Gamebook's builds (hs5ias new thread)

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

Post by Gamebook » Sat Nov 17, 2018 9:52 pm

Image

Seaspray - PL 9

Strength 6, Stamina 8, Agility 0, Dexterity 0, Fighting 4, Intellect 0, Awareness 0, Presence 0

Advantages
Favored Environment: Naval, Ranged Attack 8

Skills
Perception 6 (+6)

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 Cannons: Damage 10 (DC 25; Extended Range 2, Feature: Function underwater, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Radar: Senses 5 (Accurate: Radio, Extended: Radio 3: x1k)
Sonar: Senses 6 (Accurate: Sonar, Acute: Sonar, Detect: Sonar 1, Extended: Hearing 2: x100)
Transform
. . Air Cushion: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round)
. . Hover: Movement 3 (Linked; Sure-footed 1, Water Walking 2)
. . Hovercraft: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Skilled Pilot: Enhanced Trait 4 (Linked; Traits: Dodge +4 (+5))

Offense
Initiative +0
Grab, +4 (DC Spec 16)
Laser Cannons: Damage 10, +8 (DC 25)
Throw, +8 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 5/1, Parry 1, Fortitude 10, Toughness 10, Will 2

Power Points
Abilities 12 + Powers 85 + Advantages 9 + Skills 3 (6 ranks) + Defenses 8 = 117

Transformers with boat alternate modes are a rarity among the Transformers on Earth. Most ships of any significance are far larger than all but the biggest Transformers, while most of the fighting takes place on land or in the air. Seaspray mostly operates at sea but being a hovercraft he is actually just as mobile on land and is thus really an amphibious rather than a naval trooper. He tends to patrol the coasts of Earth, looking out for signs of Decepticon activity. In an effort to conceal their bases from the Autobots and the humans the Decepticons often build them underwater. They have to come ashore to operate however and it is possible to spot their landing sites. Seaspray is not a powerful warrior himself and his principal job is to alert the main Autobot forces for a strike against the Decepticons. A lot of his combat operations are actually against Decepticon conveyor drones, robot submersibles that smuggle Decepticon goods around by traveling a short way under the surface. He chases them around and sinks them with his laser cannons, dodging the return fire from their automated defense turrets.

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

Post by Gamebook » Sat Nov 17, 2018 10:12 pm

Image

Sedan - PL 8

Strength 6, Stamina 7, Agility 1, Dexterity 0, Fighting 0, Intellect 2, Awareness 3, Presence 3

Advantages
Eidetic Memory, Fascinate (Persuasion), Skill Mastery: Insight, Ultimate Effort: Persuasion

Skills
Athletics 4 (+10), Deception 4 (+7), Insight 8 (+11), Investigation 8 (+10), Perception 6 (+9), Persuasion 8 (+11)

Powers
Acute Hearing: Senses 2 (Extended: Hearing 1: x10, Ultra-hearing)
Advanced Mental Processors: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Mental)
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))
Impervious Defense: Impervious Toughness 5
Linguist: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All)
Transform
. . Mazda Familiar 1500XG: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +1
Grab, +0 (DC Spec 16)
Throw, +0 (DC 21)
Unarmed, +0 (DC 21)

Languages
Native Language

Defense
Dodge 4, Parry 1, Fortitude 9, Toughness 7, Will 6

Power Points
Abilities 24 + Powers 42 + Advantages 4 + Skills 19 (38 ranks) + Defenses 15 = 104

A minibot from Protihex Sedan has always refused to be a warrior, maintaining a strict pacifism even in the face of the all-consuming war. Before Protihex was destroyed he was their lead negotiator in trying to maintain their uninvolved neutrality, attempting to speak reason to the Decepticons. The Decepticons are not reasonable people however, they just want to fight and destroy, their minds are quite different to those of Autobots. Nevertheless Sedan has been continually offering to open talks with them all through the war. The Decepticons however ignore all communications from the Autobots, they are not interested in an armistice, a negotiated peace or even unconditional surrender. Their idea of victory is killing every last Autobot while laughing at their futile pleas for mercy. The Autobot-Decepticon war is thus waged between two political entities who do not recognize each others existence or have any sort of diplomatic relations.

While the Decepticons are completely unreasonable Sedan is kept busy negotiating with the many different Autobot factions. There are many Autobot senior commanders beside Optimus Prime and not all of them regard him as having supreme authority over them, such as Fortress Maximus or Grimlock. Sedan conducts talks with these Autobot groups on their continued cooperation and advises other Autobots on how to handle them. He is an important adviser to Optimus Prime who is determined to keep the Autobots united and to avoid any potential rivalries or, Primus forbid, clashes. Massive warriors like Fort or Grimlock tend to overlook this small Autobot in Prime's entourage but he is a vital component of the Autobot's slow success in their war with the Decepticons. More than anything else it is the Autobot's ability to efficiently pool their resources that has let them gradually reclaim their world from superior warriors like the Decepticons. The Decepticons have wasted the immense resources they won in their conquests with their extravagant ways and frequent internecine conflicts.

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

Post by Gamebook » Sat Nov 17, 2018 10:26 pm

Image

Shellcase - PL 10

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

Advantages
Attractive, Ranged Attack 10

Skills
Athletics 4 (+12), Perception 6 (+6), Persuasion 4 (+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))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 3 (Extended: Vision 1: x10, Infravision, Low-light Vision)
Tank Gun
. . Flare Shell: Cumulative Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Perception Area: DC 20 - Sight, Cumulative, Extended Range 4, Increased Range: ranged; Limited: Sight)
. . Flechette Shell: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20, Extended Range 4, Increased Range: ranged)
. . HE Shell: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 4, Increased Range: ranged)
. . HEAT Shell: Damage 10 (DC 25; Extended Range 4, Increased Range: ranged, Penetrating 10)
. . Smoke Shell: Cloud Area Concealment 6 (Extra Ranks 4, Sense - Sight; Cloud Area 2: 30 feet radius sphere, DC 16, Extended Range 4, Increased Range: ranged)
Transform
. . Sheridan tank: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Quirk: Tracked)

Offense
Initiative +0
Flare Shell: Cumulative Perception Area Affliction 10 (DC Will 20)
Flechette Shell: Cone Area Damage 10 (DC 25)
Grab, +6 (DC Spec 18)
HE Shell: Burst Area Damage 10 (DC 25)
HEAT Shell: Damage 10, +10 (DC 25)
Throw, +10 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 10, Toughness 14, Will 3

Power Points
Abilities 22 + Powers 90 + Advantages 11 + Skills 7 (14 ranks) + Defenses 11 = 141

Most Autobots of the Warpath design are rough customers, covered in dents, dings and scratches from crashing through walls and shrugging off hits by Decepticon fire. Shellcase though is plated in gold which he meticulously maintains even in the middle of warzones. Gold plating your chassis has long been a way for Transformers to be vain and show off, before the war there were many who did it, indeed a few small, wealthy cities had not only all their citizens but even all their buildings plated all over in gold, forming a dazzling spectacle. Nearly all those Transformers are now long dead, murdered by the Decepticons in the early days of the war who then refined out their gold by tossing them, often while still functioning, into the smelting pool.

Shellcase conducts his battles at the extreme range of his gun and prefers to dodge incoming fire. In many ways this actually makes him an efficient warrior, he rarely gets hit and so is not forever needing repair like many of the other tank Autobots who can be a bit too bullish at times. Firing at such range though does mean that he misses a lot so he gets through a tremendous amount of ammunition, piling up mountains of empty shellcases around his firing position. Any scratches to his gold finish will also cause him to stop firing until he can effect a touch up. For a tank Transformer he is astonishingly vain and takes every opportunity to show off in front of Autobot and human females, who it has to be said are more bemused than anything else by the sight of a gold-plated tank.

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

Post by Gamebook » Sat Nov 17, 2018 10:45 pm

Image

Shimmer - PL 9

Strength 8, Stamina 8, Agility 3, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll, Evasion, Improved Aim, Ranged Attack 10, Skill Mastery: Stealth

Skills
Acrobatics 6 (+9), Athletics 4 (+12), Perception 8 (+8), Stealth 6 (+3)

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])
Shimmer Field: Concealment 4 (All Visual Senses; Blending)
Sniper Rifle (Easily Removable)
. . Blast: Damage 8 (DC 23, Advantages: Improved Aim; Extended Range 4, Increased Range: ranged)
. . Telescopic Star Sight: Senses 2 (Extended: Sight 1: x10, Low-light Vision; Distracting)
Transform
. . Porsche 924 Turbo: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +3
Blast: Damage 8, +10 (DC 23)
Grab, +6 (DC Spec 18)
Throw, +10 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 6, Parry 3, Fortitude 10, Toughness 11/10, Will 2

Power Points
Abilities 26 + Powers 57 + Advantages 14 + Skills 12 (24 ranks) + Defenses 10 = 119

Shimmer is an infiltrating sniper. He sneaks deep behind Decepticon lines, sets up in a location with a good view and steadily picks off unsuspecting Decepticons. His specialty is taking out the valuable Decepticon technicians such as the Constructicons who normally rarely venture near to the front lines. Spotting him is all but impossible as he projects a special field which distorts light waves around him, making him effectively invisible so long as he only moves slowly. The Decepticons may be able to work out the angles to trace a shot back to his location but he fires from such long range and in such a way that this is very hard to do. Even if you do know roughly where he might be about the only way to find him is to literally fall over him. Almost as damaging to the Decepticon war effort as the loss of those he shoots is the time, fuel and ammunition they spend when entire platoons of Decepticon warriors comb back and forth over rough terrain in a furious effort to find him, or wildly bombard the landscape in the hope of hitting him. Usually they never get anywhere near him, he slips away when they even start to get close. Shimmer regards the Decepticons as complete idiots, reacting with all the intelligence of a dropped spanner when they should be systematically closing the net on him. He'd never get away with what he does behind the Autobot lines.

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

Post by Gamebook » Sun Nov 18, 2018 5:19 am

Image

Shipshape - PL 8

Strength 6, Stamina 8, Agility 0, Dexterity 0, Fighting 4, Intellect 1, Awareness 1, Presence 0

Advantages
Favored Environment: Naval, Move-by Action, Ranged Attack 4

Skills
Investigation 4 (+5), Perception 8 (+9)

Powers
Flotation Device: Movement 2 (Water Walking 2; Affects Others Only)
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])
Radar: Senses 5 (Accurate: Radio, Extended: Radio 3: x1k)
Radio Locator Beacon: Radio Area Communication 3 (Area, Custom: Affects Others , Subtle: encrypted)
Sonar: Senses 6 (Accurate: Sonar, Acute: Sonar, Detect: Sonar 1, Extended: Hearing 2: x100)
Transform
. . Air Cushion: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round)
. . Hover: Movement 3 (Linked; Sure-footed 1, Water Walking 2)
. . Hovercraft: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Skilled Pilot: Enhanced Trait 5 (Linked; Traits: Dodge +4 (+5), Advantages: Move-by Action)

Offense
Initiative +0
Grab, +4 (DC Spec 16)
Throw, +4 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 5/1, Parry 1, Fortitude 10, Toughness 10, Will 3

Power Points
Abilities 16 + Powers 86 + Advantages 5 + Skills 6 (12 ranks) + Defenses 8 = 121

Shipshape functions mainly as naval rescue, providing flotation devices and powerful radio locator beacons to Autobots who have been been downed into the ocean. Unless they have aquatic propulsion systems most Transformers are heavy and just sink straight to the sea bottom. They may be able to walk along the seabed back to land but often they are left stranded in the dark and cold. The seabed can be very difficult terrain, strewn with boulders, deep in soft silt, or cut with great mountain ranges and crevasses. Shipshape dispenses packages that sink down onto the distressed Autobot and can be located by light, sound and radio signal. They contain a self-inflating balloon that is large enough to lift even very large Transformers back to the surface where they can be located by a radio beacon and rescued.

Finding those lost at sea is a very uncertain business however and she doesn't always succeed. So vast are the Earth's oceans that they can just swallow a Transformer without trace. When she sets out on patrol she always knows that the chances of success are against her and will never state to other Autobots that she will find their friend. She will do her best but they should prepare themselves for the worst. It can be agonizingly frustrating not to be able to find a lost Autobot when you know that they are out there somewhere, just waiting for rescue. With humans if you do not find someone before long then that means that they are almost certainly dead but Transformers do not drown or starve, they can survive in almost any environment and if they run out of fuel they just deactivate. If you can find them, even years later, they could be fully reactivated. This means that no downed Autobot can ever really be given up for lost. Being optimistic about finding them is too frustrating however and so she cultivates a deliberate pessimism to shield herself from the torture of hope.
Last edited by Gamebook on Wed Nov 21, 2018 7:56 pm, edited 1 time in total.

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

Post by Gamebook » Sun Nov 18, 2018 5:34 am

Image

Shorething - PL 9

Strength 7, Stamina 7, Agility 2, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 8

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

Powers
60mm Cannon (Free device, Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Impervious Defense: Impervious Toughness 4
Transform
. . 60mm Cannon: Damage 10 (Linked; DC 25; Extended Range 2, Feature: can be used as a hand weapon, Increased Range: ranged)
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . Dune Buggy: 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
60mm Cannon: Damage 10, +8 (DC 25)
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 17)
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 5, Parry 3, Fortitude 9, Toughness 7, Will 3

Power Points
Abilities 20 + Powers 58 + Advantages 8 + Skills 7 (14 ranks) + Defenses 11 = 104

Shorething is a coastal patrol vehicle, he cruises the dunes looking for traces of Decepticon activity. The beach environment is sensitive to damage and despite their best efforts at concealment the Decepticons often leave telltale damage to the dunes and grasses. They know to sweep over Transformer size footprints but they often break down dunes and tear up dune grasses as they move themselves and their equipment on and off land. Shorething's cannon mounts onto his roll cage when in his dune buggy alt-mode allowing him to fire when transformed. Not being a large or powerful Autobot and often operating alone he relies on his mobility over the rough terrain when he does encounter Decepticons. He can drive across soft sand that other Transformers bog down in due to his large wheels and light weight. On occasion pursuing Decepticons have sunk into quicksand and been buried. They can survive this but it is humiliating to have to be excavated by your own side.

The beaches Shorething drives along are rarely pleasant ones full of holidaying humans. Instead he treks along desolate strands far from anywhere, the Skeleton Coast and similar grim places. Other Autobots often misunderstand this and think he spends his time living it up among the humans when they hear that he conducts beach patrols. Autobots with sports car alt-modes think of the beach as a place to cruise along the road next to it and show off to attractive humans.
Last edited by Gamebook on Sat Dec 01, 2018 7:43 pm, edited 1 time in total.

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

Post by Gamebook » Sun Nov 18, 2018 5:51 am

Image

Shotclock - PL 8

Strength 7, Stamina 7, Agility 0, Dexterity 0, Fighting 6, Intellect 1, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll, Evasion, Ranged Attack 6

Skills
Acrobatics 4 (+8/+4), Athletics 4 (+11), Investigation 6 (+7), Perception 6 (+6)

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 [5 extra ranks])
Senses: Senses 2 (Direction Sense, Time Sense)
Transform
. . Pontiac Trans Am: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Skilled Driver: Enhanced Trait 7 (Linked; Traits: Acrobatics +4 (+8), Dodge +2 (+5), Advantages: Agile Feint, Defensive Roll, Evasion)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +0
Grab, +6 (DC Spec 17)
Throw, +6 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 5/3, Parry 3, Fortitude 10, Toughness 10/9, Will 2

Power Points
Abilities 18 + Powers 47 + Advantages 6 + Skills 10 (20 ranks) + Defenses 11 = 92

Shotclock is a time and motion expert. He spends all his time driving around human roadways working out the quickest ways for an Autobot to drive from one location to another, taking into account road and traffic conditions. He produces detailed maps of these routes, many of which can look a bit peculiar and indirect when first examined. Rather than being a straight line from A to B they often involve detours down minor routes. These however are precisely calculated to avoid delays caused by traffic and road control measures such as stoplights. Using his guides Autobots can move around a city with astonishing speed. These routes are rarely effectively usable by a human driver, they require a level of driving skill few humans possess and even then often need the performance of an Autobot car to work. Most Autobots who have car alt-modes can go about 50-100% faster than an equivalent human road vehicle and are much more agile with tighter turn radius and better braking and acceleration. They can also pull off stunts no human could, such as driving along vertical walls for a short distance or performing backflips. In some cases Shotclock's routes make use of a Transformers ability to shift to a humanoid form by having them jump barriers or cut down footpaths impassable to any vehicle. As well as this job Shotclock sets up precisely timed movement plans for Autobot cars to patrol cities and conduct operations against the Decepticons. The ability of the Autobots to all arrive at the same location from different directions at the same time is due to him, as is their ability to perfectly intercept Decepticons in pursuit of or speeding away from other Autobots.
Last edited by Gamebook on Sun Nov 18, 2018 10:04 pm, edited 1 time in total.

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

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

Post by Jabroniville » Sun Nov 18, 2018 8:50 am

LOL at your description of the UK- what's the deal there :)?

Shotclock is a pretty neat, brilliant concept for car-based robots. A neat, strategic idea.

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

Post by Gamebook » Sun Nov 18, 2018 12:14 pm

Jabroniville wrote:
Sun Nov 18, 2018 8:50 am
LOL at your description of the UK- what's the deal there :)?
I'm British myself and I have to put up with this damp, crowded country. The brash and colorful Transformers are, like superheroes, a very American thing and would be hopelessly out of place in the UK.
Shotclock is a pretty neat, brilliant concept for car-based robots. A neat, strategic idea.
Thanks, I got the concept for him actually from the Fast and Furious movies where they meticulously plan out their car-based heists.

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

Post by Gamebook » Mon Nov 19, 2018 6:45 am

Image

Smallfoot - PL 8

Strength 9, Stamina 8, Agility 1, Dexterity 0, Fighting 7, Intellect 0, Awareness 0, Presence 0

Advantages
Great Endurance, Ranged Attack 4

Skills
Acrobatics 4 (+5), Athletics 6 (+15), Intimidation 4 (+7), Perception 4 (+4)

Powers
Air Jets: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
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])
Transform
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . Pick-Up Truck: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Power-Lifting: Enhanced Strength 1 (Linked; +1 STR; Limited to Lifting)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +1
Grab, +7 (DC Spec 19)
Throw, +4 (DC 24)
Unarmed, +7 (DC 24)

Languages
Native Language

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

Power Points
Abilities 26 + Powers 50 + Advantages 5 + Skills 9 (18 ranks) + Defenses 12 = 102

Smallfoot is a fembot version of the Gears design chassis. Her role in the Autobot army is towing heavy artillery guns into position across rough terrain. As powerful as the weapons the Autobots carry are they need bigger guns still to turn back Decepticon counterattacks. The terrain of Cybertron has been chewed into twisted scrap by long ages of war grinding back and forth across it. While there is no equivalent on Cybertron of the sticky mud which has so bedeviled human armies in their wars on Earth the jagged and sharp fields of metal are just as difficult a prospect to move across. There are numerous pits and crevasses down which a Transformer can fall to be impaled on shards far below. Smallfoot is expert at maneuvering the equipment she is responsible for across this bleak landscape, finding the narrowest strips of firm metal to avoid the falls and spikes either side. Other Autobots actually operate the guns, she concentrates on bringing up ammunition once she has the gun in position. She loves seeing the devastation a well-placed heavy gun can wreak on the enemy, hearing the cheers of her fellow Autobots at seeing the enemy routed, and then moving forward to take back more of their world from the Decepticons.

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

Post by Gamebook » Mon Nov 19, 2018 7:00 am

Image

Spectre - PL 7

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

Advantages
Agile Feint, Great Endurance, Improved Initiative, Leadership, Ranged Attack 6, Tracking

Skills
Acrobatics 6 (+8), Athletics 4 (+10), Insight 6 (+7), Investigation 4 (+5), Perception 6 (+7), Persuasion 4 (+5), Sleight of Hand 4 (+5), Stealth 6 (+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))
Impervious Defense: Impervious Toughness 5
Senses: Senses 3 (Extended: Vision 1: x10, Low-light Vision, Microscopic Vision 1: dust-size)
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 +6
Grab, +6 (DC Spec 16)
Throw, +7 (DC 21)
Unarmed, +6 (DC 21)

Languages
Native Language

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

Power Points
Abilities 32 + Powers 33 + Advantages 11 + Skills 20 (40 ranks) + Defenses 13 = 109

Spectre is the Autobot minibot commander on Earth, having been built here for that purpose. Autobots built on Earth tend to regard it as their homeworld rather than Cybertron and are very protective of it. Hornet, the other minibot commander, is desperate to get back to Cybertron to see how the other minibots have fared during their long absence. Optimus Prime needs a force of Autobots dedicated to the Earth who are not contemptuous of it and always trying to leave. Spectre is the leader of a new generation of Earth minibots, built for reasons of economy. Their role is not so much to fight, they are small, weak and lack firepower compared to regular Autobot warriors, but to maintain a watchful presence among the humans. Configured as small, everyday cars they attract no attention as they trundle around human cities, certainly compared to the other Autobot cars who zoom around in the form of flashy sports cars. Patience and reserve are the essential qualities for this job, not impetuous aggression. Spectre is particularly concerned to stop the Decepticons from wrecking the Earth's environment in their quest for energy and materials. If not constrained they'd crack the planet open to the magma while filling the skies with toxic fumes. Foiling their industrial schemes both prevents them from acquiring the resources to win the war and saves the land and the people living on it.

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

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

Post by Gamebook » Tue Nov 20, 2018 10:54 pm

Image

Spin-Out - PL 9

Strength 8, Stamina 8, Agility 3, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll 2, Ranged Attack 8

Skills
Acrobatics 6 (+9), Athletics 6 (+14), Perception 6 (+6)

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))
Limpet Mines (Easily Removable)
. . Damage: Damage 10 (DC 25; Penetrating 10, Subtle: subtle, Triggered: 1 use - Timer)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Porsche 924 Turbo: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +3
Damage: Damage 10, +6 (DC 25)
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 26 + Powers 53 + Advantages 11 + Skills 9 (18 ranks) + Defenses 11 = 110

Spin-Out sabotages Decepticon land trains that bring their supplies up to their citadels. Rather than stealthily sneaking in to plant his explosives he instead, in typically daring Clifjumper design fashion, drives up alongside them and fastens limpet mines to their wheels. When they go off the speeding heavy vehicle jackknifes across the road. Spin-Out will transform as this happens and leap aboard, riding the tumbling vehicle like a surfboard. As dazed Decepticons stagger from the drivers cab he guns them down. Resistance fighters and rebellious slaves then move in to load up with as much of the spilled supplies as possible before hightailing it back to their secret bases. Spin-Out never bothers with the tedious work of destroying the supplies himself, that's for workers not glamorous warriors like himself. This behind-the-lines raider is something of a legend among the Autobots. He himself only returns to the Autobot lines for essential maintenance and to attend award ceremonies for his latest decorations.

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

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

Post by Gamebook » Tue Nov 20, 2018 11:06 pm

Image

Spook - PL 9

Strength 7, Stamina 7, Agility 1, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

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

Skills
Athletics 4 (+11), 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))
Intangibility Field Generator: Insubstantial 4 (Incorporeal; Unreliable (5 uses))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Sonic Blast Pistol (Easily Removable)
. . Affliction: Cumulative Affliction 10 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Unaware, Resisted by: Will, DC 20; Cumulative, Extra Condition, Increased Range: ranged; Limited: impaired/disabled/unware limited to hearing, Sense-dependent: hearing)
Transform
. . AC Cobra: Morph 1 (+20 Deception checks to disguise; Single form)
. . Speed By: Enhanced Trait 6 (Traits: Dodge +2 (+6), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Wheels: Speed 6 (Speed: 120 miles/hour, 1800 feet/round; Custom: wheeled)

Offense
Initiative +1
Affliction: Cumulative Affliction 10, +8 (DC Will 20)
Grab, +6 (DC Spec 17)
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 6/4, Parry 3, Fortitude 9, Toughness 10/9, Will 3

Power Points
Abilities 18 + Powers 73 + Advantages 8 + Skills 4 (8 ranks) + Defenses 11 = 114

Spook's intangibility onlys last for a very short time, about 30 seconds. Because of this he makes his snatch runs under cover of an Autobot assault on the Decepticon facility. While the Decepticon security forces are distracted he makes his move, flashing through at full speed in vehicle mode, transforming and grabbing the desired item and then speeding out again. If not for him the Autobots would either be repelled or the Decepticons would destroy the item if there was a serious chance of the Autobots being able to seize it.

The intangibility generator Spook is fitted with is a unique item, a prototype device invented before the war. It seems to be a development of space bridge technology. The research facilities and the high-performance scientists needed to invent it were destroyed long ago, plundered and then burned by the Decepticons in the early days of the war. Four million years of war and the devastation of Cybertron have seen the greatest achievements of Transformer science and engineering lost, perhaps forever as the once rich resources of Cybertron are now used-up or destroyed. So many have died and the population is now so dominated by warriors, on both sides, that the cultural and scientific talent of the Transformer race is now much diminished. What research is still done is mostly to invent new types of weapons for the two factions to kill each other with.

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Bladewind
Posts: 1825
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Bladewind » Wed Nov 21, 2018 12:15 am

So how do Autobots take to taking orders from a freshly minted commander ?
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

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

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

Post by Gamebook » Wed Nov 21, 2018 7:13 am

Bladewind wrote:
Wed Nov 21, 2018 12:15 am
So how do Autobots take to taking orders from a freshly minted commander ?
In this setting based on the Gen 1 Marvel comic, just fine. Transformers are not like human beings, they have no real concept of growing up and maturing. When a new Transformer is completed and awakens it starts life fully formed, with all its knowledge and skills already in place. Other Transformers recognize this and treat it accordingly. The Marvel comic was full of instances of this happening, with newly built Transformers going into action against the enemy literally straight off the production lines. Ultra Magnus was a brand new Transformer in the comic, it was explicitly stated that he was made and given life only a short time before we first see him, but was immediately one of the Autobots top operatives and entrusted with vital missions. If anything Transformers seem to have more regard for newly built Transformers than they do for old veterans, the new ones being seen as more advanced and powerful while the old soldiers are seen as obsolescent and clapped-out.

Boy I love geeking out ;).

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