Gamebook's builds (hs5ias new thread)

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Gamebook
Posts: 4366
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 9:56 am

Image

Scupper - PL 10

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

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

Skills
Athletics 8 (+17), Intimidation 8 (+11), 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))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Low-light Vision)
Stream Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range, Feature: functions underwater, Increased Range: ranged)
Transform
. . Acoustics: Senses 5 (Linked; Accurate: Hearing, Extended: Hearing 3: x1k; Limited: to underwater)
. . Depth Charge Thrower: Burst Area Damage 10 (Linked; DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range 2: perception, Triggered: 1 use - Depth; Limited: to straight down, Unreliable (5 uses))
. . . . Surface-to-air missiles: Damage 10 (Alternate; DC 25; Extended Range 7, Feature: can be fired from underwater, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
. . Multiple Warheaded Torpedoes: Damage 10 (Linked; DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged, Secondary Effect; Limited: to underwater, Unreliable (5 uses))
. . Submarine: Feature 1
. . Surface -to-air missles: Damage 10 (Linked; DC 25; Extended Range 6, Feature: can be fired from underwater, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
. . Swimming: Swimming 6 (Linked; Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +9 (DC 26)
Depth Charge Thrower: Burst Area Damage 10 (DC 25)
Grab, +9 (DC Spec 19)
Multiple Warheaded Torpedoes: Damage 10, +8 (DC 25)
Surface -to-air missles: Damage 10, +8 (DC 25)
Surface-to-air missiles: Damage 10, +8 (DC 25)
Throw, +8 (DC 24)
Unarmed, +9 (DC 24)

Languages
Native Language

Defense
Dodge 3, Parry 6, Fortitude 12, Toughness 11, Will 3

Power Points
Abilities 30 + Powers 128 + Advantages 11 + Skills 10 (20 ranks) + Defenses 12 = 191

Scupper is a hunter-killer submarine, attacking and sinking Decepticon shipping, hunting their aquatic troops and firing at their anti-submarine warfare aircraft. His infamous aggression comes from early on in the war on the Rust Sea when he was escorting a transport vessel crammed with Transformer refugees fleeing across the lake to try and reach Iacon. The Seacons tore out the bottom of the vessel while he was engaged with them, sinking the transport and tipping thousands of civilian Transformers into the corrosive Rust Sea. Despite his efforts the Seacons then tore through the helpless bodies in the liquid as they struggled to stay afloat. In the end Scupper had to withdraw and leave them to their fate. By the time he was able to return with reinforcements the sea had dissolved them all into a huge patch of spreading rust. His guilt over this disaster is what makes him so angry.

Gamebook
Posts: 4366
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 12:58 pm

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Scythe - PL 9

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

Advantages
Fast Grab, Fearless, Improved Critical: Damage: Strength-based Damage 2, Improved Grab, Improved Trip, Ranged Attack 8

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

Powers
Claws: Strength-based Damage 2 (DC 25)
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 25, 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))
Photon Rifle (Easily Removable)
. . Dazzle: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Extended Range 2, Increased Range: ranged; Limited: Sight, Sense-dependent: Sight)
Protection: Protection 5 (+5 Toughness; Impervious [5 extra ranks])
Transform
. . Medium Battle Tank: Feature 1
. . Ramming Blades: Strength-based Damage 2 (Linked; DC 25, Advantages: Fast Grab, Improved Grab, Improved Trip; Penetrating 13)
. . Surface-to-air missiles with pulsar warheads: Damage 10 (Linked; DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged)
. . Tracks: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Quirk: Tracked)

Offense
Initiative +0
Claws: Strength-based Damage 2, +8 (DC 25)
Damage: Strength-based Damage 2, +8 (DC 25)
Dazzle: Cumulative Affliction 10, +8 (DC Fort 20)
Grab, +8 (DC Spec 18)
Ramming Blades: Strength-based Damage 2, +8 (DC 25)
Surface-to-air missiles with pulsar warheads: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 110 + Advantages 9 + Skills 10 (20 ranks) + Defenses 12 = 165

Scythe is designed as an escort vehicle for Dynobot supply convoys. He shoots down attacking Decepticons and smashes aside their roadblocks, plus any Decepticons foolish enough to try and bar his path. His ramming blades can be moved together when in tank mode to let him grip with them, the better to seize debris and drag it out of the way. If he gets them either side of a Decepticon he will clamp on and crush them, often while dragging them down the highway so they are drawn under his treads and ground to pieces. He just laughs as the Decepticon screams and thrashes, keeping hold of them until they completely disintegrate and are left as just a long trail of bent parts running down the road.

Gamebook
Posts: 4366
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 1:10 pm

Image

Shackle - PL 9

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

Advantages
Accurate Attack, All-out Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack 8

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

Powers
Corrosion Shotgun (Easily Removable)
. . Weaken: Weaken 10 (Affects: Stamina, Resisted by: Fortitude, DC 20, Advantages: Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover); Increased Range: ranged)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Transform
. . Chain Cannon
. . . . Affliction: Cumulative Affliction 10 (Linked; 1st degree: Hindered, 2nd degree: Prone, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited Degree)
. . . . Blast: Damage 10 (Linked; DC 25; Increased Range: ranged)
. . Self-Propelled Chain Cannon: Feature 1
. . Tracked: Movement 1 (Sure-footed 1)
. . Tracks: Speed 3 (Speed: 16 miles/hour, 250 feet/round; Quirk: Tracked)

Offense
Initiative +0
Affliction: Cumulative Affliction 10, +8 (DC Dog/Fort/Will 20)
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 19)
Throw, +8 (DC 24)
Unarmed, +6 (DC 24)
Weaken: Weaken 10, +8 (DC Fort 20)

Languages
Native Language

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

Power Points
Abilities 22 + Powers 98 + Advantages 10 + Skills 10 (20 ranks) + Defenses 12 = 152

Shackle is a rather specialized weapon of war, built for when the Decepticons tried to break the stalemate at their sieges of Iacon and other resisting Autobot cities by bringing up super-huge Transformers. These were ungainly giants, the precursors of things like the combiner-robot Devastator. With their massive armor and firepower they were difficult to stop with the Autobot weapons of the time. If they ever fell over however their great bulk made it hard for them to rise again and they were vulnerable to attack. Shackle brought these giants down and then they were carved up by Dynobots with energon blades. This led to an abandonment of such vast Transformers by the Decepticons and the cancellation of plans to build their own by the Autobots. Such giants would not be seen again until the advent of combiner technology, as if a combiner falls over it can simply split apart into its constituent Transformers and regroup. This has left Shackle rather less useful than he was and he now mostly operates as a conventional gun tank, his special chain cannon being far too expensive to manufacture for general use.

Gamebook
Posts: 4366
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 1:24 pm

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Shiver - PL 9

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

Advantages
Improved Trip, Ranged Attack 8

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

Powers
Cold Adapted: Immunity 10 (Common Descriptor: Cold; Limited - Half Effect)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 5 (+5 Toughness; Impervious [6 extra ranks])
Transform
. . Clearing Blade: Strength-based Damage 2 (Linked; DC 25, Advantages: Improved Trip; Penetrating 13)
. . . . Snow plough: Burrowing 8 (Alternate; Speed: 16 miles/hour, 250 feet/round; Limited: to ice and snow)
. . Medium Battle Tank: Feature 1
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Quirk: Tracked)
. . Triple-Barrel Turret: Damage 8 (Linked; DC 23; Extended Range 2, Feature: can be used as a hand weapon, Increased Range: ranged, Multiattack)
Tri-barrelled Blaster (Free device, Easily Removable)
. . Blast: Damage 8 (DC 23; Extended Range 2, Increased Range: ranged, Multiattack)

Offense
Initiative +0
Blast: Damage 8, +8 (DC 23)
Clearing Blade: Strength-based Damage 2, +8 (DC 25)
Grab, +8 (DC Spec 18)
Throw, +8 (DC 23)
Triple-Barrel Turret: Damage 8, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 92 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 144

Ice worlds are common across the cosmos, with many such in the sol system. They were a novelty to the Transformers however and several scientific expeditions were dispatched to them. Shiver isn't a scientist himself, he was rather a dozer, there to do excavation work for building outposts and taking samples. Back on Cybertron he has a gun fitted to turn him into an improvised tank. Purpose built warriors were rare in the early days of the Dynobots and Grimlock just made use of whatever big, tough Transformers he could find. Shiver needed a job at the time and signed up. Like many other tank Dynobots he is used as a line breaker, busting through Decepticon fortifications to open a path of advance for more mobile or powerful troops.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Jabroniville » Mon Jan 14, 2019 1:27 pm

AGH SO MUCH POSTING I CAN'T KEEP UP.

I'm noticing the Dynobot PLs are lower than those of their Dinobot counterparts in some (all?) cases. Were they just less skilled back in the day, or are Dinobots just more optimized for melee combat?

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 1:41 pm

Image

Shriek - PL 9

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

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

Skills
Acrobatics 4 (+14/+6), Athletics 4 (+12), Deception 4 (+5), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Energon Sabre (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 25, Advantages: Improved Critical; Penetrating 10)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Hunting Blaster (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Transform
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . . . Booster Pods: Flight 10 (Alternate; Speed: 2000 miles/hour, 4 miles/round; Noticeable: High pitched whine, Wings)
. . Skilled Flier: Enhanced Trait 10 (Linked; Traits: Dodge +2 (+7), Acrobatics +8 (+14), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Strike Jet: Feature 1

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

Languages
Native Language

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

Power Points
Abilities 30 + Powers 80 + Advantages 8 + Skills 10 (20 ranks) + Defenses 12 = 140

Shriek is a lightweight aircraft, built for maximum speed. He makes fast hit-and-run attacks against he Decepticons. If his initial shot doesn't take out his opponent he just activates his boosters and leaves them for dust. He rarely makes more than one pass at an opponent as they are then alerted. While most of his attacks do not take out a Decepticon warrior he can damage many of them in a short time, forcing them to return to base for repairs and thus weakening their forces engaged in the field. His instinct is always for the short con and to cut and run if challenged, he has no concept of stubbornness, he will not stand and hold his ground under any circumstances.

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

Post by Gamebook » Mon Jan 14, 2019 1:58 pm

Image

Shunt - PL 10

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

Advantages
Evasion 2, Improved Critical: Damage: Strength-based Damage 2, Improved Trip, 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 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))
Protection: Protection 5 (+5 Toughness; Impervious [5 extra ranks])
Semi-Automatic High Explosive Blaster (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Transform
. . Clearing Blade: Protection 2 (Linked; +2 Toughness, Advantages: Evasion 2; Impervious [2 extra ranks])
. . Clearing Blade: Strength-based Damage 2 (Linked; DC 25, Advantages: Improved Trip)
. . Mine Clearance Tank: Feature 1
. . Mine Clearing: Shapeable Area Nullify 10 (Linked; Counters: Minefields, DC 20; Shapeable Area: 30 cft., DC 20, Effortless; Reduced Range: close)
Twin Rocket Launchers: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Extended Range 4, Increased Range: ranged; Unreliable (5 uses))

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Clearing Blade: Strength-based Damage 2, +8 (DC 25)
Damage: Strength-based Damage 2, +8 (DC 25)
Grab, +8 (DC Spec 18)
Mine Clearing: Shapeable Area Nullify 10 (DC Will 20)
Throw, +8 (DC 23)
Twin Rocket Launchers: Burst Area Damage 8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 112 + Advantages 8 + Skills 10 (20 ranks) + Defenses 12 = 166

The Decepticons dislike of actually manning their front lines means that they rely heavily on minefields to obstruct any Autobot advance, these mines often being deployed from the air and just scattered across the surface where they are lost amid all the scrap. Shunt plows a path through these by the simple method of setting them all off with a rapidly rotating spike bar and deflecting the explosions with a heavy blast shield. If he gets the opportunity he will also run over any Decepticons he can. Minefields need to be covered with fire if they are to be effective so there are always bunkers and other firing points behind them. Shunt drives straight up to them and then transforms and charges in to take them out himself, he doesn't bother to wait for the other Dynobots advancing along the cleared path he leaves behind him. For all his love of fighting however he often gets stuck with the tedious job of clearing entire minefields by driving back and forth across them.
Last edited by Gamebook on Mon Jan 14, 2019 6:37 pm, edited 1 time in total.

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Bladewind
Posts: 1889
Joined: Sat Nov 05, 2016 9:26 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Bladewind » Mon Jan 14, 2019 6:28 pm

That bit about the Dynobots/ Dinobots not relying on mundane tech - "dumb machines" - and thus most of their equipment (Spacecraft, aircraft, transports..) being Transformers is a rather nice touch.
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
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Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 6:47 pm

Image

Sickle - PL 9

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

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

Skills
Acrobatics 4 (+6), Athletics 8 (+16), Intimidation 6 (+9), Perception 4 (+4), Stealth 8 (+4)

Powers
Energon Knife (Easily Removable)
. . Damage: Strength-based Damage 1 (DC 24, Advantages: Improved Critical; Penetrating 8)
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 Cannon (Free device, Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . All Terrain Vehicle: Feature 1
. . Laser Cannon: Damage 10 (Linked; DC 25; Extended Range 2, Feature: can be used as a hand weapon, Increased Range: ranged)
. . Wheeled: Movement 1 (Linked; Sure-footed 1)
. . Wheels: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Limited: Wheeled)

Offense
Initiative +2
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 1, +8 (DC 24)
Grab, +8 (DC Spec 18)
Laser Cannon: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 28 + Powers 70 + Advantages 10 + Skills 15 (30 ranks) + Defenses 12 = 135

Sickle drives off on long distance raids into the Decepticon held areas of Cybertron, parking himself alongside their highways and shooting up passing transport convoys. He is only rarely under the direct command of his superiors which is how he likes it, he finds other Transformers much too noisy. He prefers to exercise his own initiative rather than being thrown straight at the Decepticons like most of the other Dynobots. So long as he is actively fighting the Decepticons his commanders don't mind, they don't value military discipline much and prefer to let their troops fight in the manner best suited to themselves. A competent warrior doesn't need someone telling him what to do every moment of the battle, he can see for himself and act appropriately.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 6:55 pm

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Singe - PL 9

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

Advantages
Fascinate (Intimidation), Improved Critical: Damage: Strength-based Damage 1, Ranged Attack 8

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

Powers
Energon Blade (Easily Removable)
. . Damage: Strength-based Damage 1 (DC 24, Advantages: Improved Critical; Penetrating 8)
Grenade Launcher (Easily Removable)
. . Grenade: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Extended Range 3, Increased Range: ranged)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Transform
. . All Terrain: Movement 0
. . Anti-Aircraft Platform: Feature 1
. . Four Twin-Barrelled Independent Target Seeking Cannon with Incendiary Combustion Rounds
. . . . Blast: Damage 6 (Linked; DC 21; Extended Range 4, Increased Range: ranged, Multiattack, Secondary Effect)
. . . . Blast: Damage 6 (Linked; DC 21; Extended Range 4, Increased Range: ranged, Multiattack, Secondary Effect)
. . . . Blast: Damage 6 (Linked; DC 21; Extended Range 4, Increased Range: ranged, Multiattack, Secondary Effect)
. . . . Blast: Damage 6 (Linked; DC 21; Extended Range 4, Increased Range: ranged, Multiattack, Secondary Effect)
. . . . Muzzle Flash: Cone Area Damage 6 (Linked; DC 21; Cone Area: 60 feet cone, DC 16)
. . Wheels: Speed 3 (Speed: 16 miles/hour, 250 feet/round; Limited: wheels)

Offense
Initiative +0
Blast: Damage 6, +8 (DC 21)
Blast: Damage 6, +8 (DC 21)
Blast: Damage 6, +8 (DC 21)
Blast: Damage 6, +8 (DC 21)
Damage: Strength-based Damage 1, +8 (DC 24)
Grab, +8 (DC Spec 18)
Grenade: Burst Area Damage 6 (DC 21)
Muzzle Flash: Cone Area Damage 6 (DC 21)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 26 + Powers 181 + Advantages 9 + Skills 8 (16 ranks) + Defenses 12 = 236

Singe sprouts a forest of gun barrels in his alt-mode and uses them to lay down a dense field of fire that Decepticon fliers find hard to avoid. It is equally devastating when used against ground targets. The combined muzzle flash from so many barrels firing on full automatic sends out a great cone of flame that Singe uses in close combat, sweeping it around himself to drive off Decepticons trying to engage him. While he talks a lot his foes can rarely hear it over the deafening roar of his massed gunfire. He is loaded down with so many guns and even more ammunition that he can often scarcely move, though as he is a very trigger-happy fighter he soon empties his ammo bins and can go back for more at a rather faster pace than he came up.

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

Post by Gamebook » Mon Jan 14, 2019 7:12 pm

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Sinister - PL 10

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

Advantages
Agile Feint, Defensive Roll, Evasion, Move-by Action, Ranged Attack 8, Skill Mastery: Perception

Skills
Athletics 4 (+12), Expertise: Science 8 (+11), Perception 8 (+8)

Powers
Aerial Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
Detect Energon: Senses 9 (Acute: Energon, Analytical: Energon, Detect: Energon 2: ranged, Extended: Energon 2: x100, Radius: Energon, Tracking: Energon 2: full speed)
Dual Plasma Blasters: Damage 10 (DC 25; Extended Range 2, 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))
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Target Tracking Systems: Senses 2 (Extended: Sight 1: x10, Radius: Sight, Advantages: Skill Mastery)
Transform
. . Dread Tone: Cumulative Perception Area Affliction 10 (Linked; 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Perception Area: DC 20 - Hearing, Cumulative; Limited: to fear)
. . Skilled Flier: Enhanced Trait 12 (Linked; Traits: Dodge +2 (+5), Acrobatics +8 (+8), Intimidation +4 (+7), 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
Dread Tone: Cumulative Perception Area Affliction 10 (DC Will 20)
Dual Plasma Blasters: Damage 10, +8 (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 3

Power Points
Abilities 26 + Powers 125 + Advantages 8 + Skills 10 (20 ranks) + Defenses 12 = 181

Sinister is the Autobot scientist who invented the fear-inducing weapon that some Decepticons use. He did not originally intend it as a weapon, it was meant to be a nonlethal weapon for dispersing riots which were becoming an increasing problem on Cybertron as many Transformers took to the streets to demand more fuel and parts or attack rival groups. He had himself rebuilt into a jet fighter so he could demonstrate it himself, flying over crowds and dispersing them without damaging anybody. When the war broke out the Decepticons came to his city specifically to steal his research and weaponize it. He refused to help such warmongers and fled to Iacon and the Autobots. Unfortunately his city's rulers handed over the Nova Cronum mainframe and all its scientific secrets intact in an effort to curry favor with their new Decepticon overlords. Soon Decepticons like Dirge appeared and for a while they had a catastrophic effect on Autobot defenders before counter-tactics were developed. Sinister joined the Autobot army to atone for his research being used against innocents by destroying those responsible. He was among the Autobots few combat aircraft early on in the war and was sent to join the one professional army they had, the Dynobots. Whenever he hears of a Decepticon using his fear weapon he will set out to hunt them down, following their energy trail across the skies of Cybertron.

Gamebook
Posts: 4366
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 9:54 pm

Image

Skim - PL 9

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

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

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

Powers
Energon Sword (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))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Radiation Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Transform
. . Flight: Flight 9 (Linked; Speed: 1000 miles/hour, 2 miles/round; Wings)
. . Skilled Flier: Enhanced Trait 9 (Linked; Traits: Dodge +2 (+7), Acrobatics +8 (+14), Advantages: Agile Feint, Evasion, Move-by Action)
. . Strike Jet: Feature 1
. . Two Independently Targetable Twin Machine Gun Turrets firing High Energy Plasma Rounds
. . . . Blast: Damage 7 (Linked; DC 22; Extended Range, Increased Range: ranged, Multiattack)
. . . . Blast: Damage 7 (Linked; DC 22; Extended Range, Increased Range: ranged, Multiattack)
Twin Machine Guns: Damage 7 (DC 22; Extended Range, Increased Range: ranged, Linked: Two Independently Targetable Twin Machine Gun Turrets firing High Energy Plasma Rounds, Multiattack)

Offense
Initiative +6
Blast: Damage 10, +8 (DC 25)
Blast: Damage 7, +8 (DC 22)
Blast: Damage 7, +8 (DC 22)
Damage: Strength-based Damage 2, +8 (DC 25)
Grab, +8 (DC Spec 18)
Throw, +8 (DC 23)
Twin Machine Guns: Damage 7, +8 (DC 22)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 28 + Powers 94 + Advantages 10 + Skills 9 (18 ranks) + Defenses 12 = 153

Skim is highly specialized for strafing missions, shooting up ground targets with six barrels. Transformer military theorists keep predicting the end of strafing due to the continued development of guided munitions but it always keeps proving itself as an effective tactic. Countermeasures can destroy or send off course missiles but there is no defense against being directly shot at. Skim is usually poor at air-to-air combat due to his perception problems but if he is attacked he just pulls a fast turn and sprays his attacker with a hail of fire, whether it is an incoming missile or a Decepticon. His guns aren't terribly powerful as they only fire Transformer pistol caliber ammunition but they do put out an awful lot of it. Many of his runs are intended more to suppress the Decepticons, allowing Autobots on the ground to attack or safely withdraw.

Gamebook
Posts: 4366
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 14, 2019 10:16 pm

Image

Skulk - 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, Ranged Attack 8

Skills
Athletics 6 (+14), Intimidation 4 (+7), Perception 4 (+4), Stealth 8 (+2)

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))
Invisibility Field: Concealment 2 (Sense - Sight; Affects Others)
Laser Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 5 (+5 Toughness; Impervious [6 extra ranks])
Transform
. . Battle Chariot: Feature 1
. . Electro Cannon: Damage 10 (Linked; DC 25; Alternate Resistance: Fortitude, Increased Range: ranged)
. . Power-Lifting: Enhanced Strength 2 (Linked; +2 STR; Limited to Lifting)
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracked: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Quirk: Tracked)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +8 (DC 25)
Electro Cannon: Damage 10, +8 (DC Fort 25)
Grab, +8 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 104 + Advantages 8 + Skills 11 (22 ranks) + Defenses 12 = 159

Skulk is designed to be ridden into battle. Another warrior stands on a small platform behind his electro cannon turret from where they can fire upon the Decepticons. Such battle chariots were common in ancient Transformer warfare when most warrior Transformers transformed into static guns. Grimlock doesn't ride him, he is far too heavy (he weighs over 60 tons) and most of the other Dynobots prefer their own means of propulsion. His main use is to convey visiting Autobot observers from the Iacon High Council, protecting them with his weapons and his ability to render himself and them invisible. Few of the ancient Overlords are capable of transforming any more, and they're not too quick on their feet either. Skulk actually only rarely goes into battle against the Decepticons, those he protects the Overlords from are the Autobot masses of Iacon. A lot of the civilians, especially the refugees from other cities, are often truculent and prone to riot as they are made to work extremely hard, to subsist on minimal fuel and parts, and often conscripted for military service. His electro cannon is more of a riot weapon, intended to quickly disable potential assassins. If he needs to he can transform to protect his charge by using his military weapons.

Gamebook
Posts: 4366
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Jan 15, 2019 9:11 am

Image

Slab - PL 10

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

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

Skills
Athletics 4 (+12), Intimidation 4 (+7), Perception 4 (+4), Technology 4 (+4)

Powers
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 25, 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))
Protection: Protection 5 (+5 Toughness; Impervious [6 extra ranks])
Transform
. . Mine Laying Durillium Boring Shaft: Burst Area Damage 10 (Linked; DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction, Triggered: 1 use - Signal Wire)
. . Minelayer Tank: Feature 1
. . Tracked: Movement 1 (Linked; Sure-footed 1)
. . Tracks: Speed 3 (Linked; Speed: 16 miles/hour, 250 feet/round; Quirk: Tracked)
Tri-barreled Proton Cannon (Easily Removable)
. . Blast: Damage 7 (DC 22; Extended Range, Increased Range: ranged, Multiattack)

Offense
Initiative +0
Blast: Damage 7, +8 (DC 22)
Damage: Strength-based Damage 2, +8 (DC 25)
Grab, +8 (DC Spec 18)
Mine Laying Durillium Boring Shaft: Burst Area Damage 10 (DC 25)
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 99 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 151

Slab doesn't lay military mines, rather he installs demolition mines originally intended for the controlled collapse of buildings during civil engineering. This civilian role however was readily adaptable to destroying Decepticon fortifications during the war. He drills down to underneath the foundations of walls to the metal substrate they are standing on. The detonation of the charges creates a cavitation that the wall then falls into, stressing it and causing cracks to run up from the base. This weakened section of wall will then collapse by itself or will be vulnerable to Autobot fire. Moving up to the base of the wall of a Decepticon citadel is obviously very hazardous so he has to be strongly supported by the rest of the Dynobots. This is where being a Transformer is a distinct advantage as he can move up in his robot mode which is much more agile and can fire back, rather than having to try and move forward in his cumbersome vehicle mode.

Gamebook
Posts: 4366
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Jan 15, 2019 9:24 am

Image

Slag - PL 10

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

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

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

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 4 (+4 Toughness; Impervious [5 extra ranks])
Transform
. . Bulldozer/Backhoe: Feature 1
. . Digging Claw: Burrowing 1 (Linked; Speed: 900 feet/hour, 1 foot/round; Penetrating [8 extra ranks])
. . . . Lift: Move Object 10 (Alternate; 25 tons; Reduced Range: close)
. . Dozer Blade: Protection 2 (Linked; +2 Toughness; Impervious [2 extra ranks])
. . Dozer Blade: Strength-based Damage 2 (Linked; DC 26, Advantages: Improved Trip)
. . Thermal Lances: Weaken 10 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 20; Affects Objects, Increased Range: ranged)
. . Wheels: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Limited: wheels)

Offense
Initiative +0
Dozer Blade: Strength-based Damage 2, +9 (DC 26)
Grab, +9 (DC Spec 19)
Lift: Move Object 10, +9 (DC 20)
Thermal Lances: Weaken 10, +8 (DC Fort 20)
Throw, +8 (DC 24)
Unarmed, +9 (DC 24)

Languages
Native Language

Defense
Dodge 3, Parry 6, Fortitude 12, Toughness 14, Will 4

Power Points
Abilities 30 + Powers 87 + Advantages 10 + Skills 8 (16 ranks) + Defenses 14 = 149

Slag before the war was simply a digger, excavating and dozing away mountains of scrap metal to prepare building sites. With so few real warriors available Grimlock pressed into service any large and powerful Transformer he could find. Slag was mostly occupied helping build fortifications rather than fighting, carving great trench lines out of Cybertron's surface. The Autobots have always found it very difficult to match the speed and maneuverability of the Decepticons so have resorted to fighting from protected positions to compensate. It would take some time for Grimlock to build up his Dynobots to the point where they could take on and defeat the Decepticons in the open field.

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