Gamebook's builds (hs5ias new thread)

Where in all of your character write ups will go.
Gamebook
Posts: 4260
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Jul 14, 2018 6:57 am

slade the sniper wrote:
Sat Jul 14, 2018 12:02 am
Snakepit is awesome! His weapons are brutal and it is nice to have a "good guy" that is good merely due to the faction he is aligned with.

-STS
Yeah, I see the Autobots as people, so they have a variety of personalities and motivations, not all of them good. In D&D terms I would actually describe the majority of Autobots as being True Neutral in alignment. They are loyal to their friends and aren't intentionally mean but aren't up to the level of heroism and self-sacrifice of Optimus Prime. The Decepticons by contrast are hollow inside, they are a deliberately simplified, stripped-down form of being, designed as mere sentient weapons by their now long dead creators.

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

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

Post by Gamebook » Sat Jul 14, 2018 7:18 am

Image

Straightline - PL 9

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

Advantages
Ranged Attack 7

Skills
Acrobatics 4 (+5), Athletics 4 (+11), Perception 4 (+4)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Photon Rockets: Cumulative Perception Area Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Perception Area: DC 18 - Sight, Cumulative, Extended Range 4, Increased Range: ranged; Limited: Sight, Unreliable (5 uses))
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Pulse Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Transform
. . F-1 Ligier JS11 Racer: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 7 (Linked; Speed: 250 miles/hour, 0.5 miles/round; Custom: Wheels)

Offense
Initiative +1
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 17)
Photon Rockets: Cumulative Perception Area Affliction 8 (DC Will 18)
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 73 + Advantages 7 + Skills 6 (12 ranks) + Defenses 11 = 117

Straightline is a Mirage design Autobot who is relatively straightforward for his pattern. He concentrates on providing support to other Autobots with his mobility, often rushing out ahead of the Autobot line to disrupt oncoming Decepticon attacks with his blinding photon rockets then as rapidly falling back to take his place in the gun line. He is much more down with the other Autobots compared to the aloof Mirage, not departing to the rear when battles aren't taking place to avoid having to sully his hands with manual labor on the defenses. He is very set on actually winning the war and doesn't believe it will continue forever. A lot of Autobots regard the war as now being the normal state of existence on Cybertron and can't imagine the Decepticons ever being gone and their world at peace.

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

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

Post by Gamebook » Sat Jul 14, 2018 9:30 am

Image

Sunstreaker - PL 9

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

Advantages
Ranged Attack 7

Skills
Acrobatics 6 (+8), Athletics 6 (+14), Intimidation 4 (+7), Perception 4 (+4)

Powers
Electron Pulse Gun: 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))
Missile Launcher: Damage 10 (DC 25; Extended Range 8, Homing 2: 2 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . Lamborghini Countach LP500S: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +2
Electron Pulse Gun: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Missile Launcher: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 5, Parry 3, Fortitude 11, Toughness 12, Will 2

Power Points
Abilities 26 + Powers 93 + Advantages 7 + Skills 10 (20 ranks) + Defenses 11 = 147

The Sunstreaker design predates the Autobot-Decepticon war, having been a standard military model for the Autobot citystates. Huge numbers of them were manufactured to fill the ranks of the new Transformer armies as competition over resources and energy supplies intensified. Having been designed for combat they are simple-minded and aggressive, and fearless to the point of rashness. After destructive wars destroyed many Autobot citystates great numbers of them were left homeless and destitute and ended up joining the new Decepticon movement that promised them fuel and battle. Most of them were rebuilt into more advanced combat forms in preparation for Megatron's crazed war of conquest.

The great Autobot citystate of Iacon also had large numbers of these line troopers and they saw extensive service throughout the war. After the treachery of those Transformers who became the Decepticons they have never been entirely trusted however. As far as most other Autobots are concerned they are expendable cannon fodder, there to lead dangerous assaults so more sensitive Autobots do not have to die. Sunstreaker and his ilk do not care about this callous treatment though, they love to fight and regard themselves as magnificent and naturally deserving to be the center of attention. There is never any shortage of volunteers from them even for what are frankly suicide missions so long as they get to show off. Out of combat they tend to be boring and obnoxious, boasting of their superior battle prowess and preening over their elegant lines. There is an opinion among some Autobots that they will be a danger to peace after the war is won and that it would be preferable if they did not survive the conflict.

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

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

Post by Gamebook » Sat Jul 14, 2018 5:25 pm

Image

Swashbuckler - PL 9

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

Advantages
Attractive, Ranged Attack 7, Taunt

Skills
Acrobatics 4 (+6), Athletics 4 (+11), Deception 6 (+7), Perception 4 (+4), Persuasion 6 (+7)

Powers
Flamethrower: Cone Area Damage 8 (DC 23; Cone Area: 60 feet cone, DC 18)
. . Sound & Light Show: Perception Area Affliction 8 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Perception Area: DC 18 - Sight, Hearing)
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 Launcher: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Photon Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Senses: Senses 1 (Extended: Vision 1: x10)
Transform
. . Martini Racing Porsche 935/76 Turbo: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)
. . . . Glide: Flight 3 (Alternate; Speed: 16 miles/hour, 250 feet/round; Gliding)

Offense
Initiative +2
Blast: Damage 10, +8 (DC 25)
Flamethrower: Cone Area Damage 8 (DC 23)
Grab, +7 (DC Spec 17)
Missile Launcher: Damage 10, +8 (DC 25)
Sound & Light Show: Perception Area Affliction 8 (DC Will 18)
Throw, +8 (DC 22)
Unarmed, +7 (DC 22)

Languages
Native Language

Defense
Dodge 5, Parry 4, Fortitude 9, Toughness 9, Will 3

Power Points
Abilities 26 + Powers 91 + Advantages 9 + Skills 12 (24 ranks) + Defenses 11 = 149

Swashbuckler is a Jazz design Autobot who always acts like he is in an Errol Flynn movie. He does everything with manic panache, zooming in and leaping up as he transforms with a blare of trumpets, flashes and bangs. He challenges Decepticons to meet him in a duel at thirty paces and then curses them for a blackguard when they just open fire on him. He is extravagantly chivalrous to female Autobots, bowing and kissing their hands and 'requesting the pleasure of their company' to go and shoot some Decepticons. Where most Autobots regard the war as a wearisome slog he treats it all as a grand game laid on for his entertainment. He somehow always manages to avoid the tedium of routine front line service and when not out on some daring adventure is usually to be found in some exclusive private club drinking vintage fuel. He gets away with this behavior by shamelessly lying to Autobot officers about being a special agent on a secret mission or whatever bullshit he can come up with. A lot of the time his fellow Autobots just indulge his lies, they are so splendid and he actually does do so much to fight the Decepticons.

He is particularly known for daring rescues of prisoners, especially of female Autobots, snatching them from out of their cells before they can be dismantled in an interrogation. Often for these missions he puts together a small crew of equally eccentric Autobots, the sort of loose screws that are good fighters in their way but are too off the wall for any regular Autobot commander to want in their force. He isn't a good commander or planner, he can't be bothered with details and leaves that up to others, his role is to get everybody together and fire them up. During the mission his main concern is to be the first one to reach the prisoner they are trying to free so he can deliver a dashing one-liner.
Last edited by Gamebook on Thu Oct 11, 2018 8:29 pm, edited 1 time in total.

User avatar
Batgirl III
Posts: 2429
Joined: Tue Nov 08, 2016 6:17 am
Location: Portland, Oregon

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

Post by Batgirl III » Sat Jul 14, 2018 5:46 pm

I think I just found my new favorite Autobot.

But... no sword?
BARON wrote:I'm talking batgirl with batgirl. I love you internet.

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

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

Post by Gamebook » Sun Jul 15, 2018 6:19 am

Batgirl III wrote:
Sat Jul 14, 2018 5:46 pm
But... no sword?
I considered it but decided that I liked the concept with him using a gun, like Bulldrog Drummond, or Lord Flasheart in Blackadder Goes Forth.

User avatar
Batgirl III
Posts: 2429
Joined: Tue Nov 08, 2016 6:17 am
Location: Portland, Oregon

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

Post by Batgirl III » Sun Jul 15, 2018 6:28 am

Which are fine and dandy (see what I did there?) inspirations, but the name “Swashbuckler” just evokes a swordsman in my mind’s eye... Maybe “Highwayman” might be a better match for a dashing pistolero?

Oooh, or better yet, maybe there could be a Dick Turpin-inspired Deception by that name. Operating deep behind the lines in the Autobot’s “safe” territory, ambushing supply shipments, intercepting communiques, and causing general mayhem... and doing it with a certain degree of flair.
BARON wrote:I'm talking batgirl with batgirl. I love you internet.

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

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

Post by Gamebook » Sun Jul 15, 2018 6:51 am

Image

Ten-Four - PL 13

Strength 14, Stamina 12, Agility 3, Dexterity 4, Fighting 12, Intellect 5, Awareness 4, Presence 3

Advantages
Benefit, Status: Autobot Commander, Improved Aim, Improved Critical 2: Laser: Damage 14, Improved Critical: Unarmed, Inspire 2, Leadership, Ranged Attack 8, Takedown, Teamwork

Skills
Acrobatics 4 (+7), Athletics 6 (+20), Insight 4 (+8), Intimidation 4 (+12), Investigation 8 (+13), Perception 8 (+12), Persuasion 4 (+7), Sleight of Hand 4 (+8), Stealth 4 (-3), Technology 6 (+11), Vehicles 4 (+8)

Powers
Growth: Growth 10 (+10 STR, +10 STA, +5 Intimidate, -10 Stealth, -5 active defenses, +2 size ranks, +10 mass ranks, +1 ; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Laser Rifle (Easily Removable)
. . Laser: Damage 14 (DC 29; Extended Range 6, Increased Range: ranged, Penetrating 14)
Missiles: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 7, Increased Range: ranged; Unreliable (5 uses))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 4 (Extended: Sight 3: x1k, Low-light Vision)
Transform
. . Freightliner COE: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Power-Lifting: Enhanced Strength 2 (Linked; +2 STR; Limited to Lifting)
. . Speed: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +3
Grab, +12 (DC Spec 24)
Laser: Damage 14, +12 (DC 29)
Missiles: Burst Area Damage 10 (DC 25)
Throw, +12 (DC 29)
Unarmed, +12 (DC 29)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 16, Toughness 18, Will 10

Power Points
Abilities 74 + Powers 116 + Advantages 18 + Skills 28 (56 ranks) + Defenses 19 = 255

Ten-Four is an Ultra-Magnus design Autobot commander. He commands Autobot forces in the East Asia/West Pacific region, which constitutes nearly half the Autobot army on Earth, including many of the biggest Autobots there are and their largest facilities besides Autobot City. In terms of effective power within the Autobot army he is second only to Optimus Prime himself. As a Transformer leader he relies much more on his troops than some of them do, not trying to lead from the front and do half the fighting personally. He constantly shifts around and regroups his forces to bring maximum effective force to bear on any issue rather than keeping them as static garrisons. His Autobots are forever traveling all around the region and often even further afield in pursuit of Autobot objectives. He has contingency plans for thousands of situations and can pull out or adapt a response for almost anything the Decepticons challenge him with.

His troops adore him as he is seen as being careful of their lives while not being afraid to let them fight to their fullest extent. The Autobot warriors don't like being thrown away in battle by those incompetent commanders who only command is 'forward, forward!', they got quite enough of that on Cybertron, but at the same time they are frustrated by commanders who shrink from casualties and just have them spend all their time on erecting ever deeper defenses without pressuring the Decepticons. Ten-Four doesn't wait around for the latest Decepticon attack, he is always searching for their latest hidden base or facility, and when he detects one he launches an immediate assault upon it. This keeps the initiative in Autobot hands and protects the humans in the region who are so vital to the Autobot war effort.

Ten-Four employs many thousands of human workers, extracting resources and manufacturing mountains of parts and oceans of fuel to feed the insatiable appetite of the great numbers of Autobots under his command, many of whom are city-Transformers that require supplies equal to hundreds of regular Transformers each. As the human and Autobot races steadily become more and more integrated he is becoming the most powerful political figure in the region. His Autobots move openly among the humans and often live with human families as their car, giving them lives outside of being a soldier in a war. The recent development of binary-bonding technology is strongly supported by him and he is planning a massively ambitious program to completely integrate the humans into the Transformer race. So far though it hasn't occurred to him that some humans may be reluctant to see their species all converted into cyborgs.

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

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

Post by Gamebook » Sun Jul 15, 2018 6:55 am

Batgirl III wrote:
Sun Jul 15, 2018 6:28 am
maybe there could be a Dick Turpin-inspired Deception by that name. Operating deep behind the lines in the Autobot’s “safe” territory, ambushing supply shipments, intercepting communiques, and causing general mayhem... and doing it with a certain degree of flair.
Now that's a really cool idea. I've got quite a few Decepticons without bios on their art and several of them would be perfect for that concept. Watch out for Bedlam, Hatchet, Macabre, Loudpedal and Rotorhead coming soon.

Doc chaos
Posts: 32
Joined: Fri Dec 02, 2016 11:13 pm

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

Post by Doc chaos » Sun Jul 15, 2018 9:55 pm

I like to see what you do with those heavily armed Seekers and the Citybot minibots.

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

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

Post by Gamebook » Mon Jul 16, 2018 5:31 am

Image

Tigertrack - PL 9

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

Advantages
Ranged Attack 7, Skill Mastery: Perception

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

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
High Energy Particle Beam Rifle (Easily Removable)
. . High Energy Particle Beam Rifle: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Magnesium Phosphorous Flares: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Limited: Sight, Sense-dependent: Sight, Unreliable (5 uses))
. . Signal Flare: Environment 8 (Alternate; Light, Radius: 0.5 miles; Unreliable (5 uses))
Missile Launcher: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Piledriver Arms: Strength-based Damage 2 (DC 25; Multiattack)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Rocket Back-Pack: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Unreliable (5 uses))
Transform
. . Lamborghini Countach LP500S: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +2
Grab, +8 (DC Spec 18)
High Energy Particle Beam Rifle: Damage 10, +8 (DC 25)
Magnesium Phosphorous Flares: Cumulative Affliction 8, +8 (DC Fort 18)
Missile Launcher: Damage 10, +8 (DC 25)
Piledriver Arms: 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 12, Will 3

Power Points
Abilities 30 + Powers 92 + Advantages 8 + Skills 7 (14 ranks) + Defenses 12 = 149

Tigertrack is a Sideswipe design Autobot who performs base security, guarding Autobot installations and supply dumps. This is not a safe, rear area posting, if anything it is more dangerous as he often has to fight off attackers pretty much by himself as the only other Autobots around are technical and haulage workers who are poor warriors. While Decepticon raids are common he also has to contend with attempted break-ins by rogue Autobot deserters, human criminal groups trying to infiltrate the human work force and smuggle stuff out, and in some parts of the world assaults by local human warlords or anti-Transformer terrorist groups. This is why he has a powerful Sideswipe chassis. If it looks like he is going to be overrun it is also his decision as to whether to abandon and destroy the base to keep it out of enemy hands. He generally only does this when faced with a determined Decepticon attack, minor raids by them and the nuisance behavior of Autobot deserters and humans even if they managed to take the base it would soon be recaptured by an Autobot counterattack before they could do much with it. Bases and facilities represent a substantial investment and are not to be given up lightly.

His role means that for a Sideswipe design he is much more responsible and thoughtful than usual. At the same time he has their usual aggressiveness and independence, not relying on the support of other Autobots. In his case these flaws become more virtues, as he rarely has any backup and a sudden attack can often shock raiders into fleeing. He won't pursue far though, he is always suspicious of the possibility of diversionary attacks and after seeing off one assault will immediately commence a complete security patrol to spot anyone seeking to have taken advantage of his distraction. As a Sideswipe design he is also rather ruthless, not issuing warnings if he sees intruders in the forbidden zone around the perimeter of the base, just opening fire. People should know better than to wander near a military position is his response to the occasional friendly fire incident, maybe next time they'll be more careful.

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

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

Post by Gamebook » Mon Jul 16, 2018 5:46 am

Image

Timestamp - PL 10

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

Advantages
Ranged Attack 6

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

Powers
Clock Radio: Senses 2 (Radio, Time Sense; Dimensional 2: group - The past or future)
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 [4 extra ranks])
Timelock: Nullify 10 (Counters: Time travel movement, DC 20; Increased Duration 2: sustained, Increased Range: perception, Reaction 3: reaction)
Transform
. . Radio Alarm Clock: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Shrink to scale: Shrinking 12 (Linked; -3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size ranks, -1 speed ranks)

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Throw, +6 (DC 23)
Timelock: Nullify 10 (DC Will 20)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 132 + Advantages 6 + Skills 4 (8 ranks) + Defenses 11 = 173

Time travel has been a serious danger to the Autobots, and indeed to the entire Earth as traveling back and forth in time and attempting to manipulate the timelines damages the fabric of spacetime, causing time vortexes to open up. To counter this the Autobots built Timestamp, who has the power to lock into his time period any time traveler he is aware of. He only has to meet them once and after that can sustain the lock indefinitely. This lets the Autobots, and any other enemies the time traveler may have, actually chase them down and capture them rather than have them skip out through time. In the case of such fantastically dangerous rogue Transformers as the insane future Decepticon Galvatron this has made him a target for them, so often he has to be kept secure deep within a major or hidden Autobot base. Tempting as it is to know the future Optimus Prime knows that it is too dangerous, the Autobots will instead meet and overcome any challenges directly rather than trying to bypass and cheat the universe.

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

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

Post by Gamebook » Mon Jul 16, 2018 5:59 am

Image

Timewarp - PL 7

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

Advantages
Ranged Attack 6

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

Powers
Clock Radio: Senses 2 (Radio, Time Sense; Dimensional 2: group - The past or future)
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 [4 extra ranks])
Time Return Gun (Easily Removable)
. . Return to own time: Movement 10 (Extra Ranks 8, Time Travel: Original time 2: past or future, 50 lbs.; Increased Range: ranged)
Time Warp: Movement 3 (Time Travel 3: any time, 100 tons; Increased Mass 12)
Transform
. . Radio Alarm Clock: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Shrink to scale: Shrinking 12 (Linked; -3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size ranks, -1 speed ranks)

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Throw, +6 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 98 + Advantages 6 + Skills 4 (8 ranks) + Defenses 11 = 139

While Optimus Prime disapproves of time travel and has taken steps to block time travel into and out of his era he also has his own time traveling agent. The purpose of Timewarp though is not to scout the future or change the past, but rather to send back to their own proper era all errant time travelers. Once his brother Timestamp has secured them he can force them back to their own time to face whatever is waiting for them there. It is known that there also some Transformers at large in other eras that they should not be in so Optimus sends Timewarp back after them, usually with a few powerful Autobot warriors as enforcers in case they try to escape or fight.

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

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

Post by Gamebook » Mon Jul 16, 2018 6:15 am

Image

Towbar - PL 8

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

Advantages
Inventor, Ranged Attack 5

Skills
Athletics 4 (+12), Perception 4 (+4), Technology 10 (+11)

Powers
Full Spectrum Multi-Sensor Module: Senses 10 (Analytical (Type): Vision, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 2: cell-size, Radius: Vision, Ultravision)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Heat-Seeking Missiles: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Spotwelder (Easily Removable)
. . Welding Torch: Damage 10 (DC 25; Increased Range: ranged, Precise)
Transform
. . Power-Lifting: Enhanced Strength 2 (Linked; +2 STR; Limited to Lifting)
. . Toyota Hi-Lux: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Custom: Wheels)

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Heat-Seeking Missiles: Damage 10, +6 (DC 25)
Throw, +6 (DC 23)
Unarmed, +6 (DC 23)
Welding Torch: Damage 10, +6 (DC 25)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 84 + Advantages 6 + Skills 9 (18 ranks) + Defenses 10 = 133

Towbar designs and builds Autobot technical facilities and new parts. He is a not a radical experimenter like Wheeljack however, instead he produces high-quality, perfected versions of existing items that can be mass manufactured easily and cheaply. Wheeljack continually produces a stream of new inventions but his prototypes are not well made, having been hastily machined or cobbled together from whatever materials and parts he has piled up in his cluttered workspaces. It is Towbar's job to take these and refine them, substituting simple presses and welds for tricky machining or sintering, using less of and cheaper materials to do the same job, and breaking down the making of a device into a sequence suitable for production line methods. He is obsessed with product quality, having seen too many Autobots suffer from poor quality parts in the past. This is a particular challenge on Earth where the Autobots are having to learn to work with new materials and don't have the massive technical facilities they had back on Cybertron. A lot of his time is spent getting refineries and smelting plants built and operating properly so they will have the high quality and specialized materials needed in the construction of Transformers. The Decepticons realize the immense strategic value of such facilities so they have to be heavily guarded to prevent them being destroyed or worse captured.

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

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

Post by Gamebook » Mon Jul 16, 2018 8:20 pm

Image

Tracks - PL 9

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

Advantages
Attractive, Ranged Attack 7

Skills
Acrobatics 4 (+5), Athletics 4 (+12), Perception 4 (+4)

Powers
Black Light Gun (Easily Removable)
. . Black Light: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged; Limited: Visual)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Heat-Seeking Incendiary Missiles: Damage 10 (DC 25; Extended Range 8, Homing 2: 2 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Corvette Stingray: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)
. . . . Fender Wings: Flight 6 (Alternate; Speed: 120 miles/hour, 1800 feet/round; Custom: Low Maneuverability, Wings)

Offense
Initiative +1
Black Light: Cumulative Affliction 10, +8 (DC Will 20)
Grab, +6 (DC Spec 18)
Heat-Seeking Incendiary Missiles: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 4, Parry 3, Fortitude 10, Toughness 10, Will 2

Power Points
Abilities 24 + Powers 72 + Advantages 8 + Skills 6 (12 ranks) + Defenses 10 = 120

Tracks is a capable and mobile warrior, but his effectiveness in battle is hampered by his excessive concern for his finish. This is not uncommon among Transformers, many of them are vain and hate incurring any dings or scratches to mar their polished metal and paint jobs. Tracks is deterred from any combat where he thinks there might be a serious chance he will be hit and have his chassis crumpled. If the battle is one-sided and the Decepticons are being rapidly overwhelmed he will stride forward and open fire, but if faced with a determined attack he fires off a salvo to cover his retreat and then scarpers. This has given him a bad reputation for cowardice which has seen him in trouble with Autobot commanders on a number of occasions. The vain Tracks just claims he knows when the situation is going against the Autobots and when to retreat.

Resentful at being punished by being posted to dangerous assignments he has recently deserted the war. Tracks is now hiding out in a large human city where he has found employment as the car of a wealthy human. Having an Autobot for a car means that your vehicle will drive itself with a skill unmatched by any human driver, plus they are bulletproof. Tracks is enjoying himself on his patron's wealth, consuming high-end fuels obtained on the black market which he claims he needs as a high performance car. The molls who hang around the private villa estate of his employer adore him as he drives them everywhere and intimidates all the bosses bullying henchmen by being a fifteen-foot warrior robot. He likes to have them wash and wax him in the sunshine in their skimpiest bikinis. He draws the line at eliminating his employers rivals however, he isn't a murderer, and in any case it would endanger him by alerting the Autobot military police. If the heat comes down he has plans to steal a large quantity of cash from his employer and abscond with his favorite human girl. Human organized crime doesn't scare him, he may be a deserter but he is still a Transformer warrior and considers humans with their pathetic little popguns to be no danger to him.

Post Reply