Gamebook's builds (hs5ias new thread)

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Gamebook
Posts: 4352
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Jan 13, 2019 10:30 am

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Kid Flash - PL 8

Strength -1, Stamina 0, Agility 2, Dexterity 2, Fighting 10/4, Intellect 1, Awareness 0, Presence 1

Advantages
Agile Feint, Defensive Roll 2, Eidetic Memory, Equipment 5, Evasion, Improved Initiative 3, Improved Trip, Instant Up, Move-by Action, Ranged Attack 2, Taunt

Skills
Acrobatics 4 (+6), Athletics 4 (+3), Deception 4 (+5), Perception 4 (+4), Persuasion 4 (+5), Sleight of Hand 4 (+6)

Powers
Concealment: Concealment 10 (All Senses; Limited: while moving at super-speed)
Padded Suit: Protection 2 (+2 Toughness; Impervious)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Visor: Senses 8 (Direction Sense, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)
Enhanced Trait: Enhanced Trait 28 (Traits: Dodge +6 (+12), Fighting +6 (+10), Advantages: Agile Feint, Defensive Roll 2, Evasion, Improved Initiative 3, Improved Trip, Instant Up, Move-by Action)
Impervious Defense: Impervious Dodge 12
Impervious Defense: Impervious Parry 10
Movement: Movement 7 (Permeate 3: full speed, Wall-crawling 2: full speed, Water Walking 2; Limited: while moving at super-speed)
Quickness: Quickness 16 (Perform routine tasks in -16 time ranks)
Regeneration: Regeneration 10 (Every 1 round)
Speed Tricks
. . Accelerated Throw: Damage 2 (DC 17; Increased Range: ranged, Multiattack, Precise)
. . Air Spin: Cylinder Area Move Object 8 (6 tons; Cylinder Area: 30 feet cylinder, DC 18; Limited: Air, Reduced Range: close)
. . Air Vortex: Cone Area Move Object 8 (6 tons; Cone Area: 60 feet cone, DC 18; Limited: Air, Reduced Range: close)
. . Spin Down: Burst Area Movement 1 (Safe Fall; Burst Area: 30 feet radius sphere, DC 11, Selective)
. . Vacuum Attack: Cumulative Affliction 4 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Cumulative)
. . Water Spin: Cylinder Area Move Object 8 (6 tons; Cylinder Area: 30 feet cylinder, DC 18; Limited: Water, Reduced Range: close)
Speed: Speed 20 (Speed: 2 million miles/hour, 4000 miles/round)

Equipment
Cell Phone (Smartphone), Commlink, Costume [Padded Suit: Protection 2, +2 Toughness; Impervious; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect; Visor: Senses 8, Direction Sense, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision], Flashlight, Gas Mask, Mini-tracer, Multi-tool, Restraints

Offense
Initiative +14
Accelerated Throw: Damage 2, +4 (DC 17)
Air Spin: Cylinder Area Move Object 8 (DC 18)
Air Vortex: Cone Area Move Object 8 (DC 18)
Grab, +10 (DC Spec 9)
Throw, +4 (DC 14)
Unarmed, +10 (DC 14)
Vacuum Attack: Cumulative Affliction 4, +10 (DC Fort 14)
Water Spin: Cylinder Area Move Object 8 (DC 18)

Languages
Native Language

Defense
Dodge 12/6, Parry 10, Fortitude 1, Toughness 4/0, Will 2

Power Points
Abilities 18 + Powers 126 + Advantages 9 + Skills 12 (24 ranks) + Defenses 7 = 172

Bart Allen is the tweenage son of Barry Allen, the Flash, and his wife Iris West. A speed force connection is not hereditary, he grew up not having any powers and would normally never have gained any. Bart though always wanted to be a superspeed hero like his dad and his uncle. Barry was prepared to consider it but only when he was older. Bart got his powers at an early age though due to the ripple effect of his father's and mother's repeated time travel and trips through the Bleed. It turns out that moving a person through time and reality affects their descendants as well as they shift in and out of the timelines. Growing up Bart was repeatedly made not to have existed and then to have existed again due to crazy shenanigans by the Flash's enemies and Barry and Wally then reversing them. Barry has set to training his son in everything he has learned so that he can protect himself.

The impulsive Bart has been placed onto the new Young Justice team formed by Superman around his daughter Linda Kent. The new lineup is him, the new Supergirl, Emiko Queen as Arrowette, Natasha Irons as Steel, Damian Wayne as Robin and Julius Curry as Aquaboy. Bart is actually the youngest one on the team, even younger than Damian, and tends to treat it all as a game laid on for his entertainment. Much of the time he doesn't actually do very much on their adventures, just zipping around and making delighted exclamations at all the cool and crazy stuff going on. He never punches anyone, he dislikes fighting and his parents discourage it. Instead he concentrates on running rings round his opponents, literally. He uses his speed to form vortexes that sweep them away. As yet he cannot do many of the more advanced techniques that Barry and Wally have developed, particularly in regards to generating speedforce power and moving through time and reality. He will need to be older and more in control of his powers and himself before he can be trusted with such knowledge.
Last edited by Gamebook on Sun Jan 13, 2019 10:32 am, edited 1 time in total.

Gamebook
Posts: 4352
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Jan 13, 2019 10:32 am

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Krypto - PL 11

Strength 16/2, Stamina 10/2, Agility 0, Dexterity -4, Fighting 6, Intellect 0, Awareness 3, Presence 2

Advantages
Agile Feint, All-out Attack, Daze (Intimidation), Fast Grab, Fearless, Great Endurance, Improved Initiative, Improved Trip, Interpose, Move-by Action, Power Attack, Skill Mastery: Perception, Teamwork

Skills
Athletics 4 (+20), Insight 8 (+11), Intimidation 8 (+10), Investigation 4 (+4), Perception 10 (+13), Persuasion 4 (+6), Stealth 4 (+4)

Powers
Dog of Steel: Enhanced Trait 44 (Traits: Strength +14 (+16), Stamina +8 (+10))
Four legged: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Immunity: Immunity 10 (Aging, Disease, Environmental Conditions (All), Poison, Suffocation (All))
Protection: Protection 4 (+4 Toughness; Impervious [10 extra ranks])
Quickness: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Physical)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Senses: Senses 18 (Accurate: Scent, Acute: Scent, Darkvision, Extended: Hearing 2: x100, Extended: Vision 1: x10, Extended: Scent 3: x1k, Penetrates Concealment: Vision, Tracking: Scent 2: full speed, Ultra-hearing)
Superdog Powers
. . Flight: Flight 11 ([0 active, 0/22 PP, 2/r], Speed: 4000 miles/hour, 8 miles/round)
. . Heat Vision: Damage 11 ([0 active, 0/22 PP, 2/r], DC 26; Increased Range: ranged)
. . Super-Bark: Cumulative Perception Area Affliction 11 ([0 active, 0/22 PP, 2/r], 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, Resisted by: Fortitude, DC 21; Perception Area: DC 21 - Hearing, Cumulative, Extra Condition; Limited: to hearing, Limited Degree)
. . Super-Howl: Auditory Area Communication 4 ([0 active, 0/22 PP, 5/r]; Area)
. . Super-Jaws: Enhanced Strength 11 ([0 active, 0/22 PP, 1/r], +11 STR; Limited to Lifting)
Superman's Collar (Removable)
. . Locator: Senses 1 (Communication Link: Kryptonian science)

Offense
Initiative +4
Grab, +6 (DC Spec 26)
Heat Vision: Damage 11, -4 (DC 26)
Super-Bark: Cumulative Perception Area Affliction 11 (DC Fort 21)
Throw, -4 (DC 31)
Unarmed, +6 (DC 31)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 14, Toughness 14, Will 8

Power Points
Abilities 22 + Powers 128 + Advantages 13 + Skills 21 (42 ranks) + Defenses 15 = 199

Krypto is Superman's dog, he made him in the Fortress of Solitude to guard it for him after his Superman Robots went rogue or were hacked by Lex Luthor one too many times. The Dog of Steel has all of Superman's powers in a dog. He is a sort of arctic wolfdog with a big chest, powerful jaws and long legs for running. He usually resides in the Fortress, faithfully guarding it for his master. He is far more intelligent than a normal canine would be, he can operate much of the machinery in the Fortress and communicate in complex fashion with Kelex. He can understand most of human speech and can be astonishingly expressive with his own gestures and vocalizations. At times when the Fortress' systems have alerted him to dangers to the Clark family he has headed out on his own initiative to aid them.

Krypto was the friend of Superboy when he was on the first Young Justice team, trusting him when everyone else was suspicious of him as a clone made by Lex Luthor. It was Krypto more than anybody who got through to him and helped him break free when Lex activated the secret mind control protocols he had installed in Connor when he had been his son Lionel. He is equally devoted to Linda Kent and the other Kent children. Now that Linda has become a superhero herself he often accompanies her on her adventures. He can be immensely intimidating if he wants to be but around the kids he is friendly and playful, though he does sometimes annoy them by attempting to drag them by the scruffs of their necks out of what he perceives to be situations that are too dangerous. He gets on all right with Damian's monstrous pet Goliath nowadays after their first meeting when the fur flew. Linda knows the Kryptonian language commands that control him though she rarely needs to use them. Her father has impressed on her that if any of them were ever seriously hurt she must immediately send Krypto away, as a dog he would instinctively try to kill anyone who did such a thing.
Last edited by Gamebook on Sun Jan 13, 2019 10:55 am, edited 1 time in total.

Gamebook
Posts: 4352
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Jan 13, 2019 10:15 pm

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Grimlock - PL 13

Strength 12, Stamina 11, Agility 2, Dexterity 0, Fighting 12, Intellect 2, Awareness 2, Presence 4

Advantages
All-out Attack, Benefit, Status: Dynobot commander, Defensive Roll, Improved Critical 2: Damage: Strength-based Damage 2, Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Toothed Ram Scoop: Strength-based Damage 2, Improved Trip, Inspire 2, Leadership, Power Attack, Ranged Attack 10, Startle, Takedown 2

Skills
Acrobatics 4 (+6), Athletics 8 (+20), Intimidation 12 (+20), Perception 4 (+6), Persuasion 4 (+8)

Powers
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 29, Advantages: Improved Critical; Penetrating 15)
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))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Transform
. . Flamer Pods: Cone Area Damage 8 (Linked; DC 23; Cone Area: 60 feet cone, DC 18)
. . Heavy Battle Tank: Feature 1
. . Toothed Ram Scoop: Strength-based Damage 2 (Linked; DC 29, Advantages: Improved Trip)
. . . . Scoop: Burrowing 3 (Alternate; Speed: 0.5 miles/hour, 6 feet/round)
. . Tracks: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Quirk: Tracked)
Tri-Barrel Atomic Submachineguns: Damage 10 (DC 25; Increased Range: ranged, Multiattack)
Twin Galaxial Rocket Launchers (Easily Removable)
. . Plasma Warheads: Damage 12 (DC 27; Extended Range 2, Increased Range: ranged)
. . . . Shrapnel Warheads: Burst Area Damage 8 (Alternate; DC 23; Burst Area: 30 feet radius sphere, DC 18, Extended Range 2, Increased Range: ranged)

Offense
Initiative +2
Damage: Strength-based Damage 2, +12 (DC 29)
Flamer Pods: Cone Area Damage 8 (DC 23)
Grab, +12 (DC Spec 22)
Plasma Warheads: Damage 12, +10 (DC 27)
Shrapnel Warheads: Burst Area Damage 8 (DC 23)
Throw, +10 (DC 27)
Toothed Ram Scoop: Strength-based Damage 2, +12 (DC 29)
Tri-Barrel Atomic Submachineguns: Damage 10, +10 (DC 25)
Unarmed, +12 (DC 27)

Languages
Native Language

Defense
Dodge 6, Parry 8, Fortitude 15, Toughness 18/17, Will 7

Power Points
Abilities 58 + Powers 126 + Advantages 23 + Skills 16 (32 ranks) + Defenses 17 = 240

As the pan-Cybertronian empire of the Transformer Overlords broke down new city-states arose which eclipsed the old capitals. Iacon was a massive industrial city and energy-generation plant built to supply the Overlords rule. As the energy crisis deepened many Transformer cities ceased sending their tribute to the now decrepit Overlords. Once the Overlords had commanded huge armies but these were long gone, disbanded when world peace was attained on Cybertron under the Pax Cybertronia. Once the Overlords had been the supreme Transformers of Cybertron, far more intelligent and swifter than any others which is what enabled them to unite the once countless warring tribes of primitive Transformers. For long ages they had dominated Cybertron but now their supremacy had faded. In the prosperity brought about by the long peace Transformer technology had forged ahead and many more advanced Transformers had been created, far superior even to the Overlords at their height. A lot of these did not see why they should obey a bunch of clapped-out antiques and had overthrown their Overlord rulers, such as in the cities of Vos and Tarn. Those Overlords who did still rule had become frightened, of their subjects and each other. Their former unity had given way to jealous guarding of the resources of the cities they ruled and a lack of support for those who had once been their fellows.

As the empire fractured into countless city-states the rulers of Iacon decided that they needed a loyal protector and to this end they created Grimlock, their idea of the ultimate warrior Transformer. Worth an army in his own right he set about creating a powerful new force to protect Iacon and allow its Overlord rulers to ignore the demands of the distant capitals that were now falling into ruin and being abandoned as their tribute dried up. In his original Cybertronian form Grimlock was a massive battle tank, built primarily as a defensive unit. He was programmed to have a brave and loyal personality with a strong instinct to protect others. Unlike in other city-states Grimlock never even considered overthrowing his political leaders, but to their consternation his loyalty turned out to be directed at all the people of Iacon, not just its ruling Overlords. He emptied their personal energon stores to build his new army of Dynobots, literally brushing them aside when they protested. They had made him to protect Iacon and that is exactly what he would do, he was in charge of military policy now, not them.

As tensions rose across Cybertron Grimlock recruited warriors wherever he could, mostly from tough working Transformers from the industrial sectors. He regarded the Overlord's palace guards as worthless, ornaments to stand at their gates rather than real fighters. He had his recruits rebuilt into many and varied weapons of war, though some he kept in their original format. On all of them he impressed his absolute authority and the need to build up their strength for the war that was coming. Grimlock did not know about the Decepticons before they attacked, but he was convinced that something like them was going to happen, some armed body was going to try and resolve the energy crisis by simply taking everything for themselves and killing anyone who got in their way. He did not have the resources to police all of Cybertron to prevent this, even with the wealth of Iacon, so he concentrated on making sure his city was impregnable. That Iacon did not fall to the onrushing Decepticon armies in the early days of the Autobot-Decepticon war is largely down to his prewar preparations to stockpile energy and armaments, construct fortifications and assemble the Dynobots.

Gamebook
Posts: 4352
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Jan 13, 2019 10:26 pm

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Sack - PL 10

Strength 9, Stamina 8, Agility 1, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Daze (Intimidation), Fast Grab, Improved Critical: Shoulder Mounted Laser Cannons: Damage 10, Improved Grab, Power Attack, Ranged Attack 10

Skills
Athletics 8 (+17), Intimidation 8 (+11), Perception 4 (+4)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Laser Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Shoulder Mounted Laser Cannons: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack)
Transform
. . Clearance Tank: Feature 1
. . Grabber Scoop: Strength-based Damage 2 (Linked; DC 26, Advantages: Fast Grab, Improved Grab)
. . Spinning Blades & Grinders: Strength-based Damage 2 (Linked; DC 26; Reaction 3: reaction; Grab-based)
. . . . Damage: Strength-based Damage 1 (Alternate; DC 25; Reaction 3: reaction)
. . . . Scrap Drilling: Burrowing 6 (Alternate; Speed: 4 miles/hour, 60 feet/round)
. . . . Wall Drilling: Burrowing 3 (Alternate; Speed: 0.5 miles/hour, 6 feet/round; Penetrating)
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 3 (Linked; Speed: 16 miles/hour, 250 feet/round; Quirk: Tracked)

Offense
Initiative +1
Blast: Damage 10, +10 (DC 25)
Damage: Strength-based Damage 1, +9 (DC 25)
Grab, +9 (DC Spec 19)
Grabber Scoop: Strength-based Damage 2, +9 (DC 26)
Shoulder Mounted Laser Cannons: Damage 10, +10 (DC 25)
Spinning Blades & Grinders: Strength-based Damage 2, +9 (DC 26)
Throw, +10 (DC 24)
Unarmed, +9 (DC 24)

Languages
Native Language

Defense
Dodge 4, Parry 6, Fortitude 11, Toughness 14, Will 3

Power Points
Abilities 30 + Powers 103 + Advantages 14 + Skills 10 (20 ranks) + Defenses 12 = 169

Sack is not actually from Iacon, he was part of an improvised army put together by another city-state to try and resist the Decepticons. Having no real warriors they armed their heavy-duty industrial workers and sent them out to fight. While large and powerful they were no match for the highly-mobile Decepticons and were outmaneuvered and picked off. Only Sack survived because he was able to burrow away under the scrap. He made his way south following Optimus Prime. As a big strong Transformer he was conscripted by Grimlock once he reached Iacon but has never really considered himself one of the Dynobots.

Sack's Cybertronian form was not a combat mode, it was for clearing the mountains of scrap left by demolished Cybertronian buildings. Since everything is made out of heavy duty metal on Cybertron this is a major task. He scooped up and ground into filings heavy girders and slabs so they could be smelted down and their materials recycled. He doesn't use this mode much in combat, it's too slow and awkward, Decepticons dodge out of the way. What it is useful for is clearing blockages in the Autobot defenses caused by Decepticon fire or breaking through the walls of Decepticon citadels. His principal weapons are his built-in laser cannons, supplemented by a hand-held rifle as they can be awkward to aim at times.
Last edited by Gamebook on Sun Jan 13, 2019 10:39 pm, edited 1 time in total.

Gamebook
Posts: 4352
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Jan 13, 2019 10:36 pm

Image

Salvo - PL 11

Strength 13, Stamina 13, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Power Attack, Ranged Attack 8

Skills
Athletics 4 (+17), Intimidation 4 (+9), Perception 4 (+4)

Powers
Auto-Defence Gun Turrets: Damage 8 (DC 23; Extended Range 2, Increased Range: ranged, Reaction 3: reaction)
Four Triple Mount Gun Turrets: Damage 12 (DC 27; Extended Range 7, Feature: function underwater, Increased Range: ranged, Multiattack)
Growth: Growth 10 (+10 STR, +10 STA, +5 Intimidate, -10 Stealth, -5 active defenses, +2 size ranks, +10 mass ranks, +1 ; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Low-light Vision)
Transform
. . Battleship: Feature 1
. . Power-Lifting: Enhanced Strength 4 (Linked; +4 STR; Limited to Lifting)
. . Ship: Swimming 6 (Linked; Speed: 30 miles/hour, 500 feet/round)
. . . . Skyship: Flight 3 (Alternate; Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +0
Auto-Defence Gun Turrets: Damage 8, +8 (DC 23)
Four Triple Mount Gun Turrets: Damage 12, +8 (DC 27)
Grab, +6 (DC Spec 23)
Throw, +8 (DC 28)
Unarmed, +6 (DC 28)

Languages
Native Language

Defense
Dodge 1, Parry 1, Fortitude 16, Toughness 19, Will 3

Power Points
Abilities 24 + Powers 146 + Advantages 10 + Skills 6 (12 ranks) + Defenses 12 = 198

The massive Salvo was built as the Dynobots assault transport. Transformers do have a tendency to try and make every bit of machinery they use a Transformer itself rather than relying on 'dumb' machines. He possesses massive firepower, having gun turrets mounted on both his dorsal and ventral sides. He cruises into position then rains Dynobots down on the Decepticons below, all while keeping up a furious barrage both down onto the ground and into the air, blowing away Decepticons and shooting down incoming missiles. He can carry up to about fifty Dynobots into action, often making repeated trips into drop zones to bring in further forces. He regards enemy fire with contempt, returning the favor to anyone foolish enough to shoot at him threefold. At times though Grimlock has to yell at him to stop shooting at the Decepticons and get moving.

Gamebook
Posts: 4352
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 6:58 am

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Sauron - PL 9

Strength 8, Stamina 8, Agility 0, 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 (+12/+4), Athletics 4 (+12), Intimidation 4 (+7), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Energon Spear (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 25; Penetrating 11, Reach (melee): 5 ft.)
Frag Rockets: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Extended Range 6, Increased Range: ranged)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Extended: Sight 1: x10)
Transform
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+12), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Strike Jet: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
Volt Cannon (Easily Removable)
. . Voltage: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged)

Offense
Initiative +4
Damage: Strength-based Damage 2, +8 (DC 25)
Frag Rockets: Burst Area Damage 8 (DC 23)
Grab, +8 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)
Voltage: Damage 10, +8 (DC Fort 25)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 116 + Advantages 9 + Skills 10 (20 ranks) + Defenses 12 = 171

While the Dynobots have a lot of ground forces they also have a strong air support component. Their aircraft are not the main part of their army as with the Decepticons however. Originally the Dynobot flyers were supposed to be a separate force to the Dynobots and come under the direct command of the Overlords of Iacon. As soon as the first of these new Autobots came off the production lines however Grimlock conscripted them into his forces, again ignoring the protests of his supposed political leaders. While his actions were intended to safeguard Iacon by focusing all resources on its defense under a single commander he did much to undermine their already waning authority. Since the mighty Grimlock was ignoring them much of the rest of the population of Iacon started doing so as well. The age-old Iacon High Council would in the end give up its own power, handing over command of everything to Optimus Prime.

Sauron is of a standard Cybertronian design, one very similar to the Seekers. Grimlock though had most of his troops trained and equipped for fighting in melee. Energon weapons were a signature of his troops right from the start.

Gamebook
Posts: 4352
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 7:25 am

Image

Scald - PL 10

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

Advantages
Improved Aim, Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Heat-Ray Gun: Damage 12, Ranged Attack 8

Skills
Athletics 8 (+17), Intimidation 4 (+7), Perception 8 (+8)

Powers
Auxiliary Turrets: Damage 6 (DC 21; Increased Range: ranged, Reaction 3: reaction)
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 26, Advantages: Improved Critical; Penetrating 13)
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))
Machine Gun (Easily Removable)
. . Blast: Damage 7 (DC 22; Extended Range, Increased Range: ranged, Multiattack)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Extended: Vision 1: x10)
Transform
. . Float: Movement 2 (Linked; Water Walking 2)
. . Heat-Ray Gun: Damage 12 (Linked; DC 27; Extended Range 6, Increased Range: ranged)
. . Nautical Frigate: Feature 1
. . Outriggers: Enhanced Trait 1 (Linked; Advantages: Improved Aim)
. . Speed: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Limited: to water surface)

Offense
Initiative +0
Auxiliary Turrets: Damage 6, +8 (DC 21)
Blast: Damage 7, +8 (DC 22)
Damage: Strength-based Damage 2, +9 (DC 26)
Grab, +9 (DC Spec 19)
Heat-Ray Gun: Damage 12, +8 (DC 27)
Throw, +8 (DC 24)
Unarmed, +9 (DC 24)

Languages
Native Language

Defense
Dodge 3, Parry 6, Fortitude 12, Toughness 13, Will 3

Power Points
Abilities 30 + Powers 129 + Advantages 9 + Skills 10 (20 ranks) + Defenses 12 = 190

The Rust Sea is one of Cybertron's vast lakes of liquid. It is composed not of water but of hydrochloric acid which reacts with the metals of which Transformers are made, corroding and damaging them over time. Special surface treatments are needed to be able to operate on it. The Autobots and Decepticons spent a lot of time fighting for control of it as the lake is used both for shipping goods by floating transports and is directly drained as a source of valuable chemicals (it used to be far larger in Cybertron's distant past but has been reduced in size by this). Scald is designed for sinking Decepticon transports and destroying their shoreline facilities using his heavy main gun. He performs artillery raids, zipping in, firing, then peeling off to avoid any return fire. As a warrior he is rather heavily specialized, on land while large and powerful his expensive special alt mode cannot be used. He therefore rarely fights in his robot mode or goes far from the Rust Sea shoreline.

Gamebook
Posts: 4352
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 7:36 am

Image

Scalp - PL 10

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

Advantages
All-out Attack, Improved Critical: Damage: Strength-based Damage 2, Power Attack, Ranged Attack 8

Skills
Athletics 8 (+17), Intimidation 4 (+7), Perception 4 (+4)

Powers
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 26, Advantages: Improved Critical; Penetrating 13)
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 Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 5 (+5 Toughness; Impervious [5 extra ranks])
Transform
. . Dozer Blade: Protection 2 (Linked; +2 Toughness; Impervious)
. . Hydraulic Battering Ram: Feature 1
. . Hydraulic Battering Ram: Strength-based Damage 3 (Linked; DC 27; Penetrating 13, Reach (melee) 3: 15 ft.)
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 3 (Linked; Speed: 16 miles/hour, 250 feet/round; Quirk: Tracked)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +8 (DC 26)
Grab, +8 (DC Spec 19)
Hydraulic Battering Ram: Strength-based Damage 3, +8 (DC 27)
Throw, +8 (DC 24)
Unarmed, +8 (DC 24)

Languages
Native Language

Defense
Dodge 3, Parry 5, Fortitude 11, Toughness 15, Will 3

Power Points
Abilities 26 + Powers 88 + Advantages 10 + Skills 8 (16 ranks) + Defenses 12 = 144

Scalp is a good example of the roughnecks Grimlock recruited for the Dynobots. His alt mode is designed for demolition and clearance rather than combat, but that also makes it ideally suited for smashing through Decepticon fortifications. Grimlock was not at all fussy about the background of his recruits, emptying the prisons of Iacon to swell the ranks. Those who proved inept or cowardly when it came to combat against the Decepticons quickly perished leaving the natural fighters. This means that many of his warriors are not much inclined to obey authority, but this doesn't bother Grimlock as his position does not depend on any legal appointment. Grimlock leads his warriors because he is the mightiest of them, and any who doubt that can have it confirmed by getting to fight him personally. This personal leadership is why Grimlock commands such fanatical devotion from the collection of berserk maniacs he calls his troops.

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

Post by Gamebook » Mon Jan 14, 2019 7:46 am

Image

Scimitar - PL 9

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

Advantages
Improved Critical: Damage: Strength-based Damage 2, Move-by Action, Ranged Attack 8

Skills
Athletics 8 (+16), Intimidation 8 (+11), Perception 4 (+4)

Powers
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 25, Advantages: Improved Critical; Penetrating 12)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Laser Blasters: Damage 6 (DC 21; Increased Range: ranged, Multiattack)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . Halftrack: Feature 1
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Quirk: Tracked)
. . Twin Heavy Calibre Machine Guns firing Armor-Piercing Rounds: Damage 7 (Linked; DC 22; Extended Range 2, Increased Range: ranged, Linked: Laser Blasters: Damage 6, Multiattack, Penetrating 7)

Offense
Initiative +0
Damage: Strength-based Damage 2, +8 (DC 25)
Grab, +8 (DC Spec 18)
Laser Blasters: Damage 6, +8 (DC 21)
Throw, +8 (DC 23)
Twin Heavy Calibre Machine Guns firing Armor-Piercing Rounds: Damage 7, +8 (DC 22)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 98 + Advantages 9 + Skills 10 (20 ranks) + Defenses 12 = 153

Scimitar is intended for short-range anti-aircraft work. Most of the time the Decepticon flyers prefer to stay at long range rather than get close to the powerful Dynobots so a lot of what he shoots down is their missiles. If there isn't anything incoming at the moment however he will cheerfully turn his guns on ground targets, suppressing Decepticon defenders so his comrades can close with their energon weapons. He will drive up to an enemy position firing continuously then transform and leap in to finish them off.

Gamebook
Posts: 4352
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 8:13 am

Image

Scorch - PL 10

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

Advantages
Agile Feint, Defensive Roll, Evasion, Improved Critical: Damage: Strength-based Damage 2, Move-by Action, Ranged Attack 8

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

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Energon Claymore (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 26, Advantages: Improved Critical; Penetrating 11)
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))
Incendiary Rockets: Cloud Area Damage 8 (DC 23; Cloud Area: 15 feet radius sphere, DC 18, Extended Range 4, Increased Range: ranged; Unreliable (5 uses))
. . Incendiary Bombs: Cloud Area Damage 10 (Alternate; DC 25; Cloud Area: 15 feet radius sphere, DC 20, Increased Range 2: perception; Limited: to straight down, Unreliable (5 uses))
Missile Racks: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Extended: Sight 1: x10)
Shrapnel Cannon (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Transform
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Strike Jet: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +8 (DC 26)
Grab, +8 (DC Spec 19)
Incendiary Bombs: Cloud Area Damage 10 (DC 25)
Incendiary Rockets: Cloud Area Damage 8 (DC 23)
Missile Racks: Damage 10, +8 (DC 25)
Throw, +8 (DC 24)
Unarmed, +8 (DC 24)

Languages
Native Language

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

Power Points
Abilities 26 + Powers 132 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 186

Grimlock values ferocity above all else in his troops. He reckons he can command even the worst elements in Autobot society and so often recruits from the prisons. Many violent and reckless Autobots end up in his service as they are unwanted in the rest of the Autobot army. Other Autobot commanders may have tried to restrain or cure Scorch's pyromoniacal tendencies but Grimlock actively encourages them, fitting him out with all the fire-raising weapons he wants. Scorch loves seeing fiery explosions and burning bodies spilling out. His conviction came when in his enthusiasm he accidentally bombed an Autobot forward position. Grimlock regards friendly fire incidents as an inevitable hazard of war and in his opinion it was the fault of the troops on the ground for not more clearly identifying themselves when their own air forces had been called in to conduct strikes. Besides those he accidentally killed were only minibots, worth far less than the elite Autobot warrior they had locked up. It would be aiding the Decepticons to confine him to a penitentiary over one little mistake.

Gamebook
Posts: 4352
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 8:24 am

Image

Scorn - PL 9

Strength 9, Stamina 8, Agility 2, Dexterity 0, Fighting 6, Intellect 3, Awareness 0, Presence 1

Advantages
Eidetic Memory, Improved Aim, Improved Critical: Cannon: Damage 10, Improved Critical: Damage: Strength-based Damage 2, Improved Initiative, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Precise Attack (Ranged, Cover), Ranged Attack 8

Skills
Athletics 8 (+17), Deception 4 (+5), Expertise: Science 8 (+11), Intimidation 4 (+8), Investigation 8 (+11), Perception 4 (+4), Persuasion 4 (+5), Technology 6 (+9)

Powers
Energon Sabre (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 26, Advantages: Improved Critical; Penetrating 12)
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 5 (+5 Toughness; Impervious [6 extra ranks])
Scatter Blaster (Easily Removable)
. . Scattershot: Damage 10 (DC 25, Advantages: Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover); Increased Range: ranged)
Transform
. . Cannon: Damage 10 (Linked; DC 25, Advantages: Improved Aim, Precise Attack (Ranged, Cover); Extended Range 5, Increased Range: ranged)
. . Light Tank: Feature 1
. . Optical Arrays: Senses 4 (Linked; Extended: Vision 2: x100, Low-light Vision, Radius: Vision)
. . Scanners: Senses 6 (Linked; Accurate: Radio, Extended: Radio 3: x1k, Radio)
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Quirk: Tracked)

Offense
Initiative +6
Cannon: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +6 (DC 26)
Grab, +6 (DC Spec 19)
Scattershot: Damage 10, +8 (DC 25)
Throw, +8 (DC 24)
Unarmed, +6 (DC 24)

Languages
Native Language

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

Power Points
Abilities 34 + Powers 104 + Advantages 11 + Skills 23 (46 ranks) + Defenses 12 = 184

Scorn's position in Grimlock's forces is equivalent to Prowl's in those of Optimus Prime. Since Grimlock is not much intellectually inclined he leaves far more of the thinking up to his lieutenant than Prime does. Much of the strategy of the Dynobots is worked out by him while Grimlock concentrates on recruitment and field leadership. In battle he moves around at the back of the Dynobot forces, surveying the battlefield with his scanners and ordering the Dynobots accordingly. Grimlock almost never pays attention to what is going on after the fighting has started, preferring to get stuck in himself. Scorn provides long-range sniping support as well, expertly picking off Decepticon commanders. In Grimlock's opinion while he is Dynobot commander it would be a waste of his prowess in combat to spend all his time during a battle looking at a map and issuing orders over the comm-net. He can have some geek like Scorn do that for him.

Gamebook
Posts: 4352
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 9:05 am

Image

Scratch - PL 8

Strength 6, Stamina 6, Agility 3, 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 6 (+9), Athletics 8 (+14), Intimidation 4 (+6), Perception 4 (+4)

Powers
Energon Sai (Easily Removable)
. . Damage: Strength-based Damage 1 (DC 22; Penetrating 8, Split: 2 targets)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Semi-Automatic Machine Gun (Easily Removable)
. . Blast: Damage 6 (DC 21; Extended Range, Increased Range: ranged, Multiattack)
Transform
. . Assault Trike: Feature 1
. . Trike: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Quirk: wheeled)
. . . . Boost: Leaping 5 (Alternate; Leap 250 feet at 60 miles/hour)
Twin Caltrop Cannons: Damage 6 (DC 21; Increased Range: ranged, Multiattack)

Offense
Initiative +7
Blast: Damage 6, +8 (DC 21)
Damage: Strength-based Damage 1, +9 (DC 22)
Grab, +9 (DC Spec 16)
Throw, +8 (DC 21)
Twin Caltrop Cannons: Damage 6, +8 (DC 21)
Unarmed, +9 (DC 21)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 9, Toughness 9/8, Will 3

Power Points
Abilities 32 + Powers 69 + Advantages 13 + Skills 11 (22 ranks) + Defenses 12 = 137

Scratch performs reconnaissance not just by spying on the Decepticons but also by attacking and killing their scouts. Decepticon scouts tend to be either small, agile flyers such as Laserbeak or stealthy stalkers like Ravage. Scratch can catch and kill either of these types with his speed and agility. His energon weapons let him hurt even full-size Decepticons and he will often zoom up to one in combat, stab them violently, then speed off again before they can retaliate. While ferocious he has to be careful and pick his time to attack because he is only small and lightly armored, complete recklessness would see him quickly destroyed by the superior firepower of larger Transformers.

Gamebook
Posts: 4352
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 9:14 am

Image

Screech - PL 10

Strength 8, Stamina 8, Agility 3, Dexterity 0, Fighting 10, Intellect 0, Awareness 0, Presence 0

Advantages
Defensive Roll, Evasion, Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Damage: Strength-based Damage 2, Improved Initiative, Improved Trip, Quick Draw, Ranged Attack 8

Skills
Acrobatics 4 (+7), Athletics 8 (+16), Intimidation 8 (+11), Perception 4 (+4)

Powers
Energon Katana (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 25, Advantages: Improved Critical; Penetrating 11)
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))
Machine Gun (Easily Removable)
. . Blast: Damage 7 (DC 22; Extended Range, Increased Range: ranged, Multiattack)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . All Terrain Vehicle: Feature 1
. . All Terrain: Movement 1 (Linked; Sure-footed 1)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Quirk: wheeled)

Offense
Initiative +7
Blast: Damage 7, +8 (DC 22)
Damage: Strength-based Damage 2, +10 (DC 25)
Grab, +10 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +10 (DC 23)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 11, Toughness 13/12, Will 3

Power Points
Abilities 34 + Powers 65 + Advantages 14 + Skills 12 (24 ranks) + Defenses 13 = 138

Screech is a very noisy Dynobot, from the hammer of his machine-gun, squealing tires and piercing shriek of a battlecry. In battle he constantly seeks to flank his opponents, shooting them in the back then charging them with his energon weapon. He isn't actually particularly small by the standards of the Dynobots. They do have some immense members but a lot of them are fairly standard size Autobots, it is only later on Earth when they become the Dinobots that their typical size so increases.

Gamebook
Posts: 4352
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 9:26 am

Image

Scrum - PL 11

Strength 11, Stamina 11, Agility 0, Dexterity 0, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Daze (Intimidation), Improved Trip, Interpose, Ranged Attack 4

Skills
Athletics 4 (+15), Intimidation 8 (+12), Perception 4 (+4)

Powers
All-Over Dozer Shovels: Strength-based Damage 2 (DC 28, Advantages: Improved Trip, Interpose; Penetrating 13)
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))
Protection: Protection 7 (+7 Toughness; Impervious [6 extra ranks])
Transform
. . Heavy Tank: Feature 1
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 3 (Linked; Speed: 16 miles/hour, 250 feet/round; Quirk: Tracked)

Offense
Initiative +0
All-Over Dozer Shovels: Strength-based Damage 2, +8 (DC 28)
Grab, +8 (DC Spec 21)
Throw, +4 (DC 26)
Unarmed, +8 (DC 26)

Languages
Native Language

Defense
Dodge 2, Parry 4, Fortitude 15, Toughness 18, Will 3

Power Points
Abilities 28 + Powers 67 + Advantages 6 + Skills 8 (16 ranks) + Defenses 13 = 122

As a Dynobot Scrum resisted becoming a true soldier for a long time which is why he never carried guns or had his alt-mode reformatted. He was sure that the war would not last that long and that some day soon he would be able to resume his interrupted sports career. While he loves a good fight he dislikes actual warfare and seeing smaller, weaker Autobots being gunned down around him distresses him. He volunteered for the Dynobots because he wanted to serve with dedicated warrior Autobots who would perhaps not die so much.

Gamebook
Posts: 4352
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 9:38 am

Image

Scud - PL 10

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

Advantages
Agile Feint, Defensive Roll, Evasion, Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Torpedorockets: Damage 10, Move-by Action, Ranged Attack 8

Skills
Athletics 4 (+12), Intimidation 8 (+11), Perception 4 (+4)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Depth Charges: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Feature: function underwater, Increased Range 2: perception, Triggered: 1 use - pre-set water depth; Limited: to a vertical drop, Unreliable (5 uses))
Energon Sabre (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 25, Advantages: Improved Critical; Penetrating 11)
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)
Pressurizer Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range, Feature: functions underwater, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Extended: Sight 1: x10)
Torpedorockets: Damage 10 (DC 25; Extended Range 5, Feature: function underwater, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Transform
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Strike Jet: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +6 (DC 25)
Depth Charges: Burst Area Damage 10 (DC 25)
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Torpedorockets: Damage 10, +8 (DC 25)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 123 + Advantages 9 + Skills 8 (16 ranks) + Defenses 12 = 172

Scud hunts down Decepticon aquatic troops over the Rust Sea. Rather than trawling after them in long hunts with sonar devices he instead roars in at speed to catch them on the surface then drops depth charges and fires homing torpedoes at the point they submerged. He doesn't bother to wait around and see if he achieved a kill, instead pulling up and roaring off to the next sighting of Decepticon activity. In this way he crisscrosses the lake making a rapid series of attacks until he runs out of munitions whereupon he goes back to base for more. His presence is enormously disruptive to the Decepticons aquatic troops as they constantly have to duck for cover and survive his blasts. They demand air cover but Decepticon flyers are little interested in hunting down a lone enemy aircraft that avoids air-to-air combat, they prefer strikes against Autobot shipping and bases over guarding a bunch of robo-fish.

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