapon is actually an oil-pumping system he used to transfer the oil around in his old job, he now uses it as a weapon. The oil doesn't burn very hot as it is lubricant rather than high-octane fuel but its slick and slimy nature means that it renders Decepticons nearly helpless as they lose all friction.

When not in combat Sump is the Dinobots lubricants officer, spending his time in their oil storage tanks. He can re-lubricate other Transformers in the field if necessary, which is useful as part of field repairs as oil leakage is a common problem for damaged Transformers. He supplements his oil supply if he runs low by sucking out the oil from Decepticons he has ripped open with his horns, simply reversing his oil pump system. Most of the other Dinobots aren't bothered by his slimy nature as they tend to be like that themselves, especially the sauropods.
Last edited by Gamebook on Sun Nov 25, 2018 8:36 am, edited 1 time in total.

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

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

Post by Gamebook » Sun Sep 02, 2018 5:51 am

Image

Sunder - PL 13

Strength 13, Stamina 13, Agility 0, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

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

Skills
Athletics 8 (+21), Intimidation 4 (+9), Perception 4 (+4)

Powers
Acoustic Blaster (Easily Removable)
. . Affliction: Cumulative Affliction 10 (1st degree: Impaired, Dazed, 2nd degree: Disabled, Stunned, 3rd degree: Unaware, Incapacitated, Resisted by: Will, DC 20; Cumulative, Extended Range 2, Extra Condition, Increased Range: ranged; Limited: Hearing, Sense-dependent: Hearing)
Growth: Growth 10 (+10 STR, +10 STA, +5 Intimidate, -10 Stealth, -5 active defenses, +2 size ranks, +10 mass ranks, +1 ; Innate; Permanent)
Huge Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 30, Advantages: Improved Critical; Penetrating 15, Reach (melee) 3: 15 ft.)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Transform
. . Argentinosaurus: Feature 1
. . Earthquake Walk (Burst Area 2: 60 feet radius sphere, DC 23, Reaction 3: reaction)

Offense
Initiative +0
Affliction: Cumulative Affliction 10, +8 (DC Will 20)
Damage: Strength-based Damage 2, +9 (DC 30)
Grab, +9 (DC Spec 23)
Throw, +8 (DC 28)
Unarmed, +9 (DC 28)

Languages
Native Language

Defense
Dodge 1, Parry 4, Fortitude 16, Toughness 19, Will 3

Power Points
Abilities 30 + Powers 140 + Advantages 9 + Skills 8 (16 ranks) + Defenses 12 = 199

The largest of the sauropod Dinobots Sunder can generate devastating earthquakes just walking along. Unfortunately he is also possibly the stupidest of all the Dinobots while being capable of wreaking this mass destruction. Grimlock has to keep a close eye on him to make sure he doesn't end up flattening his own side or inadvertently destroy human towns. Once in position though and sent stomping forward he can sweep up Decepticon forces in a maelstrom of shockwaves and flying debris. Other Dinobots advance in his wake and finish off the dazed survivors. His armored vastness means that many Decepticon weapons are totally ineffective against him, often he doesn't even notice he is being shot as his senses are rather dull in any case. In robot mode he carries an outsize energon sword which he swings in great sweeps, making foes jump back and meaning other Dinobots keep clear of him too.

Like Sludge Sunder is a gentle giant of a Dinobot and tries very hard to be a good soldier, not being bad tempered and prone to irrational violence. Grimlock normally approves of this but in Sunder's case he wishes he wouldn't as Sunder isn't bright enough to think for himself. Every time he comes up with his own plan of action he invariably wreaks havoc on his own side. He functions best when only doing exactly what he is told to do and just standing stock still in place when not. The most common order he receives is actually 'stay there!'. Apart from this he is well liked by the other Dinobots who out of combat when he is safe to be around include him in their activities and look after him. They don't tease him like they do Sludge as he doesn't have a goofy attitude towards humans. In fact Sunder often forgets that the humans exist or even that he is on Earth, often referring to them being on Cybertron, mistaking local geography or human buildings for places he dimly remembers from Cybertron. When other Dinobots point out the humans he peers myopically down at the scurrying little creatures, then steps around them with exaggerated care.

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

Post by Gamebook » Sun Sep 02, 2018 6:06 am

Image

Suplex - PL 11

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

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

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

Powers
Energon Sabre (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])
Sonic Force Blaster (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Transform
. . Body Blades: Strength-based Damage 1 (Linked; DC 27; Reaction 3: reaction)
. . Struthiosaurus: Feature 1
. . Tail Mace: Strength-based Damage 2 (Linked; DC 28; Penetrating 13, Reach (melee): 5 ft.)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Body Blades: Strength-based Damage 1, +9 (DC 27)
Damage: Strength-based Damage 2, +9 (DC 28)
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 4, Fortitude 14, Toughness 18, Will 3

Power Points
Abilities 28 + Powers 90 + Advantages 11 + Skills 6 (12 ranks) + Defenses 12 = 147

A lot of Dinobots love being Dinobots, they regard themselves as being the elite of the Autobot army and enjoying a special position as evidenced by their separate organization and the leadership of Grimlock. They do tend to look down on or pity regular Autobots who have to suffer with such small and weak bodies and do so much menial work while they go into battle bigger and badder than any other Transformers and have servants to do all the tedious jobs. Suplex likes challenging the larger Autobots to practice bouts to hone his skills and demonstrate the superiority of the Dinobots. Obviously taking on regular car Autobots is pointless, those little guys are about as much challenge in melee as knocking over skittles. He prefers to square up to Autobots such as Ultra Magnus or Optimus Prime designs, or Omega Supreme. Even for a Dinobot those guys are a bit much however and several of his fellows usually need to pile in to help him out. The Autobots he challenges are often willing to engage as it gives them the opportunity to get in some combat training against opponents they can really cut loose on, Dinobots never complain about being bashed about.

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

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

Post by Gamebook » Sun Sep 02, 2018 6:23 am

Image

Swathe - PL 11

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

Advantages
Defensive Roll, Fast Grab, Improved Critical: Damage: Strength-based Damage 1, Improved Critical: Damage: Strength-based Damage 1, Improved Critical: Jaws: Strength-based Damage 2, Improved Trip, Ranged Attack 4

Skills
Acrobatics 4 (+7), Athletics 8 (+17), Close Combat: Energon Knives 1 (+12), Intimidation 6 (+9), Perception 4 (+4), Stealth 4 (+1)

Powers
Energon Knives (Easily Removable)
. . Damage: Strength-based Damage 1 (DC 25, Advantages: Improved Critical; Penetrating 10, Split: 2 targets)
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])
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 +3
Damage: Strength-based Damage 1, +12 (DC 25)
Grab, +11 (DC Spec 19)
Jaws: Strength-based Damage 2, +11 (DC 26)
Throw, +4 (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 62 + Advantages 8 + Skills 14 (27 ranks) + Defenses 14 = 138

All Dinobots are capable melee fighters but some take it to an extreme, rarely using firearms, such as Suplex who often has to be reminded that he has a blaster and when to use it. Swathe though does not even carry any sort of ranged weapon, not so much as a pistol. He relies instead on his great fighting skill and high speed. He can shred Decepticons if he catches them on the ground but is vulnerable to being stymied by more mobile Decepticons. To avoid this he often circles and attacks unexpectedly from a flank in concert with his fellow raptor Dinobots, charging Decepticons from the back while they are focused on the mass of other giant Dinobots attacking frontally.

Swathe never says very much, instead just staring coldly while fiddling with his beloved knives. If he does want to express something rather than speak he prefers to slash a symbol into the nearest available surface, such as a rock, a metal bulkhead of a Transformer base or the shell of a nearby Decepticon. Transformers don't write with an alphabet, instead they form complex sigils which convey information in a compressed form by the angle and placement of lines and dots relative to each other. The human practice of having a set of symbols each of which has a definite meaning is regarded as crude and inefficient, but suitable for creatures whose mental processes are not adapted to mass information processing. How humans think often baffles Transformers, they seem intuitively brilliant, effortlessly performing mental feats far beyond all but the most intelligent of Transformers, while at the same time often needing mechanical aids to solve the simplest of mathematical operations.
Last edited by Gamebook on Sun Nov 25, 2018 8:40 am, edited 1 time in total.

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

Post by Gamebook » Tue Sep 04, 2018 5:54 am

Image

Sweeper - PL 9

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

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

Skills
Athletics 4 (+13), Intimidation 4 (+11/+7), Perception 8 (+8)

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))
Laser Pistol (Easily Removable)
. . Blast: Damage 10 (DC 25; Increased Range: ranged)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Extended: Sight 1: x10)
Transform
. . Flier: Enhanced Trait 7 (Linked; Traits: Dodge +1 (+3), Acrobatics +4 (+4), Intimidation +4 (+11), Advantages: Agile Feint, Move-by Action)
. . Ion Pulse: Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Extended Range 2, Increased Range: ranged, Multiattack)
. . Tupandactylus: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Wings)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +7 (DC 26)
Grab, +7 (DC Spec 19)
Ion Pulse: Affliction 10, +8 (DC Will 20)
Throw, +8 (DC 24)
Unarmed, +7 (DC 24)

Languages
Native Language

Defense
Dodge 3/2, Parry 3, Fortitude 12, Toughness 13, Will 3

Power Points
Abilities 22 + Powers 103 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 153

The pterosaur Dinobots seem prone to melancholy, often regarding themselves as isolated, lonely figures. This may be something of a romantic affectation, it being part of their ego to cast themselves as a Byronic hero. Pretty much all the Dinobots regard themselves as mighty heroes, and part of being a hero is tragedy, that attempts at great heroic deeds often require the death of the hero and even then often end in failure. Win or lose, succeed or fail, even to die having accomplished nothing but the dismay and ruin of friends, a hero is magnificent because he conducts himself with courage and conviction. This is how the Dinobots conceptualize the Autobot-Decepticon war, as an arena for their greatness, even if they die in fighting it. Other Autobots just want to win the war and enjoy the peace, the Decepticons are at heart cowards who want to win easily, only the Dinobots dream of mighty deaths that will echo down Transformer history.

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

Post by Gamebook » Tue Sep 04, 2018 6:09 am

Image

Swipe - PL 10

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

Advantages
Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Razor Fins: Strength-based Damage 1, Move-by Action, Ranged Attack 8

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

Powers
Energon Cutlass (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))
Laser Pistol (Easily Removable)
. . Blue Laser: Damage 10 (DC 25; Feature: function underwater, Increased Range: ranged)
Protection: Protection 5 (+5 Toughness; Impervious [6 extra ranks])
Razor Grenades: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Feature: function underwater, Increased Range: ranged, Triggered: 1 use - Touch; Unreliable (5 uses))
Senses: Senses 1 (Low-light Vision)
Transform
. . Razor Fins: Strength-based Damage 1 (Linked; DC 25, Advantages: Improved Critical; Penetrating 10)
. . Swimming: Swimming 6 (Linked; Speed: 30 miles/hour, 500 feet/round)
. . Temnodontosaurus: Feature 1

Offense
Initiative +2
Blue Laser: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +9 (DC 26)
Grab, +9 (DC Spec 19)
Razor Fins: Strength-based Damage 1, +9 (DC 25)
Razor Grenades: Burst Area Damage 10 (DC 25)
Throw, +8 (DC 24)
Unarmed, +9 (DC 24)

Languages
Native Language

Defense
Dodge 4, Parry 5, Fortitude 12, Toughness 14, Will 3

Power Points
Abilities 30 + Powers 102 + Advantages 9 + Skills 8 (16 ranks) + Defenses 12 = 161

Swift and graceful underwater the ichthyosaur Dinobots run rings around even the Seacons. They have a particular talent for leaping out of the water to attack Decepticons, being able to breach, transform into robot mode and fire their pistol or slash with their energon sword while sailing through the air, then transform back before they hit the water surface so they don't lose their forward momentum in the water. They can attack in rapid succession with this technique, letting them fight out of water even when far from land. It also makes them a difficult prospect for return fire by Decepticons. Most firearms are stopped dead by bodies of water, munitions tend to break up or detonate on impacting water and energy beams disperse as they heat the water as they are designed for being fired through air. Specially designed lower velocity weapons such as torpedoes are needed for underwater combat.

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

Post by Gamebook » Tue Sep 04, 2018 6:24 am

Image

Swoop - 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 9, Startle

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

Powers
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))
Missile Launchers: Burst Area Damage 10 (DC 25; Burst Area: 30 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)
Thermal Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 26, Advantages: Improved Critical; Penetrating 11)
Transform
. . Pteranodon: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Wings)
. . 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)
Missile Launchers: Burst 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 5

Power Points
Abilities 32 + Powers 87 + Advantages 12 + Skills 11 (22 ranks) + Defenses 13 = 155

Swoop feels the wariness other Autobots display around the Dinobots keenly. Many of the Dinobots revel in being intimidating even to other Autobots, or just treat them with condescension or even contempt as warriors inferior to them. Swoop seems to think that it is his monstrous alt-mode that is the problem but actually the other Autobots aren't bothered by this, it is rather the Dinobots great size and bullish ways that bother them. The Dinobots are so unlike most other Autobots with their arrogance and boldness that they find them and the way they fight almost incomprehensible. Coordinating the two forces in battle is pretty much impossible so they fight as two separate armies. The most the regular Autobots can do is take advantage of the havoc that the Dinobots wreak on the Decepticons, mounting follow up offensives while the Decepticons are reeling from their latest attack. At other times they get the Dinobots to intervene against Decepticon forces that are besieging one of their bases or cities simply by alerting them that there are Decepticons to fight. Demanding or even requesting the Dinobots assistance isn't possible, they fight only according to the dictates of Grimlock, who rarely even listens to Autobot communiques.

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

Post by Gamebook » Wed Sep 05, 2018 10:21 pm

Image

Synchro - PL 11

Strength 11, Stamina 11, Agility 0, Dexterity 0, Fighting 9, Intellect 0, Awareness 1, Presence 1

Advantages
Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Razor Fins: Strength-based Damage 2, Inspire, Leadership, Move-by Action, Ranged Attack 10

Skills
Athletics 4 (+15), Insight 4 (+5), Intimidation 4 (+11/+9), Perception 4 (+5), Persuasion 4 (+5)

Powers
Dual Laser Rifles (Easily Removable)
. . Linked Effects
. . . . Blast: Damage 10 (Linked; DC 25; Extended Range 2, Increased Range: ranged)
. . . . Blast: Damage 10 (Linked; 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 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Low-light Vision)
Transform
. . Ceresiosaurus: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+11))
. . Razor Fins: Strength-based Damage 2 (Linked; DC 28, Advantages: Improved Critical; Penetrating 13, Reach (melee): 5 ft.)
. . Swimming: Swimming 5 (Linked; Speed: 16 miles/hour, 250 feet/round)

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

Languages
Native Language

Defense
Dodge 2, Parry 5, Fortitude 14, Toughness 17, Will 4

Power Points
Abilities 34 + Powers 103 + Advantages 13 + Skills 10 (20 ranks) + Defenses 12 = 172

Synchro is the commander of the aquatic Dinobots who need their own sub-commander as Grimlock is not in a position to direct them personally, both due to not being able to operate readily underwater and having little comprehension of aquatic warfare in any case. In combat he is capable enough in underwater melee but lacks special abilities. Of the aquatic Dinobots he is much the most inclined to surface and fight in robot mode, often doing this to act as a link between the actions of the land Dinobots and the troops of his own command. His alt-mode is of course useless out of water so he is more inclined to fight with rifle and energon sword. He is a deadly gunner, being able to effectively dual-wield laser rifles.

The aquatic Dinobots are very loyal to him which arouses the suspicions of Grimlock at times, he does not want any of his subordinates thinking of becoming independent from the main body of the Dinobots. These suspicions are unfounded however, Synchro is committed to the integration of the aquatic Dinobots as an essential component of the greater Dinobot army. He knows that they operate far more effectively with the support of the rest of the Dinobots, and with Grimlock's ability to procure resources to maintain and expand their forces.

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

Post by Gamebook » Wed Sep 05, 2018 10:39 pm

Image

Syntax - PL 11

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

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

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

Powers
Data Cassette Storage: Feature 1
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))
Laser Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 7 (+7 Toughness; Impervious [6 extra ranks])
Radio Spike Antennas: Senses 6 (Analytical: Radio, Extended: Radio 4: x10k, Radio)
Relay Station: Radio Area Communication Perception (One Sense) 3 (Area, Perception (One Sense): Audio, Rapid, Subtle: encrypted)
. . Radio Area Jamming: Perception Area Nullify 10 (Alternate; Counters: Radio, DC 20; Perception Area: DC 20 - Radio, Simultaneous; Reduced Range: close)
Transform
. . Body Spikes: Strength-based Damage 1 (Linked; DC 27; Reaction 3: reaction)
. . Saurapelta: Feature 1
. . Shoulder Spikes: Strength-based Damage 2 (Linked; DC 28; Penetrating 12)
. . Tail Electro-spikes: Strength-based Damage 1 (Linked; DC 27; Reach (melee): 5 ft., Secondary Effect; Unreliable (5 uses))

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)
Radio Area Jamming: Perception Area Nullify 10 (DC Will 20)
Shoulder Spikes: Strength-based Damage 2, +8 (DC 28)
Tail Electro-spikes: 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 118 + Advantages 9 + Skills 6 (12 ranks) + Defenses 12 = 173

As Dinobot communications officer he does much less actual communications work in combat than many other Autobots in such roles. Grimlock doesn't do much commanding in battle, preferring to give his warriors their head. He regards adjusting your plans in light of what the enemy is doing is for weaklings who can't just trample straight over their foes. Against pretty much any tactic the Decepticons try the Dinobots just bull through with their superior armor and strength. Dinobot attacks are so sudden and unrelentingly aggressive that the Decepticons are not given any time to collect their wits and lay an ambush or trap. The Dinobots penchant for just literally dropping in (from the jump bays of the Malevolent Fist) on top of the heart of the Decepticons defenses magnifies this shock effect.

This suits Syntax as he much prefers to fight than spending all his time enciphering and deciphering dispatches and trying to get them through Decepticon radio interference. The main use of his cassettes is not to file and disseminate operational plans and logistical schemes but to record the heroic deeds of the Dinobots so they can be recounted later at Dinobot celebrations of victory. Grimlock dislikes relying on radio transmissions, his warriors are terrible at making reports during battle as they get caught up in the action and in any case he can't be bothered to stand around reading while there is fighting to be had. Grimlock leads the Dinobots as a mass from the front where he can simply see what his warriors are doing.

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

Post by Gamebook » Sat Sep 08, 2018 6:37 pm

Image

The Dinominions are Syntax's cassettes, which of course are all Dinobots as well.

Backslash - PL 8

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

Advantages
Ranged Attack 8

Skills
Athletics 4 (+10), Intimidation 4 (+6)

Powers
Dual Autocannons: Damage 8 (DC 23; Extended Range 2, Increased Range: ranged, Multiattack)
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 4 (+4 Toughness; Impervious [4 extra ranks])
Transform
. . Magnetic Cassette: Enhanced Trait 1 (Linked; Advantages: Eidetic Memory)
. . Shrink to cassette: Shrinking 20 (Linked; -5 STR, -10 Intimidate, +20 Stealth, +10 active defenses, -5 size ranks, -2 speed ranks; Side Effect 2: always - Immobile and insensible)

Offense
Initiative +0
Dual Autocannons: Damage 8, +8 (DC 23)
Grab, +6 (DC Spec 16)
Throw, +8 (DC 21)
Unarmed, +6 (DC 21)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 11, Toughness 12, Will 2

Power Points
Abilities 24 + Powers 66 + Advantages 8 + Skills 4 (8 ranks) + Defenses 11 = 113

Backslash is styled as a Stegosaurus but of course is much smaller than a historical one. A Thagomizer would be ineffective for him so he relies instead on dual autocannons. He is a stolid gunner, gray in appearance and personality. A perpetual pessimist he constantly makes doleful remarks about how badly the war is going, his many and varied personal mechanical problems which no one seems to care about, and how his data storage is full up again with a lot of garbled nonsense. For all that he does provide effective supporting fire to his more exuberant fellow Dinominions.

Break - PL 9

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

Advantages
Power Attack, Ranged Attack 8

Skills
Athletics 4 (+11), Intimidation 6 (+8), Perception 4 (+4)

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Horn: Damage 2 (DC 17; Penetrating 9)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Missile Racks: Damage 8 (DC 23; Extended Range 3, Homing: 1 extra attempt, Increased Range: ranged)
Protection: Protection 5 (+5 Toughness; Impervious [4 extra ranks])
Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Transform
. . Magnetic Cassette: Enhanced Trait 1 (Linked; Advantages: Eidetic Memory)
. . Shrink to cassette: Shrinking 20 (Linked; -5 STR, -10 Intimidate, +20 Stealth, +10 active defenses, -5 size ranks, -2 speed ranks; Side Effect 2: always - Immobile and insensible)
. . Vibration: Damage 10 (Linked; DC 25; Limited: to equipment he is inside)

Offense
Initiative +0
Grab, +8 (DC Spec 17)
Horn: Damage 2, +8 (DC 17)
Missile Racks: Damage 8, +8 (DC 23)
Throw, +8 (DC 22)
Unarmed, +8 (DC 22)
Vibration: Damage 10, +8 (DC 25)

Languages
Native Language

Defense
Dodge 4, Parry 6, Fortitude 10, Toughness 12, Will 2

Power Points
Abilities 28 + Powers 79 + Advantages 9 + Skills 7 (14 ranks) + Defenses 11 = 134

While small for a Transformer Break is very strong and aggressive, far more so than a cassette normally. Cassette Transformers are usually lightweight so as not to weight down the Transformer that has to carry them. This is not a consideration for the Dinobots so they are nearly solid lumps of metal the better to protect the supposedly valuable information they carry. Break particularly likes wrecking stuff and will often attempt to charge through the walls of Decepticon bases for the fun of it and to see if there are any Decepticons on the other side.

Fate - PL 8

Strength 6, Stamina 6, Agility 1, Dexterity 0, Fighting 4, Intellect 0, Awareness 0, Presence 0

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

Skills
Athletics 4 (+10), Intimidation 4 (+6), Perception 4 (+4)

Powers
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 [4 extra ranks])
Pterodactyl: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)
Senses: Senses 1 (Extended: Vision 1: x10)
Skilled Flier: Enhanced Trait 10 (Traits: Dodge +2 (+7), Acrobatics +8 (+9), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
Transform
. . Magnetic Cassette: Enhanced Trait 1 (Linked; Advantages: Eidetic Memory)
. . Shrink to cassette: Shrinking 20 (Linked; -5 STR, -10 Intimidate, +20 Stealth, +10 active defenses, -5 size ranks, -2 speed ranks; Side Effect 2: always - Immobile and insensible)
Wingtip Laser Cannons: Damage 7 (DC 22; Extended Range, Increased Range: ranged, Multiattack)

Offense
Initiative +1
Grab, +4 (DC Spec 16)
Throw, +8 (DC 21)
Unarmed, +4 (DC 21)
Wingtip Laser Cannons: Damage 7, +8 (DC 22)

Languages
Native Language

Defense
Dodge 7/5, Parry 2, Fortitude 9, Toughness 9/8, Will 2

Power Points
Abilities 18 + Powers 75 + Advantages 8 + Skills 6 (12 ranks) + Defenses 11 = 118

Pterosaurs came in many sizes, they weren't all huge. Fate is too slow to dogfight most Decepticons fliers. Instead he performs low-level strafing attacks against Decepticons. He is small and agile enough to fly around inside human buildings without crashing into things and often uses them to cover his approach, popping out a window or vent to gun Decepticons in the back. Lightly built and with vulnerable extended wings he is used in a scouting role by Syntax. He generally cannot resist a parting volley against the Decepticons when his mission is finished however. This has in the past given his presence away and he has been pursued by Decepticons eager to catch a spy and courier. So far he has always managed to evade pursuit long enough to reach the main body of the Dinobots, at which point his pursuers, if still with him, have had to beat a hasty retreat from all the full-sizre Dinobots.

Fullstop - PL 8

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

Advantages
Ranged Attack 8

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

Powers
Dual Autocannons: Damage 8 (DC 23; Extended Range 2, Increased Range: ranged, Multiattack)
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))
Long Thrashing Tail (Reach (melee): 5 ft.)
Mobile Neck: Senses 1 (Radius: Vision)
Protection: Protection 4 (+4 Toughness; Impervious [4 extra ranks])
Transform
. . Magnetic Cassette: Enhanced Trait 1 (Linked; Advantages: Eidetic Memory)
. . Shrink to cassette: Shrinking 20 (Linked; -5 STR, -10 Intimidate, +20 Stealth, +10 active defenses, -5 size ranks, -2 speed ranks; Side Effect 2: always - Immobile and insensible)

Offense
Initiative +0
Dual Autocannons: Damage 8, +8 (DC 23)
Grab, +6 (DC Spec 17)
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 10, Toughness 11, Will 2

Power Points
Abilities 24 + Powers 68 + Advantages 8 + Skills 7 (14 ranks) + Defenses 11 = 118

Fullstop looks a bit odd as an Apatosaurus that is the size of a small car rather than a small ship. He tries to stomp heavily along but he just can't shake the earth like his larger cousins. He instead relies on his guns and being able to crack his elongated tail like a whip. He is often assigned to patrol the perimeter of Dinobot bases as he is stolid and patient and his eyesight is very good atop his long and flexible neck.

Numlock - PL 9

Strength 7, Stamina 7, Agility 1, Dexterity 0, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 8

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

Powers
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))
Jaws: Strength-based Damage 2 (DC 24)
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Target-Locking Anti-aircraft Battery: Damage 6 (DC 21; Extended Range 2, Increased Duration: concentration, Increased Range: ranged, Multiattack)
Transform
. . Encryption: Immunity 2 (Linked; Uncommon Descriptor: Mind Reading)
. . Magnetic Cassette: Enhanced Trait 1 (Linked; Advantages: Eidetic Memory)
. . Shrink to cassette: Shrinking 20 (Linked; -5 STR, -10 Intimidate, +20 Stealth, +10 active defenses, -5 size ranks, -2 speed ranks; Side Effect 2: always - Immobile and insensible)

Offense
Initiative +1
Grab, +8 (DC Spec 17)
Jaws: Strength-based Damage 2, +8 (DC 24)
Target-Locking Anti-aircraft Battery: Damage 6, +8 (DC 21)
Throw, +8 (DC 22)
Unarmed, +8 (DC 22)

Languages
Native Language

Defense
Dodge 5, Parry 6, Fortitude 10, Toughness 9, Will 2

Power Points
Abilities 30 + Powers 67 + Advantages 8 + Skills 8 (16 ranks) + Defenses 11 = 124

Numlock is used as a data courier by Syntax, carrying information from one location to another securely. He has encrypted memory banks to ensure that Decepticons like Soundwave cannot read the information from him. For a Dinominion he is a powerful combatant, being capable of overwhelming most full-size Decepticons in close assault. His guns are oriented to the anti-air role as it is Decepticon fliers who usually seek to intercept traveling Autobots. Many a Decepticon who has spotted him and dived to the attack have thought that this will be an easy battle only to get a nasty shock.

Shift - PL 8

Strength 4, Stamina 4, Agility 3, Dexterity 0, Fighting 8, Intellect 0, Awareness 0, Presence 0

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

Skills
Acrobatics 6 (+9), Athletics 8 (+12), Intimidation 4 (+5), Perception 4 (+4)

Powers
Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Jaws: Strength-based Damage 2 (DC 21)
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
Transform
. . Magnetic Cassette: Enhanced Trait 1 (Linked; Advantages: Eidetic Memory)
. . Shrink to cassette: Shrinking 20 (Linked; -5 STR, -10 Intimidate, +20 Stealth, +10 active defenses, -5 size ranks, -2 speed ranks; Side Effect 2: always - Immobile and insensible)
Twin Laser Pistoles: Damage 6 (DC 21; Increased Range: ranged, Multiattack)

Offense
Initiative +7
Grab, +8 (DC Spec 14)
Jaws: Strength-based Damage 2, +8 (DC 21)
Throw, +8 (DC 19)
Twin Laser Pistoles: Damage 6, +8 (DC 21)
Unarmed, +8 (DC 19)

Languages
Native Language

Defense
Dodge 8, Parry 7, Fortitude 7, Toughness 8/6, Will 2

Power Points
Abilities 30 + Powers 57 + Advantages 16 + Skills 11 (22 ranks) + Defenses 11 = 125

Shift is a battlefield messenger, carrying simple missives in the heat of combat. He is by far the smallest of the Dinominions and is a very hard target to hit, scampering with great speed and agility across the maelstrom of a Dinobot battlefield. He is actually life-size for a raptor dinosaur, being about equivalent in scale to a historical Deinonychus. Other raptor Dinobots tend to be rather larger than they were in reality. Most Dinobots though have alt-modes that fairly closely correspond to their historical models in size which is feasible for large beings like Transformers. Shift may be small but he is also ferocious, if Decepticons attempt to waylay him he will leap onto them and bite at their face, digging in with the hooked claws on his feet. As soon as he can though he will return to carrying his message, he is single-mindedly devoted to his role.

Strikethrough - PL 9

Strength 7, Stamina 7, Agility 1, Dexterity 0, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 8

Skills
Athletics 6 (+13), Intimidation 4 (+6), Perception 6 (+6), Stealth 6 (+3)

Powers
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))
Jaws: Strength-based Damage 2 (DC 24)
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Spy Missiles: Remote Sensing 13 (Affects: 2 Types, inc. Visual - Audio, Visual, Range: 30 miles; Medium: Missiles)
Transform
. . Magnetic Cassette: Enhanced Trait 1 (Linked; Advantages: Eidetic Memory)
. . Shrink to cassette: Shrinking 20 (Linked; -5 STR, -10 Intimidate, +20 Stealth, +10 active defenses, -5 size ranks, -2 speed ranks; Side Effect 2: always - Immobile and insensible)

Offense
Initiative +1
Grab, +8 (DC Spec 17)
Jaws: Strength-based Damage 2, +8 (DC 24)
Throw, +8 (DC 22)
Unarmed, +8 (DC 22)

Languages
Native Language

Defense
Dodge 5, Parry 6, Fortitude 10, Toughness 9, Will 2

Power Points
Abilities 30 + Powers 65 + Advantages 8 + Skills 11 (22 ranks) + Defenses 11 = 125

Strikethrough is a very unusual thing for a Dinobot, even a Dinominion, he is a spy. Instead of charging into combat he skulks around seeking targets to launch his spy missiles against. He actually avoids combat as much as possible, slinking away from confrontations which is a very un-Dinoboty thing to do. If cornered though he is as ferocious as any Dinobot though he seeks to break out and escape rather than destroy his enemies. When not spying on Decepticons as they go about their bases or conduct operations he is a battlefield carrion scavenger. He uses his spy missiles during battles to survey the field for disabled Decepticons who have been abandoned by their side. He then seeks them out and bites chunks off them as they lie there helpless. He keeps apart from his fellow Dinominions who regard him as weird and creepy.

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