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 » Wed Feb 06, 2019 8:02 pm

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Tiptruck - PL 8

Strength 10, 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 (+16), 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
. . Power-Lifting: Enhanced Strength 3 (Linked; +3 STR; Limited to Lifting)
. . Tiptruck: Feature 1
. . 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 20)
Throw, +3 (DC 25)
Unarmed, +5 (DC 25)

Languages
Native Language

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

Power Points
Abilities 26 + Powers 44 + Advantages 4 + Skills 7 (14 ranks) + Defenses 10 = 91

Most Autobot workers are happy in their job, being simple-minded fellows content to spend their existence hauling and toting. Tiptruck though has the programming of a Jumpstarter and so is aggressive and impetuous, which makes slowly driving back and forth in the Autobot rear areas a frustrating agony for him. He is secretly sounding out Autobot technicians who are less orthodox about converting him into a battle tank or something. Most Transformers are content with the chassis they were first activated with and have no desire to change themselves, but there are always some who feel that they should be something different. Programming a Transformer brain is not an exact science and the development of the neural architecture can go in unexpected directions. In Tiptruck's case though the Autobot engineers really should have known that a combat template was never going to make a good construction worker. Many Transformers are suspicious and hostile towards those who want to change their chassis, feeling that it is defying the orderly arrangement of Transformer society by getting ideas above your station. It is notable that most Transformers who want a different chassis yearn for something larger and more dynamic rather than big, expensive robots wanting to be small and humble mechs.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Feb 06, 2019 8:11 pm

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Topspin - 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 8 (+16), 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))
Lasers & Electric Blasters: Damage 8 (DC 23; Extended Range 2, Increased Range: ranged, Multiattack)
Particle Beam Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Hover: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round)
. . Hovercraft: Feature 1
. . Hovercraft: Movement 2 (Linked; Sure-footed 1, Water Walking 1: you sink if you are prone)

Offense
Initiative +6
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Lasers & Electric Blasters: Damage 8, +8 (DC 23)
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 82 + Advantages 13 + Skills 10 (20 ranks) + Defenses 12 = 141

Topspin is an amphibious assault trooper, mostly fighting around the shores of the Rust Sea along with the many other and varied Autobots there. He can go from land onto liquid and back again without slowing down as he rides along on a cushion of air. He is extremely maneuverable for a hovercraft as he has multiple directional air jets built into him which lets him spin in place and then use his powerful rear boosters to blast off in a new direction. He slews and slides around in combat, often traveling sideways or even backwards all while blazing away at the Decepticons. A natural showoff he often laughs heartily in combat, regarding it all as a great game for his amusement.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Feb 06, 2019 8:20 pm

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Touchdown - PL 10

Strength 9, Stamina 9, Agility 2, Dexterity 0, Fighting 7, 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 8 (+17), Intimidation 4 (+7), Perception 4 (+4)

Powers
Grenade Slam (Removable)
. . Blast: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged, Triggered: 1 use - Timed; Unreliable (5 uses))
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
. . Adhesive Tyres: Movement 1 (Linked; Wall-crawling 1: -1 speed rank)
. . Armoured Personnel Carrier: Feature 1
. . Eight-wheeler: Movement 1 (Linked; Sure-footed 1)
. . Power-Lifting: Enhanced Strength 2 (Linked; +2 STR; Limited to Lifting)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: wheeled)
Two Heavy Machineguns
. . Blast: Damage 7 (Linked; DC 22; Extended Range, Increased Range: ranged, Multiattack)
. . Blast: Damage 7 (Linked; DC 22; Extended Range, Increased Range: ranged, Multiattack)
. . Twin Laser Cannon
. . . . Blast: Damage 10 (Linked; DC 25; Extended Range 2, Increased Range: ranged)
. . . . Blast: Damage 10 (Linked; DC 25; Extended Range 2, Increased Range: ranged)

Offense
Initiative +6
Blast: Burst Area Damage 10 (DC 25)
Blast: Damage 10, +8 (DC 25)
Blast: Damage 10, +8 (DC 25)
Blast: Damage 7, +8 (DC 22)
Blast: Damage 7, +8 (DC 22)
Grab, +7 (DC Spec 19)
Throw, +8 (DC 24)
Unarmed, +7 (DC 24)

Languages
Native Language

Defense
Dodge 5, Parry 4, Fortitude 12, Toughness 14/13, Will 3

Power Points
Abilities 30 + Powers 107 + Advantages 13 + Skills 10 (20 ranks) + Defenses 12 = 172

Heavily armed and armored and highly mobile Touchdown is an outstanding fighter. He bristles with guns and always carries large, high-power grenades with him. Rather than throwing them he prefers to slam them into place, often crushing them into the head of a luckless Decepticon. He has the programming of a Transformer athlete rather than that of a soldier, he just adapts it to war in a similar way to Cliffjumper. This is why he is such a showoff, he is built to entertain a paying crowd, to make everything he does an exciting stunt.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Feb 06, 2019 8:31 pm

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Trailblazer - PL 8

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), Intimidation 4 (+7), 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)
Heavy Machinegun with Armor-piercing Thermal Rounds (Free device, Easily Removable)
. . Blast: Damage 7 (DC 22; Extended Range, Increased Range: ranged, Multiattack, Penetrating 7, Secondary Effect)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . All-terrain Vehicle: Feature 1
. . All-terrain: Movement 1 (Linked; Sure-footed 1)
. . Heavy Machinegun with Armor-piercing Thermal Rounds: Damage 7 (Linked; DC 22; Extended Range, Feature: can be used as a hand weapon, Increased Range: ranged, Multiattack, Penetrating 7, Secondary Effect)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: wheeled)

Offense
Initiative +6
Blast: Damage 7, +8 (DC 22)
Grab, +6 (DC Spec 18)
Heavy Machinegun with Armor-piercing Thermal Rounds: Damage 7, +8 (DC 22)
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 74 + Advantages 13 + Skills 10 (20 ranks) + Defenses 12 = 133

Trailblazer is a pure Autobot warrior, he hasn't been programmed for anything else. Unusually for a Jumpstarter he has been built and is operational on Earth. In combat he fights mostly in his vehicle mode, shifting quickly forward to blaze away at the Decepticons and then pulling back to avoid return fire. He can drive in reverse almost as fast as he can forward, so he tends to pop up over a ridge line to fire and then drop back into the dead ground on the reverse slope. Outside of combat he is taciturn in the extreme, the only topics of conversation that can engage him being discussions of tactics and where the Decepticons might be operating. He has no interest in any of the hobbies and pastimes other Autobots engage in and acts as though humans don't even exist. Most Autobots made on Earth have a fondness for the planet and its inhabitants but to Trailblazer it is just another place to fight the Decepticons and he'd leave it without a glance back or a second thought.

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

Post by Gamebook » Wed Feb 06, 2019 8:43 pm

Image

Transwarp - PL 9

Strength 10, Stamina 10, Agility 1, 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 (+5), Athletics 6 (+16), Perception 4 (+4)

Powers
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee)
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])
Proton Gun (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Radar: Senses 7 (Accurate: Radio, Extended: Radio 4: x10k, Radio)
Senses: Senses 3 (Extended: Vision 1: x10, Low-light Vision, Ultravision)
Transform
. . Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round; Wings)
. . . . Tracked Carrier
. . . . . . Tracked: Movement 1 (Sure-footed 1)
. . . . . . Tracks: Speed 3 (Speed: 16 miles/hour, 250 feet/round; Quirk: Tracked)
. . Movement: Movement 2 (Space Travel 2: other solar systems)
. . Power-Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
. . Shuttle Transport: Feature 1
. . Two Ion Cannon
. . . . Affliction: Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Extended Range 2, Increased Range: ranged)
. . . . Affliction: Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Extended Range 2, Increased Range: ranged)

Offense
Initiative +5
Affliction: Affliction 10, +8 (DC Will 20)
Affliction: Affliction 10, +8 (DC Will 20)
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 20)
Throw, +8 (DC 25)
Unarmed, +6 (DC 25)

Languages
Native Language

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

Power Points
Abilities 22 + Powers 122 + Advantages 13 + Skills 7 (14 ranks) + Defenses 12 = 176

Transwarp is mostly a troop transporter, he strongly dislikes being used for cargo transport, feeling that it is beneath him. He regards the Autobots he ferries as 'his' while they are aboard him and likes telling them how to best deploy and fight when he drops them off, giving them the benefit of his extensive experience. He has almost never fought on the ground, he also dislikes touching the ground with his feet, but he's seen a lot of ground combat from high above it and so considers himself to be an expert who can see things that those with their noses in the dirt cannot perceive. His advice is nearly always completely useless as he really has no idea what he's talking about. Experienced Autobot warriors know to humor their ride when you are going in for a combat drop though, you don't want them dumping you at random in a fit of pique. Flatter Transwarp's ridiculous ego and he will fight his way in to place or evacuate Autobots from the hottest locations.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Feb 06, 2019 8:53 pm

Image

Tremortracks - 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
Charged Shard Gun (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))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . Mobile Mortar: Feature 1
. . Tracked: Movement 1 (Sure-footed 1)
. . Tracks: Speed 5 (Speed: 60 miles/hour, 900 feet/round; Quirk: Tracks)
. . Twin Mortar Tubes with Magnetic Seismic Rounds
. . . . Affliction: Burst Area Affliction 10 (Linked; 1st degree: Hindered, 2nd degree: Prone, DC 20; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 20, Extended Range 5, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction; Limited Degree)
. . . . Blast: Burst Area Damage 10 (Linked; DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 5, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)

Offense
Initiative +6
Affliction: Burst Area Affliction 10 (DC Dog/Fort/Will 20)
Blast: Burst Area Damage 10 (DC 25)
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 120 + Advantages 13 + Skills 7 (14 ranks) + Defenses 12 = 176

Tremortracks is perpetually tuned in to Blaster's broadcasts, specifically his 'all hard-rocking, all the time' channel (Blaster as a Transformer operates dozens of channels simultaneously). This adds to the cacophony that surrounds him from his grinding tracks and incessant mortar fire. He constantly shifts position in combat while laying down a dense barrage. His mortars can make a battlefield shake like the surface of a drum. The metal surface of Cybertron is harder to tear up and fling around than the dirt of Earth but it also transmits vibrations much better making combat even louder and more violent. Falling debris from explosions is also deadlier as it consists of jagged shards of metal rather than clods of earth. Wearing a helmet is almost as essential for Transformers in combat as it is for humans, their heads need special protection due to the danger of damage to their sensitive brain and its neural connections to their chassis. If you look at most Transformers you will see that they sport quite heavy duty helms and often armored faceplates.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Feb 06, 2019 9:02 pm

Image

Tricknuts - 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
Caltrop-launching Machineguns
. . Affliction: Cloud Area Affliction 7 (Linked; 1st degree: Hindered, DC 17; Alternate Resistance (Dodge), Cloud Area: 15 feet radius sphere, DC 17, Extended Range, Increased Range: ranged; Limited Degree 2)
. . Blast: Damage 7 (Linked; DC 22; Extended Range, 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 4 (+4 Toughness; Impervious [6 extra ranks])
Rocket Pods: Damage 8 (DC 23; Extended Range 3, Homing: 1 extra attempt, Increased Range: ranged, Multiattack; Unreliable (5 uses))
Transform
. . Jet Cycle: Feature 1
. . Movement: Movement 1 (Wall-crawling 1: -1 speed rank)
. . Wheeled: Speed 7 (Speed: 250 miles/hour, 0.5 miles/round; Custom: wheeled)

Offense
Initiative +6
Affliction: Cloud Area Affliction 7 (DC Dog/Fort/Will 17)
Blast: Damage 7, +8 (DC 22)
Grab, +6 (DC Spec 18)
Rocket Pods: Damage 8, +8 (DC 23)
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 92 + Advantages 13 + Skills 9 (18 ranks) + Defenses 12 = 150

Tricknuts is incapable of obeying military discipline. He never follows order or stays at his assigned post. Instead he spends his time traveling the now nearly abandoned highways of Cybertron, speeding along weaving between wrecks. He will attack any Decepticons he meets but never joins an actual military unit. The most he will do is associate with Autobots he likes for a while but it is always up to him what he does and when he leaves. Since the entire Autobot population is part of the Autobot army his refusal to acknowledge his status as a soldier makes him an outlaw. The Autobot irregular commando unit the Wreckers are the only Autobots who actually seek him out to make use of his skills. Autobot military police he just effortlessly outdistances, none of them can come remotely near his speed or driving agility.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Feb 07, 2019 8:43 pm

Image

Tripwire - PL 10

Strength 9, Stamina 9, Agility 2, Dexterity 0, Fighting 9, 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 8 (+17), Perception 4 (+4), Technology 4 (+4)

Powers
Dark Matter Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Secondary Effect)
Demolition Charge (Removable)
. . Damage: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Subtle: subtle, Triggered: 1 use - Tripwire; Unreliable (5 uses))
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
. . Sawtank: Feature 1
. . Titanium Sawblades: Strength-based Damage 2 (Linked; DC 26; Penetrating 11)
. . 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)
Damage: Burst Area Damage 10 (DC 25)
Grab, +9 (DC Spec 19)
Throw, +8 (DC 24)
Titanium Sawblades: Strength-based Damage 2, +9 (DC 26)
Unarmed, +9 (DC 24)

Languages
Native Language

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

Power Points
Abilities 34 + Powers 85 + Advantages 13 + Skills 10 (20 ranks) + Defenses 12 = 154

Tripwire uses his sawblades as weapons only occasionally. Mostly he uses them to cut holes in the sides of Decepticon walls and bunkers so he can emplace his demolition charges. He also often uses them as mines, concealing them in solid metal surfaces by cutting out a divot to place the bomb in then covering it up. A practical joker by nature he finds his work rib-ticklingly funny, even when it leaves groaning Transformers lying around with their limbs blown off. He seems to think explosions are just slapstick affairs, ignoring or being unaware of the traumatic horror they inflict. He has an endless fund of what he regards as witty remarks and puns about explosions and being blown up. Half of his Autobot colleagues think they are hilarious, while the other half find treating war as humor the way he does disturbing. Jokes about war usually focus around the inefficiencies and buffoonery of the combatants, not just laughing at sudden injury.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Feb 07, 2019 8:53 pm

Image

Tumbleturn - PL 10

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

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

Skills
Acrobatics 4 (+6), 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])
Senses: Senses 1 (Low-light Vision)
Sonic Blaster (Easily Removable)
. . Dazzle: Cumulative Affliction 10 (1st degree: Impaired, Dazed, 2nd degree: Disabled, Stunned, 3rd degree: Unaware, Incapacitated, Resisted by: Will, DC 20; Cumulative, Extended Range 2, Extra Condition, Increased Range: ranged; Limited: Hearing, Sense-dependent: Hearing)
Torpedo Tubes
. . Grenade Launchers: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 5, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction; Unreliable (5 uses))
. . Implosion Torpedoes: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Custom: only function underwater, Extended Range 7, Increased Range: ranged; Unreliable (5 uses))
Transform
. . Submarine: Feature 1
. . Swimming: Swimming 6 (Linked; Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +2
Dazzle: Cumulative Affliction 10, +8 (DC Will 20)
Grab, +6 (DC Spec 19)
Grenade Launchers: Burst Area Damage 10 (DC 25)
Implosion Torpedoes: Burst Area Damage 10 (DC 25)
Throw, +8 (DC 24)
Unarmed, +6 (DC 24)

Languages
Native Language

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

Power Points
Abilities 30 + Powers 85 + Advantages 11 + Skills 7 (14 ranks) + Defenses 12 = 145

The Autobot commando unit the Wreckers started out as an amphibious operations unit operating around the Rust Sea. It attacked Decepticon shore installations and transport convoys in daring hit-and-run raids, aiming to cause as much damage as quickly as possible and then withdraw before the inevitable Deception counterattack hit them. 'Wrecker' is an old term for criminals who used to use false signals to lure transport ships onto hazards so they would be disabled and stuck and could then be looted. Many of the Jumpstarters serve on the Wreckers, along with other elite Autobots such as the Triple Changers. Due to their success they are now often deployed all over Cybertron, specialized task groups mounting all sorts of missions. Tumbleturn though only ever fights on the Rust Sea where he is a proud veteran of the unit. He does not regard an Autobot as a real Wrecker until they have gotten their feet wet.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Feb 07, 2019 9:05 pm

Image

Turnpike - PL 9

Strength 8, Stamina 8, Agility 2, Dexterity 0, Fighting 8, 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 8 (+16), 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))
Particle Beam Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Quickness: Quickness 2 (Perform routine tasks in -2 time ranks; Limited to One Type: Physical)
Speed Punches (Multiattack)
Transform
. . Dragster: Feature 1
. . Wheels: Speed 7 (Linked; Speed: 250 miles/hour, 0.5 miles/round; Custom: Wheels)

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

Languages
Native Language

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

Power Points
Abilities 28 + Powers 59 + Advantages 13 + Skills 8 (16 ranks) + Defenses 12 = 120

One of the fastest ground-based Autobots around he is at the limit of how fast a vehicle can go and still stay on the ground. Much faster and you just go off into the air at the slightest bump. He is a very physical Autobot, liking to drive up to a Decepticon, pummel them so fast their face caves in, then transforms and zips away before they or their unit can react. Hit-and-run tactics are a hallmark of the Jumpstarters but few take it quite so literally. He likes to race other Autobot cars to show off how much faster he is, but they don't often invite him as he can so effortlessly leave them for dust. It's hardly a contest of driving skill when your top speed is double that of your rival. His agility as a car is poor though, his straight line speed is phenomenal but he handles like a brick. He overcomes this by simply not cornering, he drives straight up to his target, then straight back. Many of the fast car Autobots spend much of their time in battle in their vehicle mode, maneuvering for position and working round the flanks. Turnpike just takes cover and fires his gun until he sees a clear avenue of approach to a Decepticon, when he will make his trademark dash forward and back.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Feb 07, 2019 9:21 pm

Image

Twin Twist - PL 10

Strength 9, Stamina 9, Agility 2, Dexterity 0, Fighting 9, 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 8 (+17), Intimidation 6 (+9), Perception 4 (+4)

Powers
Cannon-rifle (Easily Removable)
. . Blast: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, 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))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . Cybertronian Borer: Feature 1
. . Diamond-tipped Drills: Strength-based Damage 2 (Linked; DC 26; Penetrating 11)
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Quirk: Tracks)
. . . . Burrowing: Burrowing 3 (Alternate; Speed: 0.5 miles/hour, 6 feet/round; Penetrating; Quirk: Tracks)
. . . . Burrowing: Burrowing 6 (Alternate; Speed: 4 miles/hour, 60 feet/round; Quirk: Tracks)

Offense
Initiative +6
Blast: Burst Area Damage 10 (DC 25)
Diamond-tipped Drills: Strength-based Damage 2, +9 (DC 26)
Grab, +9 (DC Spec 19)
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 78 + Advantages 13 + Skills 11 (22 ranks) + Defenses 12 = 148

Twin Twist is amazingly fast for a tracked vehicle, capable of going at speeds close to what the Autobot sports cars can. In a high speed chase he is a terror since rather than having to try to ram other vehicles he can just come up behind them and drive right through them with his drills, leaving them as a cloud of metal swarf in his wake. He does not acknowledge physical obstacles to his driving, following whatever path he wishes regardless of if there is anything from a fence to a mountain in the way. He makes full use of his abilities to wreak havoc on the Decepticons, tunneling into their positions to unleash a surprise Wrecker assault, then tunneling back and forth until the whole base is undermined and collapses in on itself. He doesn't like to leave a battlefield until everything on it has been thoroughly destroyed, often having to be dragged away by his comrades. The only thing that can get him to willingly leave off the obsessive destruction is offering him the chance to attack some new, pristine target. Twin Twist loves to be the first to mar some gleaming new Decepticon construction, often attacking it by first plunging his drills right through the biggest and shiniest Decepticon symbol on it. When not fighting he is by contrast a careful and precise Autobot, often assisting Autobot construction workers by drilling holes in girders or wall panels for them. His destructive fury seems to be aimed solely at the works of the hated Decepticons.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Feb 07, 2019 10:06 pm

Image

Twinspin - 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 (+12/+6), Athletics 4 (+12), Perception 4 (+4)

Powers
Electro-scrambler Pistol (Easily Removable)
. . Affliction: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; 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))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Dual-Rotor Gunship: Feature 1
. . Enhanced Trait: Enhanced Trait 3 (Linked; Traits: Acrobatics +6 (+12))
. . Flight: Flight 7 (Linked; Speed: 250 miles/hour, 0.5 miles/round)
. . Negative Pressure Column: Cylinder Area Damage 10 (Linked; DC 25; Cylinder Area: 30 feet cylinder, DC 20)
Twin Photon Blasters: Cumulative Affliction 12 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 22; Cumulative, Extended Range 2, Increased Range: ranged, Multiattack; Limited: Sight, Sense-dependent: Sight)

Offense
Initiative +6
Affliction: Affliction 10, +8 (DC Will 20)
Grab, +6 (DC Spec 18)
Negative Pressure Column: Cylinder Area Damage 10 (DC 25)
Throw, +8 (DC 23)
Twin Photon Blasters: Cumulative Affliction 12, +8 (DC Will 22)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 107 + Advantages 13 + Skills 6 (12 ranks) + Defenses 12 = 162

Rather than standing off and bombarding targets by popping in and out of cover using his maneuverability and firepower as a helicopter gunship Twinspin prefers to get in close, indeed right above his foes, where he can employ his devastating negative pressure attack. He often targets clusters of Decepticons, trying to get several of them at once. Before he goes in he usually blinds his targets so they don't just shoot him down as he makes his run in. The other Jumpstarters applaud his impetuosity and daring, that's the proper Jumpstarter way. They exploit his debilitating attacks by rushing the blinded and stunned Decepticons. The Jumpstarters always work well as a team, moving and attacking with uncanny speed and coordination. In their off time they often play Transformer sports at a speed and skill that few other Autobots can compete at.
Last edited by Gamebook on Mon Feb 11, 2019 12:19 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 » Thu Feb 07, 2019 10:20 pm

Image

Twist-Trax - PL 9

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

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

Skills
Acrobatics 4 (+6), Athletics 8 (+17), 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])
Screws: Strength-based Damage 2 (DC 26; Penetrating 11)
. . Burrowing: Burrowing 3 (Alternate; Speed: 0.5 miles/hour, 6 feet/round; Penetrating)
Stress Pistol (Free device, Easily Removable)
. . Stress: Weaken 10 (Affects: Stamina, Resisted by: Fortitude, DC 20; Increased Range: ranged)
Transform
. . Screw-Drive Tank: Feature 1
. . Screw-Drive: Movement 2 (Linked; Sure-footed 2)
. . Screw-Drives: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Quirk: Screw-Drives)
. . . . Swimming: Swimming 3 (Alternate; Speed: 4 miles/hour, 60 feet/round)
. . Stress Cannon: Weaken 10 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 20; Affects Objects, Extended Range 2, Feature: can be used as a hand weapon, Increased Range: ranged)

Offense
Initiative +6
Grab, +7 (DC Spec 19)
Screws: Strength-based Damage 2, +7 (DC 26)
Stress Cannon: Weaken 10, +8 (DC Fort 20)
Stress: Weaken 10, +8 (DC Fort 20)
Throw, +8 (DC 24)
Unarmed, +7 (DC 24)

Languages
Native Language

Defense
Dodge 5, Parry 4, Fortitude 12, Toughness 13, Will 3

Power Points
Abilities 30 + Powers 91 + Advantages 11 + Skills 8 (16 ranks) + Defenses 12 = 152

An odd experimental Transformer his drive system doesn't so much propel him across a surface as drill along through it. He leaves marked twin furrows wherever he goes, which means he is banned from using his alt-mode on Autobot roads or in their bases. It does mean that almost no obstacle hinders him as he just drills or screws through it. He mounts a stress cannon that causes the targeted object to suffer tensile pressure in every outward direction. When struck hard while under such pressure cracks can form and expand very rapidly, splitting it apart. He is often employed to facilitate a path through Decepticon defenses, weakening them for other Jumpstarters to drill or blast through. The cannon is also very useful against heavily armored Decepticons such as those with tank modes. He is not as reckless as many of the other Jumpstarters, preferring to act in a supporting role rather than going for the glory himself. Most of the Decepticons he takes out are those who have already been disabled by other Autobots, he just finishes them off. Not having a conventional weapon he has to do it in a rather messy way by employing his screws which slowly grind the unfortunate Decepticon into metal granules.
Last edited by Gamebook on Fri May 03, 2019 5:19 pm, 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 » Thu Feb 07, 2019 10:33 pm

Image

Typhoon - PL 10

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

Advantages
Agile Feint, Attractive, Defensive Roll 2, Evasion 2, Improved Initiative, Move-by Action, Ranged Attack 8

Skills
Acrobatics 8 (+10), Athletics 6 (+14), 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])
Solid Light Rifle (Easily Removable)
. . Create: Create 10 (Volume: 1000 cft., DC 20; Extended Range 2)
Transform
. . Foil: Speed 7 (Linked; Speed: 250 miles/hour, 0.5 miles/round; Limited: to water surface)
. . Hydro: Movement 1 (Linked; Water Walking 1: you sink if you are prone)
. . Hydrofoil: Feature 1
. . Pulse Canisters: Burst Area Damage 10 (Linked; DC 25; Burst Area: 30 feet radius sphere, DC 20, Triggered: 1 use - Remote control)

Offense
Initiative +6
Grab, +6 (DC Spec 18)
Pulse Canisters: 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 12/10, Will 3

Power Points
Abilities 24 + Powers 73 + Advantages 16 + Skills 9 (18 ranks) + Defenses 12 = 134

On the low friction surface of the Rust Sea Typhoon zips about, laying patterns of sea mines for the Decepticons to run into. These minefields force Decepticon convoys to stop or divert round them, causing losses and delays which give other Wreckers the opportunity to sink or capture them. Typhoon uses her solid light rifle to imprison or seize Decepticons or particularly valuable items of cargo for later recovery. Every ship or cargo container the Wreckers sink weakens the Decepticon war effort, and it goes for double if they can capture them as then it adds to the Autobot war effort. For all that she tries to be 'one of the lads' as a fembot Typhoon often finds herself placating her wildly excitable fellow Jumpstarters when they are getting too het up and are intent on doing something even dafter than usual. She also very embarrassingly for her finds herself blushing and stammering when she meets Topspin, feelings that she is having difficulty understanding.

Thorpocalypse
Posts: 1672
Joined: Fri Nov 04, 2016 8:52 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Thorpocalypse » Fri Feb 08, 2019 2:17 am

Man, I don't know how you have the building stamina to keep rolling with these Transformers. Kudos!
Me fail English? That's unpossible. - Ralph Wiggum

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