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 » Mon Feb 04, 2019 9:00 pm

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The Arachnicons and the Insecticons relations are not just bad, they consist of open warfare. The two Decepticon factions try to kill each other every chance they get. This annoys the Decepticon leaders so they have to be sneaky about it, though sometimes they will just try and agree a time and place to meet up and fight. This never works though as each seeks to pull some treacherous plot, ratting them out to their leaders so the other side is punished for infighting, trying to ambush them, or even betraying them to the Autobots. Getting them to cooperate even in battle is impossible, they just get too distracted by their hated rivals. Often each faction is following a different Decepticon leader so there is no chance they might be forced to work together.

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Crackleback - PL 9

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

Advantages
Ranged Attack 8, Startle

Skills
Athletics 4 (+12), Intimidation 8 (+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))
Laser Cutter (Free device, Easily Removable)
. . Blast: Damage 10 (DC 25; Increased Range: ranged, Penetrating 10, Precise)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Durillium Pincers: Strength-based Damage 2 (Linked; DC 25, Advantages: Fast Grab, Improved Grab; Penetrating 10)
. . Laser Cutter: Damage 10 (Linked; DC 25; Feature: can be used as a hand weapon, Increased Range: ranged, Penetrating 10, Precise)
. . Movement: Movement 3 (Linked; Sure-footed 1, Wall-crawling 2: full speed)
. . Scorpion: Feature 1
. . Shrinking: Shrinking 16 (Linked; +16 Stealth, +8 active defenses, -4 size ranks; Normal Strength; Permanent)

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

Languages
Native Language

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

Power Points
Abilities 24 + Powers 132 + Advantages 9 + Skills 8 (16 ranks) + Defenses 12 = 185

Crackleback's weapons are intended more for materials cutting than fighting with, he spends much of his time processing scrap metals back at the Decepticon bases. He likes it best when other Decepticons bring in damaged but still functioning Autobots for him to dissect. Even other Decepticons fear to enter his scrap yard, he lurks in lairs dug out of the teetering piles of scrap with his pincers at the ready to dash out after anything that moves. Even it if it is in their best interest you can never trust a scorpion, stinging you is just in their nature.

Gamebook
Posts: 4790
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Feb 04, 2019 9:09 pm

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Crunch - PL 9

Strength 7, Stamina 7, Agility 2, Dexterity 0, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
Improved Critical: Scorpion Gauntlets: Strength-based Damage 3, Improved Initiative, Ranged Attack 8

Skills
Acrobatics 4 (+6), Athletics 4 (+11), Intimidation 4 (+7), Perception 4 (+4), Stealth 8 (+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))
Laser Pistol (Easily Removable)
. . Blast: Damage 10 (DC 25; Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Scorpion Gauntlets: Strength-based Damage 3 (DC 25, Advantages: Improved Critical; Penetrating 10, Split: 2 targets)
Transform
. . Movement: Movement 3 (Linked; Sure-footed 1, Wall-crawling 2: full speed)
. . Shrinking: Shrinking 16 (Linked; +16 Stealth, +8 active defenses, -4 size ranks; Normal Strength; Permanent)
. . Wind Scorpion: Feature 1

Offense
Initiative +6
Blast: Damage 10, +8 (DC 25)
Grab, +8 (DC Spec 17)
Scorpion Gauntlets: Strength-based Damage 3, +8 (DC 25)
Throw, +8 (DC 22)
Unarmed, +8 (DC 22)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 113 + Advantages 9 + Skills 12 (24 ranks) + Defenses 12 = 170

All the Arachnicons are voracious predators that are dangerous to be around. Few other Decepticons will associate with them. The Arachnicons do not get on even with each other, they lair alone and meetings between them are marked by frequent bursts of aggression. While the Insecticons work as a closely coordinated team the Arachnicons operate and fight as individuals, stalking or lying in ambush for Autobot prey, or unwary low-ranking Decepticons. They have a nasty habit of lurking in all sorts of dark corners so a Decepticon can be surprised by one at any time, often while just working around a base. The usual reaction to meeting an Arachnicon is to either shriek and run off or try to stomp them. Only the most powerful Decepticons are not freaked out by them. Sadistic leaders like Megatron or Shockwave sometimes keep an Arachnicon as a sort of pet in a disused shaft or vent, tossing them the odd captive so they can be amused as the creature stalks and seizes them.

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

Post by Gamebook » Mon Feb 04, 2019 9:13 pm

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Hazmat - PL 10

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

Advantages
Ranged Attack 8

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

Powers
Anti-aircraft Cannons: Burst Area Weaken 10 (Affects: Stamina, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere, DC 20, Extended Range 4, Increased Range: ranged)
Corrosive Acid Injectors: Damage 10 (DC 25; Penetrating 10, Secondary Effect)
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
. . Bird-Eating Spider: Feature 1
. . Leaping: Leaping 11 (Linked; Leap 2 miles at 250 miles/hour in 30 seconds)
. . Movement: Movement 3 (Linked; Sure-footed 1, Wall-crawling 2: full speed)
. . Shrinking: Shrinking 16 (Linked; +16 Stealth, +8 active defenses, -4 size ranks; Normal Strength; Permanent)

Offense
Initiative +0
Anti-aircraft Cannons: Burst Area Weaken 10 (DC Fort 20)
Corrosive Acid Injectors: Damage 10, +8 (DC 25)
Grab, +8 (DC Spec 19)
Throw, +8 (DC 24)
Unarmed, +8 (DC 24)

Languages
Native Language

Defense
Dodge 3, Parry 5, Fortitude 12, Toughness 11, Will 3

Power Points
Abilities 28 + Powers 161 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 217

Since everyone hates them the Arachnicons tend to hide from or attack every other Transformer they meet. They can only be said to be on the side of the Decepticons because they don't actively seek out Decepticons to hunt. Or at least, they don't do so quite as much.

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

Post by Gamebook » Mon Feb 04, 2019 9:23 pm

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Huntsman - PL 9

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

Advantages
Ranged Attack 8, Tracking

Skills
Acrobatics 4 (+6), Athletics 4 (+12), Intimidation 4 (+7), Perception 8 (+8)

Powers
Energy Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
. . Smoke Grenade Launcher: Cloud Area Concealment 2 (Sense - Sight; Cloud Area: 15 feet radius sphere, DC 12, Extended Range 4, 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))
Missile Launchers: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Cyber-venom: Progressive Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Progressive; Resistible: Toughness)
. . Huntsman Spider: Feature 1
. . Leaping: Leaping 11 (Linked; Leap 2 miles at 250 miles/hour in 30 seconds)
. . Movement: Movement 3 (Linked; Sure-footed 1, Wall-crawling 2: full speed)
. . Shrinking: Shrinking 16 (Linked; +16 Stealth, +8 active defenses, -4 size ranks; Normal Strength; Permanent)

Offense
Initiative +2
Blast: Damage 10, +8 (DC 25)
Cyber-venom: Progressive Affliction 10, +8 (DC Fort/Tou )
Grab, +8 (DC Spec 18)
Missile Launchers: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 28 + Powers 167 + Advantages 9 + Skills 10 (20 ranks) + Defenses 12 = 226

While they prefer Autobots the Arachnicons will attack anything that moves. They kill first and work out what it is that they have destroyed later. Whenever they lair in an area locals will soon start to go missing. Those who set out to hunt them down usually do not come back. It takes a skilled force of Autobots to reliably get rid of them.

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

Post by Gamebook » Mon Feb 04, 2019 9:27 pm

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Livewire - PL 8

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

Advantages
Improved Critical: Diamond-tipped chainsaws: Damage 2, Ranged Attack 4, Startle

Skills
Athletics 4 (+12), Intimidation 6 (+9)

Powers
Diamond-tipped chainsaws: Damage 2 (DC 17, Advantages: Improved Critical; Penetrating 10, Split: 2 targets)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Movement: Movement 3 (Linked; Sure-footed 1, Wall-crawling 2: full speed)
. . Pedipalps (Linked; Advantages: Fast Grab, Improved Hold; Reach (melee): 5 ft.)
. . Shrinking: Shrinking 16 (Linked; +16 Stealth, +8 active defenses, -4 size ranks; Normal Strength; Permanent)
. . Super-conductive feelers: Cumulative Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Reach (melee) 3: 15 ft.)
. . Whip Scorpion: Feature 1

Offense
Initiative +0
Diamond-tipped chainsaws: Damage 2, +8 (DC 17)
Grab, +8 (DC Spec 18)
Super-conductive feelers: Cumulative Affliction 10, +8 (DC Fort 20)
Throw, +4 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 126 + Advantages 5 + Skills 5 (10 ranks) + Defenses 12 = 172

Back on Cybertron the main job of the Arachnicons was not front line warfare but hunting down Transformer fugitives in the Decepticon rear areas. Autobot spies and raiders, escaped slaves, scavenging 'empties', all were caught by them and brought back to be dumped in the scrap metal yards or the smelting pool. Many of the Arachnicons kept choice specimens for themselves, hanging them up in secret lairs to be cannibalized for parts later.
Last edited by Gamebook on Mon Feb 04, 2019 9:44 pm, edited 1 time in total.

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

Post by Gamebook » Mon Feb 04, 2019 9:31 pm

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Parasite - PL 9

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

Advantages
Ranged Attack 8, Tracking

Skills
Athletics 4 (+11), Perception 8 (+8), Stealth 8 (+2)

Powers
Dart Rifle (Easily Removable)
. . Armor-piercing darts: Progressive Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Extended Range 2, Increased Range: ranged, Penetrating 10, Progressive; Resistible: Toughness)
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
. . Movement: Movement 3 (Linked; Sure-footed 1, Wall-crawling 2: full speed)
. . Power-sapping chemical: Progressive Affliction 10 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Progressive; Resistible: Toughness)
. . Shrinking: Shrinking 16 (Linked; +16 Stealth, +8 active defenses, -4 size ranks; Normal Strength; Permanent)
. . Tick: Feature 1

Offense
Initiative +0
Armor-piercing darts: Progressive Affliction 10, +8 (DC Fort/Tou )
Grab, +6 (DC Spec 17)
Power-sapping chemical: Progressive Affliction 10, +6 (DC Fort/Tou )
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

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

Power Points
Abilities 16 + Powers 132 + Advantages 9 + Skills 10 (20 ranks) + Defenses 12 = 179

Parasite specializes in taking down Autobots much larger and stronger than himself. All the Arachnicons are fearless fighters who don't hesitate to take on foes much larger than them. To their minds the bigger the opponent the larger the prize. The sneaky Parasite works on slowly wearing down his quarry rather than just relying on ferocious attack like the others.

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

Post by Gamebook » Mon Feb 04, 2019 9:38 pm

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Spindle - PL 9

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

Advantages
Inventor, Ranged Attack 8

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

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))
Molecular Webbing
. . Adhesive Globules: Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Extra Condition, Triggered: 1 use - Touch; Limited Degree)
. . Flame-retardant sheets: Shapeable Area Immunity 5 (Damage Effect: Fire; Shapeable Area: 30 cft., DC 15)
. . High-tensile cable: Move Object 10 (25 tons; Custom: Tether; Limited Direction: Towards)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Funnelweb Spider: Feature 1
. . Movement: Movement 3 (Linked; Sure-footed 1, Wall-crawling 2: full speed)
. . Shrinking: Shrinking 16 (Linked; +16 Stealth, +8 active defenses, -4 size ranks; Normal Strength; Permanent)
. . Thermal Toxin: Progressive Weaken 10 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 20; Progressive; Resistible: Toughness)

Offense
Initiative +0
Adhesive Globules: Affliction 10, +6 (DC Fort/Will 20)
Grab, +6 (DC Spec 17)
High-tensile cable: Move Object 10, +8 (DC 20)
Thermal Toxin: Progressive Weaken 10, +6 (DC Fort/Tou )
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

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

Power Points
Abilities 22 + Powers 119 + Advantages 9 + Skills 8 (16 ranks) + Defenses 12 = 170

Spindle is a pacifist but that does not mean that he is in any sense good. His research is into ways to most efficiently kill as many Transformers as possible without needing to wage war. When the Decepticons set up mass extermination camps to rapidly terminate billions of captive Autobots he was the one who devised the compounds that would do it. He often invents fiendish traps to catch wandering fugitives, such as his adhesive globules. These are anchored by a high tension cable and when disturbed snap and wrap themselves around a Transformer and yank them to and glue them to a handy surface, from which they can be plucked by mobile harvester machines to be dumped in the smelting pool. In his mind the Autobot-Decepticon war is a tiresome mess when the readjustment of Cybertron's population could be done so much more quickly and neatly without all the unnecessary destruction.

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

Post by Gamebook » Mon Feb 04, 2019 9:43 pm

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Undercut - PL 9

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

Advantages
Improved Critical: Damage: Strength-based Damage 1, Ranged Attack 8

Skills
Acrobatics 4 (+6), Athletics 4 (+12), Perception 4 (+4), Stealth 4 (+0)

Powers
Double-barreled Shoulder Blasters: Damage 10 (DC 25; Increased Range: ranged, Multiattack)
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
. . Movement: Movement 3 (Linked; Sure-footed 1, Wall-crawling 2: full speed)
. . Shrinking: Shrinking 16 (Linked; +16 Stealth, +8 active defenses, -4 size ranks; Normal Strength; Permanent)
. . Thermal-edged Fangs: Strength-based Damage 2 (Linked; DC 25, Advantages: Fast Grab; Penetrating 10)
. . Trapdoor Spider: Feature 1
Twin Energon Knives (Easily Removable)
. . Damage: Strength-based Damage 1 (DC 24, Advantages: Improved Critical; Penetrating 9, Split: 2 targets)

Offense
Initiative +2
Damage: Strength-based Damage 1, +8 (DC 24)
Double-barreled Shoulder Blasters: Damage 10, +8 (DC 25)
Grab, +8 (DC Spec 18)
Thermal-edged Fangs: Strength-based Damage 2, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 28 + Powers 137 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 193

Undercut is the worst of the Arachnicons for making secret lairs in inconvenient places. Often other Decepticons have had to smoke him out of some place he has holed up in in one of their bases where he is never going to catch an Autobot but is a menace to any passing Deception. If possible they set him up along likely Autobot avenues of approach when they are out on an operation, where he can be a nasty shock to their enemies.

Doc chaos
Posts: 53
Joined: Fri Dec 02, 2016 11:13 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Doc chaos » Tue Feb 05, 2019 3:37 am

Nice! Hazmat and Huntsman, two of my favorites. Again, there is no way I can see any of these dudes as not being canon. Between Feasent's art and bios and your stories and stats, these characters are engrained into what ever stories i think of. Thanks.
Your Gundams are getting worked into a confortation with the Transformers. Somehow.

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

Post by Gamebook » Tue Feb 05, 2019 8:14 pm

Image

Tailfin - PL 10

Strength 8, Stamina 8, Agility 2, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

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

Skills
Acrobatics 4 (+14/+6), Athletics 4 (+12), Perception 4 (+4)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Blast Rifle (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))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Pulse Bombs: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range 2: perception; Limited: Vertical drop only, Unreliable (5 uses))
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . Assault Jet: Feature 1
. . Flight: Flight 10 (Linked; Speed: 2000 miles/hour, 4 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 6 (Linked; Traits: Dodge +2 (+7), Acrobatics +8 (+14))
Two Triple Laser Cannon
. . Blast: Damage 7 (Linked; DC 22; Extended Range, Increased Range: ranged, Multiattack)
. . Blast: Damage 7 (Linked; DC 22; Extended Range, Increased Range: ranged, Multiattack)

Offense
Initiative +6
Blast: Damage 10, +8 (DC 25)
Blast: Damage 7, +8 (DC 22)
Blast: Damage 7, +8 (DC 22)
Grab, +6 (DC Spec 18)
Pulse Bombs: Burst Area Damage 10 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 7/5, Parry 3, Fortitude 11, Toughness 11/10, Will 3

Power Points
Abilities 24 + Powers 137 + Advantages 14 + Skills 6 (12 ranks) + Defenses 12 = 193

The Jumpstarters are an elite force of Autobots built to a much higher standard of construction than usual. They are more agile and transform quicker, flicking between modes with almost no discernible pause for rearranging their form. So far they have not been deployed to Earth for any length of time as it is difficult to adapt them to an effective disguise as Earth vehicles, they only have a very limited range of transformation mechanisms due to the need to keep them simple and direct for maximum speed.

Tailfin presses his attacks in alarmingly close to his targets. Much of the time the damage he takes has been caused by his own bombs which he drops far too low. Doing this makes them much more accurate at the expense of violent buffeting from their blast. Normally bombs have to drop a minimum safe distance before their fuses arm so a plane does not blow itself up. Tailfin has worked out how to bypass this limiter and now his bombs arm the moment they leave his bomb-bay pylons. He has also swapped out the heavy aerial cannons he was originally fitted with in favor of banks of rapid firing laser cannons. This gives him massive strafing firepower at the expense of range. He nearly always destroys his target in his first attack run but very often gets shot down himself doing it.

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

Post by Gamebook » Tue Feb 05, 2019 8:31 pm

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Teneighty - PL 9

Strength 8, Stamina 8, Agility 2, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

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

Skills
Acrobatics 8 (+10), Athletics 6 (+14), Perception 4 (+4)

Powers
Beam Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Electron-Shield Generator: Immunity 20 (Very Common Descriptor: Energy; Limited - Half Effect)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . Ski-track: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round)
. . . . Skim: Speed 6 (Alternate; Speed: 120 miles/hour, 1800 feet/round; Quirk: on slippery surfaces)
. . Snowskimmer: Feature 1
. . Tracks: Movement 1 (Linked; Sure-footed 1)

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

Languages
Native Language

Defense
Dodge 5, Parry 3, Fortitude 11, Toughness 13/12, Will 3

Power Points
Abilities 24 + Powers 68 + Advantages 13 + Skills 9 (18 ranks) + Defenses 12 = 126

Teneighty is designed for operations across the vast polar wastelands of Cybertrons. These are plains of perfectly smooth, polished metal which is solid all the way down to the planet's core. These poles are the visible ends of the immense axle on which Cybertron revolves and what enables the massive machine world to avoid imploding under its own gravity or flying apart from its own axial spin. Since there are no energy resources and no materials apart from ultra-hard chromium steel up there these regions have remained largely uninhabited apart from a few research and observation stations. Parties of Autobots and Decepticons sometimes cross them though in an effort to outflank each other's front lines. Teneighty intercepts such raiders and picks them apart in hit-and-run attacks. Steel, unlike many other metals, has a grain and so does not bond together when pressed together. Instead it's surfaces slides smoothly across each other. This is what makes rail travel so efficient, but it also means standing upright and pushing yourself forward on the surface of the polar caps is nearly impossible. There is just no friction to push against, and the surface is so hard that you cannot dig tracks or cleats in. Transformers have to resort to magnetic clamps or suction cups, but these have to be constantly turned on and off which makes moving painfully slow. Teneighty by contrast zips along in her special vehicle mode.

The concept of 'females' has recently spread across to Cybertron from Earth and now even Transformer technicians who have never actually met a human female are building new Transformers of the type. Optimus Prime is encouraging this, perhaps if there had been more of the calm and sensible female type Transformers the disastrous sequence of events that led to the Autobot-Decepticon war would not have happened. He intends to in time raise the proportion of females in the Transformer population to fifty percent to match what seems to work for the humans.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Feb 05, 2019 8:38 pm

Image

Terrafirma - PL 11

Strength 9, Stamina 9, Agility 1, Dexterity 0, Fighting 5, Intellect 0, Awareness 0, Presence 0

Advantages
Move-by Action, Ranged Attack 3

Skills
Acrobatics 4 (+5), Athletics 6 (+15), 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 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . Bulldozer: Feature 1
. . Thermal-Edged Dozer Blade: Strength-based Line Area Damage 2 (Linked; DC 26; Line Area: 5 feet wide by 30 feet long, DC 12, Penetrating 11; Quirk: must move through area of effect)
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Quirk: Tracks)

Offense
Initiative +1
Grab, +5 (DC Spec 19)
Thermal-Edged Dozer Blade: Strength-based Line Area Damage 2 (DC 26)
Throw, +3 (DC 24)
Unarmed, +5 (DC 24)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 55 + Advantages 4 + Skills 7 (14 ranks) + Defenses 10 = 100

Unlike the Decepticons the Autobots make sure to clean up after themselves. In areas far to the Autobot rear that have not seen fighting in a long time the Autobots have cleared up the wasteland of scrap and restored Cybertron to the gleaming forest of metal pinnacles it once was. In its heyday Cybertron was astonishingly beautiful and Optimus Prime is determined that it will be again. By contrast the Decepticon rear areas have not had a stroke of repair work done since the Decepticon army first passed over them. Bomb craters million of years old pock the surface between tangles of fallen towers in an ugly jumble of destruction. Only the Decepticons imposing citadels are new and in repair, great dark towers looming arrogantly over the wasted land. Terrafirma is one of many Autobots advancing just behind the slow forward progress of the Autobot lines, bulldozing away the scrap to be melted down and recast into new buildings.
Last edited by Gamebook on Thu Mar 07, 2019 7:49 am, edited 1 time in total.

Gamebook
Posts: 4790
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Feb 05, 2019 8:46 pm

Image

Throwback - PL 10

Strength 8, Stamina 8, Agility 2, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

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

Skills
Acrobatics 6 (+8), Athletics 6 (+14), Perception 4 (+4)

Powers
Beam Cannon (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)
High-Yield Plasma Missiles
. . Missile Launch: Burst Area Damage 10 (DC 25; Burst Area 2: 60 feet radius sphere, DC 20, Extended Range 10, Increased Range: ranged; Custom 2: 2 uses)
. . Missile Thrusters: Flight 9 (Speed: 1000 miles/hour, 2 miles/round; Unreliable (5 uses))
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Missile Carrier: Feature 1
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Quirk: Tracks)

Offense
Initiative +6
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Missile Launch: Burst Area Damage 10 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 83 + Advantages 13 + Skills 8 (16 ranks) + Defenses 12 = 140

Throwback's missiles have sufficient range to hit the outskirts of Decepticon citadels from the Autobot front lines, blowing holes in the defensive lines for other Jumpstarters to rush. His missiles travel far faster than any Transformer aircraft and can cover the distance in a couple of minutes which gives the Decepticons no time to properly prepare defenses. The only limit on his firepower is the supply of missiles to his launching racks, which since they are expensive to make is often quite strict. He is only a fairly regular Autobot when transformed but eagerly presses forward to see and take advantage of the destruction he has wrought. The perennial shortage of missiles for him to launch and the need to conserve them for crucial missions often sees him kept in reserve for long periods though, much to his frustration.

Gamebook
Posts: 4790
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Feb 05, 2019 8:54 pm

Image

Thumbscrews - PL 10

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

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

Skills
Acrobatics 4 (+6), Athletics 8 (+17), Intimidation 8 (+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)
Heat Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Penetrating 10)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . Clawtank: Feature 1
. . Pulsatian-edged Cutting Claws: Strength-based Damage 2 (Linked; DC 26, Advantages: Fast Grab; Penetrating 11)
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Quirk: Tracks)

Offense
Initiative +6
Blast: Damage 10, +8 (DC 25)
Grab, +9 (DC Spec 19)
Pulsatian-edged Cutting Claws: Strength-based Damage 2, +9 (DC 26)
Throw, +8 (DC 24)
Unarmed, +9 (DC 24)

Languages
Native Language

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

Power Points
Abilities 34 + Powers 77 + Advantages 13 + Skills 12 (24 ranks) + Defenses 12 = 148

Thumbscrews snatches Decepticons from the battlefield and drags them back to be interrogated. If the 'con in question is not quickly forthcoming with whatever they know he snips off bits, getting steadily larger and more vital as he gets impatient. Decepticons tend to be cowards when they don't have the advantage and most tell all they know as quick as they can the first time he clashes his claws together menacingly. The problem is that few Decepticons actually know anything, they usually just follow their leaders into the attack and have no idea of the big picture. The Decepticon leaders tell their troops nothing about the wider issues of the war and in any case they just don't care. The average Decepticon is so stupid and petty as to be near mindless, all they are concerned about is amusing themselves with fighting and cruelty and securing their own personal supply of fuel. Thumbscrews usually just snips off their head in disgust and leaves the Autobot technicians to remove the brain and secure it in stasis containment.

Gamebook
Posts: 4790
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Feb 05, 2019 9:04 pm

Image

Tinderbox - PL 10

Strength 8, Stamina 8, Agility 2, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

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

Skills
Acrobatics 4 (+6), Athletics 6 (+14), Perception 4 (+4)

Powers
Cyclone Gun (Easily Removable)
. . Move Object: Cylinder Area Move Object 10 (25 tons; Cylinder Area: 30 feet cylinder, DC 20, Extended Range 2; Limited Material: Air)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . Flamethrower: Feature 1
. . Pressurized Incendiary Gel: Cloud Area Damage 10 (Linked; DC 25; Cloud Area: 15 feet radius sphere, DC 20, Increased Range: ranged, Secondary Effect)
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Quirk: Tracks)

Offense
Initiative +6
Grab, +6 (DC Spec 18)
Move Object: Cylinder Area Move Object 10 (DC 20)
Pressurized Incendiary Gel: Cloud Area Damage 10 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 5, Parry 3, Fortitude 11, Toughness 13/12, Will 3

Power Points
Abilities 24 + Powers 97 + Advantages 13 + Skills 7 (14 ranks) + Defenses 12 = 153

Tinderbox is unusual for an incendiary operations Transformer in that he is NOT a giggling pyromaniac. He is still not quite right in the head as he greatly enjoys burning things but he is careful and responsible in the use of his destructive weapon. His flamethrower is much deadlier than normal as rather than being a gas jet like most of them it is a jellied petroleum mix. He regards most of the flamethrowers of other Transformers as oversized welding torches. He often uses his flamethrower as an area denial weapon in addition to directly destroying Decepticons with it, blocking their lines of advance or retreat with a wall of persistently burning flames hot enough to melt them. His party trick is possible because having a surface of the gel on you actually protects you from the heat of the flames coming off it.

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