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 » Mon Nov 26, 2018 6:45 am

Image

Volks - PL 8

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

Advantages
Great Endurance, Improved Aim, Ranged Attack 8

Skills
Athletics 4 (+10), Perception 6 (+6), Technology 6 (+7)

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 2: x100, Low-light Vision)
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 +0
Grab, +5 (DC Spec 16)
Throw, +10 (DC 21)
Unarmed, +5 (DC 21)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 33 + Advantages 10 + Skills 8 (16 ranks) + Defenses 11 = 86

Volks is a lightweight, low-cost minibot warrior built to operate the defensive gun turrets of Autobot cities. Since he fights with massive emplaced guns and from behind the thick walls of armored turrets he doesn't need to be fast, armed or armored himself. There are a great many Autobots like him, like his namesake car his design was churned out in great numbers. He is personally highly committed to winning the war and hates the Decepticons, despite his lowly rank and status in the war. More powerful and expensive Autobot warriors regard those like him as barely above worker drones. Volks himself almost never leaves Autobot City, he needs to be near his post in case of attack, and the Autobot commanders regard Transformers like him as far too weak and vulnerable to survive combat in the field. Secretly Volks bitterly envies the elite Autobot warriors, watching them set out to enjoy action and adventure and earn glory while he is stuck on his endless guard duty. He is desperate for the Decepticons to mount a major attack on Autobot City so that he can show what he is capable of. He has secret romantic dreams of being found dead behind his guns at the end of a victorious battle, the ground in front of his position strewn with shattered Decepticons.

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

Post by Gamebook » Wed Nov 28, 2018 6:06 am

Image

Wakeburner - PL 9

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

Advantages
Agile Feint, Defensive Roll, Evasion, Great Endurance, Improved Critical: Damage: Strength-based Damage 2, 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])
Serrated Energon Blade (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 25, Advantages: Improved Critical; Penetrating 10)
Transform
. . Power Boat: Enhanced Trait 5 (Traits: Dodge +2 (+5), Advantages: Agile Feint, Defensive Roll, Evasion)
. . Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round; Limited: to water surfaces)
. . Speedboat: Morph 1 (+20 Deception checks to disguise; Single form)
. . Water Walking: Movement 2 (Water Walking 2)
Volt Pistol (Easily Removable)
. . Blast: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged)

Offense
Initiative +0
Blast: Damage 10, +8 (DC Fort 25)
Damage: Strength-based Damage 2, +8 (DC 25)
Grab, +8 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 73 + Advantages 9 + Skills 4 (8 ranks) + Defenses 11 = 121

Technically Wakeburner should not be able to float, he is too dense and heavy as rather than the light hull of a powerboat he is an armored Transformer. The same goes for most Transformer aircraft, they are far more robustly constructed than a human aircraft. Rather than just relying on air or water displacement to support them in the air or on water however the Transformers use other technology. Wakeburner's hull, in common with others of his design, electrostatically repels water so he literally cannot sink. It also reduces friction between his hull and the water to almost zero which is why he can travel over the surface so fast. Since his hull does not actually touch the water it also reduces rust and fouling from contact with seawater. While they can make themselves look like Earth technology the Transformers are far more advanced in many ways. On the other hand of course entire fields of science are unknown to them as until they came to Earth they had no idea organic biology was even a thing that existed.
Last edited by Gamebook on Sat Dec 01, 2018 8:04 pm, edited 1 time in total.

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

Post by Gamebook » Wed Nov 28, 2018 6:20 am

Image

Warpath - PL 10

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

Advantages
Improved Aim, Precise Attack (Ranged, Cover), Ranged Attack 10

Skills
Athletics 4 (+12), 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 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 3 (Extended: Vision 1: x10, Infravision, Low-light Vision)
Tank Gun
. . Acid Shell: Damage 10 (DC 25; Extended Range 4, Increased Range: ranged, Secondary Effect)
. . Cryogenic Shell: Damage 10 (DC 25; Alternate Resistance: Fortitude, Extended Range 4, Increased Range: ranged)
. . Explosive Shell: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 4, Increased Range: ranged)
. . Sonic Shell: Cumulative Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Perception Area: DC 20 - Hearing, Cumulative, Extended Range 4, Increased Range: ranged; Limited: Hearing)
. . Thermal Shell: Damage 10 (DC 25; Extended Range 4, Increased Range: ranged, Penetrating 10)
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
Acid Shell: Damage 10, +10 (DC 25)
Cryogenic Shell: Damage 10, +10 (DC Fort 25)
Explosive Shell: Burst Area Damage 10 (DC 25)
Grab, +6 (DC Spec 18)
Sonic Shell: Cumulative Perception Area Affliction 10 (DC Will 20)
Thermal 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 20 + Powers 90 + Advantages 12 + Skills 5 (10 ranks) + Defenses 11 = 138

The Autobots don't have many of their number use military vehicle alt-modes. They needed in their early days on Earth to be able to move around without alerting and alarming the humans so they copied the most common vehicles they saw, the cars and trucks streaming along the human highways. While there is a huge range of specialized military vehicles built by the humans most of them would attract a lot of attention, from both the human authorities and human civilians who would wonder why tanks and APC's were driving around city centers. The appearance of Transformers as various Earth vehicles is largely cosmetic and has only a limited impact on their capabilities. Most of the Transformers on Cybertron had vehicular alt-modes of broadly similar form to what they now have on Earth. Autobots who transform into sports car had light, fast vehicles for quick movement and response back on Cybertron, while the many Autobot trucks and utility vehicles had much the same modes too. Warpath is thus unusual for being a tank. As a Cybertron tank Transformer however he would never have considered becoming anything that was not tracked, armored and had a turreted gun, the universal features of a tank. Transformers strongly identify with the type of body their spark was made for and find it unbearable to inhabit any other design, indeed most of their time their spark has become specialized to their particular chassis and simply could not operate a significantly different type of body. Warpath and his Transformer brothers with the same same design thus spend most of their time at Autobot bases, only leaving to engage in combat. They cannot perform the patrols many other Autobots engage in as the Decepticons would spot them immediately, a tank on a human city street would stick out.

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

Post by Gamebook » Thu Nov 29, 2018 7:05 am

Image

Wasp - PL 10

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

Advantages
Great Endurance, Improved Aim, Ranged Attack 8, Skill Mastery: Perception

Skills
Acrobatics 4 (+6), Athletics 4 (+10), Perception 8 (+9), Stealth 8 (+6)

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Impervious Defense: Impervious Toughness 5
Scoped Sniper Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25, Advantages: Improved Aim; Extended Range 4, Increased Range: ranged; Distracting)
Senses: Senses 3 (Extended: Vision 2: x100, Low-light Vision)
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
Blast: Damage 10, +10 (DC 25)
Grab, +5 (DC Spec 16)
Throw, +10 (DC 21)
Unarmed, +5 (DC 21)

Languages
Native Language

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

Power Points
Abilities 28 + Powers 42 + Advantages 10 + Skills 12 (24 ranks) + Defenses 12 = 104

Wasp is a professional soldier from the small Protihex military. After their city was devastated by Decepticon attack the survivors had to flee to Iacon. Most of the civilians did not make it, they lacked the necessary discipline and the knowledge of how to avoid air attack. Setting off along the main highways the Decepticons simply wrecked the roadways at intervals, trapping them in place so they could be destroyed at their leisure. Wasp by contrast made his way cross-country, keeping to cover the whole way and scavenging fuel from the bodies of disabled Protihex Transformers. He did things on that journey that he isn't proud of, but it was the only way to survive and have a chance of one day fighting back against the hated Decepticons. Wasp is determined to survive this war and always looks out for number one, he makes sure never to get trapped in an impossible situation. This makes him a very effective sniper as the main difficulty with being a sniper is not shooting the enemy but getting away with it. Most would-be snipers are quickly killed by return fire as their locations are spotted and they have no good avenue of retreat. Wasp only ever fires when he is confident the Decepticons will not be able to tell where the shot came from, and always has a way to make a good escape. He resists all orders that would place him in what he considers to be unnecessary jeopardy, he leaves that to other Autobots who don't seem as intent on remaining functioning. This hardened survivor has seen a great many would-be heroes get themselves killed down the years.

Yellowjacket - PL 10

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

Advantages
Great Endurance, Ranged Attack 8

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

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Impervious Defense: Impervious Toughness 5
Missile Launcher (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Senses: Senses 3 (Extended: Vision 2: x100, Low-light Vision)
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
Blast: Damage 10, +10 (DC 25)
Grab, +5 (DC Spec 16)
Throw, +10 (DC 21)
Unarmed, +5 (DC 21)

Languages
Native Language

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

Power Points
Abilities 26 + Powers 45 + Advantages 9 + Skills 7 (14 ranks) + Defenses 12 = 99

Yellowjacket carries a very large weapon for such a small Transformer, an air-defense missile launcher. The Protihex minibots are not really capable of carrying the large weapons that regular Autobot warriors use, let alone several of them. Despite this Yellowjacket insists on lugging around the massive device. He typically uses it as a guard on Autobot supply convoys, sitting atop the stacked metal crates ready to repel Decepticon air attacks. The minibots are not usually employed on the front lines, they die too easily to Decepticon fire. The great majority are rear area service workers, doing all the mundane tasks that would be a waste of the time of more valuable warriors or technicians. Despite his small stature and light armor Yellowjacket is a very determined warrior, fiercely loyal to the city of Iacon. He sees the war as more than a desperate struggle for survival but a noble crusade for all that is good in the universe. Quite how much of this war he is going to see if he persists in standing up in full view of Decepticon jets and annoying them by firing at them is doubtful though.

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

Post by Jabroniville » Sat Dec 01, 2018 11:08 am

I see some interesting trends in PLs with your Transformers, just going over them.

Typical Minibots have PL 9. The Tank-based ones are usually PL 10s.

Most of the Car Robots are PL 9 as well- even "name" guys like Bluestreak and Jazz are PL 9s! They actually share an equal PL with the generics and recolors. Most of the Autobot forces fit PL 9- it's pretty standard from the looks of things.

The "standard" Dinobot is PL 11, though a handful hit PL 13 for various reasons. Grimlock equals a few of his subordinates in that regard.

The "Convoy" designs are almost always PL 13-ish. Night Convoy and Prime-8, for example.

It's interesting that Optimus Prime is so dominant- at PL 15, he'd even whup Grimlock fairly handily. Of course, in "Toyline Cartoons", the leaders are ALWAYS the best fighters :).

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

Post by Gamebook » Sat Dec 01, 2018 11:33 am

Jabroniville wrote:
Sat Dec 01, 2018 11:08 am
Most of the Car Robots are PL 9 as well- even "name" guys like Bluestreak and Jazz are PL 9s! They actually share an equal PL with the generics and recolors. Most of the Autobot forces fit PL 9- it's pretty standard from the looks of things.
Most of the Autobots only hit PL9 on offense. Defensively they tend to be PL7-8.

I don't see the generics and recolors as being any sort of 'inferior' Autobots. They are just more Autobots, as good as the original cast
The "standard" Dinobot is PL 11, though a handful hit PL 13 for various reasons.
The DInobots hit their PL when fighting in close combat due to their great strength and energon swords or great jaws or horns. When shooting they are no better than regular Autobots.
The "Convoy" designs are almost always PL 13-ish.
I think of these Autobots as the elite leaders of the Autobot army and built to a much higher standard of construction than the regulars.
It's interesting that Optimus Prime is so dominant
Optimus Prime is the greatest of all Transformers, not even Unicron was able to make a Transformer as great as he is. That's as cast iron in the Transformers setting as that Superman is the most powerful superhero in the DC universe.

In the Marvel comic on which these builds are based he routinely showed himself to be as powerful as all the rest of the Autobots put together, maybe more so. He was capable of taking on and defeating all the Decepticons on Earth by himself if Megatron was not present.

Thanks for spotting the trends I built into my run of builds :D . I like very much to keep my builds mutually consistent.

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

Post by Jabroniville » Sat Dec 01, 2018 12:40 pm

Yeah, it was fun to take stock and notice the things. I especially noticed how low the defenses were on some guys (often barely +1-3 to Dodge & Parry!)- it really paints a horrifying picture of Transformer combat- extraordinarily tough brick walls with ungodly firepower... who really lacked the ability to get out of the way of incoming fire. Their battles would be BLOODBATHS at that rate, with attrition slowly cutting everyone down, as nearly every attack would hit.

Agreed on Prime being the best of the best. Even in the show, it was pretty clear. All '80s toylines were like this- Questar, Leoric, Optimus, Duke and others were always the best overall characters at EVERYTHING.

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

Post by Doc chaos » Sat Dec 01, 2018 3:20 pm

That definitely represents Marvel's version of Transformers. You'd see your favorite characters get skragged on the regular.

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

Post by Gamebook » Sat Dec 01, 2018 4:35 pm

Image

Waterwing - PL 8

Strength 7, Stamina 7, Agility 0, Dexterity 0, Fighting 4, Intellect 0, Awareness 1, Presence 0

Advantages
Ranged Attack 8, Skill Mastery: Perception

Skills
Athletics 6 (+13), Perception 8 (+9), Persuasion 4 (+4), Treatment 4 (+4)

Powers
Cryo-Generators: Create 10 (Volume: 1000 cft., DC 20; Increased Duration: continuous, Innate; Source: water)
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])
Senses: Senses 3 (Extended: Vision 1: x10, Infravision, Low-light Vision)
Transform
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)
. . . . Floats: Movement 2 (Alternate; Water Walking 2)
. . Power-Lifting: Enhanced Strength 1 (+1 STR; Limited to Lifting)
. . Prop Seaplane: Morph 1 (+20 Deception checks to disguise; Single form)

Offense
Initiative +0
Grab, +4 (DC Spec 17)
Throw, +8 (DC 22)
Unarmed, +4 (DC 22)

Languages
Native Language

Defense
Dodge 3, Parry 1, Fortitude 10, Toughness 9, Will 4

Power Points
Abilities 14 + Powers 68 + Advantages 9 + Skills 11 (22 ranks) + Defenses 12 = 114

Waterwing as a search and rescue Autobot is focused not so much on rescuing Autobots as on saving humans. Huge quantities of human goods travel the world by plane and ship across the oceans and they are at constant risk of Decepticon piracy. The Decepticons not only steal the cargo, they take the transport vehicles as well, using them for their own purposes or breaking them up for their parts or materials. Sometimes they enslave any human crew or passengers but at other times they just toss them aside, leaving them to struggle in the water in lifeboats or just lifejackets. Many humans also prefer to take their chances with the cruel sea than the even crueler Decepticons. Humans taken by the Decepticons are often lobotomized and cyborgized, turning them into mindless worker drones.

The Autobots patrol shipping lanes that are at risk, or stash Autobot warriors on board container ships or tankers posing as cargo or hidden in the depths of the hold. Waterwing flies up and down these danger areas and can be summoned in by other Autobots to take care of the humans while they concentrate on engaging the Decepticons. As a Transformer Waterwing can land and take off in weather conditions that no human seaplane could as she can transform and just leap into the air or land on the water. Regular human seaplanes need a moderately disturbed water surface. Too rough and they would tip over, too calm and they cannot take off because they cannot break the surface suction. Her options are more constrained when she is full of shocked and injured humans she has scooped out of the water, she cannot rattle them around in the cargo bay in her torso by transforming. To overcome this she has learned how to use giant waves as launch ramps, taking off from the surface of even the stormiest seas in this way. It is a terrifying experience being aboard her while she powers up the near vertical surface of a towering wave to the top but it has saved many lives.

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

Post by Gamebook » Sat Dec 01, 2018 5:08 pm

Image

Wheelie - PL 7

Strength 5, Stamina 5, Agility 4, Dexterity 2, Fighting 6, Intellect 0, Awareness 2, Presence 1

Advantages
Agile Feint, Defensive Roll, Evasion, Improved Critical: Damage: Strength-based Damage 2, Improved Defense, Improved Disarm, Move-by Action, Quick Draw, Ranged Attack 7, Taunt

Skills
Acrobatics 8 (+12), Athletics 6 (+11), Deception 6 (+7), Insight 6 (+8), Perception 8 (+10), Persuasion 4 (+5), Sleight of Hand 6 (+8), Stealth 8 (+8)

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))
Sling (Easily Removable)
. . Fire stones: Damage 5 (DC 20; Increased Range: ranged, Secondary Effect)
Transform
. . Minicar: Feature 1
. . Wheels: Speed 7 (Linked; Speed: 250 miles/hour, 0.5 miles/round, Advantages: Move-by Action; Custom: Wheels)
Tri-blade knife (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 22, Advantages: Improved Critical, Improved Disarm; Penetrating 7)

Offense
Initiative +4
Damage: Strength-based Damage 2, +6 (DC 22)
Fire stones: Damage 5, +9 (DC 20)
Grab, +6 (DC Spec 15)
Throw, +9 (DC 20)
Unarmed, +6 (DC 20)

Languages
Native Language

Defense
Dodge 8, Parry 4, Fortitude 8, Toughness 6/5, Will 4

Power Points
Abilities 34 + Powers 39 + Advantages 13 + Skills 26 (52 ranks) + Defenses 11 = 123

Wheelie was originally a landing vehicle from a Transformer deep space exploration ship launched before the Autobot-Decepticon war. Thousands of small Transformers like him were dispensed onto many worlds in the vicinity of Cybertron's original location. Their mission was to explore these worlds, gathering information for scientific and commercial purposes. The outbreak of the war saw the entire project cancelled as all ships were recalled to Cybertron to take part in the war. Wheelie found himself stranded on the planet of Quintesson, a machine world mostly covered in mineral oil seas. He improvised weapons from local resources and survived for millions of years, evading the ravenous Sharkticons and the tyrannical Quintesson judges who condemned to death all who fell into their clutches, regardless of guilt or innocence.

The rule of the Quintessons was ended almost incidentally by Grimlock when he and a small group of other Autobots were stranded there during the campaign to destroy Unicron and the Quintessons set the Sharkticons on them. Irritated by these little fanged creatures trying to intimidate his mighty and fearsome self Grimlock snarled back and intimidated them into obeying him instead. A casual order by him then saw the entire Quintesson population devoured by their former minions. Wheelie had met and guided Grimlock and a group of his Dinobots back to the others and in gratitude Grimlock took Wheelie with him as a sort of mascot for the rest of the adventure.

Wheelie now operates with the Autobots. Being an expert survivalist he has been sent out to scout and explore the large wilderness areas of Cybertron. He is a small, lightly built Transformer and is not suited to combat against the Decepticons. His weapons are intended for use against the primitive scavenging mechanical creatures found out in the Cybertron wilderness. Some of these are devolved Transformers, survivors of the war who have turned to cannibalizing any working machinery to survive and have thus degenerated into robots, while others are rogue service drones whose programming has become corrupted from long ages of abandonment after the war killed their Transformer masters. At times if they can find the resources their numbers multiply as they mindlessly construct more of their kind. Wheelie keeps himself in fuel and spare parts by taking what he needs from their bodies after he has disabled them. His reports are used as the basis for expeditions to find valuable resources or reclaim areas in the wilderness.

Having spent most of his operational existence alone and hiding from enemies while having to obtain everything for himself has made Wheelie distinctly odd. Much of his original programming he has never had to use and so he is often ignorant of many facts about Transformer life and history. He speaks in a sing-song tone and when he does it is usually to hurl taunts at enemies, he is barely capable of a normal conversation having had so little practice. Grimlock seems to understand him without difficulty and it is to the Dinobot leader that he delivers reports and takes orders. Normally Grimlock never commands any Transformer who is not a Dinobot but he makes an exception for Wheelie.

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

Post by Gamebook » Sat Dec 01, 2018 5:26 pm

Image

Windcharger - PL 10

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

Advantages
Extraordinary Effort, Move-by Action, Ranged Attack 8

Skills
Acrobatics 4 (+4), 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))
Magnetic Control: Move Object 12 (100 tons, DC 27; Damaging; Limited Material: Ferrous materials)
. . Magnetic Interference: Nullify 12 (Alternate; Counters: Electromagnetism, DC 22; Simultaneous)
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Transform
. . Pontiac Firebird Trans Am: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round, Advantages: Move-by Action; Custom: Wheels)

Offense
Initiative +0
Grab, +6 (DC Spec 17)
Magnetic Control: Move Object 12, +8 (DC 27)
Magnetic Interference: Nullify 12, +8 (DC Will 22)
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

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

Power Points
Abilities 16 + Powers 64 + Advantages 9 + Skills 6 (12 ranks) + Defenses 11 = 106

Windcharger got his magnetic powers working in electricity generation before the war. As a magnet in a car he drove round a circuit at very high speed, generating power for the city while entertaining the crowds as he raced against dozens of other Transformer cars. It was sort of the equivalent of NASCAR for Transformers. His career as a racing driver was ended when the Decepticons attacked and destroyed his city. Like many other Autobots he found refuge in Iacon and joined the Autobot army.

As a warrior Windcharger much prefers to use his built in magnets. It's not that he has anything against guns, he would happily make use of them if he could. The problem is that any device he spends any time around inevitably gets affected by his magnetism and this invariably ruins firearms. Energy containment cells discharge, calibration is thrown off and moving parts magnetize and get stuck in place. Other Transformers don't like to get too close to Windcharger, he produces interference in their equipment and systems.

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

Post by Gamebook » Sun Dec 02, 2018 11:08 pm

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Smash - PL 11

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

Advantages
All-out Attack, Power Attack, Ranged Attack 8

Skills
Athletics 8 (+20), Intimidation 8 (+12), Perception 4 (+4)

Powers
Energon Mace Flail (Easily Removable)
. . Linked Effects
. . . . Damage: Strength-based Damage 2 (Linked; DC 29; Penetrating 14; Inaccurate: -2)
. . . . Smash: Cumulative Affliction 14 (Linked; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 24; Cumulative; Inaccurate: -2, Limited Degree)
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))
Laser Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Transform
. . Amargasaurus: Feature 1
. . Demolish (Linked; Burst Area 2: 60 feet radius sphere, DC 21)
. . Neck Whack: Strength-based Damage 2 (Linked; piercing, DC 29; Reach (melee) 3: 15 ft.)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +6 (DC 29)
Grab, +8 (DC Spec 22)
Neck Whack: Strength-based Damage 2, +8 (DC 29)
Smash: Cumulative Affliction 14, +6 (DC Fort 24)
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 103 + Advantages 10 + Skills 10 (20 ranks) + Defenses 12 = 163

Even for a Dinobot Smash is destructive. He will level an entire region attempting to get at the Decepticons, including his own comrades if they do not keep clear. In dinosaur mode he stomps around furiously while lashing his spiked head and neck from side to side, causing the ground to crack and buildings to crumble while sending debris and Transformers flying. He is little better in robot mode, swinging his energon mace flail in great whirls around him to build up momentum before bringing it down on some luckless Decepticon who is usually turned inside out by the blow. It is pretty much impossible to fight alongside him, Grimlock has found it is safest to just drop him in among the Decepticons on his own then deploy the rest of the Dinobots at a safe distance. Sometimes he only stops when he has literally buried himself under rubble or in a pit of his own making. Even then violent quakes may shake the region for some time as he thrashes around until he finally runs low on fuel. Optimus Prime has let Grimlock know that if he ever turns up near human habitations he will have to order his Autobots to disable him, with lethal force if necessary. The uncontrollable nature of some of Grimlock's troops is a constant source of friction between the two Autobot leaders.
Last edited by Gamebook on Mon Dec 03, 2018 12:34 am, edited 1 time in total.

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

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

Post by Gamebook » Sun Dec 02, 2018 11:20 pm

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Beachcomber - PL 7

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

Advantages
Ranged Attack 4

Skills
Acrobatics 4 (+4), Athletics 4 (+11), Expertise: Science 6 (+8), Insight 4 (+5), Investigation 6 (+8), Perception 6 (+7), Persuasion 4 (+5)

Powers
Geology Tools
. . Magnetic Sensors: Senses 9 (Accurate: Magnetics, Acute: Magnetics, Analytical: Magnetics, Awareness: Magnetics, Direction Sense, Extended: Magnetics 2: x100, Radius: Magnetics)
. . Seismic Sensors: Senses 5 (Acute: Seismic, Analytical: Seismic, Awareness: Seismic, Extended: Seismic 1: x10, Radius: Seismic)
. . Sonic Sensors: Senses 4 (Accurate: Hearing, Analytical: Hearing, Extended: Hearing 1: x10)
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
Senses: Senses 4 (Analytical: Infravision, Extended: Vision 1: x10, Infravision, Low-light Vision)
Sonic Pick: Move Object 6 (3200 lbs., DC 21; Damaging; Limited Material: Rock)
Transform
. . 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 +0
Grab, +6 (DC Spec 17)
Sonic Pick: Move Object 6, +4 (DC 21)
Throw, +4 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 9, Toughness 7, Will 4

Power Points
Abilities 24 + Powers 69 + Advantages 4 + Skills 17 (34 ranks) + Defenses 11 = 125

Beachcomber is a scientist not a warrior. Usually he doesn't even carry a gun. He spends all his time investigating the nature of the strange new world the Autobots have found themselves stranded on. A world made of rocks over a molten core is something novel to the Transformers, used as they are to their metal machine world. Beachcomber is having to teach himself geology all over again, which to a scientist like him is thrilling. His scientific work is not intended to benefit the war effort, it is science for its own sake. Optimus Prime is willing to fund this in order to keep alive the inquiring and creative spirit of the Autobots, he doesn't want them to devolve into pure warriors like the Decepticons as that would defeat the whole reason for their fighting this war. The Autobots have battled the Decepticons for four million years not for personal survival but so that the soul of the Transformer race will not be lost.

Beachcomber dislikes being a 'robot in disguise', he would much rather just speak naturally to the humans he moves among while working. A number of times humans have come across him in some remote location where he is doing fieldwork and he just gives them a friendly greeting and inquires about what they know of the local environment. His manner is so nonthreatening and disarming that he has befriended many humans in this way rather than have them run off screaming. It is hard to believe that he intends to conquer the Earth when you see that he is carrying a fishing rod over his shoulder for example or is bent down on all fours peering at fossils embedded in the rocks.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Dec 03, 2018 12:29 am

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Batman Year One - PL 8

Strength 2, Stamina 2, Agility 3, Dexterity 3, Fighting 9, Intellect 3, Awareness 3, Presence 3

Advantages
Agile Feint, Assessment, Attractive, Benefit, Cipher 2, Benefit, Wealth 3 (millionare), Chokehold, Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment 10, Evasion, Extraordinary Effort, Great Endurance, Improved Critical 2: Gauntlets: Strength-based Damage 2, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Prone Fighting, Quick Draw, Ranged Attack 8, Startle, Takedown, Tracking, Trance

Skills
Acrobatics 6 (+9), Athletics 8 (+10), Deception 6 (+9), Insight 6 (+9), Intimidation 8 (+11), Investigation 8 (+11), Perception 8 (+11), Persuasion 6 (+9), Sleight of Hand 6 (+9), Stealth 8 (+11), Technology 6 (+9), Treatment 4 (+7), Vehicles 6 (+9)

Powers
Body Armor: Protection 3 (+3 Toughness; Impervious)
Gauntlets: Strength-based Damage 2 (DC 19)
Grapple Gun: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
Grapple: Movement 1 (Swinging)

Equipment
Binoculars, Bolos, Boomerang, Camo Clothing, Cell Phone (Smartphone), Combat Suit [Body Armor: Protection 3, +3 Toughness; Impervious; Gauntlets: Strength-based Damage 2, DC 19], Commlink, Concealable Microphone, Flashlight, Gas Mask, Grapple Gun [Grapple Gun: Move Object 3, 400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards; Grapple: Movement 1, Swinging], Handcuffs, Mini-tracer, Night Vision Goggles, Rebreather, Smoke Grenade, Toolkit (Basic)

Offense
Initiative +7
Bolos, +11 (DC Dog 13)
Boomerang, +11 (DC 18)
Gauntlets: Strength-based Damage 2, +11 (DC 19)
Grab, +11 (DC Spec 12)
Grapple Gun: Move Object 3, +11 (DC 18)
Smoke Grenade, +11 (DC 19)
Throw, +11 (DC 17)
Unarmed, +11 (DC 17)

Languages
Other Language

Defense
Dodge 9, Parry 9, Fortitude 6, Toughness 7/2, Will 9

Power Points
Abilities 56 + Powers 0 + Advantages 49 + Skills 43 (86 ranks) + Defenses 16 = 164

There are rumors among the nocturnal vigilantes of Gotham that the current Batman is not the first one. Some years before the Batman began his activity in the city there were stories going round of an unstoppable vigilante in an extraordinary costume beating up and apprehending criminals. The GCPD at the time dismissed this as an urban myth, nothing more than people's fantasies. No one ever got a good look at this supposed crimefighter and after about a year the reports by people who had been rescued by him and criminals who had been foiled by him ceased. The descriptions by these witness, garbled and unreliable as they were, do speak of a bat themed suit and a method of operation very similar to Batman. Is it possible that Batman actually operated for a while then stopped for some reason? Or was it a different person operating under the Batman persona and the current Batman is someone new who took over the crimefighting identity?

The person best placed to know is Jim Gordon, who has always been Batman's contact on the GCPD. Jim though never speaks about the Batman to anyone, not even his own daughter. He has always consistently denied any link between the police and Batman, indeed it took years before he publicly confirmed that the Batman even existed. Most of the Bat-clan are unaware of all this, it is only suspected by some of the better connected and more suspicious, namely Batwoman and Batgirl. They have always been independent allies of Batman rather than his apprentices like the Robins and do not take orders from him. Each for their own reasons would like to know the true story behind Batman and have made several attempts down the years to find out more. Barbara Gordon has succeeded in decoding her father's private diaries after she found them in a concealed location in the GCPD station where her father worked and has come across references to a source or contact from the period who is referred to in an oblique and cryptic manner, even in this secret private record. That is how her father always refers to Batman in his current diaries, which she also reads. She has tracked down and interviewed some of the crime victims and perpetrators who allege that they saw the rumored urban vigilante of the time. It is hard to know how accurate their testimony is, very few people have anything like the memory Barbara is blessed with, but Barbara is expert at eliciting memories from people without suggesting them.The figure they describe does definitely seem to be Batman, but their reports are not detailed enough to know whether it is the same man she knows now. It doesn't help that Barbara still does not know who the current Batman is, she has never seen him without his mask on and does not know that he is Bruce Wayne.

Batwoman has her own lines of inquiry. She thinks she may have known the man who is now Batman as the desert warrior Khuffash. Once again though it is difficult to know as she too has never seen Batman without his mask on or is aware he is Bruce Wayne. She is pretty sure though that if Khuffash is indeed Batman then he cannot be the same man as this rumored first Batman, as at the time he was supposed to be active she was with Khuffash in the desert, operating alongside him and seeing him nearly every day. There is just no way one man could fight crime in Gotham and wage a guerrilla campaign half a world away at the same time. She has considered several scenarios but the one that seems most likely to her is that whoever came up with and sponsored the idea of Batman recruited an initial operative, but for reasons unknown later passed the cowl to the desert warrior. If Kate knew Batman was Bruce Wayne she might be able to take her investigation further, but of the Bat-clan only Dick Grayson and Tim Drake know Batman's secret identity and they will never reveal it (only Alfred and Damien may know who he really truly is).

The rumored first Batman does not seem to have been as well-trained and equipped as the current one. There was no Batmobile and he apparently spent much of his time just taking out common street thugs rather than running ambitious schemes to take down organized crime in the city. Why he stopped is still unknown. Did he quit? Was he fired for not being good enough? Maybe he was killed in action, fighting crime as a vigilante is an extremely dangerous thing to do. No one other than known kooks have ever claimed to be the Batman however, and if criminals had killed a Batman there is no way they would be able to keep from boasting about it since most crooks are stupid and have big mouths. Whoever it was must have been a talented operative but but there is no trace of them now. Kate does not think the Batman she knows got rid of him, there is a gap of several years between their operations and she can see no reason why he would do so. The more they learn about Batman the more mysterious he seems to get to the two women crimefighters.

Jabroniville
Posts: 9614
Joined: Fri Nov 04, 2016 8:05 pm

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

Post by Jabroniville » Mon Dec 03, 2018 12:40 pm

Some interesting jumping around- did you miss Smash & Beachcomber before, or are they new drawings? I think I'm watching F-for-Feazant, and I didn't see anything new from him.

Restructuring Wheelie as the ultimate survivalist, but insane, is a neat way of fixing the most notorious "Jar-Jar Binks" character on the franchise :).

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