Gamebook's builds (hs5ias new thread)

Where in all of your character write ups will go.
Gamebook
Posts: 4754
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Feb 08, 2019 8:46 pm

Thorpocalypse wrote:
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!
I love the Transformers, and have done since I was 8. Doing them is never a chore. Also their builds and background are really easy to do.

Doc chaos
Posts: 49
Joined: Fri Dec 02, 2016 11:13 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Doc chaos » Sun Feb 10, 2019 4:55 pm

Over 300 entries! All of them with a nice amount of fiction. Also it respects the source. A brutal robot fight! :twisted:

Gamebook
Posts: 4754
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Feb 11, 2019 12:55 am

Image

Menasor - PL 12

Strength 14, Stamina 14, Agility 0, Dexterity 0, Fighting 8, Intellect -2, Awareness -2, Presence 0

Advantages
All-out Attack, Daze (Intimidation), Improved Critical: Damage: Strength-based Damage 2, Ranged Attack 8

Skills
Athletics 4 (+18), Intimidation 8 (+14), Perception 4 (+2)

Powers
Atom-smasher Cannon (Easily Removable)
. . Proton Beam: Damage 14 (DC 29; Extended Range 2, Increased Range: ranged)
Growth: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size ranks, +12 mass ranks, +1 ; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Ionizer Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 31, Advantages: Improved Critical; Penetrating 16)
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])

Offense
Initiative +0
Damage: Strength-based Damage 2, +8 (DC 31)
Grab, +8 (DC Spec 24)
Proton Beam: Damage 14, +8 (DC 29)
Throw, +8 (DC 29)
Unarmed, +8 (DC 29)

Languages
Native Language

Defense
Dodge 0, Parry 2, Fortitude 17, Toughness 20, Will 1

Power Points
Abilities 16 + Powers 80 + Advantages 10 + Skills 8 (16 ranks) + Defenses 12 = 126

The combined form of the Stunticons is immensely physically powerful but is so mentally deficient as to be a near liability in combat. Motormaster is despised by most of his troops, and he has no regard for them. As a result the five minds refuse to listen to or cooperate with each other when combined. In fact most of Menasor's limbs are constantly trying to detach from him so his gestalt mind sort of stutters, parts of it splitting and rejoining. Only Motormaster's ferocious desire to attack Autobots provides any direction to the agitated titan, he drags the other Stunticons with him against their will.

Any sort of tactics are beyond Menasor, as is any form of communication. He never says anything, just howls wordlessly and lurches towards the nearest thing that he identifies as an Autobot. Menasor though is not too good at enemy recognition and often mistakes fellow Decepticons for Autobots, and at times cars, trucks and random pieces of large machinery. When the Stunticons combine every other Decepticon makes sure to give him room and stay out of his line of sight. Fortunately Menasor can never stay together for very long, the Stunticons soon literally fall apart. Soundwave rates him as inferior to Devastator despite technically being a more advanced design.

User avatar
Bladewind
Posts: 2229
Joined: Sat Nov 05, 2016 9:26 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Bladewind » Mon Feb 11, 2019 1:08 am

What I find really scary about these builds is how cheaply they come out...
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

Gamebook
Posts: 4754
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Feb 11, 2019 1:24 am

Image

Eliminator - PL 13

Strength 14, Stamina 14, Agility 0, Dexterity 0, Fighting 10, Intellect 0, Awareness 1, Presence 0

Advantages
Accurate Attack, Assessment, Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Damage: Strength-based Damage 2, Ranged Attack 8, Startle

Skills
Athletics 4 (+18), Insight 4 (+5), Intimidation 6 (+12), Perception 4 (+5)

Powers
Growth: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size ranks, +12 mass ranks, +1 ; Innate; Permanent)
High Gravity Beamer (Easily Removable)
. . Move Object: Cylinder Area Move Object 12 (100 tons, DC 27; Cylinder Area: 30 feet cylinder, DC 22, Damaging, Extended Range 2; Limited Direction: Down)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Vibro Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 31, Advantages: Improved Critical; Penetrating 16)

Offense
Initiative +0
Damage: Strength-based Damage 2, +10 (DC 31)
Grab, +10 (DC Spec 24)
Move Object: Cylinder Area Move Object 12 (DC 27)
Throw, +8 (DC 29)
Unarmed, +10 (DC 29)

Languages
Native Language

Defense
Dodge 0, Parry 4, Fortitude 17, Toughness 20, Will 5

Power Points
Abilities 30 + Powers 84 + Advantages 12 + Skills 9 (18 ranks) + Defenses 13 = 148

With the second Stunticon team much more care was taken over the formation of the gestalt mind. Eliminator is actually greater than the sum of his parts and is a quite different personality to any of his components. Most of the combiner teams are just their leader writ large while being mentally less capable due to the difficulty of coordinating five minds to control one body. Eliminator though truly forms a new mind unlike those he is made up of. Crashtest's intense focus is moderated and elaborated by his cunning and vicious team members. This produces a straightforward but highly adept warrior who is a master swordfighter. He prefers to take enemies one-on-one rather than wading into many foes likes most combiner robots. His level of skill allied to his immense strength and reach means that even the greatest exponent of the energon sword, Grimlock, struggles in a duel against him.

Eliminator also spends a lot more time in existence than most other combiner robots. Most combiner teams form their gestalt only very briefly, during the critical point in the battle. Eliminator though spends a lot of time practicing and meditating on his swordplay outside of combat back at base. He will often receive his orders and state his battleplans in combined form, finding it the best way to formulate and communicate this information to the whole team.

Eliminator's unique mind was devised by Soundwave. Fed up with the simple-minded existing Decepticon combiners he tried forming this new team in reverse. Eliminator is the original mind and he then splits apart into five separate minds, rather than five separate minds trying to join into one. Each of the team is an aspect of his personality, good and bad. Crashtest is his warrior spirit, Fuelswitch his fear, Twilight his cunning, Vendetta his spite and Wildfire his desire to destroy. These five elements are pretty much the archetypal Decepticon traits, which is what Soundwave intended.

Gamebook
Posts: 4754
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Feb 11, 2019 9:14 pm

Image

Air Raid - PL 9

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

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

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

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
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])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Torque Rifle (Easily Removable)
. . Move Object: Move Object 10 (25 tons, DC 25; Damaging, Extended Range 2; Limited Direction: Rotation)
Transform
. . Air-to-air Heat-seeking Missiles: Damage 10 (Linked; DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 12 (Linked; Traits: Dodge +2 (+6), Acrobatics +8 (+9), Advantages: Agile Feint, Defensive Roll 2, Evasion, Improved Initiative, Move-by Action)

Offense
Initiative +5
Air-to-air Heat-seeking Missiles: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Move Object: Move Object 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 6/4, Parry 3, Fortitude 11, Toughness 12/10, Will 3

Power Points
Abilities 22 + Powers 102 + Advantages 9 + Skills 6 (12 ranks) + Defenses 12 = 151

The Aerialbots were built on Earth as part of a developing Autobot airforce. Although the Decepticons put more resources into airpower than the Autobots do they do not rule the skies uncontested. The Autobot airforce is strong and capable but acts more as a supporting arm to the ground forces, whereas among the Decepticons it is the fliers who are the main force.

Air Raid loves giving the Decepticons a taste of their own medicine with his sudden air attacks on them. He flies high and waits for the Decepticons below him to line up an attack run on the Autobot ground forces, then ruins it by streaking in among them. The Decepticons tend to be poor at allocating top cover when making ground attack strikes, they arrogantly assume that they own the air and fail to watch their sixes. Air Raid, in common with most Autobot fliers, usually finds himself outnumbered in the air but revels in this. His shock tactics are meant to throw the Decepticons off and scatter them in confusion, preventing them from organizing a systematic hunt. The Decepticons are so capable in the air that once they know what they are up against and can form up it is almost impossible to beat them.

Gamebook
Posts: 4754
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Feb 11, 2019 9:32 pm

Image

Fireflight - PL 10

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

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

Skills
Athletics 4 (+12), Perception 4 (+4)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
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)
Photon Displacer Gun (Easily Removable)
. . Concealment: Burst Area Concealment 10 (Extra Ranks 8, Sense - Sight, DC 20; Burst Area: 30 feet radius sphere, DC 20, Extended Range 2, Increased Range: ranged; Resistible: Will)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . F-4 Phantom II: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Firefog Missiles: Cloud Area Damage 10 (Linked; DC 25; Cloud Area 2: 30 feet radius sphere, DC 20, Extended Range 6, Increased Range: ranged; Unreliable (5 uses))
. . Flier: Enhanced Trait 8 (Linked; Traits: Dodge +2 (+5), Acrobatics +4 (+4), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)

Offense
Initiative +0
Firefog Missiles: Cloud Area Damage 10 (DC 25)
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 5/3, Parry 3, Fortitude 11, Toughness 11/10, Will 2

Power Points
Abilities 20 + Powers 120 + Advantages 9 + Skills 4 (8 ranks) + Defenses 11 = 164

Fireflight is a hopeless formation flier, he just cannot concentrate on long trips. When it comes to combat however he stops gawping at the scenery and becomes a competent aerial combatant. He alt mode has powerful engines but its aerodynamics are poor so he relies mostly on power dives and climbs and other simple maneuvers. His weapons are mostly suited to ground attack, being particularly good at disrupting Decepticon forces with zones of roaring flames or concealment from sight. The other Aerialbots never let him join the team flying formation due to the risk of mid-air collision from him and also usually assign him ground attack while they dogfight so he is out of the way in combat as well. His inability to pay attention to what is in front of his nose means that he is in constant danger of ramming other aircraft. He also lets the Decepticons get on his tail far too often since after a ground attack run he likes to pull round to look at the results rather than reassessing the air situation. The more skillful of the Aerialbots sometimes rather ruthlessly exploit this, letting a Decepticon spot his carelessness and go after him for an easy kill then getting on the 'cons tail themselves while their focus is on poor Fireflight. The innocent Fireflight just thanks his teammate for having his back as they shoot yet another Decepticon off his tail.

Gamebook
Posts: 4754
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Feb 11, 2019 9:47 pm

Image

Silverbolt - PL 11

Strength 10, Stamina 10, Agility 0, Dexterity 0, Fighting 6, Intellect 1, Awareness 0, Presence 1

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

Skills
Athletics 4 (+14), Insight 4 (+4), Perception 8 (+8), Persuasion 4 (+5)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Electrostatic Discharger Rifle (Free device, Easily Removable)
. . Blast: Damage 14 (DC 29; Extended Range 4, Increased Range: ranged)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . Concorde SST jet liner: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Electrostatic Discharge: Damage 14 (Linked; DC 29; Extended Range 4, Feature: can be used as a hand weapon, Increased Range: ranged)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Power-Lifting: Enhanced Strength 2 (Linked; +2 STR; Limited to Lifting)
. . Skilled Flier: Enhanced Trait 12 (Linked; Traits: Dodge +4 (+7), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)

Offense
Initiative +0
Blast: Damage 14, +8 (DC 29)
Electrostatic Discharge: Damage 14, +8 (DC 29)
Grab, +6 (DC Spec 20)
Throw, +8 (DC 25)
Unarmed, +6 (DC 25)

Languages
Native Language

Defense
Dodge 7/3, Parry 2, Fortitude 13, Toughness 15/14, Will 4

Power Points
Abilities 24 + Powers 111 + Advantages 10 + Skills 10 (20 ranks) + Defenses 14 = 169

Silverbolt is the Aeriabots leader and materials transport. He is much larger than the other Aeriabots and commonly carries large quantities of spare fuel and munitions so they can set up a resupply base to operate from. Being fliers they run through their fuel supply very quickly, burning in hours what would last a car Autobot for days. They can also fire off a tremendous amount of ammo very quickly due to being able to get to the hottest part of the action so quickly.

For all his size Silverbolt is a talented combat flier. The colossal power of his engines compensates for his bulk, he can climb, roll and dive with the agility of a much smaller aircraft. His secret fear of flying however does mean that he tends to land to fight far more than any of his troops. The other Aerialbots accept this as him needing a broad view of the aerial combat so he can best direct them, and also as the most powerful of them he fares best in ground combat.

Gamebook
Posts: 4754
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Feb 11, 2019 9:58 pm

Image

Skydive - PL 10

Strength 8, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 2, Awareness 1, Presence 0

Advantages
Agile Feint, Assessment, Defensive Roll 2, Eidetic Memory, Evasion 2, Inspire 2, Move-by Action, Ranged Attack 8, Teamwork

Skills
Athletics 4 (+12), Insight 8 (+9), Perception 8 (+9)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
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)
Nega-gun (Easily Removable)
. . Cancel Molecular Bonding Force: Weaken 10 (Affects: Stamina, Resisted by: Fortitude, DC 20; Affects Objects, Extended Range 2, Increased Range: ranged; Limited: Metal)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Transform
. . Ace Flier: Enhanced Trait 17 (Linked; Traits: Dodge +5 (+8), Acrobatics +12 (+12), Advantages: Agile Feint, Defensive Roll 2, Evasion 2, Move-by Action)
. . F-16 Falcon: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Laser-guided Missiles: Damage 10 (Linked; DC 25; Extended Range 9, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))

Offense
Initiative +0
Cancel Molecular Bonding Force: Weaken 10, +8 (DC Fort 20)
Grab, +6 (DC Spec 18)
Laser-guided Missiles: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 8/3, Parry 3, Fortitude 11, Toughness 12/10, Will 4

Power Points
Abilities 26 + Powers 109 + Advantages 13 + Skills 10 (20 ranks) + Defenses 12 = 170

Second-in-command of the Aerialbots and their tactical leader, he out-thinks the Decepticons as much as he out-flies them. He is specialized for air-to-air combat, rarely if ever making ground attacks. His knowledge of the Decepticon air forces is encyclopedic, he collates every scrap of intelligence and combat data to work out exactly what their combat capabilities are and how to beat them. He starts every aerial combat once they spot their foes by naming them all off and explaining their special powers, flying style and how to beat them to his fellow Aerialbots. If he spots anybody new among the Decepticons he will engage them himself to assess what they can do. He also acts as an adviser to Optimus Prime on the employment of Autobot air forces in the context of the wider war. He is forever advocating a greater focus on airpower to make a serious bid to wrest air superiority from the Decepticons. He firmly believes that if they can break their enemy in the air their morale and focus will collapse, leading to decisive consequences for the whole war.

Gamebook
Posts: 4754
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Feb 11, 2019 10:15 pm

Image

Slingshot - PL 11

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

Advantages
Agile Feint, Defensive Roll 2, Evasion 2, Move-by Action, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack 11, Redirect, Teamwork

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

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
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)
Neutron Rifle (Easily Removable)
. . Neutrons: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 3 (Extended: Sight 2: x100, Low-light Vision)
Transform
. . Flight: Flight 8 (Linked; Speed: 500 miles/hour, 1 mile/round; Wings)
. . Sea Harrier jumpjet: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Supreme Flier: Enhanced Trait 17 (Linked; Traits: Dodge +4 (+8), Acrobatics +12 (+12), Advantages: Agile Feint, Defensive Roll 2, Evasion 2, Move-by Action, Redirect)
. . Twin Mortar Cannons: Burst Area Damage 10 (Linked; DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 6, Increased Range: ranged; Unreliable (5 uses))

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Neutrons: Damage 10, +12 (DC 25)
Throw, +12 (DC 23)
Twin Mortar Cannons: Burst Area Damage 10 (DC 25)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 8/4, Parry 3, Fortitude 11, Toughness 12/10, Will 3

Power Points
Abilities 22 + Powers 119 + Advantages 14 + Skills 6 (12 ranks) + Defenses 13 = 174

Slingshot is incredibly maneuverable in the air but this still doesn't fully compensate for his lack of speed. Faster Decepticon jets can choose the timing and manner of their engagements with him, and if he gets a better position on them they just zoom away. He mostly uses his agility not to dogfight but to be impossible to hit. From above him Decepticon fliers make attack after attack and yet fail to hit, wasting their time and munitions and distracting their attention. Meanwhile he strafes Decepticons on the ground or showers them with bombs, often adding to the effect by flying over Decepticon ground troops while a Decepticon flier is firing at him and expertly dodging so it hits the 'cons below. Enraged at being shot by their own side the Decepticons on the ground often start shooting at their own airforce. He loves to smugly boast of this stunt and claim credit for it winning the ground battle. When other Aerialbots pounce on a frustrated Decepticon who has gotten too focused on shooting at him he often puts in a claim for it to be a shared victory. Boastfulness and overclaiming is endemic to fliers, and soldiers in general (troops in combat tend to imagine that every shot they take is a hit and a kill, if not constrained by rigorous checking victory claims can easily balloon to many times the reality), but Slingshot is definitely one of the most common and persistent offenders.

User avatar
catsi563
Posts: 1898
Joined: Fri Nov 04, 2016 10:29 pm
Location: Dark Side of the Moon
Contact:

Re: Gamebook's builds (hs5ias new thread)

Post by catsi563 » Mon Feb 11, 2019 10:21 pm

Silverbolts acrophobia was always one of the more interesting personality quirks of the Arialbots. A flyer who was terrified of heights especially in his alt form which is meant to fly at altitude due to the speed it runs at

And Menasor always a fave Combiner hes like a giant tantrum throwing toddler may fall apart soon but its a question of how much damage will he do in the process
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories

Gamebook
Posts: 4754
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Feb 11, 2019 10:24 pm

Image

Superion - PL 11

Strength 14, Stamina 14, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 8

Skills
Athletics 4 (+18), Perception 4 (+4)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Growth: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size ranks, +12 mass ranks, +1 ; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
Stress Fracture Rifle (Easily Removable)
. . Linked Effects
. . . . Blast: Damage 14 (Linked; DC 29; Extended Range 2, Increased Range: ranged)
. . . . Weaken: Weaken 14 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 24; Extended Range 2, Increased Range: ranged; Limited: to Toughness)

Offense
Initiative +0
Blast: Damage 14, +8 (DC 29)
Grab, +6 (DC Spec 24)
Throw, +8 (DC 29)
Unarmed, +6 (DC 29)
Weaken: Weaken 14, +8 (DC Fort 24)

Languages
Native Language

Defense
Dodge 0, Parry 0, Fortitude 17, Toughness 18, Will 3

Power Points
Abilities 20 + Powers 102 + Advantages 8 + Skills 4 (8 ranks) + Defenses 12 = 146

Superion's gestalt mind is none too good, he loses the tactical acumen of his component Aerialbots. He is very focused on the task in front of him but is terrible at responding to changes in the situation. Making this worse is that he often does not realize this and just ignores Decepticon maneuvers in favor of keeping on with what he is doing. Other Autobots have to yell at him and get his attention to respond. Explaining anything to him is hopeless, it is doubtful if he even comprehends speech, certainly he never says anything himself. The only way to get anything through to him is for him to decombine so as the separate Aerialbots they can do a reassessment and then recombine with a new or adjusted task. As a combiner he is particularly notable for being able to fly, using the many jet engines mounted all over him as a flight pack and control thrusters.

Jabroniville
Posts: 11281
Joined: Fri Nov 04, 2016 8:05 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Jabroniville » Tue Feb 12, 2019 11:16 am

Interesting how the Combiners are depicted as very dumb- keeping them more "balanced" compared to the other Transformers, though Devastator seemed extraordinarily dominant in the cartoon, going unopposed for so long.

I like how you kept Silverbolt's acrophobia, and detailed how the much smaller fleet of Autobot fliers operates compared to the Decepticon hordes. Silverbolt is a great example of the arbitrary sizes of vehicle modes in the Transformers line, as the Concorde is a TITANIC passenger plane. Never mind how all the Jet-based Transformers are much smaller than they should be (Starscream the fighter jet is the same height as Prowl the police car).

I actually bought a Superion off of eBay, and he's pretty cool. MUCH smaller than Piranacon and quite slender- it's no wonder that this is an INFAMOUSLY breakable toy. Silverbolt's construction is entirely with narrow limbs, and connecting the large Aerialbots to those tiny sticks is just DOOMING this thing to a short life. Then you add in the likelihood of all those armor pieces to stay on, his tendency to be off-balance, etc... I'm amazed any have survived the '80s.

Gamebook
Posts: 4754
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Feb 12, 2019 7:03 pm

I had the full set of Combaticons to make Bruticus as a kid, a much more robust combiner, though his legs did tend to fall off due to their own weight if you waved him around while playing.

In the comic the combiners intelligence varied a lot. By coincidence the ones F-for-Feasant has done art for so far have mostly been the dumb ones. Defensor, Bruticus, Computron and Predaking are all intellectually capable, some of them even clever.

The Decepticons as an airforce is something I have chosen to emphasize for this run of builds due to the very 'early Gen1' feel of the art. In the comic this became much less pronounced as time went on due to Hasbro producing Autobot and Decepticon versions of every new Transformer gimmick. The first few comics that depicted the war on Cybertron clearly showed the Decepticons mostly fighting from the air and the Autobots from the ground. I think this stemmed from nothing more than the jet toys being assigned as the bad guys and the writers of the comic and cartoon running with it.

Gamebook
Posts: 4754
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Feb 12, 2019 8:26 pm

Image

Image

Cleansweep - PL 9

Strength 8, Stamina 8, 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, Skill Mastery: Perception

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

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
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))
Implosion Blaster (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Penetrating 10)
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 3 (Extended: Sight 2: x100, Low-light Vision)
Transform
. . Air-to-air Heat-seeking Missiles: Damage 10 (Linked; DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
. . F-15 Eagle: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 11 (Linked; Traits: Dodge +2 (+6), Acrobatics +8 (+9), Advantages: Agile Feint, Defensive Roll, Evasion, Improved Initiative, Move-by Action)

Offense
Initiative +5
Air-to-air Heat-seeking Missiles: Damage 10, +8 (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 6/4, Parry 3, Fortitude 11, Toughness 11/10, Will 3

Power Points
Abilities 22 + Powers 108 + Advantages 9 + Skills 6 (12 ranks) + Defenses 12 = 157

After the Aerialbots proved their worth Optimus Prime authorized a second team of them. The two teams fill the same role and often operate together, forming an air wing large enough to challenge for local control of the skies. At times they will even cross-combine, forming gestalt robots made up of members of each team. All the combiner robots are actually meant to be modular, any of the team can serve as any of the limbs. In practice though they soon develop their favored spot and habitually fill it.

Being a Transformer Cleansweep isn't worried about germs, what bothers him about dirt is its potential to contaminate his joints and foul his lubricant. Severe cases can cause abrasion of surfaces that move across each other, leading to jamming or loose joints. If not constrained he will check and change his oil over and over again even when it is perfectly clean. While this does ensure his joints work smoothly changing your oil so much isn't good for your tubes and gaskets. He often causes himself to spring oil-leaks, which send him into a distracted frenzy until he can get them fixed. Meteor constantly talks to him about his issues and tried to suggest coping mechanisms and distractions.

Post Reply