Gamebook's builds (hs5ias new thread)

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

Post by Gamebook » Sat Feb 02, 2019 8:42 pm

Image

Ratbat - PL 8

Strength 5, Stamina 5, Agility 4/0, Dexterity 0, Fighting 8/4, Intellect 4, Awareness 2, Presence 2

Advantages
Agile Feint, Defensive Roll 2, Evasion, Languages

Skills
Expertise: Fuel Auditor 12 (+16), Intimidation 6 (+10), Investigation 8 (+12), Perception 12 (+14), Technology 4 (+8)

Powers
Chemical sensors: Senses 11 (Acute: Chemical, Analytical: Chemical, Detect: Chemical 2: ranged, Extended: Chemical 4: x10k, Radius: Chemical, Tracking: Chemical 2: full speed)
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)
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))
Micro-chemical Processors: Transform 1 (Affects: Broad > 1 Thing - Liquid fuels into Transformer fuel, Transforms: 1.5 lbs., DC 11; Increased Duration: continuous)
Protection: Protection 1 (+1 Toughness; Impervious [3 extra ranks])
Skilled Flier: Enhanced Trait 26 (Traits: Agility +4 (+4), Dodge +2 (+8), Fighting +4 (+8), Acrobatics +8 (+12), Advantages: Agile Feint, Defensive Roll 2, Evasion; Quirk: only when flying)
Transform
. . Deepspace Monitoring Satellite: Feature 1
. . Movement: Movement 1 (Linked; Space Travel 1: within solar system)

Offense
Initiative +4
Grab, +8 (DC Spec 15)
Micro-chemical Processors: Transform 1, +8 (DC Dog 11)
Throw, +0 (DC 20)
Unarmed, +8 (DC 20)

Languages
Native Language

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

Power Points
Abilities 28 + Powers 71 + Advantages 0 + Skills 21 (42 ranks) + Defenses 10 = 130

Shockwave was always suspicious of the smaller Cybertron city-states subject to the colonial rule of Tarn. He suspected them of secretly hoarding fuel that should be properly turned over to the Tarn state. To sniff out such stashes he had Ratbat built and launched into orbit. Sure enough Ratbat detected illicit fuel everywhere. Shockwave sent out his terror troops to seize this contraband and punish those who had dared to steal from the Tarn state. Ratbat though is far too sensitive, what he was reporting were the everyday fuel supplies that Transformers need on hand to function. Shockwave's mindless thugs didn't care though and just took it all, leaving the bereft Transformers to cease functioning as their energy supplies ran down. The result was a massive energy famine that spread across much of the area controlled by Tarn which claimed the lives of millions of Transformers. Desperate 'empties', the cruel Transformer term for the poor and low-energy of their race, collapsed and died on the public highways of Tarn as they trekked in to the city to beg for mercy and fuel. Shockwave just had them cleared away like so much municipal waste.

Ratbat is responsible for the procurement and dispensation of fuel to the entire Decepticon army. He is effectively the economics minister, the entire Decepticon war economy runs according to his design. With the chronic energy shortage on Cybertron fuel is power and he provides the Decepticon leaders with the means to control their large and fractious army. Those who are loyal and favored receive more fuel and thrive, while those who are distrusted or unsuccessful in battle are starved of fuel, ruining them. He keeps a very tight reign on energy generation, permitting no independent fuel sources in the Decepticon army as that could allow rivals to the Decepticon leader to build their own separate armies. As far as Ratbat is concerned every drop of fuel on Cybertron belongs to him, if anyone else has any that is theft and they will be punished severely for it.
Last edited by Gamebook on Sat Feb 02, 2019 9:19 pm, edited 1 time in total.

Gamebook
Posts: 4520
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Feb 02, 2019 9:07 pm

Image

Ravage - PL 10

Strength 6, Stamina 6, Agility 3, Dexterity 0, Fighting 9, Intellect 2, Awareness 4, Presence 1

Advantages
Agile Feint, Defensive Roll 2, Evasion, Hide in Plain Sight, Improved Critical: Bite: Strength-based Damage 2, Improved Critical: Bite: Strength-based Damage 2, Improved Initiative, Languages, Ranged Attack 8, Redirect, Skill Mastery: Stealth, Uncanny Dodge

Skills
Acrobatics 8 (+11), Athletics 8 (+14), Close Combat: Bite: Strength-based Damage 2 2 (+11), Deception 4 (+5), Insight 4 (+8), Intimidation 4 (+7), Investigation 6 (+8), Perception 8 (+12), Ranged Combat: ???? 4 (+4), Stealth 10 (+9), Technology 4 (+6)

Powers
Bite: Strength-based Damage 2 (DC 23, Advantages: Improved Critical; Penetrating 9)
Counter Electromagnetism: Nullify 10 (Counters: Electromagnetism, DC 20; Reduced Range: close)
Electromagnetic Radiation Shielding: Concealment 2 (Other Sense Type: Electromagnetism)
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))
Missiles: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Senses: Senses 9 (Acute: Scent, Extended: Hearing 1: x10, Extended: Scent 1: x10, Infravision, Low-light Vision, Tracking: Scent 2: full speed, Ultra-hearing, Ultravision)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)
Transform
. . Defence Platform: Feature 1
. . Surface-to-air Missile Launcher: Damage 10 (Linked; DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged, Multiattack; Unreliable (5 uses))

Offense
Initiative +7
Bite: Strength-based Damage 2, +11 (DC 23)
Counter Electromagnetism: Nullify 10, +9 (DC Will 20)
Grab, +9 (DC Spec 16)
Missiles: Damage 10, +8 (DC 25)
Surface-to-air Missile Launcher: Damage 10, +8 (DC 25)
Throw, +8 (DC 21)
Unarmed, +9 (DC 21)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 9, Toughness 10/8, Will 9

Power Points
Abilities 46 + Powers 109 + Advantages 18 + Skills 31 (62 ranks) + Defenses 14 = 218

Before the war Ravage was part of a special corps of spies, assassins and saboteurs for the Overlords, the failing rulers of Cybertron. Along with his senior partner Sabertooth he enforced their rule, often lethally. He was assigned to the Overlord of Tarn who tried to flee when Shockwave started the Vos-Tarn war, fearing for his life both from the warriors of Vos and the secret police of Tarn as he suspected that Shockwave had long desired to get rid of him permanently and would use the war as cover to finally do so. Along with Optimus Prime and Megatron he and Sabertooth tried to get the Overlord to safety in Iacon. Ravage though chose to betray and abandon his master and swear allegiance to Megatron after the Overlord collapsed and could go no further.

Ravage is the first Decepticon, Megatron's first ever follower who cast off all former allegiances to his city, the Autobot creed and the rule of the Overlords. He is dedicated to realizing Megatron's vision of a new Cybertron cleansed of the weak and useless and ruled by the strongest. To Ravage's twisted mind Megatron is the new Overlord, replacing the old ones who had become decrepit and unfit. His turning traitor may therefore actually be an unexpected outcome of his original programming's logic pathways. As a cunning and perceptive warrior he is Megatron's favorite Transformer, the one Decepticon he can actually count as being personally loyal to him. All the others he leads through promises, threats and frequent acts of murderous violence. The two of them are actually genuine friends, not even using each other for mutual support of their own aims. Ravage is the only Transformer Megatron speaks to as a person rather than a subordinate/enemy, confiding to him his thoughts and feelings, even his fears and worries. Ravage never exploits these for his own benefit or lets any other Decepticon know such intimate secrets, indeed he will kill to keep them concealed. To Ravage Megatron is everything, he cares for nothing and no one else. While at times he has served under other Decepticon leaders when Megatron has been indisposed it is only to preserve his own hide until Megatron can reclaim his rightful position. Covertly he will aid Megatron in this, sneaking around behind the current leader's back as only he can.

Ravage is counted by Optimus Prime as one of the Decepticon's most dangerous agents. He works in close concert with Soundwave to spy on the Autobots and sabotage their operations. He has prowled around the corridors and vents of the Autobot's crashed spaceship the Ark, spying even on Optimus Prime in his private quarters. You cannot be confident that any location is secure from him, he has repeatedly gotten past the tightest security measures. While a deadly fighter in close he usually strikes by dispatching salvos of missiles in hit and run attacks. He often serves as Megatron's personal air defense, lurking unseen near his boss to shoot down any Autobot or treacherous Decepticon attacks.

Gamebook
Posts: 4520
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Feb 02, 2019 9:16 pm

Image

Rumble - PL 10

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

Advantages
Daze (Intimidation), Defensive Roll, Languages, Ranged Attack 8

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

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Low Frequency Sonics
. . Affliction: Cone Area Affliction 10 (Linked; 1st degree: Hindered, 2nd degree: Prone, DC 20; Alternate Resistance (Dodge), Cone Area: 60 feet cone, DC 20; Limited Degree)
. . Damage: Cone Area Damage 10 (Linked; DC 25; Cone Area: 60 feet cone, DC 20)
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Transform
. . Defence Platform: Feature 1
. . Low Frequency Sonic Cannon
. . . . Affliction: Cone Area Affliction 10 (Linked; 1st degree: Hindered, 2nd degree: Prone, DC 20; Alternate Resistance (Dodge), Cone Area 2: 120 feet cone, DC 20; Limited Degree)
. . . . Damage: Cone Area Damage 10 (Linked; DC 25; Cone Area 2: 120 feet cone, DC 20)

Offense
Initiative +2
Affliction: Cone Area Affliction 10 (DC Dog/Fort/Will 20)
Affliction: Cone Area Affliction 10 (DC Dog/Fort/Will 20)
Damage: Cone Area Damage 10 (DC 25)
Damage: Cone Area Damage 10 (DC 25)
Grab, +6 (DC Spec 16)
Throw, +8 (DC 21)
Unarmed, +6 (DC 21)

Languages
Native Language

Defense
Dodge 6, Parry 4, Fortitude 8, Toughness 9/8, Will 2

Power Points
Abilities 26 + Powers 56 + Advantages 10 + Skills 10 (20 ranks) + Defenses 10 = 112

Before the war Rumble was a demolitions worker, knocking down old buildings to make way for new construction. His programming means that he delights in seeing tall things fall down, which includes most other Transformers as he is a small mech. He joined the Decepticons out of a desire to bully others and not be pushed around by burly Transformer construction workers anymore. He is as vicious as only someone who has been a victim most of his life is when they get the opportunity to hide behind someone more powerful and be mean to others. With the Decepticons he got to enact his violent fantasies of knocking down buildings when they were still full of people. Seeing other Transformers being hurled to their doom or buried alive he finds hilarious. Unlike his brother he actually gets some appreciation and respect from other Decepticons because of the sheer destruction he can cause.

Gamebook
Posts: 4520
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Feb 02, 2019 9:42 pm

Image

Megahertz - PL 10

Strength 12, Stamina 12, Agility 0, Dexterity 0, Fighting 8, Intellect 3, Awareness 2, Presence 2

Advantages
Contacts, Eidetic Memory, Languages, Ranged Attack 8

Skills
Athletics 4 (+16), Deception 6 (+8), Insight 6 (+8), Intimidation 8 (+15), Investigation 4 (+7), Perception 6 (+8), Persuasion 4 (+6), Technology 6 (+9)

Powers
Chemical sensors: Senses 8 (Acute: Chemical, Analytical: Chemical, Detect: Chemical 2: ranged, Extended: Chemical 4: x10k)
Counter Electromagnetism: Nullify 10 (Counters: Electromagnetism, DC 20; Reduced Range: close)
Directional Radiowave Sensor: Senses 8 (Accurate: Radio, Analytical: Radio, Extended: Radio 4: x10k, Radio)
Growth: Growth 10 (+10 STR, +10 STA, +5 Intimidate, -10 Stealth, -5 active defenses, +2 size ranks, +10 mass ranks, +1 ; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Missile Launcher: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged, Multiattack; Unreliable (5 uses))
Monitor Brain Electrical Activity: Cumulative Mind Reading 10 (DC 20; Cumulative)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Relay Station: Radio Area Communication Perception (One Sense) 3 (Area, Perception (One Sense): Audio, Rapid, Subtle: encrypted)
. . Radio Area Jamming: Perception Area Nullify 10 (Alternate; Counters: Radio, DC 20; Perception Area: DC 20 - Radio, Simultaneous; Reduced Range: close)
Senses: Senses 1 (Extended: Hearing 1: x10)
Sonic Vibration
. . Affliction: Burst Area Affliction 10 (Linked; 1st degree: Hindered, 2nd degree: Prone, DC 20; Alternate Resistance (Dodge), Burst Area 2: 60 feet radius sphere, DC 20; Limited Degree)
. . Affliction: Perception Area Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 20; Perception Area: DC 20 - Hearing; Limited Degree)
. . Damage: Burst Area Damage 10 (Linked; DC 25; Burst Area 2: 60 feet radius sphere, DC 20)
Two Twin Arm Guns
. . Blast: Damage 10 (Linked; DC 25; Extended Range 2, Increased Range: ranged, Multiattack)
. . Blast: Damage 10 (Linked; DC 25; Extended Range 2, Increased Range: ranged, Multiattack)

Offense
Initiative +0
Affliction: Burst Area Affliction 10 (DC Dog/Fort/Will 20)
Affliction: Perception Area Affliction 10 (DC Will 20)
Blast: Damage 10, +8 (DC 25)
Blast: Damage 10, +8 (DC 25)
Counter Electromagnetism: Nullify 10, +8 (DC Will 20)
Damage: Burst Area Damage 10 (DC 25)
Grab, +8 (DC Spec 22)
Missile Launcher: Damage 10, +8 (DC 25)
Monitor Brain Electrical Activity: Cumulative Mind Reading 10 (DC Will 20)
Radio Area Jamming: Perception Area Nullify 10 (DC Will 20)
Throw, +8 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 13, Toughness 16, Will 7

Power Points
Abilities 38 + Powers 270 + Advantages 10 + Skills 22 (44 ranks) + Defenses 14 = 354

After combiner technology was perfected with the creation of the Combaticons and Stunticons Soundwave sought to increase his own power by adapting his minions to combine with him. Buzzsaw and Laserbeak form his arms, Rumble and Frenzy his legs, Ratbat his chest-mounted sensors, and Ravage his weapon. The resulting combiner robot is smaller than usual due to the small size of the Decepticons that combine to him but is able to employ most of the special functions of its constituents due to Soundwave's superior mental processing which lets him coordinate very tightly with his team. He can combine Rumble and Frenzy's sonic vibrations in a deadly harmonic pattern that devastates everything around him, or unleash a storm of fire from Laserbeak's and Buzzsaw's guns. He also retains all his abilities as Soundwave when functioning as Megahertz, including most of his intelligence. Because it ties his team to one rather slow moving location he doesn't use the ability often, reserving it for larger battles where his small and rather specialized troops would be less useful.

Gamebook
Posts: 4520
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Feb 03, 2019 5:57 pm

Image

Blackwatch - PL 10

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

Advantages
Eidetic Memory, Languages, Ranged Attack 4

Skills
Athletics 4 (+2), Perception 4 (+4)

Powers
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Wings)
. . Movement: Movement 2 (Alternate; Wall-crawling 2: full speed)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Infiltrate: Concentration Progressive Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Concentration, Progressive)
Pincers: Strength-based Damage 2 (DC 15; Penetrating 8)
Protection: Protection 2 (+2 Toughness; Impervious)
Shrinking: Shrinking 16 (-4 STR, -8 Intimidate, +16 Stealth, +8 active defenses, -4 size ranks, -2 speed ranks; Innate; Permanent)
Transform
. . Magnetic Cassette: Feature 1 (Linked; Advantages: Eidetic Memory)

Offense
Initiative +0
Grab, +8 (DC Spec 8)
Infiltrate: Concentration Progressive Affliction 10, +8 (DC Fort 20)
Pincers: Strength-based Damage 2, +8 (DC 15)
Throw, +4 (DC 13)
Unarmed, +8 (DC 13)

Languages
Native Language

Defense
Dodge 14, Parry 16, Fortitude 4, Toughness 3, Will 3

Power Points
Abilities 22 + Powers 102 + Advantages 4 + Skills 4 (8 ranks) + Defenses 12 = 144

Blackwatch is an Autobot sabotage device. He is infiltrated into the inner working of Decepticon machinery where he scuttles about snipping important cables and connections with his sharp and powerful little pincers. He is literally only the size of a cassette tape so in his stag beetle mode is just a couple of inches long. This means that even a standard Decepticon is easily large enough for him to burrow into the depths of. Frantic Decepticons have been known to shoot their own limbs off in an attempt to get rid of him before he severs so much that they collapse. This activity is not without danger for him, all Transformers have internal defense systems to get rid of mechanical parasites such as scraplets. He is attacked by fiber optic cables shooting laser beams, razor-edged memory coil wire, high voltage jolts, broadcast scrambler code and and many other things, all this being the Transformer equivalent of an immune system. Being only very small he is also very vulnerable to being crushed, by being caught in the mechanisms of moving joints or accidentally or intentionally stepped on or swatted. He sees himself as a daring adventurer, braving mazes full of deadly traps to reach the prize.
Last edited by Gamebook on Sun Feb 03, 2019 6:07 pm, edited 1 time in total.

Gamebook
Posts: 4520
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Feb 03, 2019 6:07 pm

Image

Blowback - PL 10

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

Advantages
Eidetic Memory, Languages, Ranged Attack 8

Skills
Athletics 4 (+1), Perception 8 (+8), Stealth 4 (+20)

Powers
Brain Hack: Cumulative Mind Reading 10 (DC 20; Cumulative, Sensory Link; Reduced Range 2: close)
Charged Laserbeam: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged; Limited: Sight, Sense-dependent: Sight)
. . Laser Uplink: Visual Communication 2 (Alternate; Rapid, Subtle: encrypted)
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Wings)
. . Movement: Movement 2 (Alternate; Wall-crawling 2: full speed)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious)
Shrinking: Shrinking 16 (-4 STR, -8 Intimidate, +16 Stealth, +8 active defenses, -4 size ranks, -2 speed ranks; Innate; Permanent)
Transform
. . Magnetic Cassette: Feature 1 (Linked; Advantages: Eidetic Memory)

Offense
Initiative +0
Brain Hack: Cumulative Mind Reading 10, +6 (DC Will 20)
Charged Laserbeam: Cumulative Affliction 10, +8 (DC Will 20)
Grab, +6 (DC Spec 7)
Throw, +8 (DC 12)
Unarmed, +6 (DC 12)

Languages
Native Language

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

Power Points
Abilities 16 + Powers 83 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 127

Blowback is an Autobot spy device. He infiltrates inside the body of Decepticons, makes his way to their brain, and there taps into their fiber optic neural transmission to read their minds. He records this information then heads to their eye sockets and beams the information out to his Autobot contact, who is likely another spy. He strives to avoid giving himself away, he rarely does anything to damage his host. If he needs to he can use his laser uplink to blind those who threaten him while he makes a getaway. The beam is of course far too weak to damage a Transformer. At times he has resided in the body of a Decepticon for long periods, observing everything they are doing and thinking. So long as he does not alert their internal sensors he can easily sustain himself by stealing fuel and components. He is a sneaky and secretive fellow who does not like being outside the body of a host where he feels vulnerable, even among other Autobots.

Gamebook
Posts: 4520
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Feb 03, 2019 6:25 pm

Image

Blaster - PL 11

Strength 10, Stamina 10, Agility 3, Dexterity 1, Fighting 10, Intellect 3, Awareness 3, Presence 3

Advantages
Defensive Roll, Eidetic Memory, Languages, Leadership, Ranged Attack 9, Takedown

Skills
Acrobatics 6 (+9), Athletics 6 (+16), Deception 4 (+7), Insight 8 (+11), Intimidation 4 (+10), Investigation 8 (+11), Perception 8 (+11), Persuasion 8 (+11), Sleight of Hand 4 (+5), Stealth 4 (+0), Technology 4 (+7)

Powers
Data Cassette Storage: Feature 1
Electro-Scrambler Gun (Easily Removable)
. . Affliction: Cumulative Affliction 12 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 22; Cumulative, Increased Range: ranged)
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])
Radio Detection: Senses 6 (Analytical: Radio, Extended: Radio 4: x10k, Radio)
Relay Station: Radio Area Communication Perception (One Sense) 3 (Area, Perception (One Sense): Audio, Rapid, Subtle: encrypted)
. . Radio Area Jamming: Perception Area Nullify 10 (Alternate; Counters: Radio, DC 20; Perception Area: DC 20 - Radio, Simultaneous; Reduced Range: close)
Senses: Senses 4 (Analytical: Hearing, Extended: Hearing 2: x100, Ultra-hearing)
Transform
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . Mobile Command Platform: Feature 1
. . Power-Lifting: Enhanced Strength 2 (Linked; +2 STR; Limited to Lifting)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Limited: Wheels)

Offense
Initiative +3
Affliction: Cumulative Affliction 12, +10 (DC Will 22)
Grab, +10 (DC Spec 20)
Radio Area Jamming: Perception Area Nullify 10 (DC Will 20)
Throw, +10 (DC 25)
Unarmed, +10 (DC 25)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 13, Toughness 15/14, Will 9

Power Points
Abilities 58 + Powers 99 + Advantages 13 + Skills 32 (64 ranks) + Defenses 16 = 218

Blaster is the Autobots communications officer. Unlike with Soundwave this title is what he actually he is, he is not a secret policeman. He keeps all the many Autobot operatives in constant communication with each other. When not transmitting military communications he likes to operate as a DJ, running his own unofficial radio station that broadcasts all the hottest tunes to his fellow Autobots. Since coming to Earth he has found a wealth of new music composed by the humans which delights him, he hasn't had so much new material since the war started. He is seriously attempting to listen to every piece of music ever recorded by any human ever, and to memorize it all. Being a Transformer he may be able to do this. He works continually on his 'ultimate playlist', his definitive collection of the finest music ever that it is possible to listen to in the span of one typical human lifetime.

On Cybertron Blaster rolled around as a mobile command platform, often close to Optimus Prime to function as his communications relay. Optimus has considerable abilities of his own in this regard thanks to his trailer facilities but Blaster is more mobile and less vulnerable. He is a powerful warrior in his own right, good at both ranged and melee combat. He scrambles Decepticons with his gun and then smashes them or throws them to their destruction. He operates a force of Autobot agents with communication abilities, for whom he feels intensely responsible. His best friend Scrounge, a small Autobot with wire-guided remote sensors who transformed into a gyro-wheel was captured by the Decepticons and thrown alive into the infamous smelting pool of Polyhex. Blaster failed to rescue his friend before the pool claimed him but got to him in time for Scrounge with his dying act to give him a memory tape with information stolen from the Decepticons that contained a message from Soundwave that Optimus Prime and Megatron had survived their crash and were stranded on Earth. With this information the Cybertron Autobots were able to build an operational space bridge and make contact with Optimus and his forces before massive Decepticon forces came through from Polyhex to overwhelm Prime and his small band of Autobot survivors. Blaster and his troops have subsequently relocated to Earth to support Optimus and get the Decepticons off the planet.

Gamebook
Posts: 4520
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Feb 03, 2019 6:37 pm

Image

Eject - PL 9

Strength 6, Stamina 6, Agility 1, Dexterity 0, Fighting 4, Intellect 3, Awareness 0, Presence 0

Advantages
Languages, Ranged Attack 8

Skills
Acrobatics 4 (+5), Athletics 4 (+10), Perception 6 (+6), Technology 8 (+11)

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))
Overload Gun (Free device, Easily Removable)
. . Disable Neural Circuitry: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Radio Monitor: Senses 9 (Analytical: Radio, Counters Concealment: Encryption, Extended: Radio 4: x10k, Radio, Rapid: Radio 1)
Transform
. . Defence Platform: Feature 1
. . Electric Overload Cannon: Cumulative Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged, Multiattack)

Offense
Initiative +1
Disable Neural Circuitry: Cumulative Affliction 10, +8 (DC Will 20)
Electric Overload Cannon: Cumulative Affliction 10, +8 (DC Will 20)
Grab, +4 (DC Spec 16)
Throw, +8 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 5, Parry 2, Fortitude 8, Toughness 8, Will 2

Power Points
Abilities 24 + Powers 75 + Advantages 8 + Skills 11 (22 ranks) + Defenses 10 = 128

Eject spends most of his time holed up in some hiding spot with good radio reception, such as the top of a ruined tower or other substantial building. Here he intercepts and decrypts Decepticon radio transmissions, sending the information on to be analyzed by Autobot intelligence officers. He regards Decepticon encryption technology as a puzzle devised for his amusement and delights in cracking new codes as quickly as possible, often within 24 hours. The Decepticon technicians are driven to fury at how quickly he defeats new security systems that they have been working on for months and have assured their leaders that this time will be secure. Eject has to be ever ready to make a quick escape from Decepticon hunters that are seeking to eliminate this spying eavesdropper. When the Decepticons are being boring by observing radio silence he keeps his skills sharp by coming up with his own code puzzles and challenging the rest of the Autobots to defeat them. Any innovative techniques they come up with to crack them he then incorporates into his own cryptological attacks. Other Autobots find him to be a nerd and a bit of a bore, interested in little else than his puzzles.

Gamebook
Posts: 4520
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Feb 03, 2019 6:42 pm

Image

Ramhorn - PL 9

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

Advantages
Languages, Power Attack, Ranged Attack 8

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

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Horn: Damage 2 (DC 17; Penetrating 9)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Micro-Missile Racks: Damage 8 (DC 23; Extended Range 3, Homing: 1 extra attempt, Increased Range: ranged, Multiattack; Unreliable (5 uses))
Protection: Protection 4 (+4 Toughness; Impervious [4 extra ranks])
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
Transform
. . Concussion Cannon: Damage 10 (Linked; DC 25; Extended Range 4, Increased Range: ranged)
. . Self-propelled Concussion Cannon: Feature 1
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 3 (Linked; Speed: 16 miles/hour, 250 feet/round; Quirk: Tracks)

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

Languages
Native Language

Defense
Dodge 4, Parry 6, Fortitude 10, Toughness 11, Will 2

Power Points
Abilities 28 + Powers 91 + Advantages 9 + Skills 7 (14 ranks) + Defenses 11 = 146

Not all of Blaster's troops are communications specialists. Ramhorn is a pure warrior, there to protect him by demolishing any threatening Decepticons. He is a mobile and capable fighter in both modes and a versatile combatant with his range of weapons and combat modes. His size is limited by the need for him to be able to fit inside Blaster's APC compartment but he is still nearly as strong as a full size Autobot warrior. He takes his bodyguard job very seriously and chases off any Decepticon that comes near, though he is careful never to get too far from Blaster.

Gamebook
Posts: 4520
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Feb 03, 2019 6:56 pm

Image

Rewind - PL 9

Strength 6, Stamina 6, Agility 1, Dexterity 0, Fighting 4, Intellect 3, Awareness 0, Presence 0

Advantages
Jack-of-all-trades, Languages, Ranged Attack 8

Skills
Athletics 4 (+10), Perception 4 (+4), Technology 8 (+11)

Powers
Adhesion Rifle (Easily Removable)
. . Quick-drying Glue: 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, Extra Condition, Increased Range: ranged; Limited Degree)
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))
Light-matrix Data Storage System
. . Beacon: Environment 8 (Light (Bright), Radius: 0.5 miles)
. . Dazzle: Cumulative Perception Area Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Perception Area: DC 18 - Sight, Cumulative; Limited: One sense)
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Transform
. . Defence Platform: Feature 1
. . Magno-Bond Cannon: Cumulative Affliction 10 (Linked; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Cumulative, Extra Condition, Increased Range: ranged, Multiattack; Limited Degree)

Offense
Initiative +1
Dazzle: Cumulative Perception Area Affliction 8 (DC Will 18)
Grab, +4 (DC Spec 16)
Magno-Bond Cannon: Cumulative Affliction 10, +8 (DC Fort/Will 20)
Quick-drying Glue: Cumulative Affliction 10, +8 (DC Fort/Will 20)
Throw, +8 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 5, Parry 2, Fortitude 8, Toughness 8, Will 2

Power Points
Abilities 24 + Powers 101 + Advantages 9 + Skills 8 (16 ranks) + Defenses 10 = 152

It is not enough to intercept Decepticon communications, you have to make sense of the information and fit it together with other intelligence to be able to understand it and fit it into the big picture. Sometimes the most innocuous seeming message can provide vital clues as to Decepticon activities and intentions. Rewind collects and stores the massive flow of data that Autobots like Eject constantly send in. He has to catalogue it in every way possible so it can be quickly found and cross-referenced from any direction of inquiry. He is an expert on searching and data-mining software and data storage hardware. Give him almost any form of recorded information and he can make sense of it and give it back in a comprehensible format. When he meets other Autobots he often annoys them by endlessly quizzing them about what news they may have of the Decepticons and then obsessively noting it down. He won't lay off until he has gotten a virtually second-by-second recounting of the latest clash. So important is his role that many Autobot warriors have to sit through such tedious debriefings with him, which drives these Transformers of action up the wall with boredom.

Gamebook
Posts: 4520
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Feb 03, 2019 7:05 pm

Image

Steeljaw - PL 9

Strength 7, Stamina 7, Agility 2, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
Defensive Roll, Improved Critical: Jaws: Damage 2, Languages, Ultimate Effort: Tracking

Skills
Acrobatics 4 (+6), Athletics 6 (+13), Perception 12 (+12)

Powers
Chemical Scent Detection: Senses 8 (Acute: Scent, Analytical: Scent, Detect: Scent 2: ranged, Extended: Scent 2: x100, Tracking: Scent 2: full speed)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Jaws: Damage 2 (DC 17; Penetrating 9)
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Solar-powered Pellet Guns: Damage 7 (DC 22; Increased Range: ranged, Multiattack)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
Transform
. . Multi-Scanner Array: Feature 1
. . Radar: Senses 7 (Linked; Accurate: Radio, Analytical: Radio, Extended: Radio 3: x1k, Radio)
. . Thermal Imaging: Senses 5 (Linked; Extended: Infravision 2: x100, Infravision, Tracking: Infravision 2: full speed)

Offense
Initiative +2
Grab, +9 (DC Spec 17)
Jaws: Damage 2, +9 (DC 17)
Solar-powered Pellet Guns: Damage 7, +0 (DC 22)
Throw, +0 (DC 22)
Unarmed, +9 (DC 22)

Languages
Native Language

Defense
Dodge 6, Parry 7, Fortitude 11, Toughness 10/9, Will 2

Power Points
Abilities 34 + Powers 83 + Advantages 3 + Skills 11 (22 ranks) + Defenses 12 = 143

Steeljaw hunts down Decepticon spies, tracking them across Cybertron with his many sensors. He can identify a Transformer by the unique smell of their oil, even a mech that uses a standard brand will produce their own distinctive pattern of contamination of it as it circulates round their systems. Tiny amounts of leakage from joints is all he needs to form a trail that is as obvious as a lighted highway to his nose. If his quarry manages to conceal their oil trail he can transform and employ a range of other detection methods in his scanner array mode. When he has his quarry in sight he takes them himself if they are weaker than him, or summons other Autobots to capture them. He is a rather feral Transformer, rarely speaking and habitually sniffing every Transformer he meets to get their scent.

Gamebook
Posts: 4520
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Feb 03, 2019 7:25 pm

Image
Grandslam - PL 9

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

Advantages
Languages, Ranged Attack 8

Skills
Athletics 4 (+10), Insight 4 (+5), Investigation 4 (+5), Perception 8 (+9)

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [4 extra ranks])
Senses: Senses 4 (Analytical: Hearing, Extended: Hearing 2: x100, Ultra-hearing)
Sonic Rail Cannon: Damage 10 (DC 25; Extended Range 4, Increased Range: ranged)
Tracked: Movement 1 (Sure-footed 1)
Tracks: Speed 3 (Speed: 16 miles/hour, 250 feet/round; Quirk: Tracked)
Transform
. . Audio Uplink: Feature 1
. . Auditory Communication: Auditory Area Communication Perception (One Sense) 3 (Linked; Area, Perception (One Sense): Auditory, Rapid, Subtle: encrypted)

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

Languages
Native Language

Defense
Dodge 4, Parry 2, Fortitude 8, Toughness 12, Will 3

Power Points
Abilities 20 + Powers 86 + Advantages 8 + Skills 10 (20 ranks) + Defenses 10 = 134

Grandslam uses an alternative system to radio communication, he uses sonics instead. This often evades jamming and interception as the Decepticons are not expecting it and do not have the necessary specialist equipment operating to do so. The main drawback to sonics are its much more limited range and speed of signal transmission compared to radio waves. Grandslam tours the front lines in his tank mode, periodically transforming to send back reports. He can use his sonic transmitter as a weapon, using the kinetic force of the sonics to propel shells at high velocity. He functions mostly as a sort of Autobot war correspondent, keeping up a running commentary on the action which is keenly listened to by Autobot commanders and troops. He enlivens his broadcast by taking opportunistic potshots at the Decepticons but is not himself a dedicated warrior, he observes rather than holding the front line or storming Decepticon positions himself.

Gamebook
Posts: 4520
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Feb 03, 2019 7:35 pm

Image

Raindance - PL 8

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

Advantages
Agile Feint, Defensive Roll 2, Eidetic Memory, Languages, Move-by Action, Ranged Attack 6, Skill Mastery: Perception

Skills
Acrobatics 8 (+8), Deception 4 (+5), Expertise: Journalism 8 (+9), Insight 4 (+5), Investigation 8 (+9), Perception 10 (+11), Persuasion 4 (+5)

Powers
Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round; Wings)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Proton Missiles: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Senses: Senses 4 (Extended: Vision 2: x100, Infravision, Ultravision)
Transform
. . Movement: Movement 1 (Linked; Space Travel 1: within solar system)
. . Orbital Surveillance Satellite: Feature 1
. . Satellite Uplink: Radio Area Communication Perception (Visual) 4 (Linked; Area, Perception (Visual): Visual, Rapid, Subtle: encrypted)

Offense
Initiative +0
Grab, +2 (DC Spec 15)
Proton Missiles: Damage 10, +6 (DC 25)
Throw, +6 (DC 20)
Unarmed, +2 (DC 20)

Languages
Native Language

Defense
Dodge 6, Parry 0, Fortitude 8, Toughness 10/8, Will 3

Power Points
Abilities 16 + Powers 91 + Advantages 12 + Skills 23 (46 ranks) + Defenses 12 = 154

Where his other half commentates and describes the action Raindance broadcasts live, as-it-happens, action footage of the fighting. Live video feed of combat is immensely useful to Autobot commanders, more descriptive and immediate than any report. He can fly low over the battlefield as an aerial drone or observe from way up in orbit. The former lets him get a participants eye view of the action, while the latter gives a broad overview from where he can zoom in on any event happening across an entire battlefield. He is a capable fighter as he needs to be since the Decepticons regard shooting him down as blinding the Autobot commanders. Together with his symbiotic partner Grandslam he is putting together a grand documentary of the war which he often shows to those who need to understand the course and nature of the Autobot-Decepticon war, such as their new human allies.

Gamebook
Posts: 4520
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Feb 03, 2019 7:46 pm

Image

Slamdance - PL 9

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

Advantages
Eidetic Memory, Languages, Ranged Attack 8, Skill Mastery: Perception

Skills
Acrobatics 4 (+4), Athletics 4 (+12), Deception 4 (+5), Expertise: Journalism 8 (+9), Insight 4 (+5), Investigation 8 (+9), Perception 10 (+11), Persuasion 4 (+5)

Powers
Dual Repulsors: Move Object 10 (25 tons, DC 25; Damaging, Extended Range 2; Limited Direction: Towards or away)
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 3 (+3 Toughness; Impervious [4 extra ranks])
Senses: Senses 7 (Extended: Vision 2: x100, Extended: Hearing 2: x100, Low-light Vision, Ultra-hearing, Ultravision)

Offense
Initiative +0
Dual Repulsors: Move Object 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 26 + Powers 60 + Advantages 10 + Skills 23 (46 ranks) + Defenses 10 = 129

Grandslam and Raindance are the separate transformed modes of what is actually one Transformer. They combine to form Slamdance, who is not a combiner gestalt but the reunited halves of one being. In this mode he takes the information collected by his two other forms and combines it. When out in the field he rarely operates in his robot mode as his vehicle modes operate in such different ways they usually need to be many miles apart. As Slamdance he mostly sits in an editing suite putting together his recorded video and audio. He regards what he produces not as propaganda but as the truth, which is more powerful than any number of lies. Optimus Prime never conceals from his Autobots whether the war is going badly, they are all intelligent Transformers and deserve the truth from their commander. Warriors of courage and conviction are not daunted by defeats, they just consider what has happened and fight again until victory is attained.

Gamebook
Posts: 4520
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Feb 03, 2019 7:54 pm

Image

Jammer - PL 11

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

Advantages
Eidetic Memory, Languages, Leadership, Ranged Attack 9, Takedown

Skills
Acrobatics 4 (+6), Athletics 4 (+16), Deception 4 (+6), Insight 6 (+8), Intimidation 4 (+11), Investigation 6 (+8), Perception 8 (+10), Persuasion 6 (+8), Sleight of Hand 4 (+5), Stealth 4 (-4), Technology 4 (+6)

Powers
Concussion Cannon: Damage 10 (DC 25; Extended Range 4, Increased Range: ranged)
Data Cassette Storage: Feature 1
Electric Overload Cannon: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged, Multiattack)
Growth: Growth 10 (+10 STR, +10 STA, +5 Intimidate, -10 Stealth, -5 active defenses, +2 size ranks, +10 mass ranks, +1 ; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Magno-Bond Cannon: 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, Extra Condition, Increased Range: ranged, Multiattack; Limited Degree)
Micro-Missile Racks: Damage 8 (DC 23; Extended Range 3, Homing: 1 extra attempt, Increased Range: ranged, Multiattack; Unreliable (5 uses))
Pellet Guns: Damage 7 (DC 22; Increased Range: ranged, Multiattack)
Protection: Protection 3 (+3 Toughness; Impervious [6 extra ranks])
Radio Detection: Senses 6 (Analytical: Radio, Extended: Radio 4: x10k, Radio)
Relay Station: Radio Area Communication Perception (Visual) Perception (One Sense) 3 (Area, Perception (One Sense): Audio, Perception (Visual): Visual, Rapid, Subtle: encrypted)
. . Radio Area Jamming: Perception Area Nullify 10 (Alternate; Counters: Radio, DC 20; Perception Area: DC 20 - Radio, Simultaneous; Reduced Range: close)
Senses: Senses 10 (Analytical: Hearing, Extended: Hearing 2: x100, Extended: Vision 2: x100, Infravision, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)

Offense
Initiative +2
Concussion Cannon: Damage 10, +10 (DC 25)
Electric Overload Cannon: Cumulative Affliction 10, +10 (DC Will 20)
Grab, +10 (DC Spec 22)
Magno-Bond Cannon: Cumulative Affliction 10, +10 (DC Fort/Will 20)
Micro-Missile Racks: Damage 8, +10 (DC 23)
Pellet Guns: Damage 7, +10 (DC 22)
Radio Area Jamming: Perception Area Nullify 10 (DC Will 20)
Throw, +10 (DC 27)
Unarmed, +10 (DC 27)

Languages
Native Language

Defense
Dodge 3, Parry 5, Fortitude 14, Toughness 15, Will 8

Power Points
Abilities 46 + Powers 230 + Advantages 12 + Skills 27 (54 ranks) + Defenses 14 = 329

Blaster independently had the same idea as Soundwave when the Autobots got their own combiner technology working with the Aerialbots and Protectobots. His various troops combine to him to form a small gestalt robot, Eject and Rewind his legs, Steeljaw and Ramhorn his arms, Grandslam his weapon. In this mode he can employ most of the weapons and special abilities of his constituent parts. Blaster finds though that his troops are so diverse that it is difficult to hold them together in one form for long, they get confused by contradictory impulses and the great mass of sensory inputs. He therefore operates as Jammer in short bursts for a specific task before his own systems get jammed up.

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