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

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Gamebook
Posts: 4168
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Sep 08, 2018 7:05 pm

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Savage - PL 12

Strength 12, Stamina 11, Agility 2, Dexterity 0, Fighting 10, Intellect 1, Awareness 1, Presence 2

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

Skills
Acrobatics 4 (+6), Athletics 8 (+20), Intimidation 8 (+16/+14), Perception 4 (+5)

Powers
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 29, Advantages: Improved Critical; Penetrating 15)
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])
Roundhead (Easily Removable)
. . Grenade Launcher
. . . . Acid-burst: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Extended Range 2, Increased Range: ranged, Secondary Effect)
. . . . Concussion: Cumulative Burst Area Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere, DC 16, Cumulative, Extended Range 2, Increased Range: ranged)
. . . . High Explosive: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Extended Range 2, Increased Range: ranged)
. . . . Transform: Summon 6 (Heroic, Mental Link)
Transform
. . Jaws: Strength-based Damage 2 (Linked; DC 29, Advantages: Fast Grab; Penetrating 15)
. . Tyrannosaurus Rex: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+16))

Offense
Initiative +2
Acid-burst: Burst Area Damage 6 (DC 21)
Concussion: Cumulative Burst Area Affliction 6 (DC Fort 16)
Damage: Strength-based Damage 2, +10 (DC 29)
Grab, +10 (DC Spec 22)
High Explosive: Burst Area Damage 8 (DC 23)
Jaws: Strength-based Damage 2, +10 (DC 29)
Throw, +8 (DC 27)
Unarmed, +10 (DC 27)

Languages
Native Language

Defense
Dodge 4, Parry 6, Fortitude 15, Toughness 17, Will 5

Power Points
Abilities 46 + Powers 89 + Advantages 15 + Skills 12 (24 ranks) + Defenses 14 = 176

Roundhead - PL 6

Strength 4, Stamina 4, Agility 2, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Improved Critical: Armored Skullcap: Strength-based Damage 2, Improved Initiative, Improved Trip

Skills
Athletics 6 (+10), Intimidation 4 (+5), Perception 4 (+4)

Powers
Armored Skullcap: Strength-based Damage 2 (DC 21, Advantages: Improved Trip; Penetrating 6)
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))
Pachycephalosaurus: Feature 1
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +6
Armored Skullcap: Strength-based Damage 2, +6 (DC 21)
Grab, +6 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +6 (DC 19)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 33 + Advantages 3 + Skills 7 (14 ranks) + Defenses 9 = 76

When the Headmasters were invented Grimlock categorically forbade any of his Dinobots from undergoing the process. He was not prepared to entrust weaklings such as humans with the power of the Dinobots. Also Grimlock is personally incapable of tolerating anyone else from having any form of control over his Dinobots. He and he alone commands them.

When the Targetmasters were invented however that was a different matter. Grimlock saw the Targetmasters as not commanding but a partnership. While he won't accept orders from anyone else or allow any others to give orders to his troops he has always been willing to cooperate with worthy allies. The prospect of increased firepower for his Dinobots naturally attracted his interest. He put up five new recruits for the process, giving them alt-modes bases on himself and his first four troopers to see how things worked out.

Savage uses Roundhead to saturate the battlefield with grenades to stun and disorient the Decepticons ahead of a Dinobot charge. Rather than stowing his gun when he transforms he has Roundhead charge in with him, directing him to kneecap Decepticons while he goes for the face. By the time these two maniacs have finished the unfortunate Decepticon is usually little better than metal filings.

Gamebook
Posts: 4168
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Sep 08, 2018 7:15 pm

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Shade - PL 10

Strength 9, Stamina 9, Agility 2, Dexterity 0, Fighting 9, 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 9

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

Powers
Cluster Rockets: Burst Area Damage 8 (DC 23; Burst Area 2: 60 feet radius sphere, DC 18, Extended Range 4, Increased Range: ranged; Unreliable (5 uses))
Dinoblast (Easily Removable)
. . Multiple-barreled Repeater Cannon
. . . . Blast: Damage 8 (DC 23; Extended Range 2, Increased Range: ranged, Multiattack)
. . . . Transform: Summon 6 (Heroic, Mental Link)
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])
Senses: Senses 1 (Extended: Sight 1: x10)
Thermal Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 26, Advantages: Improved Critical; Penetrating 11)
Transform
. . Pterodactyl: 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
Blast: Damage 8, +9 (DC 23)
Cluster Rockets: Burst Area Damage 8 (DC 23)
Damage: Strength-based Damage 2, +9 (DC 26)
Grab, +9 (DC Spec 19)
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 30 + Powers 107 + Advantages 11 + Skills 11 (22 ranks) + Defenses 13 = 172

Dinoblast - PL 6

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

Advantages
Agile Feint, Evasion, Hide in Plain Sight, Teamwork

Skills
Acrobatics 6 (+8), Athletics 8 (+12), Perception 8 (+8), Stealth 8 (+8)

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))
Parasauropholus: Feature 1
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +2
Grab, +4 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +4 (DC 19)

Languages
Native Language

Defense
Dodge 6, Parry 3, Fortitude 6, Toughness 6, Will 2

Power Points
Abilities 20 + Powers 26 + Advantages 4 + Skills 15 (30 ranks) + Defenses 9 = 74

Shade can't carry his Targetmaster partner when in his alt mode, for a gun he is too large and heavy and would seriously impair his flying characteristics. Instead Dinoblast scuttles about on the ground, keeping to cover while spotting targets for Shade's ground attacks. Shade uses him in his gun mode only when he lands to finish off the Decepticons he has disabled with air attacks. Being a ground gunner is an unusual role for a pterosaur Dinobot, normally they don't carry guns, only missiles and energon swords.

Gamebook
Posts: 4168
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Re: Gamebook's builds (hs5ias new thread): Dinobots

Post by Gamebook » Sat Sep 08, 2018 7:27 pm

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Skewer - 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, Power Attack, Ranged Attack 8

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

Powers
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 28, Advantages: Improved Critical; Penetrating 13)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Muzzlebreak (Easily Removable)
. . Heavy Assault Rifle
. . . . High-Explosive Rounds: Damage 12 (DC 27; Extended Range 2, Increased Range: ranged)
. . . . Transform: Summon 6 (Heroic, Mental Link)
Protection: Protection 5 (+5 Toughness; Impervious [5 extra ranks])
Transform
. . Flamethrower: Cone Area Damage 11 (Linked; DC 26; Cone Area: 60 feet cone, DC 21)
. . Frill Armor: Protection 2 (Linked; +2 Toughness; Impervious [2 extra ranks])
. . Horns: Strength-based Damage 2 (Linked; DC 28; Penetrating 13)
. . Triceratops: Feature 1

Offense
Initiative +0
Damage: Strength-based Damage 2, +9 (DC 28)
Flamethrower: Cone Area Damage 11 (DC 26)
Grab, +9 (DC Spec 21)
High-Explosive Rounds: Damage 12, +8 (DC 27)
Horns: Strength-based Damage 2, +9 (DC 28)
Throw, +8 (DC 26)
Unarmed, +9 (DC 26)

Languages
Native Language

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

Power Points
Abilities 28 + Powers 111 + Advantages 10 + Skills 10 (20 ranks) + Defenses 13 = 172

Muzzlebreak - PL 6

Strength 4, Stamina 4, Agility 2, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Evasion, Fast Grab, Improved Critical: Jaws: Strength-based Damage 2, Improved Initiative

Skills
Acrobatics 4 (+6), Athletics 6 (+10), Intimidation 4 (+5), Perception 4 (+4)

Powers
Dilophosaurus: Feature 1
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, Advantages: Fast Grab; Penetrating 6)
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +6
Grab, +6 (DC Spec 14)
Jaws: Strength-based Damage 2, +6 (DC 21)
Throw, +0 (DC 19)
Unarmed, +6 (DC 19)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 34 + Advantages 4 + Skills 9 (18 ranks) + Defenses 9 = 80

As a Targetmaster Skewer has an unusually powerful gun, which he then goes on to hardly ever use. Like Slag he conducts combat almost entirely in his alt-mode. Only when under specific orders from Grimlock does he go into battle without transforming. He uses his Targetmaster partner as a fighting assistant rather than as a gun, having him lurk at his heels and then bite the faces off Decepticons he has downed with his horns or flamethrower. Muzzlebreak is a vicious little bully, hiding behind the armored bulk of Skewer and only emerging to attack helpless opponents. He actually likes being fired at Decepticons but is too afraid of Skewer's temper to ever suggest it as a tactic. Instead he carries on an incessant low-level sycophancy to try and ingratiate himself with a boss who never wanted him. Skewer takes no notice of it, or him generally, regarding his expensive Targetmaster partner as being no better than a scraplet.

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

Post by Gamebook » Sat Sep 08, 2018 7:39 pm

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Stab - PL 11

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

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

Skills
Athletics 8 (+20), Intimidation 4 (+8), Perception 4 (+4)

Powers
Electromagnetic Charge Panels: Enhanced Trait 4 (Traits: Strength +1 (+12), Stamina +1 (+12); Distracting)
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])
Snubnose (Easily Removable)
. . Double-barreled Scatter Gun: Cone Area Damage 8 (DC 23; Cone Area 2: 120 feet cone, DC 18, Split: 2 targets)
. . . . Bayonet: Strength-based Damage 2 (Alternate; DC 29, Advantages: Improved Critical; Penetrating 13)
. . . . Transform: Summon 6 (Alternate; Heroic, Mental Link)
Transform
. . Stegosaurus: Feature 1
. . Thagomizer: Strength-based Damage 2 (Linked; DC 29; Penetrating 13, Reach (melee) 3: 15 ft.)

Offense
Initiative +0
Bayonet: Strength-based Damage 2, +8 (DC 29)
Double-barreled Scatter Gun: Cone Area Damage 8 (DC 23)
Grab, +8 (DC Spec 22)
Thagomizer: Strength-based Damage 2, +8 (DC 29)
Throw, +8 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

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

Power Points
Abilities 28 + Powers 81 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 137

Stab really likes his Targetmaster partner, staying in his robot mode most of the time so he can use him. He has come to prefer the massive axe bayonet fitted to him over his alt-mode's Thagomizer. He stuns Decepticons over a wide area with a scatter blast then charges in, trying to lay out as many Decepticons as possible with wild swings.

Unlike Snarl he is not dependent on solar radiation to supplement his energy supply, instead he can choose to supercharge himself using electricity generated by his back plates. That this scrambles his own circuits he regards as a fair trade for the greatly increased strength and endurance it gives him. His Targetmaster Dinobot fellows regard him as a crazy 'juicer', an old Transformer term for the Cybertronian equivalent of a drug addict, one hooked on blasting all sorts of (often harmful) energies into himself for the thrill of it. Like Snarl's misuse of the added power from his solar panels this damages his internal systems so he needs much more maintenance than other Dinobots. That Grimlock makes no attempt to stop him from doing this is a source of despair and anger for conscientiousness Autobot medics and technicians such as Ratchet, First-Aid and Hoist.

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

Post by Gamebook » Sat Sep 08, 2018 7:52 pm

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Stomp - PL 11

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

Advantages
Ranged Attack 8

Skills
Athletics 8 (+20), Perception 4 (+4), Technology 4 (+4)

Powers
Growth: Growth 9 (+9 STR, +9 STA, +4 Intimidate, -9 Stealth, -5 active defenses, +2 size ranks, +9 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Silosaur (Easily Removable)
. . Rocket Launcher
. . . . 'Bunker-buster' warheads: Damage 14 (DC 29; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction; Unreliable (5 uses))
. . . . Transform: Summon 6 (Heroic, Mental Link)
. . Scanning Array: Senses 6 (Extended: Vision 2: x100, Penetrates Concealment: Vision)
Transform
. . Diplodocus: Feature 1
. . Groundshatter (Linked; Burst Area 2: 60 feet radius sphere, DC 21)
. . Movement: Movement 1 (Linked; Environmental Adaptation: Swamps)
. . Swimming: Swimming 2 (Linked; Speed: 2 miles/hour, 30 feet/round)

Offense
Initiative +0
'Bunker-buster' warheads: Damage 14, +8 (DC 29)
Grab, +8 (DC Spec 22)
Throw, +8 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

Defense
Dodge 1, Parry 3, Fortitude 15, Toughness 18, Will 3

Power Points
Abilities 28 + Powers 91 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 147

Silosaur - PL 6

Strength 5, Stamina 4, Agility 0, Dexterity 0, Fighting 5, Intellect -2, Awareness 0, Presence 0

Advantages
All-out Attack, Improved Critical: Mace Tail: Strength-based Damage 2

Skills
Athletics 4 (+9)

Powers
Ankylosaurus: Feature 1
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))
Mace Tail: Strength-based Damage 2 (DC 22; Penetrating 8)
Protection: Protection 4 (+4 Toughness; Impervious [4 extra ranks])

Offense
Initiative +0
Grab, +5 (DC Spec 15)
Mace Tail: Strength-based Damage 2, +5 (DC 22)
Throw, +0 (DC 20)
Unarmed, +5 (DC 20)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 6, Toughness 8, Will 2

Power Points
Abilities 16 + Powers 36 + Advantages 2 + Skills 2 (4 ranks) + Defenses 9 = 65

Most Targetmaster's are based on the mind engrams of a human. In Silosaur's case though investigation by Autobot technicians has shown that he was patterned on the brain of a goat, a carbon-based lifeform kept by humans that is intellectually barely above a ball-bearing. Since Stomp isn't much better the two get on excellently. When not in combat they just stand around in their alt-modes, mindlessly chewing on coarse Earth vegetation while staring vacantly off into the middle-distance. This behavior often baffles other Dinobots, who think with their constant head-dipping and chewing they must be trying to eat their own legs. So far none of them has been interested enough in this moronic pair to find out what they are actually doing. While normally Grimlock doesn't encourage 'being clever' in most of his warriors he is a bit embarrassed by just how dim they are and makes sure that they never get to speak to any Autobots and reinforce their belief in Dinobot stupidity.

Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

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

Post by Jabroniville » Sun Sep 09, 2018 1:22 am

Heh- clever way for the artist to use the Generation 2 colour schemes.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Sep 10, 2018 7:50 pm

Image

Image

Metamorpho - PL 10

Strength 9, Stamina 10, Agility 2, Dexterity 2, Fighting 8, Intellect 2, Awareness 1, Presence 2

Advantages
Benefit, Ambidexterity, Diehard, Evasion, Extraordinary Effort, Fast Grab, Great Endurance, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Ranged Attack 4, Taunt

Skills
Acrobatics 4 (+6), Athletics 6 (+15), Deception 6 (+8), Insight 4 (+5), Investigation 4 (+6), Perception 6 (+7), Persuasion 4 (+6), Sleight of Hand 6 (+8), Stealth 4 (+6), Technology 6 (+8), Vehicles 4 (+6)

Powers
Chemical Elemental
. . Broad Spectrum Vision: Senses 3 (Infravision, Low-light Vision, Ultravision)
. . Chemical Analysis: Senses 5 (Acute: Chemical, Analytical: Chemical, Detect: Chemical 1, Tracking: Chemical 2: full speed)
. . Chemical Golem: Immunity 13 (Aging, Critical Hits, Life Support; Limited - Half Effect)
. . Continually Reform: Regeneration 10 (Every 1 round)
. . Enhanced Hearing: Senses 2 (Extended: Hearing 1: x10, Ultra-hearing)
. . Percolate: Movement 1 (Permeate 1: speed rank -2)
. . Protection: Protection 2 (+2 Toughness)
. . Regenerate from a speck: Immortality 1 (Return after 2 weeks)
. . Sticky: Movement 2 (Wall-crawling 2: full speed)
Shapeshifting
. . Extrude: Extra Limbs 3 (3 extra limbs, Advantages: Improved Grab)
. . Hand Maces: Strength-based Damage 3 (DC 27; Variable Descriptor: close group - any physical)
. . Loop: Movement 1 (Swinging)
. . Shapeshift: Morph 4 (+20 Deception checks to disguise; Any form)
. . Stretch: Elongation 1 (Elongation: 15 feet, +1 to grab)
Transmutation
. . Chemical Reaction: Transform 10 (Affects: Broad > Broad - Chemical, Transforms: 800 lbs., DC 20; Increased Duration: continuous, Precise, Reversible)
. . Gaseous Form
. . . . Diffusion: Movement 1 (Permeate 1: speed rank -2)
. . . . Insubstantial: Insubstantial 2 (Gaseous; Precise)
. . . . Knockout Gas: Cumulative Cloud Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cloud Area: 15 feet radius sphere, DC 20, Cumulative)
. . . . . . Smoke Cloud: Cloud Area Concealment Attack 10 (Alternate; All Olfactory Senses, All Visual Senses, Extra Ranks 4, DC 20; Cloud Area: 15 feet radius sphere, DC 20, Attack: Fortitude)
. . . . Waft: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
. . Liquid Form
. . . . Anaesthetic: Progressive Shapeable Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Shapeable Area: 30 cft., DC 20, Progressive)
. . . . Diffuse: Swimming 4 (Speed: 8 miles/hour, 120 feet/round)
. . . . . . Flow: Speed 4 (Alternate; Speed: 30 miles/hour, 500 feet/round)
. . . . . . Squirt: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
. . . . Insubstantial: Insubstantial 1 (Fluid; Precise)
. . Neutralize Chemical: Cone Area Nullify 10 (Counters: Chemical, DC 20; Cone Area: 60 feet cone, DC 20, Effortless, Precise, Reversible, Selective, Simultaneous)
. . Solid Form
. . . . Capsule: Create 10 (Volume: 1000 cft., DC 20; Impervious, Increased Duration: continuous, Precise, Tether)
. . . . Float: Movement 2 (Water Walking 2)
. . . . Roll: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . . . . . Bounce: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
. . . . . . Drill: Burrowing 4 (Alternate; Speed: 1 mile/hour, 15 feet/round)

Offense
Initiative +2
Anaesthetic: Progressive Shapeable Area Affliction 10 (DC Fort 20)
Chemical Reaction: Transform 10, +8 (DC Dog 20)
Grab, +9 (DC Spec 20)
Hand Maces: Strength-based Damage 3, +8 (DC 27)
Knockout Gas: Cumulative Cloud Area Affliction 10 (DC Fort 20)
Neutralize Chemical: Cone Area Nullify 10 (DC Will 20)
Smoke Cloud: Cloud Area Concealment Attack 10 (DC Fort 20)
Throw, +6 (DC 24)
Unarmed, +8 (DC 24)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 14, Toughness 12, Will 5

Power Points
Abilities 72 + Powers 123 + Advantages 14 + Skills 27 (54 ranks) + Defenses 14 = 250

Rex Mason was a roustabout working for Stagg Enterprises, a mining and drilling corporation owned by Simon Stagg. He was working on their deepest drill yet, seeking rare materials deep in the Earth's crust that were wanted by Lexcorp. What Lex was after was the metamorphic substance that had created the supervillain Clayface. Lex is obsessed with superpowers, forever trying to obtain and understand them. Investigations of Clayface's pool by his people showed that they clay had gained its strange properties from substances percolating up from deeper in the Earth. So Lex was drilling down to find them, for which he had hired the world's best deep drilling company. Lex's calculations were correct and the drill bit broke into the source of the substance. The sudden release of pressure that had been forcing it up through the earth sent it shooting it up the drill shaft in a gusher. Rex was the closest worker and he was drenched with it as he struggled to seal the shaft. Shortly after this incident Rex fell dangerously ill and was rushed to hospital. Tests showed that his body was breaking down as though he had taken a massive dose of radiation, but rather than at the cellular level it was doing so at the atomic level. The atoms that made up hos body were coming apart, changing into different elements or a raw soup of subatomic particles. Normally when this happens the release of energy is a nuclear reaction or even an explosion, but Rex was just becoming a strange grey goopy substance. It proved impossible to contain him and the hysterical Rex flowed out through a plughole.

It took Rex some time but eventually he found that by force of will he could reform his body, pulling himself quite literally together. He stamped into the offices of Stagg Enterprises and demanded a cure and compensation for what had happened to him. Simon Stagg though was more interested in having his science division examine Rex to see how he worked. In this he was challenged by Lex Luthor who asserted that Rex Mason was his property, he had been doused in a substance that belonged to Lexcorp. The rest of the substance once pumped out had turned out to be just muddy salt water, whatever special properties it had had had all flowed into Rex somehow. Rex fled the increasingly acrimonious legal wrangle and went underground for some time. It was during this period that he joined the Outsiders, Batman's superteam of renegade superheroes. Batman encountered him lurking around in the Gotham storm drains and at first thought he was Clayface. When he realized that he was similar but even more powerful he offered him sanctuary at a Batcave where he sought to understand what had happened to Rex and to help him. Rex came to trust Batman, he seemed entirely focused on helping him rather than talking about the possibilities for commercial exploitation of his powers like Stagg and Luthor had.

Rex Mason has been the metamorphic superhero Metamorpho for a while now. He can regain his original form using his power to shapeshift into almost any form, but doing so requires concentration and is a strain for him after a while. His 'natural' state now is a roughly humanoid form made out of a grey, putty-like substance. He can alter his material composition into almost anything at will however, even changing what elements he is made from by rearranging his subatomic particles, something that should be impossible outside the heart of a star or a nuclear reaction. He can use this power to perform an amazing range of feats, though he deliberately avoids the many harmful or destructive things he could do, such as generating flames, radiation, toxins, sharp blades or other lethal things. He fights bad guys mostly by knocking them out with sedative liquids and gases, he doesn't even like hitting people. His body is now an undifferentiated mass, he has no internal organs unless he forms them in order to be able to perform human bodily functions. He isn't completely immune to the environment, extremes of temperatures and pressure and toxic environments stress his body and cause it to begin breaking down and shedding from him. He needs to eat quite a lot to replace the mass he tends to lose when transforming and performing chemical reactions. Outright killing him may not be possible however, he has shown the power to regenerate so long as there is even a microscopic speck of him left.

Rex has a conflicted relationship with Simon Stagg, he still often works for him and has an ongoing on-off romance with his daughter Sapphire which started even before he became Metamorpho. Stagg still desires the secret of Metamorpho's powers but has so far not managed to work out what it is that lets Rex do what he does. A major reason Rex keeps working for the greedy and unscrupulous Stagg is so Batman can keep an eye on his continued search for another deposit of the substance that altered Rex.

As a superhero Rex is rather a goofy character. He enjoys playing pranks on his teammates using his powers, imitating other superheroes to fool them or generating odd substances and smells around their superhero HQ's. Even more though he likes mocking supervillains. A particular joke of his is to shapeshift into a duplicate of any romantic partner they may have and turn back into his Metamorpho form mid-smooch. He once got the Joker that way with a good imitation of Harley Quinn, and the clown was more incandescent with rage over that than any time Batman had foiled one of his plots. The Joker cannot take a joke at his own expense, especially one that makes him look the fool.

As well as serving on the Outsiders Rex has also been on the Justice League a few times, he gets on well with most of the League's core members with his easygoing manner and is powerful enough to keep up with them. At times they have brought him in on special cases specifically to make use of his unique powers. After so many years of adventure and doing good with his powers Rex has long since ceased to want them removed and would now be horrified at the prospect of being a normal human again. The range of uses for his powers he has demonstrated down the years is huge but he mostly sticks to a few simple and trusted ones he knows really well.

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

Post by Bladewind » Mon Sep 10, 2018 9:16 pm

Nice to see you flip back to a Cho inspired build !

I really liked your bios and builds for the Dinobots and look forward to more !
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
The Merge: Character List

Bladewind's 3ed M&M Builds

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

Post by Gamebook » Tue Sep 11, 2018 5:31 am

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Jade - PL 10

Strength 0, Stamina 2, Agility 2, Dexterity 3, Fighting 8, Intellect 2, Awareness 4, Presence 3

Advantages
Attractive, Benefit, Galactic Reputation, Extraordinary Effort, Interpose, Leadership, Power Attack, Ranged Attack 7, Teamwork

Skills
Acrobatics 4 (+6), Athletics 4 (+4), Insight 6 (+10), Investigation 4 (+6), Perception 6 (+10), Persuasion 8 (+11), Sleight of Hand 4 (+7), Technology 4 (+6), Vehicles 4 (+7)

Powers
Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
Green Energy Being: Immunity 11 (Aging, Life Support)
Green Star Glow: Environment 2 (Light, Radius: 60 feet; Selective)
Green Star Light
. . Binding Chains: Cumulative Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Cumulative, Extended Range, Extra Condition, Increased Range: ranged, Multiattack, Reversible; Limited Degree)
. . Craft Shapes: Create 10 (Volume: 1000 cft., DC 20; Movable, Selective, Stationary, Subtle: look natural)
. . Deflector Screen: Deflect 10 (Extended Range 2, Increased Duration: concentration, Redirection, Reflect)
. . Drop the Bomb: Burst Area Damage 10 (DC 25; Burst Area 2: 60 feet radius sphere, DC 20, Extended Range 2, Increased Range: ranged)
. . Grabber Clamps: Move Object 10 (25 tons, DC 25; Damaging, Extended Range 2, Multiattack)
. . Green Light Rays: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack, Penetrating 10)
. . Illuminating Rays: Burst Area Nullify 10 (Counters: Concealment, DC 20; Burst Area: 30 feet radius sphere, DC 20, Broad, Effortless, Extended Range 2)
. . Shock Bolts: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Extended Range 2, Increased Range: ranged, Multiattack)
. . Starheart Energy: Healing 10 (Energizing, Extended Range 2, Increased Range: ranged)
Green Star Light Scanning: Senses 16 (Analytical (Type): Visual, Counters All Concealment: Visual, Counters Illusion: Visual, Extended: Visual 3: x1k, Microscopic Vision 2: cell-size, Tracking: Visual 2: full speed)
Movement: Movement 3 (Space Travel 3: other galaxies)
Protection: Protection 10 (+10 Toughness; Impervious)
Revives within the Starheart: Immortality 1 (Return after 2 weeks)

Offense
Initiative +2
Binding Chains: Cumulative Affliction 10, +10 (DC Fort/Will 20)
Drop the Bomb: Burst Area Damage 10 (DC 25)
Grab, +8 (DC Spec 10)
Grabber Clamps: Move Object 10, +10 (DC 25)
Green Light Rays: Damage 10, +10 (DC 25)
Illuminating Rays: Burst Area Nullify 10 (DC Will 20)
Shock Bolts: Cumulative Affliction 10, +10 (DC Fort 20)
Throw, +10 (DC 15)
Unarmed, +8 (DC 15)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 12, Will 10

Power Points
Abilities 48 + Powers 129 + Advantages 14 + Skills 22 (44 ranks) + Defenses 16 = 229

Jennifer Lynn-Haden was the high school girlfriend of Kyle Rayner, just an ordinary girl in many ways. Not long after he became a Green Lantern Kyle heard that she was sick with cancer and took to visiting his old friend. The green energy channeled by a lantern ring can be used to heal and he sought to use its power to heal her. The way the healing works however is that the green energy replaces lost or damaged flesh and blood until your body naturally regenerates it. The ring's healing powers are designed for treating battlefield injuries rather than sicknesses. In any case Green Lanterns are not supposed under corp rules to use their rings as tools for the benefit of the populations they are protecting, they are weapons for planetary defense, they are not to be used to interfere with the natural development of a planet's civilization. You can get away with the odd one for personal reasons however.

As the cancer spread through he body Kyle poured more and more green energy into her, so that it gradually came to replace her existing flesh and blood. He couldn't just cut out the cancer without killing her it was so widespread and embedded in her body so instead he surrounded it with new flesh made of green energy that the cancer couldn't spread into. As the cancer metastasized through her lymphatic system though he eventually just replaced her entire body as he overdid it. Before he could reverse what he had done the green energy, obeying his implicit will, burned away her entire body as it reconstructed her out of green energy.

Kyle's intervention with forces he does not really comprehend has turned Jennifer into a human being made entirely out of green energy. This has saved her life, for which she will always be grateful to Kyle, but it has left her with a very peculiar appearance and nature. The one thing the green energy cannot do is disguise what it is, it is always green and glowing, so so is she. In every other way, even down to the microscopic level, she is a human being, just made out of green energy instead of regular atoms and molecules. At will she can use the green energy of which she is made like a green lantern does, forming shapes and exerting forces using it. The energy of which she is made comes from the source of all green lantern energy, the Starhearts, the green suns modified by the Guardians of the Universe to power the green lanterns power batteries.

Legally Jennifer is a regular US citizen. The Green Lantern Corps though regards her as a green energy construct and thus technically the property of the corps. As her creator Kyle is responsible for directing and monitoring her according to corps rules and regulations so he has trained her as a green lantern. Jennifer operates her green lantern energy with the mechanical principles of a Loony Tunes cartoon or sci-fi movie, all exaggerated bombs and chains and energy bolts as she doesn't have the detailed obsession with military hardware or sf design that Kyle and the other green lanterns have. While known to the corps she is not an actual corpsman herself and so can operate freely on Earth, being at most a deputy of the corps.

As a superhero Jennifer calls herself either Jade or Starheart. Early on she worked with Kyle and for a while they even dated again, though this didn't last with his chronic inability to make any sort of commitment. Not wanting to be a green lantern tag along she has joined up with a series of other superteams, serving on the Outsider's under Batman and then later Nightwing and even forming her own team, Infinity Inc which was made up of her and a bunch of other young new superheroes. When the existing Justice League was absent as its core members were all busy with other personal matters she was the green lantern on a new JL formed by Dick Grayson when he was being Batman. Jennifer is one of many women who are in love with Dick and she was on the team in yet another attempt by her to get close to him, which led to some unseemly behavior by superheroines as Kara and Donna were also trying the same thing.

Jennifer is a talented photographer and makes a living that way outside of being a superhero. She and Donna run a photography studio together, they became good friends over the shared disappointment of seeing Dick go back to Kory again. As superheroes with amazing powers they can get shots no one else can, though Jennifer has a perpetual struggle to stop all of her shots from being tinted green due to the green glow she perpetually emits. Jennifer has a particular project of taking shots of the superheroes as they go about saving the world in ways that shows them as human rather than epic heroes. Instead of depicting Superman with his chest stuck out and staring nobly off into the distance she has published shots of him hunched over a desk, face creased with worry, as he puzzles out how to combat the latest threat to the Earth. For all their powers she and her friends are just people, not gods, and she wants the public to understand that and not expect them to solve all their problems for them. Given her strange nature she is very conscious of how people react to and view superheroes since she can never pass as normal, she will always be made of glowing green energy.

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

Post by Gamebook » Fri Sep 14, 2018 7:51 pm

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Obsidian - PL 10

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

Advantages
Benefit, Status: Prince of the Shadowlands, Daze (Intimidation), Defensive Attack, Defensive Roll, Equipment 4, Ranged Attack 4, Ritualist

Skills
Acrobatics 4 (+6), Athletics 4 (+5), Deception 6 (+8), Expertise: Magic 6 (+9), Insight 4 (+6), Intimidation 4 (+8/+6), Investigation 6 (+9), Perception 6 (+8), Persuasion 4 (+6), Ranged Combat: Shadow Powers 4 (+6), Sleight of Hand 6 (+8), Stealth 6 (+8)

Powers
Body Armor: Protection 3 (+3 Toughness; Impervious)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Sinister Costume: Enhanced Trait 2 (Traits: Intimidation +2 (+8), Advantages: Daze (Intimidation))
Meld into shadows: Concealment 4 (All Visual Senses; Affects Others; Limited: Areas of shadow, Passive)
Nightshader: Immunity 2 (Aging, Rare Descriptor: Shadows)
Shadow Powers
. . Blue Fire: Damage 10 (DC 25; Contagious, Increased Range: ranged, Multiattack, Secondary Effect)
. . Fear of the Dark: Progressive Burst Area Affliction 10 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Unaware, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Extra Condition, Increased Range: ranged, Progressive; Limited: to visual impairment)
. . Pall of Darkness: Burst Area Concealment 10 (All Visual Senses, Extra Ranks 6; Burst Area 2: 60 feet radius sphere, DC 20, Increased Range: ranged)
. . Planet Wide Eclipse: Environment 25 (Other: Light of the sun 2, Radius: 64000 miles)
. . Shadow Aegis
. . . . Concealment: Burst Area Concealment 4 (Linked; All Visual Senses; Burst Area: 30 feet radius sphere, DC 14, Increased Range: ranged, Selective)
. . . . Deflect: Burst Area Deflect 10 (Linked; Burst Area: 30 feet radius sphere, DC 20, Selective)
. . Shadow Form Others: Insubstantial 4 (Incorporeal; Affects Others, Extended Range, Increased Range: ranged, Insidious)
. . Shadow Gate: Teleport 9 (Carry 50 lbs.; Accurate, Change Direction, Dimensional: dimension - Nightshade Dimension, Easy, Extended: 500 miles in 2 move actions, Portal; Limited to Extended, Medium: Shadows)
. . Shadow Gaze: Remote Sensing 25 (Affects: 2 Types, inc. Visual - Visual, Audio, Range: 125000 miles; Medium: Shadows)
. . Shadow Possession: Progressive Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Contagious, Increased Range: ranged, Progressive)
. . Shadow Shroud: Cumulative Burst Area Affliction 10 (1st degree: Hindered, Impaired, 2nd degree: Immobile, Disabled, 3rd degree: Paralyzed, Unaware, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Cumulative, Extra Condition, Increased Range: ranged, Selective; Limited: to visual impairment)
. . Shadow Step: Teleport 23 (32000 miles in a move action, carrying 100 lbs.; Accurate, Change Direction, Change Velocity, Increased Mass, Turnabout; Medium: Shadows)
. . Shadow Wraiths: Summon 7 (Controlled, Mental Link, Multiple Minions 2: 4 minions)
Shadow Sight: Senses 2 (Darkvision)
Shadow: Insubstantial 4 (Incorporeal)

Equipment
Body Armor [Body Armor: Protection 3, +3 Toughness; Impervious; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect; Sinister Costume: Enhanced Trait 2, Traits: Intimidation +2 (+8), Advantages: Daze (Intimidation)], Cell Phone (Smartphone), Commlink, Flashlight, Gas Mask, Handcuffs, Mini-tracer, Multi-tool, Rebreather

Offense
Initiative +2
Blue Fire: Damage 10, +10 (DC 25)
Fear of the Dark: Progressive Burst Area Affliction 10 (DC Will 20)
Grab, +6 (DC Spec 11)
Shadow Possession: Progressive Affliction 10, +10 (DC Will 20)
Shadow Shroud: Cumulative Burst Area Affliction 10 (DC Will 20)
Throw, +6 (DC 16)
Unarmed, +6 (DC 16)

Languages
Native Language

Defense
Dodge 8, Parry 6, Fortitude 3, Toughness 5/1, Will 8

Power Points
Abilities 38 + Powers 89 + Advantages 12 + Skills 30 (60 ranks) + Defenses 14 = 183

Obsidian is the exiled prince of the Shadowlands, a kingdom in the Nightshade dimension. The Nightshade dimension is a magical shadow world of the Earth, a place of fantastic landscapes and creatures. It is strangely lit by a glowing silver sky across which sails a shadow sun, a dark star that emits darkness instead of light. During their 'day', which is their night, the light from their sky is dulled by their 'shadow sun' which is visible as a perfect black disk. Todd draws on the shadow sun for his own shadow powers, as do all members of the royal family of the Shadowlands, which is how their kingdom got its name.

The people of the Nightshade dimension are themselves shadows and on the Earth have only a negative existence. Todd Rice became Obsidian when his shadow person equivalent from the Nightshade dimension melded with him to escape the Nightshade dimension. Like all royal families the rulers of the Shadowlands fight viciously among themselves to gain and retain the throne from rivals within the family. Prince Obsidian saw many of his immediate family assassinated or executed and sought to escape himself. He has absolutely no desire to rule anybody and is more interested in having a normal life on Earth. There are those back in the Shadowlands though who want him back, to definitely remove a possible claimant to the throne or to use him as a pawn in their kingmaker games.

As Todd Rice he has always been aware of a strange link to another world, he used to dream of the Shadowlands all through his childhood. Obsidian is not the only exile or fugitive from the Nightshade dimension, there are others such as Nightshade herself, Eve Eden. When their shadow versions came to them it felt to them like being made whole again, like Peter Pan when he lost his shadow and had it sewn back on by Wendy. With his powers Todd has become a superhero, adventuring with a number of different superteams. His powers are strange to people from Earth, being based around darkness and shadows. If he needs to destroy though he can summon the terrifying blue fire, a fire that burns cold and is almost impossible to extinguish. For protection he can become a shadow himself, his powers are less physical and more based around space and redirection than those of Eve Eden.

Todd is a gay man, which is another reason he fled the Shadowlands as they do not have an enlightened attitude towards personal orientation. He prefers not to play up his status as a superhero to impress potential dates, he is a romantic and wants a relationship based on personal compatibility and commitment. He has met Eve Eden but only for the two of them to assess each others powers and exchange information on their backgrounds. They are wary of each other as both are royalty and come from the Nightshade dimension, associating could draw their enemies to them, and each cannot be sure of what connections they have back to the old country. His best friend on Earth is Jennifer Lynn-Haden, Jade, the Starheart. She is the light to his dark, though not personality wise as Todd is a warm and friendly man, though rather subdued and quiet as he is always wary and watchful for dangers that might pursue him from his old home. The two of them teamed up early on in their superhero careers and have often been on the same teams. Todd is less inclined to flashy superheroics than her though, he prefers to keep a low profile. Public awareness of him is low and often it is not noticed when he acts as he keeps to the shadows. Zatanna is also a good friend of his and at times he has even lived with her, being one of the few people allowed to freely come and go from her mansion Shadowcrest. His greatest supervillain enemy is Mordru, the Master of Darkness, an evil wizard who wants to use him to gain access to the power of the Nightshade dimension in order to plunge the Earth into a perpetual night and fill it with terrors.

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

Post by Gamebook » Sat Oct 06, 2018 5:42 pm

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Agent - PL 9

Strength 6, Stamina 6, Agility 3, Dexterity 3, Fighting 4, Intellect 2, Awareness 2, Presence 0

Advantages
Agile Feint, Defensive Roll, Evasion, Move-by Action, Ranged Attack 4

Skills
Acrobatics 4 (+15/+7), Athletics 4 (+10), Insight 4 (+6), Perception 4 (+6), Sleight of Hand 4 (+7), Treatment 8 (+10)

Powers
Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size rank, +5 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Medicinal Compounds
. . Disinfection: Cone Area Healing 8 (Cone Area: 60 feet cone, DC 18, Restorative; Limited: to disease or poison)
. . Neutralizing Agent: Cone Area Nullify 8 (Counters: Corrosives, DC 18; Cone Area: 60 feet cone, DC 18, Effortless, Simultaneous; Reduced Range: close)
Protection: Protection 1 (+1 Toughness; Impervious [5 extra ranks])
Transform
. . Agile Flier: Enhanced Trait 12 (Traits: Dodge +4 (+10), Acrobatics +8 (+15), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Crop Sprayer Light Aircraft: Morph 1 (+20 Deception checks to disguise; Single form)
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)

Offense
Initiative +3
Grab, +4 (DC Spec 16)
Neutralizing Agent: Cone Area Nullify 8 (DC Will 18)
Throw, +7 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 10/6, Parry 1, Fortitude 8, Toughness 8/7, Will 6

Power Points
Abilities 32 + Powers 74 + Advantages 4 + Skills 14 (28 ranks) + Defenses 12 = 136

The Autobots have an immense range of technical specialists, in contrast to the Decepticons who are almost uniformly dedicated warriors. The Decepticons do need a wide range of supporting technicians, it is just that they prefer to use slaves instead of free workers. Billions of enslaved Autobots labor for them under constant threat of being melted down for any failure or breakdown. In regions of Cybertron far from the Autobot front lines, in the Decepticon heartlands around the burned-out shells that were once the territories of the city-states of Vos and Tarn, most of their slaves are not even aware that the war is still going on and that there is any potential alternative to the tyranny of Decepticon rule. The Decepticons fear their slaves rising against them and devote a considerable portion of their resources to keeping them suppressed. The cruelty and wastefulness of the Decepticons in running an inefficient slave economy is why the Autobot resistance under Optimus Prime was able to grow from a handful of fortified city-states holding out under constant siege to reclaiming half the planet by the time Optimus and his warriors were lost on Earth.

Agent is not a warrior, she is a medical worker. Part of the reason the Decepticons conquered most of Cybertron so quickly was that most Autobots were not large armored warriors but small technical workers of light construction and limited intellect. In Earth terms it was like pitting civilian cars and trucks and light aircraft against battle tanks and jet fighters. Decepticon warriors could slaughter Autobot civilians almost at will, with many racking up personal kill counts in the thousands. Agent was almost completely rebuilt when she joined the Autobot Medical Corps, being enlarged and armored. The Autobots on Earth may mostly look like human civilian vehicles but they are actually heavily armored with powerful engine units. On Cybertron Agent combated Decepticon chemical and biomechanical warfare, cleansing Autobots of corrosive chemicals and destructive nanobots employed by the Decepticons. The scraplets infection for example is actually a Decepticon weapon that mutated and ran out of control.

Gamebook
Posts: 4168
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Sat Oct 06, 2018 5:52 pm

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Alana - PL 6

Strength 6, Stamina 6, Agility 1, Dexterity 1, Fighting 4, Intellect 2, Awareness 1, Presence 0

Advantages
Eidetic Memory, Ranged Attack 4

Skills
Athletics 4 (+10), Expertise: Science 8 (+10), Investigation 6 (+8), Perception 6 (+7)

Powers
Cryo Pistol (Easily Removable)
. . Freeze: Cumulative Affliction 7 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 17; Cumulative, Increased Range: ranged)
Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size rank, +5 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Acoustics: Senses 5 (Accurate: Hearing, Analytical: Hearing, Extended: Hearing 2: x100; Limited: to underwater)
. . Microcameras: Senses 3 (Low-light Vision, Microscopic Vision 1: dust-size, Radius: Vision)
. . Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
. . Submarine: Feature 1
. . Swimming: Swimming 6 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +1
Freeze: Cumulative Affliction 7, +5 (DC Fort 17)
Grab, +4 (DC Spec 16)
Throw, +5 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 4, Parry 1, Fortitude 8, Toughness 8, Will 4

Power Points
Abilities 22 + Powers 58 + Advantages 5 + Skills 12 (24 ranks) + Defenses 11 = 108

Female Autobots are more likely than the males to be noncombatants. As yet though the number of female Autobots is still very small, less than 1% of the population as they only acquired the concept when they landed on Earth and encountered the humans. Alana is one of those Autobots whose job is not to fight in the war but to explore and understand the new world the Autobots find themselves on. Optimus Prime is very concerned to know everything there is to know about this bold new world as it looks like they will have to defeat the Decepticons here. Any scrap of knowledge could be vital in their battle to save themselves and their new human friends. Alana hates even the idea that her discoveries could contribute to the war effort, she prefers to pretend that there is no war and she is just here to do scientific work.

Alana is married to Seaspray, them being one of the first Autobot couples. She worries about him being on the front line of the fight against the Decepticons and copes with this by refusing all communications that are not transmitted by him. Receiving a message from any other Autobot fills her with dread that it could be a report of him having been killed. The nature of her work means that she is alone and cut off from other Autobots for extended periods as she probes the dark depths of Earth's oceans where radio waves cannot penetrate.

Gamebook
Posts: 4168
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Oct 06, 2018 5:58 pm

Image

Apache - PL 9

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

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

Skills
Perception 6 (+6)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Photon Carbine (Easily Removable)
. . Dazzle: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Cumulative, Extended Range 2, Increased Range: ranged, Multiattack; Limited: Sight, Sense-dependent: Sight)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Boeing AH-64 Apache attack helicopter: Morph 1 (+20 Deception checks to disguise; Single form)
. . Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Quirk: Vertical Airfoil)
. . Heavy Machinegun: Damage 7 (DC 22; Extended Range, Increased Range: ranged, Multiattack)
. . Skilled Flier: Enhanced Trait 7 (Traits: Dodge +2 (+5), Acrobatics +4 (+4), Advantages: Agile Feint, Defensive Roll, Move-by Action)
. . Twin Rocket Tubes: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Extended Range 5, Increased Range: ranged; Unreliable (5 uses))

Offense
Initiative +4
Dazzle: Cumulative Affliction 10, +8 (DC Will 20)
Grab, +6 (DC Spec 18)
Heavy Machinegun: Damage 7, +8 (DC 22)
Throw, +8 (DC 23)
Twin Rocket Tubes: Burst Area Damage 8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 122 + Advantages 9 + Skills 3 (6 ranks) + Defenses 12 = 166

Apache is part of the Autobot all-arms combat commando team the 'Red Devils'. They are a diverse set of land and air Autobot warriors who have finely honed their tactics to work in perfect coordination. Normally having a team made up of disparate Transformers just causes problems as they get separated and all try to fight in a different way. It takes a highly skilled leader, such as Onslaught of the Combaticons, to achieve the complex pattern of attacks needed to make it work. When it does though the effect is deadly as the enemy finds themselves under attack from multiple directions and methods and cannot defend against all of them.

Gamebook
Posts: 4168
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Oct 06, 2018 6:11 pm

Image

Axle - PL 9

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

Advantages
Agile Feint, Defensive Roll, Evasion, Ranged Attack 8

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

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Repeating Laser Pistol (Easily Removable)
. . Blast: Damage 7 (DC 22; Increased Range: ranged, Multiattack)
Transform
. . Rally Car: Morph 1 (+20 Deception checks to disguise; Single form)
. . Rally Driver: Enhanced Trait 5 (Traits: Dodge +2 (+6), Advantages: Agile Feint, Defensive Roll, Evasion)
. . Wheels: Speed 6 (Speed: 120 miles/hour, 1800 feet/round; Limited: wheeled)

Offense
Initiative +1
Blast: Damage 7, +8 (DC 22)
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 6/4, Parry 3, Fortitude 11, Toughness 11/10, Will 4

Power Points
Abilities 22 + Powers 57 + Advantages 8 + Skills 4 (8 ranks) + Defenses 13 = 104

While the Decepticons often fight in their alt-modes the Autobots do so much less. The many Autobot car Transformers are not suited to engaging in combat in vehicle mode as they have limited off-road capability and no firepower. They use their alt-modes to deploy but transform to robot mode to fight. In many ways they engage in combat a lot like human soldiers, dispersing and taking cover, even to the extent of digging in and erecting barricades. Most Decepticons despise the notion of grubbing in the dirt or laboring to pile up junk and make no attempt to hide even when in robot mode, standing up in full view to blast away. If they encounter heavy return fire from Autobots in protected positions they just take to the skies rather than stay and shoot it out. For all their fury in combat the Decepticons lack persistence, they are soon deterred if their opponents survive their initial assault. The trick is surviving that initial assault, often it is so sudden and overwhelming that coordinated Autobot resistance is shattered in the opening few minutes of the battle,

Axle constantly redeploys in combat, rushing from one spot to another to lend assistance to repel a Decepticon attack or exploit an opportunity to strike an exposed flank. He is exceptionally skilled at dodging Decepticon fire when in car mode, swerving through hails of strafing fire in sudden, tight turns that baffle Decepticon attempts to lead him. Other Autobots regard him as a mad daredevil.

Gamebook
Posts: 4168
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Oct 06, 2018 6:26 pm

Image

B.U.G. - PL 7

Strength 5, Stamina 6, Agility 2, Dexterity 0, Fighting 5, Intellect 0, Awareness 2, Presence 1

Advantages
Great Endurance, Interpose, Ranged Attack 8

Skills
Acrobatics 4 (+6), Athletics 4 (+9), Insight 6 (+8), Perception 6 (+8), Persuasion 4 (+5)

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))
Impervious Defense: Impervious Toughness 4
Transform
. . Volkswagen Beetle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +2
Grab, +5 (DC Spec 15)
Throw, +8 (DC 20)
Unarmed, +5 (DC 20)

Languages
Native Language

Defense
Dodge 5, Parry 3, Fortitude 9, Toughness 6, Will 5

Power Points
Abilities 26 + Powers 29 + Advantages 10 + Skills 12 (24 ranks) + Defenses 11 = 88

B.U.G. (Biological Unit Guardian) was built to protect young humans. A group of young college students made their own robot out of salvaged parts left over from an Autobot-Decepticon battle in their town. While a crude improvisation it came to life and enacted what it could of its rather scrambled programming. Both the Autobots and the Decepticons became aware of this from their monitoring of Earth news when it went on the rampage and started shooting up the college technical labs. Both sides sent teams to investigate what the humans were up to, resulting in a battle over the robot and its creators. The Autobots wanted to shut down the Frankenstein's monster of a Transformer they had created and lecture them about their foolishness in meddling with matters they did not understand. The Decepticons were divided over whether to kill them for the insult to the Transformer race, or to kidnap them for their skills and set them to work in their assembly plants. In the end the matter was resolved when the robot the humans made killed itself when it was rejected by both the Autobots and the Decepticons and saw even its own creators run in fear from it.

B.U.G. now serves as the car of the young humans, keeping an eye on them to make sure they don't repeat their feat, and to watch out for any Decepticon attempts to kill them. The Transformers on Earth are very concerned to keep the most advanced elements of their technology out of the hands of the humans. The Autobots are worried that the humans, with their long history of fighting among themselves, will harm themselves with it. The Decepticons are afraid of the humans developing weapons that will be more effective against them than their current armaments. Human weapons are actually already close to what the Transformers can do in terms of range, accuracy and firepower, the Transformers main advantage is in their superior ability to deploy it in combat with their robotic bodies.

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