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#1 Transformers Resource Thread (v2.0)
Posted: Thu Jan 24, 2008 8:29 am
by Dark Silver
Updated Transformers Information Resource thread for Steel Reign campaign.
Only GM and Informational posts allowed.
This thread includes information on characters, including the Tech Spec system. All Information found in this thread is true ONLY for this game, and should not be considered Canon Policy from Hasbro Toys.
Transformers owned by Hasbro Toys and Takara-Tomy LTD.
#2
Posted: Thu Jan 24, 2008 10:05 am
by Dark Silver
History of the Transformers v2.0
(information updated and altered slightly to clean up inconsistencies)
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15-14.5 million years ago
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The Quintessons leave their home planet of Quintessa, and begin to conquer the surrounding planetary systems. They are eventually defeated by a unknown alien species, and their empire is scattered. The Quintessons then begin to build CyberWorlds (worlds built entirely of metal, with all lifeforms which inhabit it are of robotic nature) and Mechaform others to create new Cyberworlds.
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14.5 Million years ago
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The Quintessons create Vector Sigma and the planet Cybertron in the Alpha Centauri System. Cybertron is approximately the size of Saturn but much heavier as it is a Mechafromed from a smaller planetoid. The Quintessons use Cybertron as a massive construction facility for a line of Military and Personal robots, which they then sell to the sentient Species of the Galaxy. As the largest buyers of these machines are humanoid in shape, most models are built in bilateral form.
Vector Sigma, the spherical ultra-computer built by the Quintessons, is the only way to control most of Cybertron and the Plasma Energy Chamber. The Quintessons, being mistrustful of their own creation, make the Plasma Energy Chamber give off to much energy, so that all robots who attempt to use it will overload. The Quintessons, being primarily organic, have no such problem with the Chamber.
Many Quintessons - tired of only selling weapons and robots to the galaxy, decide to rebuild their empire. Utilizing the exsisting production lines, the Quintessons create the first true descendants of the Autobots and Decepticons. The Decepticon ancestors become the tools used to conquer new worlds, while the Autobot ancestors are utilized as garrison keepers and workers on the planets. Cybertron is retrofitted with gravitic drive thrusters at various points, allowing the planet to become a mobile War World.
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14-11 million years ago
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The Quintesson Empire grows more powerful over millions of years, eventually covering 60% of the local Galactic Cluster. Quintessons utilize their Personel and Military robots to keep the peace in their empire, before mass revolt causes many of their member worlds to cede. Eventually, the Empire becomes concentrated in a handful of systems in the Milk Way, and their mobile fortress world of Cybertron.
The robots on Cybertron begin to develop true sentient "souls" and begin to rebel against their Quintesson Masters, who have become fat and lazy in their millions of years of selling thier robots and acting like kings over their empire. Thus begins the First Cybertronian War. A scientist robot, known as A3, is one of the leaders of this war. The Quintessons are banished from Cybertron, unable to stop the ever growing ranks of their former slaves. Contact is lost with the conquered worlds, and it is assumed the Quintessons destroyed the slave-robots on those worlds. The robots name themselves Cybertronians, to denote their new status as their own race. During this war, the gravitic drives were heavily damaged in the fighting, and eventually hidden by the Quintessons.
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11 - 4.5 million years ago
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A depository for the "minds" of the greatest scientist and leaders is created, known as the Matrix. As time progresses, this Matrix is later found to have strange powers of remote energy-matter transference. Only certain Cybertronians who have both the proper mind and body shape can make proper use of it. The Council of Ancients become the ruling body of Cybertron, headed by A3, and backed by the para-militarily Autonomous Cybertronian Military Command, redubbed Autobots under Nova Prime. The Matrix Bearers become become known as Prime, and become the religious and political figurehead of the Cybertronian Government - heading the Autobot Military Command. While Prime's initially have a large amount of political clout, as the Council grows more corrupt, the Prime's only become a figurehead and leader of the army and police force.
Vector Sigma and the Matrix are the only known reliable ways to create new fully sentient and intelligent Cybertronian Robots. Each Cybertronian has a individual personality at "birth". The Autobots then enjoy a time of peace and pure scientific research. This period of Cybertronian history is known as the Golden Age of Cybertron.
The Golden Age of Cybertron was a time of advancement in Cybertronian Technology and Society. They are empowered by Energon, a condensing energy-matrix that is used to convert matter to energy and then tapped for power. Thus any matter can be used for life, but the best results come from electricity.
Occassionally, coups are attempted by various factions on the planet, resulting in the series of conflicts known as the Second Great War - with the would be usurpers being defeated by the Autobot Military. It is shortly after the end of this conflict, which saw the termination of Nova Prime, and the rising of Sentinal Prime.
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11 - 4.5 million years ago
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During this time, the sport of Gladiatorial Combat becomes popular amongst the Cybertronians. After centuries of flagging interest, a new breed of Gladiator Robots rekindles popularity of the Sport.
Megatron begins to manipulate a seething hatred amoungst the civilian Cybertronians - especially the military models drawn to the Gladiator Pits. He uses his natural guile and notability to inform the Cybertronian's that the Council of Ancients has been simply using them, hiding the true purpose of their race - conquest. He brands those who join with him Decepticons, and bids them to go forth and spread his message.
At a rally for the Decepticon's, the Wreckers - an elite Autobot battle group - attack the fledging Movement in hope of crushing it. Many Decepticons are either outright terminated, or sent to Stasis Lock, while others are taken to the Autobot Detention Centers in Iacon. Megatron manages to escape the assault, and millions of potential Decepticons flock to his banner instead. Megatron spurred hatred for the Autobots in his followers, stating their superiority via their enhanced strength and flight capabilities. Once he has gained enough followers, the renewed Decepticon Army begins a civil war against the Autobot Regime, to conquer the planet and rule it as their own Kingdom.
Thus begins the Third Cybertronian War.
The new Decepticon Army, being superior to the Autobot's by thier own construction as Military models, and Megatron's own ingenious, if painful, reformatting process. Countless City-States fell to their attacks, until the Autobots where defeated, exiled from Cybertron. Megatron takes the throne, and sets about rebuilding of Cybertron in his own image. After several thousand years, the Autobots return to Cybertron, and assault the Decepticons, defeating their opponents. In the conflict, Megatron disappears, presumed destroyed by an Autobot Strike Force at the battle of the Grande Rift.
Throughout the Second and Third Cybertronian War, the Golden Age of Cybertron remains almost undisturbed in essence, as great advances in science are still uncovered every day. Though military technology tends to grow faster than civilian based technology. The Third Great War Ends with the rising of Sentinel Prime and the discovery of Transformation, based in part of the studies of the Energy Condensing Matrix of Energon.
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4.5 - 4.1 Million years ago
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A3, now known as Alpha Trion, is one of the leading Scientist Autobots on Cybertron, and caretaker of Vector Sigma, no longer sitting on the corrupt Autobot Council. After several thousands of years, Megatron returns, and begins to regalvanize the Decepticon Forces, slaughtering Sentinal Prime then the Council of Ancients in the process. When Megatron terminally damages Autobots Orion Pax and two others, Alpha Trion rebuilds them, Optimus Prime, Elita-One and Ironhide. He gives Optimus Prime the Matrix of Leadership, which enhances Optimus' abilities, giving new life to the Autobots against the Decepticons. After a brief struggle, Optimus Prime defeats Megatron and the Fourth Great War begins in ernest.
During this time, in order to bolster the now dwindling Decepticon Ranks, Megatron builds the Robosmasher, a machine which permanently reprograms Transformers and turns them into loyal Decepticons. Using this device, Megatron corrupts the Constructicons, and utilize their vast skills in creation of the Combiner Technologies, and the formation of the first Decepticon Combiner, Devestator. Megatron then makes use of the robosmasher to corrupt a Autobot Warrior named Jeager, having the Constructicons rebuild him into a assassin known as Reaper. Soon after, Megatron unleashes the Constructicons on a mission to destroy Cybertron's greatest landmark, the Crystal City, guarded by the only Guardian Robot with a Spark, the Autobot Omega Supreme.In rage, Omega Supreme chases the Constructicons off of Cybertron, and across the galaxy in search of revenge, both for betraying their friend Omega, and the destruction of his beloved home.
During the Fourth Great War, the fighting between the Autobots and Decepticons intensify, slowly draining away the once immense power reserves of Cybertron. In a reconnaissance mission to find a new source of energy, then scientist robot Starscream and his partner Jetfire become separated over a small planet somewhere in the Orion Arm of the Galaxy.
Those Cybertronian's which attempt to remain neutral in the war, are forcible recruited to the Decepticon cause, or are eventually swayed to join the Autobots. Some neutral Cybertronian's manage to leave the planet, and set up off world colonies to escape the ravages of the war.
A team of Autobots leaves Cybertron, tired of the endless warfare, and finds a way to survive on the planet known as Junk. After several centuries, they rename themselves Junkions, though they continue to wear the Autobot symbol.
The Quintessons run off of Cybertron, having been adrift in space and roving between their meager worlds for millions of years, find a planet and terraform it into a semblance of their former home world, and dub it New Quintessa. They continue their weapon selling ways from this new fortified home world. At this time, Energon becomes an acceptable form of currency in most star systems.
After millions of years of countless warfare, Cybertron is laid to waste by the conflicts, running low on Energy and vital resources, due to the war efforts of both the Autobots and Decepticons.
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4 Million years ago - 20th Century
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Over the length of the Fourth Great War, Elita-One and Optimus Prime become separated. Prime uses his Iacon fortress to conduct his battles, while Elita-One gathers a group of Autobots and begins using guerrilla tactics.
Cybertron, after suffering thousands upon thousands of years of war, is now almost completely drained of Energy, as most sources of Energon has been either depleted or drained in the battles. Cybertron drifts aimlessly through the Orion Arm of the galaxy, eventually passing close to a G-type Yellow Star with several planets in orbit.
One of these planets possess a atmosphere similar to Cybertron, which was not unlike the Quintesson's home planet. Optimus Prime leads a band of legendary Autobot warriors onboard the Ark to locate new sources of energy. Megatron and his most trusted Decepticons follow in the warship Nemesis, attacking the Ark.
The Ark and the Nemesis both crash on Earth, sending the Autobots and Decepticons onboard into Stasis Lock. Shockwave tightens the Decepticon hold on Cybertron, eliminating many pockets of Autobot Resistence in the following 4 million years.
Cybertron occasionally goes into a dormant cycle, deactivating all Transformers on the planet, as it seems to change itself slightly. These Great Shutdowns each last several hundred thousand years, and each time, the Decepticons maintain supremacy upon awakening. For the most part, Shockwave remains true to his word, keeping "Cybertron as Megatron left it".
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1984 A.D. - 2005 A.D.
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Mount St Hillary in Washington State erupts in 1984, activating the heat sinks on the Ark, empowering Teletran-1. The Autobots and Decepticons are repaired, and the Fourth Great War resumes on Earth. In 1986, a crashed Autobot ship is discovered during a excavation in South America. The ship belonged to one of the many search parties sent by the Autobots to look for the Ark. On board, the damaged forms of the Dynobots are discovered - the bodies damaged beyond repair, yet their spark cores and personality components remain undamaged. Wheeljack and Rachet build the Dynobots new bodies, modeling them off of prehistoric dinosaurs and the new Dinobots join the war on Earth. By 1993, a joint Autobot and Human strike force defeats the Decepticons. The Autobots build the Ark II with human assistance, and agree to bring a group of ten humans with them, to study Cybertronian Technology and bring the results back to Earth. Amongst this number is Sparkplug Witwickey.
The Ark II explodes prior to leaving Earth Atmosphere - all on board assumed dead. Autobots and Decepticons crash onto Earth, primarily in the Artic circle. Eventually the Transformers are unearth by a human excavation team, who then repairs them and attempts to sell them on the black market as weapons. Megatron and Optimus Prime eventually break the control, and the Fourth Great war begins anew.
Many Autobots and Decepticons flock to Earth as the war ensues, Megatron uncovers the remains of the Omega Sentinel robot, a robot sent to locate Omega supreme and the Constructicons and return them to Cybertron. Megatron reprograms the Sentinel and holds it in reserve. Sept 11, 2001, Megatron begins his newest War on Earth, conquering most of the planet's most potent supply of natural resources.
#3
Posted: Thu Jan 24, 2008 2:04 pm
by Dark Silver
The year is 2006.
Five years have passed since Megatron and his Decepticons performed their multistage strike against the Earth, claiming the energy rich oilfields of the Middle East, all of Africa, and much of the surrounding Eurasian continent.
*Purple indicates Decepticon held territory
The Decepticon War Machine continues to work, humans pressed into slave labor under the watchful eye of Decepticon Sentinel and Guardian robots, as well as Human servants loyal to their Decepticon masters. Due to the end of plentiful, cheap oil flowing from the Middle Eastern deserts, and the Nigerian fields, Earth's countries ground to a near standstill - the producible oil fields over the rest of the planet being unable to keep up with the humans demands. Peak Oil became a looming bogey man, to a overnight terror, almost as great as the Decepticons.
If it were not for the Autobots, and the sharing of Cybertronian Technology, human life would have taken a drastic turn for the worst. Within those first few months and years, humans left the suburban areas, moving into the cities they previously shunned - in order to assist in conserving fuels spent in travel. Public transportation in the cities became the primary means of traveling across the mega-cities which sprung up in their place - powered by new generations of Nuclear Power Plants and hundreds of acres of solar collectors. No longer was owning a gasoline powered car feasible for the average man, as most oil based fuels were diverted to allow production of pesticides, fertilizers, and the contiued operation of essential services (food and medical transportation in example).
In order to stave off the complete decimation of global quality of life, the Autobots assist the humans by sharing their technology - assisting them in developing new ways to power their transportation and supply lines. While most Cybertronian technology is far to advanced for humans, production of fuel cell vehicles in appreciable numbers, massive amounts of new power plants, and a slow weening off the reliance on petroleum has begun.
Thanks to the steady work of human scientist, aided by some of the brightest Cybertronian minds on Earth, Humanity has made great leaps in their sciences. From the newest generation of Heavy Main Battle Tanks (HMBT), to energy production and fabrication, humanity is making a comeback from a crippling blow, and is poised to assist the Autobots in defeating the Decepticon threat on Earth, once and for all.....
- Due to the effects of a Peak Oil scenario, Most vehicles on the road (of which is greatly diminished amount from five years ago) are fuel cell and alternative fuel vehicles. A very profitable business has become the production of and retrofitting of older vehicles to operate on hydrogen fuel cells, or even Energon cubes. As such, a vehicle is still a good alternate disguise for newly arrived Autobots.
- Autobots have only recently began to help the humans develop and scale Cybertronian technology for military purposes - in order to bolster their own numbers in the war.
- The Autobots have made agreements to assist the humans in finding and producing new oil prospects and Energon, as well as assisting them in researching new ways to produce and utilize Energon cubes in their technology. The Autobots refuse to help humans develop these technologies for war purposes.
- Autobot terraforming and irrigation sciences have been utilized to help increase the food output of human farms, helping to stave off the potential of mass deaths due to lack of food.
Decepticon Held Territory:
-Africa
-- The Sahara Region, once known as the Sahara Desert, has become the breadbasket of the Decepticon Empire. The entire desert has been terraformed into millions and millions of acres of usbale, airable farmland, worked by human slaves, watched over by Sentinal Robots. Semi-automated irrigation drones keep the lands moist enough to allow plant growth, while Decepticon science, keeps the weather patterns predictable and suitable to growth of crops. The area is divided into massive, multi-million acre plantations, with the humans living in specially constructed detenetion facilities when not in the fields, and closely monitored by and kept inline by explosive implants which can be activated remotely by any Decepticon or Guardian Robot.
-- South Africa, once a free independent nation, has become the crown jewel of Decepticon held Africa. the entire country has been converted to a Cybertronian landscape, factories and energy production facilities cover the metal plated landscape - producing millions of Energon cubes, Sentinel and Guardian robots and drone warriors, as well as new weapons.
-- African rain forest has been all but decimated, except for a couple hundred thousand acres near the Congo. Most of Africa has been converted to Decepticon use, the planet's crust terraformed to appear like Cybertron. Energon production facilities dot the landscape, as does Decepticon outpost, and factories. There is little of the continent which is not used to further the Decepticon War Machine in someway.
-- Any potential source of energy, from the Nigerian oil fields, to the flooding of the Nile River, to rubies, diamonds and sapphires, are utilized in the production of Energon. The Decepticons are literally, draining the planet dry, mass amounts of Energon cubes being sent back to Cybertron via Space Bridge - while they slowly mechaform the planet to look like their home. At this point in time, 75% of Africa has been mechaformed.
-Middle East
--Much like Africa, the Middle Eastern deserts are no longer. The Decepticons began the first attempts at mechaforming the planet here, and as such, nearly all of the Middle East is a near duplicate of Cybertron; only on a grander scale. Megatron's headquarters and capital lie in the former country of Qatar - a massive Cybertronian castle and surronding city known as New Kaon, which houses the central control board for the Earth-based Space Bridge systems. There are no traces that there was any human civilization in the area.
-- all Middle Eastern oilfields are converted to the Decepticon cause, producing massive amounts of Energon, with the bulk of it being shipped back to Cybertron to repower the Decepticon War Machine there.
-- While not as heavy industrial as most of Africa, there are hundreds of factories in the area, producing not only Decepticon weapons, and other pieces of technology (including the rebuilding of the Nemesis) - but the production of Decepticon protoforms, awaiting only the ignition of their Laser Cores and surge of Spark Energy to empower them.
Other Areas:
- The Decepticons keep a looser leash on the areas surronding their primary grounds, utilizing the lands to create concentration camps which would make Hitler himself weep in terror at the atrocities being delivered upon his fellow man. Decepticon War parties regularly have "target practice" in one prosperous Human cities. Humans in Decepticon held areas are little more than slave animals and cattle - to be used and eliminated at the Decepticons and ultimately Megatron's whims.
- Food production plantations are present over a great deal of Italy and the Western Bloc nations under Decepticon control, with the concentration camps spread over the entire empire, but focused primarily in Turkey and western Asia.
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Human Responses
Russia:
The Motherland is all but deserted. Moscow called for a evacuation in 2003, after two years of struggling to keep the country alive. Near continuous attacks by the Decepticons devestated the population, as well as the limited farmland in Russia.
The fertile oil and gas deposits under Siberia are a hotly contested area between the Autobots backed humans and the Decepticons.
Free Europe Union:
With a good portion of formerly free Europe now under Decepticon rule, littered with Death camps and slave labor plantations, Great Britain has taken a lead role in command of the Free European Union (FEU) The British Isles is a hotbed of scientific discovery, as European scientist and American scientist work to reverse engineer the Autobot and captured Decepticon technologies into making anti-Transformer weapons.
During the war, with limited assistance from overseas allies, the Decepticons were defeated, however briefly, at Rome. A nuclear warhead, hidden there by the British military, was detonated, killing a total of fifteen Decepticons, injuring many more, and breaking the assault for three weeks - enough time to finish the evacuation of Central Italy.
Currently Great Britain has become the staging grounds for most Allied assaults and missions into Europe and North Africa, striking at Decepticon held territory. Great Britain has become unto a island fortress of it's own, with some of the most heavily concentrated shore line defense batteries outside of New Kaon. Development of multiple forms of the HMBT occur here.
India:
The after effects of Shiva's Wrath has left a massive Dead Zone along India's Northern and Western borders, for all intents and purposes blocking a Decepticon advance from those routes. Unfortunatly, the battle with the Insecticon swarm left India's military massively depleted, and easy pickings for China's expansion, which claimed a large chunk of the country's northern lands.
China:
China was far enough away from the war front to not undergo extensive battles. China remains free at the moment, only because of a deal cut hastily with the Decepticon high command, providing a portion of it's population yearly towards the Decepticon's slave labor pool - allowing the Chinese Government to make use of Sentinal Robots in conquering the rest of South-eastern Asia. Chinese scientist have managed to reverse engineer the Sentinal Robots weaponry into heavy artillery weaponry. China refuses to share the technology though, quoting state secrets.
Recently, with Shockwave's appearence on Earth, the Chinese Government demonstrated their true alligience, by allowing use of their own citizens in the creation of the MiG-29DW Headmaster Drones. These played a large role in recent battles including the battle of Darkmuth in the Canadian tar sands.
South America:
South America fell into anarchy as the first of the Insecticons swarms streamed from the Amazon Rainforest to attack the country. Quick thinking by para-military and rebel forces allowed them to obliterate the Insecticon clone progeny, and provide a early meeting ground for those human still free from Decepticon oppression.
Venezuala become one of the richest countries in the free world, as it became the most stable source of oil left to the Western world, and President Chavez managed to parlay that into a significant amount of influence. With the spread of nuclear, and solar power for energy production, and Energon consumption replacing fossil fuels, South America's brief prime is starting to pass.
Recently, prior to Shockwave's apparent death in Canada; Kickback, Bombshell and Sharpnel have managed to obtain a new foothold in the Amazon, and are begining to consume the rain forest.
North America
Beheaded briefly at the death of most of the entire POTUS, as well as most of the Cabinet, the United States was thrown into turmoil Eventually, Secretary of Defense Collin Powell managed to regain order thanks to help from the Autobots, and the US Army. With the horrors of Peak Oil looming, and only a six month buffer with the National Oil Reserve, Gasoline and Petroleum fuels were reserved for govermental use, and temporary Martial Law was declared.
Within the six month time frame, with Autobot assistance, new nuclear power plants were brought online, and production of Energon fueled vehicles with far better fuel economies were on the road.
The United States military has been bolstered by Autobot forces, until new production techniques and technologies were brought online, allowing most of the military to return to active service - including a updated F-22J Raptor utilizing Energon "burning" engine, and optical "color correction" metal - giving it a new level of optical stealth. US Scientist also managed to develop and build at the Daimler-Chrysler plants the first hybrid military vehicle (utilizing Cybertronian and Human technologies) the X-1 Heavy Main Battle Tank Codename "Goji".
#4
Posted: Thu Jan 24, 2008 2:28 pm
by Dark Silver
Glossary
Alternate Mode
Term for any and all other configurations of a cybertronian aside from their basic robot mode.
Audio Sensors
The primary receptors of aural sensory information for a mechanoid. Also referred to as audio modules.
Cerebro-circuits
Term for the groupings of circuitry that comprise a mechanoid's brain and control higher mental functions
Cerebro-shell
A highly complex invasive device that can be implanted within the cerebro-circuitry to enhance, control, damage and otherwise alter mental functions.
Deactivation
A shutdown phase that is akin to prolonged unconsciousness in mechanoids. Deactivation does not automatically equate to termination, althought destroyed mechanoids are considered "deactivated"
Decepticon Matrix
Central object of an age-old myth that states the Decepticons have their own Matrix
Empty
Derogatory slang term for a crippled, old and/or indignent Cybertronian. "Empties" were so named because they were perpetually low on fuel.
Energon
A condensing energy matrix used to power Cybertronians and their technology. Can be found naturally on only a hand full of worlds - though Energon can be created from nearly any form of energy rich matter (oil, natural gas, precious gems). Processed energon is normally seen as a purplish-pink plasma, while naturally occurring Energon can exsist as either a plasma or - more often a glowing crystal.
Fleshlings
Derogatory term for carbon-based biologics, coined by Decepticons.
Glitch
A colloquialism for a malfunction; can also be used as a derogatory noun or adjective (ex: glitching)
The Inferno
Place of Torment in Cybertronian mythology, also known as the Pit.
Mode Attachment
Syndrome where a Cybertronian becomes to attached to a particular alternate form that they resist upgrading or reformating to a different one.
Optic Sensors
Term for any mechanoids primary receptors for visual information. Also called Optics.
Reformatting
The process of upgrading or otherwise modifying an exsisting mechanical system or being. Can also be used to apply to other species/life forms. When referring to planet-wide changes - Mechaforming
Scrap
A Cybertronian colloquialism referring to junk or garbage; often used as a derogatory term.
Slag
In it's colloquial meaning, this is a Cybertronian expletive; usable as a noun or adjective (slagging). Can also be used to mean "terminate" (e.g. "I'm going to slag you.").
Stasis Lock
A period of involuntary deactivation brought about by physical damage or environmental effects.
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Size Classes
Tiny (6' or less)
Small (6.1' - 12')
Medium (12.1' - 24.5')
Large (24.6' - 40')
Huge (50' - 70')
Gestault (80' - 90')
Base (200' - 300')
City (400' - 900')
*Note: Huge and above size classes are not open to Player Charecters except with GM permission.
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Sentinal Robots - 75' tall
Guardian Robots - 100' tall
Special Characters
Omega Supreme - 120' tall
Omega Sentinal - 110' tall
Trypticon - 325' tall
Metroplex - 322' Tall
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Time:
Astrosecond = .5 seconds
1 Klik = 1 second
1 Cycle = 1 minute
1 Breem = 8.3 Minutes
1 Megacycle = 1 Hour
1 Vorn = 83 Years
#5
Posted: Thu Jan 24, 2008 2:37 pm
by Dark Silver
Charecter Creation
Charecter sheets read much like a enhanced "Tech Spec", listing the Transformer's name, faction, function, and if applicable, Subgroup (only if gestalts). Merits and Flaws are a "extra" section, which allows for modifiers in the point allotment towards the stat scores.
Charecter Sheet
Name:
Faction:
Function:
Quote:
Tech Specs:
Strength
Endurance
Agility
Intelligence
Skill
Firepower
Profile
Abilities / Weapons
Weaknesses
Merits
Flaws
Agility has a impact on actual speed of the character in both forms. GM interpretation plays a part in deciding if your to fast for your score.
It should be noted, Firepower is the actual level of firepower you can bring to the field, not the amount of weaponry you have. You can have a single weapon, and can still rank higher than the bot who has multiple weak weapons. Melee weapons (claws, swords, spears, etc) do not count in Firepower, unless they have secondary ranged effects (like Chimera's Heat Whip - energized which allows it to cut through armor).
All stats have a base score of one (1) and the Player has thirty(30) points to spend on these stats. All Stats can be increased with the points a character begins with, no stats may be decreased during creation. Only Firepower and Skill can be increased with XP. Other stats may change with Form change or upgrades via GM discretion.
I'm also adding in, because of the Tech Specs, the addition of Size as a charecter change. The sizes are Small (6' - 12'), Medium (12.1' - 24.5') and Large (24.6' - 40').
All scores are based on a scale, one(1) being the weakest, ten (10) being the highest with five(5) being the average. All scores are relative to their own size class and not the general Cybertronian population. Size plays a important role in your character's limitations (such as strength, endurance and agility).
Example: a Huge sized Robot has a 4 strength, and Small sized Robot has a 7 Strength. The small sized Robot cannot beat the Huge sized in a direct fight, as the size difference adjusts the score.
Speak with the GM to figure out acceptable Merits and Flaws, as well as their point value. GM has ultimate veto power over anything in your sheet.
#6
Posted: Thu Jan 24, 2008 2:56 pm
by Dark Silver
GM Created NPC's
Blackout
Decepticon
Function: Troop Transport/Heavy Assault
Alternate Modes:
MH-53M Pave Low
Missle Tank
Robot
Tech Specs:
Strength: 7
Endurance: 9
Agility: 5
Intelligence: 4
Skill: 6
Firepower: 7
Profile
A powerful, hulking warrior, Blackout was the first in a line of Decepticons built and given Spark on Earth. Since coming online, Blackout as become a devout follower of Megatron, treating the Decepticon Emperor of Destruction as unto a god. To Blackout, no day can be called complete, no battle truly finished, as long as there is an Autobot chassis in range of his optics that has not been deactivated. Battle is his calling, devotion to the Decepticon cause his Energon, and Blackout has embraced them both with all his dark Spark.
Abilities
As a triple changer Blackout can convert between his three forms twice as fast as a normal Transformer. In all forms he has access to an advanced Over the Horizon (O.T.H.) sensor suite which allows him to keep track of the field of battle, and act as a relay station when placed on the rear lines.
In Robot form subject is, like all Decepticons, capable of flight through powerful antigrav thrusters mounted in his legs. His robot form is one of the most massive for a non-gestault decepticon, standing nearly forty feet tall, allowing for great strength and armoring, while still allowing him above average agility. His armaments in this form include twin Gatling photon lasers mounted on his forearms just above his wrists which can unleash a sustained burst of withering fire. Blackout can disengage his rotor-blades to serve as energon charged swords, capable of cutting through three inch thick titanium steel.
In Pave Low mode, Blackout is capable of carrying a squadron of Decepticon warriors within his passenger area. The dual photon Gatling cannons become his primary weapon, backed up by half a dozen energon tipped Inferno class missiles. In this form, subject has a flight ceiling of 25,000 feet and can travel at speeds up to 350 m.p.h.
In tank mode, Blackout becomes a near one robot army. Able to travel over most terrains at speeds up to 45 m.p.h. The normally heavily armor becomes even thicker as components compact upon itself - allowing Blackout to absorb even more punishment. The Gatling lasers transfer to forward firing points and as a multiple missile pack allows him to rain torrential artillery upon his targets.
Weakness
Subject sometimes forgets his mass in tank form, causing him to get stuck in softer terrain. Blackout's O.T.H. sensors can be fooled by strong electromagnetic readings, causing false readings. Subject's Photon Gatling lasers have a tendency to overheat and seize up with sustained use.
Merits:
Triple Changer - Subject has three distinct modes, and can change between those forms twice as fast as a normal Cybertronian.
Cyberdrolics - Subject has a advanced hydrolic systems which allows him greater agility than other Cybertronian's his size (agility is rated as one size class less).
Over The Horizon Sensors - Subject has advanced sensor suite available in all modes, allowing him full battlefield observational capabilities.
Flaws
Overzealous - Subject can become overzealous in battle, no longer caring who is in his path. This can cause him to attack allies as well as opponents in combat.
Fuel Innefficient - Subject's great size and additional systems causes him to consume more consume more energon than the average Cybertronian of his size class.
Overconfident - Subject has a tendancy to charge into opponents, despite being outnumbered, or outgunned. This could cause him to be lead easily into traps or into less effective battle positions.
Experimental Weaponry - Both the photon gatlings and Inferno class missiles carried by the subject are newer developed technologies, and thus are never 100% reliable. The Gatling Photon Lasers, in particular, have a tendancy to overheat and seize in anything beyond short bursts (75% chance).
----- ----- ----- -----
Chimera
Decepticon
Function: Scientist - Terror Trooper
Alternate Mode: Twin-headed Transmetal Dragon
Robot mode
Alternate Mode
Tech Specs:
Strength: 8
Endurance: 6
Agility: 7
Intelligence: 10
Skill: 8
Firepower: 7
Profile:
(From the Data Tracks of Megatron - Decepticon Supreme Commander)
Never before have I seen a Decepticon quiet like this Chimera. Propurtedly a creation of the former Decepticon scientist Fraxyl, he has become one of my most potent weapons since his arrival. His strength is possibly greater than my own, and while lacking any true ranged firepower, his transmetal claws, energon sword and heat whip makes him a deadly close range opponent even I would have thought twice of facing in my Pit Fighting cycles.
He has a unhealthy fixation with the "evolution" of the Cybertronian form....claiming that by combining the Organic and Robot, shall we rise to a new state. Apparently this was also the target of Fraxyl's work, of which Chimera is the final result. If it would not be for Chimera's animal like and cannibalistic tendencies - especially for the consumption of the Laser Core and it's accompanying Spark of his fellow Transformers - I would say Fraxyl's experiment was a success. As it stands, Chimera is viewed as a abomination, though I cannot afford to let him go on his own - I've already disposed of his previous remit to continue Fraxyl's work.
Abilities:
Chimera is a extremely strong Decepticon, possibly on of the strongest non-combiners on the planet. He is able to shatter a six meter block of reinforced concrete to little more than dust. His Transmetal claws are accessible in either his Robot or alternate forms, and can tear through even the strongest cybertronian armors in existence, which assist in his favorite past time, tearing the still pulsing Spark from his foes and adding it to his own essence. Chimera's heat whip retracts on holster above his right forearm, and when powered, can slice through human steel, or cybertronian armor with equal ease. His gyro-inhibitor rifle can disrupt the gryo-stabilizers of the mechanoid that it hits, causing them to lose all sense of balance, enabling his favored close range carnage.
His alternate form is a cyber-dragon, a two headed beast capable of releasing concentrated bolts of pure energon at his targets, while his heat-whip becomes a lashing tail. The two "wings" of his alternate form can unleash a barrage of up to fifteen micro-bomblets at a time, though they can only cause major damage to the smaller, less armored Transformers.
Weaknesses:
though one of the physically strongest and most intelligent Decepticons on Earth, Chimera is loathed by all other Cybertronians on the planet - indeed in the very universe. His consumption of his opponents Laser Cores and the Spark Energy concentrated within serve as a violation of every Transformer's sense of morales - including Megatron's. Because he is considered an Abomination (no one knows exactly his origins, or how he came to possess his own Spark), Chimera can quickly find himself outmanned and outgunned on the battlefield. In addition, in order to preserve the essence of the Spark in a opponent, Chimera has been known to consume Laser Cores in the midst of battle, often losing himself in the experience as the energy diffuses his form. This leads him to moments of vulnerable distraction, not unlike a drug addict receiving a hit.
Merits
Pit Fighting - Subject has good grasp of the Cybertronian Pit Fighting Style. His variation of this style includes a great deal of grapples, throws and slices with his claws.
Crystolocution - Primarily a Autobot Martial Art, Subject has gained a certain level of mastery. Often combines this martial art with Pit Fighting to become more lethal in CQB.
Exceptional Strength - Subject's circuits and chassis hydrolic systems are adapted for exceptional strength and resilence. He has a strength rating equal to a Cybertronian of the next size class up.
Flaws
----- ----- ----- -----
Trauma
Decepticon
Function: Surgeon/Interrogator
Alternate Mode: Hummer H2 Emergency Response Vehicle
Tech Specs:
Strength: 4
Endurance: 5
Agility: 5
Intelligence: 8
Skill: 10
Firepower: 5
Profile:
(from the Data Tracks of Motormaster - Stunticon Leader)
Only two things scare me in this whole stinkin universe, Megatron and Trauma. Don't you slagging laugh at me! How about you get a hole lased through your anterial servomotor and let's see you laugh when Trauma comes in to "repair" you. The creepy little mecha-worm delights more in causing pain to us, then he does in fixing our wounds. I've heard the cries of Decepticons coming from his repair bay far worse than anything I've heard while smashing through Autobrats. Even that number Optimus did to me awhile back didn't hurt nearly so bad as when Trauma got his tools into my cortical network. who would have guessed that puny little bot could be so slagging sadistic....
Abilities:
Trauma has a through grasp of Transformer physiology, and puts it to sinister use. While knowing just how to press to cause the utmost amount of pain to a subject, Trauma delights I using laser scalpels and Energon blades to cut into helpless victims. Amoungst the Decepticons, there is no greater Interrogator than he, though he also puts those skills to work in the repair department also, where Decepticons cringe when told to report there.....and most choose to go into Stasis lock before Trauma gets his claws into them. His alternate mode can interface with the repair bay on board the Decepticon's undersea base, allowing him to interface directly with the equipment to effect repairs much quicker than normal.....but it also lets him taste the pain he causes his "patients".
In battle, Trauma weilds a ion-blaster which is capable of penetrating a 6" block of industrial steel, and scrambling the electronics it comes in contact with.
Weaknesses:
Trauma is a rather small Decepticon, standing at approximatly five meters in height, and is thus, weakly armored. While he is stronger than humans, he is weak by Transformer standards.
Merits:
Direct Interface: Subject can directly interface with medical and diagnostic machines, allowing him to perform work of those natures thrice as fast as a ordinary Cybertronian.
Flaws
Sadist - Subject loves his work......he really loves his work. Has been known to operate without shutting off pain sensors, simply because he loves causing pain.
Weakling - Trauma is physically weaker than other Cybertronian's of similar size. As such, his strength and endurance are counted as one size class lower
----- ----- ----- ----- -----
Omega Sentinel
Decepticon
Function: Heavy Assault
Alternate Form: rocket base
Megatron's answer to Omega Supreme - the Omega Sentinel is the ultimate general for the despot's army of Guardian Robots. As strong and unyielding as Omega Supreme, the Omega Sentinel is a coldly efficient killing machine. Memory engrams taken from Shockwave and Megatron guide this mighty Cybertronian juggernaut. Thankfully, only one of these exsist, for like Omega Supreme, the Omega Sentinel is imbued with it's own Spark.
Abilities:
See Omega Supreme
Weakness:
Because of the memory engrams of Megatron and Shockwave imposed over it's own minimal personality programming, subject sometimes freezes in the midst of battle as it attempts to prioritize the multiple stimuli and determine the proper source of action. Although immensely powerful, the Omega Sentinel is physically slow and his rocket mode is grossly fuel inefficient.
-------------
GM NPC's do not list their points values, only merits and flaws.
Character of Blackout is ©Hasbro, and is merely a "kitbash" of the one from the movie. Chimera and Fraxyl are © the GM. Character of Trauma is © B4UTRUST and DarkSilver.
#7
Posted: Thu Jan 24, 2008 3:17 pm
by LadyTevar
Name: Crimson
Alligience: Autobot
Function: Scout/Energon Prospecter
Strength 4
Intelligence 6
Endurance 4
Agility 8
Skill 8
Firepower 5
Flaws: Slight Build(+1)
Merits: SharpShooter(+2), EnergonCube Creation(+1), Enhanced Sensors (Surveying)(+3)
Total Points: 34
Flaw: (Slight Build) Her function leaves her underpowered compared to other Autobots and gives her a petite, almost dainty Bot-form that roughly resembles a humanoid female. This lack of armoring makes Crimson avoid fights as much as possible.
Abilities (Merits): Due to her primary function, Crimson has the ability to create blank cubes to use for Energon storage (Energon cubes). She has also evolved a more efficient Energon Reserve, allowing her to store more Energon and share it with allies at need.
(Enhanced Sensors)Her sensors are specialized for her function as a prospector/miner, allowing her to detect energon, mineral, and metallic deposits as deep as 2miles underground. Above ground, however, the sensors are limited to a 1km radius.
(Sharpshooter) One major skill that she has always possessed is an exacting targeting matrix, which has only improved over her lifetime. With her pistols, it is very rare for her to miss.
Weapons: A seperate laser pistol, stored on her back in Robot mode. In extreme need, Crimson can focus a fourth of her Energon Reserves into a compact power globe and fire it similar to a grenade from the nose of her pistol. This 'Energon Grenade' is a surprisingly powerful explosive, delivering enough force to stun multiple opponents with the energon backlash.
Alt Form: Deep crimson HarleyDavison "RoadGlide" Touring Bike. Completing the image is a holographic rider.
Profile/history: Several hundred years after Optimus lead the Autobots aboard the Ark, Elita-1 sent out smaller ships in hopes of finding and smuggling Energon back to Cybertron to continue the fight against ShockWave. Crimson was one of those who volunteered for the mission.
The escape from Cybertron was under heavy fire, and Crimson's ship took damage to its stardrive. She was still able to travel, but it would take much longer to transit between systems. Thus, Crimson spent decades powered down between solar systems, wakening once she arrived in hopes of finding extractable Energon. It took a few centuries for her to gather enough Energon to make the trip back to Cybertron worth it.
The return to Cybertron was not the heros welcome she would have liked. The Decepticons locked onto her as soon as she entered Cybertron's airspace, and Crimson was forced to dump her cargo in order to escape destruction. Part of the cargo survived, but to this day she does not know if any reached Elita-1's forces, or if Shockwave's minions took it all.
Once again forced to drift among the galaxy, Crimson again tried to complete the mission she'd been given. After more centuries of slow travel and long exploration, she finally received the call to join the Autobots on Earth.
#8
Posted: Thu Jan 24, 2008 7:55 pm
by rhoenix
Name: Firetrack (formerly known as "Blindside")
Allegiance: Autobots
Function: Tactical Aerial Assault
Quote: "Don't waste the time you have."
Vital Stats:
- Height (robot mode): 7.3 meters / 24 feet (Medium-size)
- Maximum speed (robot mode, with anti-gravity engines): 200 mph
- Maximum speed (jet mode, with full thrusters): Mach 2.5
Attributes:
Strength: 6
Endurance: 6
Agility: 8
Intelligence: 6
Firepower: 6
Skill: 3
Profile/History: Originally born as Firetrack, a brash loudmouth of a ground-based racing Autobot. His attitude, general clumsiness, and brashness did not serve to endear him to others. However, one day during a race against Hot Rod, he was captured by Shockwave, and experimented upon - giving him the second alt. form of a wolf. Due to an unknowingly well-timed Autobot attack, he managed to escape, though his fellow Autobots did not recognize him for who he was, or even that he was an Autobot.
Stealing a Decepticon shuttle, he crash-landed on the fourth planet of the Kleitall system, quite a distance from where Cybertron was at the time. There, he met Thundershot, an enigmatic Autobot who taught him the ancient Cybertronian martial art Metallikado. It was then that he changed his name to Blindside.
After many thousands of years of training, he was sent to Earth by Thundershot, where he became reacquainted with other Autobots, and the continuing war. By this time, all his more deplorable personality traits had been shed, leaving him as a thoughtful, contemplative and compassionate Autobot, a far cry from who he once was - even if he did play pranks every once in a while.
During his first major fight with a Decepticon, he was overpowered and nearly killed by the Autobot's own defense autocannons protecting the Ark, as his IFF module had been cut out by this Decepticon, Reaper. He lost slightly less than half of his memories from being so badly damaged, but he did survive.
When his spark core was placed into a waiting protoform, what emerged surprised everyone, including himself later. Having forgotten so much, including that he had changed his name to Blindside, he now calls himself Firetrack once again, at first because he didn't remember changing his name to Blindside, but kept it for far more fitting reasons now. He now appears in his robot mode similar to how he did as Blindside, only a bit slimmer and shorter. He appears color-wise as an even mix of different shades of grey, black trim, with the same golden eyes he had before. In jet form, he appears as varying shades of grey (as sky camouflage), with black trim. He has an open shark's mouth painted on his nose while in jet form.
However, having never before been a flyer, and having notoriously bad aim with guns before, he has much to get used to, in addition to trying to recover his fragmented memories. Even so, despite people's initial fears from him taking on what to everyone else was his "old" name, and not one filled with promise, he acts now much as he did as Blindside. Indeed, he's a bit more personable now, and with a better sense of humor.
Alternate Form: Tactical aerial assault / joint-strike fighter. (
Image )
In this form, he is capable of a maximum speed of mach 2.5. With his turbine thrusters fully engaged at speeds of Mach 1.5 and above, he leaves a short trail of reddish-orange glowing gas in his wake. Though this trail fades into nothingness fairly quickly, it lends credence to his name. This form offers him nearly unparalleled agility in the air, granting him the capability of performing maneuvers few can even approach.
Merits: (Anti-gravity[-2], Metallikado[-1])
-
Anti-Gravity / Flight systems: In robot mode, these systems allow him to fly at a maximum of 200 mph in any direction.
In jet form, however, their true capabilities begin to shine. His anti-gravity engines are much more quiet than regular jets, and strong enough to give him true VTOL capabilities without the need of a runway.
In his jet mode, he has small, but powerful vernier thrusters mounted in several places along his wings, his nose, vertical stabilizers, canards, as well as strategic places along the top and bottom of his jet form. These allow him his amazing agility when airborne, capable of moving him to face any direction he wishes with short but powerful bursts.
His turbine jets have thrust-vectoring capabilities of a 30 degree angle alteration up or down, and provide the thrust to get him to Mach 2.5.
(-2 point merit)
-
Metallikado Training: Though not quite as well-versed in this varied art as he was when he was Blindside, he still remembers much more than he forgot about this near-arcane Cybertronian martial art. This fighting art is considered to be a hybrid of many different styles; combining the mental conditioning of Circuit-Su, the hand-to-hand combat of Crystalocution, as well as teaching the way of letting go of the mind to become one with the universe in combat. Metallikado has a strict code of ethics that students are required to follow to attain mastery. Though the art emphasizes the necessity of being well-versed in hand to hand and melee weapons of all sorts, mastery of edged weapons is common among those who practice the art.
(-1 point merit)
Weaknesses: (Reckless[+1], Engine Stress[+2])
-
Reckless: Firetrack, much like his previous incarnation as Blindside, can tiptoe the line between "brave" and "foolish." If he thinks it necessary, he will hurl himself into danger without a second thought, regardless of the odds. This flaw is what led him to gain his new form.
(+1 point flaw)
-
Engine Stress: More a trait of his alt. form than of personality, his vernier thrusters and fusion turbine engines are powered by the same source. If he stresses this power source while flying (by using his vernier thrusters too much in conjunction with high-speed flight), it will overheat and shut down to recharge, leaving him suddenly and temporarily without either thrusters or engines until the system reinitializes.
(+2 point flaw)
Weapons:
-
Twin Pulse Laser Cannons: - Located on his forearms in robot mode, and on his wing pods in jet mode. The guns do have different power settings, from soft enough to cause no damage during training, all the way up to burning through heavy armor; however, higher settings have a higher power consumption.
(Standard guns: 0 points)
-
Missile Banks: - Firetrack has two missile firing points, giving him extra versatility; however, only one of them can be used in robot mode. His wing hardpoints allow for 1 long-range missile, 3 medium-range, or 5 short-range missiles each, and can be fired from his jet form only. A small launcher above each air-intake holds four mini-rockets each. These launchers are the only missile launcher systems available in robot mode, and do not hold ordinary missiles; they only carry miniature unguided rockets which fire only along a straight line.
-
Hand to Hand Combat: Beside his other weapons, Firetrack is still relatively well-trained in hand to hand and melee combat from his studies of Metallikado. His feet, hands, elbows, knees, hips, and head are considered weapons, though they are supplemented by his energon blades. (See Merits)
#9
Posted: Fri Jan 25, 2008 7:15 pm
by Charon
Shellshock
Allegience: Autobots
Function: Long-range assault/Heavy firepower
Quote:
Attributes:
Strength 4
Endurance 7
Agility 4
Intelligence 5
Skill 8
Firepower 9
Profile/History: Shellshock and his partner, Overload, were revived to function prior to the rest of those aboard the original Ark to perform scouting and recon of the planet prior to full reactivation of those in stasis lock aboard it. Seeking out an alt form with the speed and combat capabilities necessary, Teletran-1 located and scanned a steam engine and it's attached artillery peice, and then sent the duo out.
Yet, Autobots always have felt a need to defend the weak, and in one of Humanity's darkest hours, they waded into the war. After the end of the so-called Great War, their scouting and reports to Teletran-1 complete, the two powered down in the capable hands of a war museum. Yet war never changes, and the two have been awoken to resume the fight.
Since reactivation, Shellshock has found a much darker Autobot command group than the one he left Cybertron with, a fact which worries him. Additionally, with the numerous detonations of his partner he has seen fit to take on a form which is more capable of defending his brother in arms.
Weaponry:
Missile Bank- Shellshock has a bank of six missiles on his back that he can fire. Unfortunately, these missiles do not auto-reload like most missiles and must be reloaded by Shellshock during combat. In his alt-mode Shellshock has access to a second bank of six missiles, and while these banks are capable of auto-reloading, it is a very slow process.
Heavy laser pistol- Meant as a sidearm on the possibility of the destruction of his main cannon, it still packs a large enough punch to almost be considered a rifle, though it's range and firing capacity is much more limited.
Double-Barreled Heavy Plasma Cannon- The gun which has struck fear into Decepticons for millenia, and before them Autobots, this cannon fires concentrated bursts of extremely hot plasma at an extremely fast speed, lending to not only intense melting but it a great deal of stopping power as well.
Anti-personnel cannons- Shellshock has access to these guns in his alt-mode only, and while the three guns don't pack a lot of punch their rapid firerate has kept more than one Decepticon pinned down and helped to box many Decepticons in while Shellshock's main gun prepared to fire.
Weaknesses: For his size, Shellshock is a weaker Transformer. Additionally his huge size and lack of agility lends to a very large target profile. Additionally, being as large and as old as he is, Shellshock is a bit of a powerhog, requiring more than his fair share of energon to keep running well.
Merits and Flaws:
OTH sensor suite (+2)- An advanced sensor suite that is accessable to Shellshock while he is in his alt-mode. This allows him to "spot" targets that are amazingly far away and identify them as autobot or decepticon.
Gestalt/Powerlink(+2)- Capable of linking with Overload to form the devastating combiners known as Overshock and Breachload, Shellshock brings a significant amount of firepower to the table when he pulls in. In theory, the strange technology of his construction could interact with any Transformer's power systems, but render him a noticably less than equal partner.
Mettalikato (+1)- Shellshock was trained somewhat in the arts of Mettalikato by his former brother-in-arms, Bludgeon. Though he has never taken a fancy to the combat form, he still knows enough to keep himself out of harms way and to surprise a few Decepticons who weren't expecting it.
Knows The Enemy (+2)- Shellshock was a military model before the war started up, and when it did he at first sided with the Decepticons. Upon his eventual dissertion of their ranks, Shellshock took a great deal of his understanding of how many of the leaders of the Decepticons think and work with him. This has served him and the Autobot cause extremely well on many occasions.
Fuel Inefficient (-1)- Being as large and as old as he is, Shellshock takes up more than his fair share of energon to keep working properly, and his choice of a heavily armored siege tank as his alt-mode only adds to this problem.
Dishonorable (-2)- Many younger Autobots, or those who served on Cybertron under the rule of Shockwave, do not see the point of acting with honor in combat. They prefer to fight to survive and do what is necessary to win. Despite this though, they will still follow the rulings of Great Cybertronian Law. Shellshock however, sees Great Cybertronian Law as outdated and ridiculous, which he has few problems stating openly. An issue which has put him at odds with a great deal of Autobots and even worries many as it is something that reminds them all to much of many Decepticons.
----------------------------
Overload
Allegiance: Autobot
Function: Logistics/Artillery Assault Team.
Quote: "Straight to the front lines!"
Attributes:
Strength 8
Endurance 7
Agility 4
Intelligence 5
Skill 7
Firepower 2
Profile/history: Overload and his partner, Shellshock, were revived to function prior to the rest of those aboard the original Ark to perform scouting and recon of the planet prior to full reactivation of those in stasis lock aboard it. Seeking out an alt form with the speed and combat capabilities necessary, Teletran-1 located and scanned a steam engine and it's attached artillery peice, and then sent the duo out.
Yet, Autobots always have felt a need to defend the weak, and in one of Humanity's darkest hours, they waded into the war. After the end of the so-called Great War, their scouting and reports to Teletran-1 complete, the two powered down in the capable hands of a war museum. Yet war never changes, and the two have been awoken to resume the fight.
Since reactivation, Overload's been blown up twice, once by the combined efforts of Menasor and Predaking, and once by the explosive self-destruction of possibly-Shockwave. This hasn't really swayed his resolve, or even slowed him down much.
Weakness: Far from the smartest or most agile Transformer, Overload suffers for the large target profile he presents, the lack of turning ability once up to high speeds, and a crippling lack of ranged firepower. Added into this mix is a corrupted section of his own datatracks, caused by extensive neural interlocks with war-bots, occasionally reducing him to a juggernaught dedicated to ceasing all fighting by eliminating all combatants recklessly.
Weaponry:
Ion Pulse Pistol
A sidearm crafted during the Golden Age and scaled to Overload's size, it's capable of shorting out a Decepticon's flight motivators and weaponry, but inflicting actual damage is well beyond it.
Hardy Spark(+2): Something's fundamentally wrong with Overload's laser core, and the end result is no matter how hard you beat on him, he'll be able to be reassembled. Equally curious, his core will adapt a vehicle or peice of technology into a suitable body for him, as once demonstrated on a human-built HMBT.
Gestalt/Powerlink(+2): Capable of linking with Shellshock to form the devastating combiners known as Overshock and Breachload, Overload brings a signifigant amount of firepower to the table when he pulls in. In theory, the strange technology of his construction could interact with any Transformer's power systems, but render him a noticably less than equal partner.
Minicon(+2): Ultra-efficient for fuel and tiny by any measure, he nevertheless retains the incredible firepower of a full sized Tranformer.
Headmaster(+2): Only the head of Overload's robot mode is the real thing, a tiny minicon linked with the trailer by technologies thought lost. As a result, he is capable of detaching from his main 'body' and operating as a Tiny scale bot or a Huge scale one when connected, with no change in stats(Save for normal conversions).
Pit Fighting(+3): Overload's specific variant emphasizes the amount of punishment his 'body' can take without truly harming him, as well as the subtle tactic of ripping his opponent's arm off and beating them with it.
Overconfidence(-1): He can't die. He's more durable than most his size. And he's selfless in his defense of others, especially Shellshock. This adds up to an Autobot who rushes into danger and gets himself scattered across the scenery.
Curse Of Waspinator(-1): 'Why universe hate Wazzzzpinator?'
#10
Posted: Fri Jan 25, 2008 8:15 pm
by B4UTRUST
Slipstream - Autobot
Function - Air Supremacy Fighter
Quote - "High Speed, Low Drag"
Vital Stats:
Height: 35.53ft Robotic, 13.41ft Alt
43.27ft wingtip to wingtip
59.07ft length nosetip to exhaust
Max Speed: Mach 5 in atmosphere
Cruising speed: Mach 2.5
Attributes:
Strength: 3
Endurance: 6
Agility: 8
Intelligence: 4
Firepower: 7
Skill: 7
Merits:
Anti-grav flight systems (2point merit)
Flaws:
Arrogent asshole - 1point flaw
Hated by others - 1point flaw
Memory Loss - 1point flaw
Reckless to the point of near suicidal -2point flaw
Profile/history:
Slipstream was an early model aerial combat bot from the beginning days of the Cybertronian War. He was engaged in a skirmish above the Cybertronian city-state of Kalis. The battle was costly on both sides as Megatron's forces in the area fought savagely to keep the engine reactors entirely in Decepticon hands. Megatron's plan to use Cybertron as a cosmic dreadnaught had progressed far enough for the massive engines to be rebuilt. Shortly after this event, Megatron was stranded on the terran homeworld, Earth.
The battle was considered a loss on either side of the war as Kalis was nearly destroyed as a result. The reactors sat inactive for many many eons prior to an Autobot scientist by the name of Flame uncovering them. Leading a salvage team, Flame began to uncover the reactors, seeking to utilize their systems as a great energy source for the Autobots. Such a claim would enable the Autobots to engage in larger operations against the Decepticons.
During the excavation the Autobot team uncovered several Cybertronians trapped and buried in the rubble. Surprisingly several were still 'alive,' buried in the rubble and greatly damaged, locked in deep stasis locks. Most did not survive the transport back to Iacon for repairs. Slipstream nearly died as well.
Making it back to Iacon he underwent extensive repairs. The repairs were mostly unsuccessful as the damage to his systems was so severe his spark chamber kept losing containment. It was decided the only way to ensure his survival was a complete rebuild. His spark chamber was carefully removed and transplanted into a new frame.
Upon his reactivation he resumed his duty with the Autobots. Currently he is being reassigned to Autobot command on Earth.
Slipstream is brash, cocky, and self-sure. He's reckless and wild, prone to being completely spontanious and seldom following any sort of preset plan or agenda. This same attitude has seemingly kept him alive for quite a long time through many battles as his luck tends to run oddly.
Weaknesses: Almost completely incapable of utilizing proper tactics or strategy - Slipstream's method of aerial combat can only be rightly described as 'flying by the seat of your pants.' High speed acrobatic manuvers, seemingly flamboyant and pointless demonstrations of ability, and actions that must be no less then absolutely suicidal. Where others would be going out of control, he seems capable of almost 'zenning' into the battle, relying on instinct and feel rather then instruments and indications. One would call this foolish, stupid, daring the Matrix to take his spark early, but for him it is the only way. This is quite literal, as his battle records show that any time he's forced into a formation or tactical strategy by a superior his preformance drops dramatically and he always ends up severely injured because of it.
Limited weapons use - Nearly of his weaponry is restricted to his alt form only, leaving him under armed in robot to robot conflicts
Reduced physical strength - Most bots are strong, some are stronger then average for their size. For Slipstream's size he's weaker then normal. Which isn't to say he's a complete weakling, just that he's incapable of going toe to toe arm wrestling someone his size and probably a size or two under him.
Complete lack of stealth - His disregard for formations and discipline, brash, loud, in your face attitude and his flying methodolgy make him completely incapable of stealth operations that require finesse or quiet. That, coupled with the loud roar of his oversized jets screaming at high speed means that most of the time the enemy would probably hear him coming long before seeing him.
Disregard for internal communications during battle - The constant chatter of comms during battle kills his zen in his opinion. He doesn't turn it completely off, but tends to tune most of it out, prefering to keep the battle tempo with selections from his library of human techno music. Where did he get techno music you ask? He overheard some humans listening something called an 'mp3 player' while off duty. He found the sounds issuing from the tiny device pleasing to his aural sensors. Utilizing base resources briefly, if for a somewhat illegitmate purpose, he 'aquired' a selection of techno music off the human's internet. Yes, this means he's a music pirate. No, the RIAA has yet to try to press charges. ..Yet..
Weapons: His primary weapon is a pulse laser cannon capable of a high rate of fire. The cannon is mounted beneath his nose in his alt form.
A-A laser emitters - Two semi-fixed laser emitters are mounted in the wings, near the base of the wing where it connects to the main body. These lasers can be fired only in his alt form and can only be aimed along the front arc with a max angle of about 45 degrees in any direction from the nose.
Two mini-missile launcher bays are concealed in the aft part of the alt form. Each of the missile clusters contains 24 of the mini-missiles which are high-manuverability medium range missiles. The missiles are unusable except in alt form.
Alt Form: Sleek futuristic jet aircraft. The jet is equiped 2 two-dimensional independent convergent/divergent exhaust for greater manuverability and V/STOL capability. Small vernier thrusters are mounted on the wingtips, nose, vertical stabilitizer and cannards for added preformance.
#11
Posted: Sat Feb 16, 2008 8:44 pm
by General Havoc
Name: Hornet
Allegiance: Autobot
Function: Light Reconnaissance/Mascot
Quote: "Hi! I'm Hornet! Who're you?"
Size: Small (10.5')
Primary Attributes:
Total Points allowed: 34
Strength: 3
Intelligence: 6
Endurance: 3
Agility: 9
Skill: 6
Firepower: 7
Points spent: 28
Points remaining: 6
History: Following the arrival of the Autobots on Earth, the Autobot scientist and engineer Wheeljack began taking an interest in the various humans that lived and aided the Autobots in their constant struggle against the Decepticon menace. A biological life form, one that was not constructed but born, and which grew into maturity rather than being created that way, fascinated the brilliant Autobot engineer, and in his spare time, he began devising a series of complicated computer algorithms that, he hoped, would permit him to replicate the unique behavioral development process that the humans called "childhood" in a transformer.
Nobody else took much of an interest in such an esoteric field of study, save that after a few years of research and work, Wheeljack decided it was time to put his theories to the test. Hand-crafting a miniaturized robotic chassis, and defying the incredulous whisperings of the other Autobots who assumed he had gone mad, Wheeljack's patient development finally produced a small, wiry Autobot imprinted with a spark infused with Wheeljack's singular algorithms, in essence, a robotic equivalent to a young child. Wheeljack revealed this creation to an astonished group of Autobots as his personal experiment in Transformer psychology, and given the young Autobot's behavior and mannerisms, declared the experiment a complete success. Having used a human airplane heavily as his influence in crafting the vehicle chassis, he named the new Autobot after the aircraft in question, the American FA-18 'Hornet'.
His enthusiasm was not shared by the other Autobots, who were largely horrified to discover that their master weapons engineer had been spending his free time creating what must have been the least combat-effective Transformer in history. Regardless of such concerns however, the Autobots found themselves with no other option than to adopt the little airplane as one of their own. Officially his role was declared to be "Light Reconnaissance", a term largely invented to make Ironhide feel better about having him around. In reality, Hornet quickly became a sort of mascot for the other Autobots, an often-annoying but always pleasant little kid, who needed to be protected from himself as much as from the many threats that exist in this world for any who would call themselves an Autobot.
Profile: Kind, sympathetic, and friendly to a fault, Hornet is the closest thing the Autobots (or for that matter all Transformers) have to a child, or perhaps more accurately to an idealized version of a child as seen by a Transformer Engineer. He thinks of the other Autobots as his extended family and older siblings, and stands in undisguised awe of his larger and infinitely more powerful brethren. Though reasonably smart, Hornet is extremely inexperienced, and relatively careless at the best of times, which, coupled with his light and fragile construction, often results in him getting into extreme danger without even realizing it. He tries his best to prove himself valuable to the rest of the Autobots, and hates being thought of as useless or a nuisance, though often enough his attempts blow up in his face quite spectacularly. Emotional and caring, Hornet is easily scared or upset, but usually bounces back quite quickly from even the worst cataclysms or experiences and tries again in his own inimitable fashion. He genuinely likes Humans and Earth, which he considers to be his home, and wants nothing more than to be allowed to help the others stop the Decepticons, and be accepted as one of the team. He may have his work cut out for him in that regard. Most of the other Autobots find him to be an annoying, cheerful, innocent, pleasant little kid, and many of them have come to his rescue before with guns blazing and blades flying, all the time demanding to know how he managed to get himself in such a scrape AGAIN.
At the same time however, some have begun to notice that there is something not altogether "right" about Hornet. Perhaps it is a part of Wheeljack's programming, or perhaps some strange aspect of the spark bonded to his diminutive frame, but the little Autobot often displays behavior that simply does not make sense in the context of a robot. He often claims to "dream" while shut down for maintenance, or even while wide awake and active, occasionally speaking to people who are not there or for that matter don't even exist. He occasionally makes an offhand comment or asks an innocent question that, in context, can give one pause, almost as if he had knowledge of things he could not possibly know. What's more, despite the fact that Hornet had come as close to death as one can come more times than most Autobots can count, he is still alive, and as his survival certainly cannot be attributed to skill, either Hornet is the luckiest Autobot alive, or there is some factor at work that even Wheeljack does not fully understand. Hornet of course has no idea that anything he does is at all odd, and such moments of oddity are rare and infrequent, but there are some, and it should be mentioned that Optimus is among them, who are starting to wonder if there might not be more to this little Autobot than meets the eye...
Weaknesses: To list Hornet's weaknesses is a lengthy exercise. Suffice to say that while it might be possible to build a less-effective warrior than Hornet, it would not be an easy proposition. Hornet is extremely fragile, and shots or blows that a normal Transformer would shrug off as a mere scratch can badly damage or even kill him. His weapons are reasonably powerful, but with very little experience, he is not at all a match for any single Decepticon. Easily frightened, hurt, or overpowered, Hornet is at extreme risk in any combat situation, though when push comes to shove, he has shown himself to be able to swallow his fear and do his best to help his friends. Indeed, the best that can be said for Hornet is that he tries his best, and every so often, that is enough to make a difference.
Merits:
- Lucky (+1): While undeniably accident-prone, Hornet has survived battles and circumstances that he has no business surviving given his size, armor, and mental age. Whatever the Autobots wish to chalk this tendency up to, none can deny that fate seems to have something in store for the little bot.
- Well-Liked (+2): Kind, enthusiastic, affectionate, and caring, Hornet is broadly liked by many (though of course not all) of the Autobots, many of whom have taken great risks to ensure his safety before. Even those who denounce him as an annoyance and a waste of resources are often oddly protective of Hornet, perhaps seeing something in him that they cannot see in their fellow bots, or in themselves.
- Contagious (+2): Hornet has a strange tendency to bring out the best in the people he interacts with, whether or not they are interested in having the best in them brought out. This extends to anyone he has prolonged contact with, be they friends, neutrals, or even enemies. It is not unheard of for hostile foes of the Autobots, humans, Cybertronians, or otherwise, to find themselves utterly disarmed by the charming, well-meaning little Autobot. It is not a matter of mind control, or even persuasion, but something inherent in Hornet's spark that appeals to the innate goodness in most people he has dealings with, at least those who have any innate goodness to appeal to. Whatever this tendency is, Hornet has no way of controlling it, nor even any real idea it exists... which may well be the point.
- Advanced Sensor Suite (+1): Wheeljack did make some concessions to practicality in designing Hornet, specifically equipping him with a full-scale recon-sensor suite, enabling Hornet to see, record, and recall at will large amounts of information while conducting his recon flights. His vision is superior and telescopic, and he can see into the infrared spectrums, as well as with light amplification systems. He carries advanced IFF computers, thermal imaging sights, OTH and ground-imaging radar systems, doppler radar, a counter-ECM array, atmospheric sensors, full audio-visual flight recorders, and a satelite uplink system that enables him to remotely spot and relay back images to other Autobots as needed.
Flaws:
Small (-1): Even amongst smaller bots, Hornet stands out for his small size, along with all of the lovely benefits to one's damage capacity, weight, and general well-being that entails...
Very Slight Build (-2): Even given his size, Hornet is a wiry, slight Autobot, possessing barely half the mass of a normal Transformer adjusted for his height. He is light, weighing less than a ton, and capable of being lifted by two or three strong humans. Wheeljack's assumption was that speed would be Hornet's best defense, rather than armored protection or mass. Hornet hopes he was right.
Childlike (-2): While not stupid (whatever Ironhide claims), Hornet is not a normal Transformer, mentally, and his lasercore and spark interact with his processor in very strange ways. Hyper-emotional, easily scared, easily distracted, easily upset (though equally easily restored to smiles again), Hornet is not what one would most hope for in an Autobot warrior. His interests, demeanor, and reactions are decidedly childish, and while he is not (as mentioned before) stupid, one could be forgiven for imagining that he is, particularly if one were not acquainted with human children. Wheeljack has often commented on the irony that Hornet's careless and seemingly random nature is actually the results of months of incredibly intricate programming work, work some wish fervently he had devoted to other pursuits.
Complex Design (-1): Hornet is a masterpiece of Transformer micro-scale engineering, with 86% of a normal Transformer's systems squeezed into barely 35% of the space. Unfortunately this results in practical problems when it comes time for maintenance or repairs. He has no auto-repair functionality, and cannot make use of a CR chamber without sustaining terrible damage to his intricate (and unique) systems. Effective repairs to Hornet are a time-consuming process, requiring special tools, custom-made parts and materials, and skills few bots besides Wheeljack possess. While his design is sound, and he does possess a few practical features (such as a dual fuel-injection system for both energon and other more common fuels), his complexity, combined with his fragility, makes for a dangerous combination.
Total Attributes: 28 points.
Total Merits: 6 points.
Total Flaws: -6 points.
Points used: 28 points.
Points remaining: 6 points.
Weapons: In humanoid form, Hornet's only weapons are a pair of gatling-style laster blasters built into his wrists. These weapons are not particularly powerful, but have an excellent rate of fire, able to produce more than 4,000 shots per minute. Though useless against armor, these weapons can saturate a target, finding weak spots and causing at least superficial damage.
In vehicular form, Hornet's options are somewhat increased. In addition to his blasters, mounted on his wingtips, Hornet carries four dual-purpose ATA/ATG high explosive missiles capable of delivering a deceptively large blow to any enemy. The missiles are not miniaturized but full-sized Transformer weapons, hence why he can carry only four. His heaviest weapon however is a laser-guided, rocket-propelled, armor-piercing bomb, modelled on the french 'Durandel' anti-runway munitions/ This weapon packs a major punch, and while Hornet can carry only one bomb at any given time, the shaped charge blast from this explosive is easily capable of coring even a heavily armored Decepticon warrior. The trick of course is not getting shot down while delivering it...
Forms: Smaller even than Bumblebee or Crimson, Hornet stands less than half the height of even an average transformer in humanoid form, and his lightweight construction gives him roughly a third of their normal weight. His paint scheme is light blue with silver trim and sky blue optics, and his robotic form is roughly human in proportion, but posesses airplane wings (with proper joints) instead of arms, and a construction resembling a flight helmet on his head. A folded-up cockpit is built into his chest, and the Autobot logo is proudly stenciled onto both of his wings.
In vehicular form, Hornet is a small, single-engine jet fighter, very similar to the FA-18, but miniaturized and with a few modifications. His colors remain the same in this form. Hornet is extremely fast and manuverable as an airplane, but still suffers from fragility that even other aerialbots lack. Still, he adores all aspects of flying, especially aerobatics, and through practice has become quite nimble while in the air, even if he still occasionally crashes either from enemy fire, weather conditions, or simply not paying enough attention to his surroundings.
WARNING: The following additional Merit WAS APPROVED by DS. It is not something I am randomly throwing in. Please do not beat me with a stick!
Prime Material (+6): All Autobots have the (however slight) possibility of being accepted by the Matrix and becoming the next Prime. For all the effort expended in trying to predict who has the greatest likelihood for it, the Matrix is subtle, fickle, and often holds odd tastes, though perhaps none odder than this. Nothing of course is certain, nor is the choice a matter of black and white, but for whatever reason, Hornet is one of the very few bots on top of the Matrix' list as a future Prime.
Why this is the case is unknown. Perhaps the Matrix sees potential in Hornet's future "growth". Perhaps it places great value on his innocence and compassion. Perhaps it is something more subtle than that, or even a matter of random chance.
Obviously, Hornet may die tomorrow, or the day after, or live a hundred million years without ever suspecting the Matrix' choice, but even the possibility that this is the case is so radical that no rational bot would even consider it for an instant, least of all Hornet himself, who has only the barest understanding of what the Matrix is. But rational or not, there it remains. Only time will tell if Hornet will ever actually be chosen as a Prime, or if anyone will ever understand what could possess the Matrix into making such a selection.
Primus chooses his own...
#12
Posted: Sun May 25, 2008 11:32 am
by Dark Silver
Decepticon NPC's
For any "unnamed" Decepticons, the generic faceless hordes that don't make up the "main cast" of the Game and show (meaning those who don't get their own NPC sheet), these are their stats. The stats, aside from the Sweeps
-------------------------------
Foot Soldier
Faction: Decepticon
Function: Infantry
(Size Class: Medium)
Quote: "Autobots slag so well..."
Tech Specs:
Strength 5-6
Endurance 5
Agility 5
Intelligence 4-6
Skill 5-6
Firepower 5-6
Profile
The Blank Faces which make up the grand bulk of the Decepticon Army, for every officer, a legion of these converts exsist to swell the ranks. Many were general production models, built for a variety of purposes, each with their own personality, but nothing else to set them really apart from the grand bulk of the Decepticon forces.
Abilities / Weapons
The Decepticon Foot Soldiers are armed with a variety of weapons, all of various design. Amoungst their ranks, you will find anything from your standard photon blaster, to black light lasers and automatic ballsitic weapons. All weapons are of standard power, while not the most powerful weapons on the planet, neither are they cybertronian "pea shooters". Like all Decepticons, Infantry have the ability to fly in robot mode.
The alt-modes of these soldiers are typically vehicles with some form of weapon capabilities - from light infantry transports to medium battle tanks and artillery launchers.
Weaknesses
No real weaknesses, these Decepticons have average armor. Though years of the "Decepticon Ideal" has caused them to be oil-thirsty and prone to bicker with others. Unless a strong a strong personality is there to keep them inline, these Decepticons can become lax in their duties. Otherwise, these Decepticons usually do not "stand out" from each other in performance, are almost standard in functionality.
--------------
Heavy Soldier
Faction: Decepticon
Function: Heavy Infantry
(Size: medium to low end large)
Quote: "For the glory of the Decepticons!"
Tech Specs:
Strength 6-8
Endurance 7
Agility 3-4
Intelligence 4-6
Skill 6-8
Firepower 7-8
Profile
Those who passed throught he rigorous tests and standards of Megatron and Shockwave, where chosen for special upgrades. Possessing greater armor, strength and firepower than the standard foot soldiers, these Decepticons lunge into battle with their weapons blasting.
Abilities / Weapons
These Decepticons are armed with the heavier weapons favoured by some of the Decepticon officers, including positron lasers, acid-beams, electron particle beams, and gamma-lasers. Due to their heavier armor, these Decepticons can take more punishment than the standard Decepticon soldier, and their strength lets them weild heavy melee weapons.
The alt-modes of these Decepticon tend to lean to heavy military vehicles, battle-tanks, missile launchers, etc. For reasons unguessed, most Triple Changer and Combiner Teams come from the ranks of these Decepticons. Like all Decepticons, the Heavy Infantry Mechanoids can fly in robot mode.
Weaknesses
Due to their enhanced strength and armor, these Decepticons are slower than their breathern, making them easier targets. Though they make up for this weakness with their heavier armor and more powerful weapons. Flight in robot mode for the Heavy Infantry is often slower due to increased power consumption due to their mass.
----------------------
Light Soldier
Faction: Decepticon
Function: Scout / Light Infantry
(Size: Small to small-medium)
Quote: "Foxtrot to Base, we got Autobots."
Tech Specs:
Strength 3-4
Endurance 6-7
Agility 6-7
Intelligence 5-7
Skill 5-7
Firepower 3-5
Profile
Made of smaller, more agile Mechanoids, the Decepticon Scouts are a valued for their ability to get ahead of a column of their fellow Decepticon foot soldiers, and scout ahead for Autobot traps and bases. They play the roles of scouts, more often than not, as well as light skirmishing infantry in the Decepticon army.
Abilities / Weapons
Due to their smaller stature, these Decepticons are exceptionally agile in their alt-modes and robot modes. Their speed and reflexes are better than their larger breathern. Though their weapons suffer from the smaller size, thus their known to carry the standard issue photon lasers and electron scramblers - more to disable and distract than to out and out kill. Some of the larger scouts tend to carry more powerful laser weaponry, through none could hope to take down a significantly larger Mechanoid on it's own.
Weaknesses
Due to their smaller size, these Decepticons are less armored, thus able to take less damage and remain functional than their larger breathern. Also their less powerful weapons do not make them a significant threat against larger bots in single combat.
------------
Generic Seeker
Faction: Decepticons
Function: Aerial Support
Quote: "We go up, and take Autobots down!"
Tech Specs:
Strength 4-7
Endurance 4-7
Agility 7-9
Intelligence 6-8
Skill 6-8
Firepower 4-7
Profile:
The reason for Decepticon superiority, hands down, lie in the prowess of the Decepticon Seeker Corps. These Decepticons, capable of flight in both Robot and Alt-modes, are the terrors of the Cybertronian and Earth skies. Few are the Autobots who are capable of matching the Seekers in direct aerial combat, and remaining in the air for more than a few astroseconds. Lead by Air Commander Starscream, the Seekers are all reformatted to contain some form of Aerial alt-mode, be it rocket-coptors, Cybertronian "Pyramid" fighters, or Earthern air-craft, the Seekers represent the pinacle of Decepticon aero-space technology. Their robot forms are all similar in basic design, leading to a rumor that Megatron forcibly reformats even the Robot Mode of his Seekers to resemble the original six Seekers - Starscream, Thundercracker, Skywarp, Dirge, Thrust or Ramjet. Though they may look similar, the Seekers have their own unique abilities and personalities, earning them their names in combat.
There has been, of recent, sighting on Cybertron of a new breed of Seeker, who go by the name of Sweeps. These robots are near clones of each other, each transforming into a advance spacecraft form, and are lead by the vicious Scourge. They were known, on Cybertron, as Shockwave's personal guards and bounty-hunters.
Abilities / Weapons
Seekers come in multiple personalities. Their robot modes are all standardized, their twin weapons mounted on their, and while removable, move in a direct line with their arms. Each seeker has a cluster of micro-missile/bomblets in twin chest cavities, usable in both robot and jet mode. Their weapons range from pulse lasers, to rapid fire ballistic cannons, to acid-pellet infused lasers. Some Seekers have unique abilities, thus causing them to be grouped in certain squadrons with other like-abled Seekers - such as the "Stormwatch Squad" composed of Acid Storm, Rain Maker and Lighting Surge, all who can seed atmospheres to create deadly storms.
Weaknesses:
While being the peak in Decepticon aerial technology, the Seekers are limited to how well they work together. Depending on how well a squadron integrates it's individual mechs, the squadron could well be torn apart by it's own internal struggle, as by Autobot Anti-air fire.
-----
Sub-group: Sweeps
Faction: Decepticon
Function: Hunter-Killers, Guards
Quote: "There is no escape from us."
Tech Specs:
Strength 6
Endurance 6
Agility 7
Intelligence 6
Skill 8
Firepower 6
Profile:
Created on Cybertron by Shockwave, the Sweeps are ruthless, efficient hunter-killer machines. Once given a target, they will seek it out, no matter where it hides, stopping only to refuel when nessacry. Thought to be a offshot of the Seeker Corps, each Sweep is a near exact duplicate of the progenitor model - Scourge the Hunter. The only difference in each of the Sweeps, is the dirvergence of personality after initial programming. All are insanely loyal to to the Decepticon cause, and their leader.
Abilities / Weapons:
The Sweeps are rapacious hunters, able to track a six week old exhaust trail with uncanny ability, able to track the target from one end of the galaxy to another. They carry only one weapon, a advanced heat laser capable of melting even the densest Cybertronian alloys to mere slag (given enough time).
No one is exactly sure how many Sweeps there are, or where they are manufactured, no matter how many are destroyed on the battlefield, more always seem to emerge to refill their ranks eventually....
Weaknesses:
The Sweeps are incredibly arrogant in their abilities, and thus can easily be overwhelmed by traps. Their armor in alt-mode isn't as strong as robot mode, thus allowing them to be destroyed easier. Sweeps take no names for themselves, instead referring to themselves only by number (Sweep 6, Sweep 7, for example).
#13
Posted: Sun May 25, 2008 11:41 am
by Dark Silver
Some new Decepticon NPC's for ya'll to look over. Waspinator will be one of those at the little outpost your all going attack......no idea where I'll use Lugnut though. I had to rescue him from TF: Animated, he was just to good a character to let stay there...
Waspinator
Alligience: Decepticons
Sub-group: Predacons
Function: Warrior-Scout / Chew-toy of Fate
Alternate Forms: Mechanical Hornet / Futuristic Jet Fighter
Quote: "Wazzzpinator flying along, minding own business, and BAM!, get whole stasis pod up the kazoodie!"
Robot
Hornet
Jet
Tech Specs:
Strength: 5
Endurance: 7
Agility: 8
Intelligence: 4
Skill: 6
Firepower: 5
The Universe hates Waspinator.
No, really it does.
A lot.
No Decepticon really knows where Waspinator came from, only that he appeared on Earth one cycle, and went directly to Megatron. He was smaller then, about the size of a fleshling, and when he was next seen, he was bigger, and had a newer body. Two weeks later, Megatron declared his intent to conquer all of Earth, and his plans to do it. Waspinator was less than pleased when he was put in the frontline combat in Qatar. Thankfully, with his new body, he didn't get slagged - but he still didn't like it. Several more battles also saw a distinct lack of Waspinator bits raining from the sky, and he decided he was safer in the Decepticon ranks than he ever was with Dragon-bot and the others.
When asked about where he came from, Waspinator simply replies he's from Cybertron. When grilled further, with a resigned sigh, he tells the story of how he's originally from the future, a descendant of the Decepticons, who was involved in a series of time-lost battles known as the Beast Wars. This usually gets him laughed at a great deal, and made the butt of many jokes. Still, Waspinator soldiers on, going into battle when ordered. He was at the battle of Rome, and was the only Decepticon to make out back alive. Granted, he was only a head, a arm, and a wing by then....but he was still alive and functional. This broke his string of relative good luck, and proved to him just how much the Universe hates him even in this present time. He's displayed a remarkable resilence in every battle he's been in - mostly because he's been destroyed more times than Dirge and Optimus Prime combined - but for some reason, but his Lasercore just never go out.
At least here, he can often be heard saying, no one has started collecting his pieces......yet.
Abilities:
For all his bad luck in combat, Waspinator IS a skilled flier and combatant. With his new Jet mode (similar to his Pre-ancient Earth form), he is more adept at aerial combat and performing his primary missions, high speed scout/interceptor. In jet mode, he can reach a speed of Mach 1.6 at sea level, with a maximum speed of mach 2.2 at 70,000 feet. Given enough fuel, he can push his Cybertronian jet engines to breaking gravitational forces, and become space borne. He is outfitted with twin laser gatlings on his head, and a cluster of four "fire and forget" thermal missiles.
His mechanical hornet mode is used primarily for low level scoutings, with a top speed of 60mph. He has a flight ceiling of 10,000ft in this form, though his flight can be exceptionally stealthy. Like the Insecticons and Soundwave, Waspinator has the ability to mass-shift himself down to the size of a normal Earth wasp. In his wasp form, he is capable of utilizing a mechanical stinger on his tail to release a cyber venom which can cause temporary paralysis in a human or Transformer.
In robot mode, Waspinator is still capable of flight, with a max speed of 100mph. He is armed with a "Thunderbolt" class positron rifle and a "Cyber-Venom" stringer pistol.
For being so accident prone, Waspinator has a remarkable resilience...nothing that's done to him seems to be able to terminate his Spark.....
Weakness:
For some reason, it seems like Waspinator cannot win for anything. No matter what happens, it will ALWAYS happen to Waspinator, and always be the worst possible outcome precluding death. He's been blown up, dismembered, and sliced up more times than any other Cybertronian alive. Waspinator has just resigned himself to his fate as being the Universe's punching bag.....
Lugnut
Alligience: Decepticon
Function: Warrior
Alternate Form: Futuristic Jet Bomber
Quote: "I believe only two things. The Decepticons will rule the Universe, and Megatron will rule the Decepticons!"
Tech Specs:
Strength: 8
Endurance: 7
Agility: 7
Intelligence: 5
Skill: 5
Firepower: 6
Lugnut has absolute faith in Megatron, and that makes him one of the most dangerous Decepticons. He is fanatic in his support of the Decepticon cause, and unquestioning in following the orders of his commander. His dedication is backed up by incredible strength, and fighting skills that led to him be feared and respected across Cybertron. Each punch from his powerful hands carries the force of a small bomb, so the only way to survive a fight with him is to avoid ever letting him hit you. Unfortunately, he's almost as fast as he is strong.
Lugnut was built on Cybertron, originally as a early experiment by Fraxyl, a future Decepticon scientist. Fraxyl's attempts to build a new breed of Gladiator bot first lead to the construction and powering up of Lugnut. In the gladiator pits, before the rise of Megatron, Lugnut became known as the Kaon Krusher, and reigned undefeated for stellar cycles. When Megatron revolted against the Autobot regime, Lugnut rose against the Decepticon leader, fighting alongside the Autobots. When Megatron reappeared after his long disappearence, his first objective after building his Robosmasher, was to turn Lugnut to his cause. After being reprogrammed by the machine, Lugnut became one of Megatron's most devoted followers. When Megatron was lost after the Ark and Nemesis crash landed on Earth, Lugnut left Cybertron in search of his Master. He was halfway across the galaxy when he heard of Megatron's reappearence on Earth, and his conquest of the fleshling planet. Lugnut change course for the planet, and went to met his master.
Abilities:
Lugnut, for being a large, bulky robot, is unnaturally agile. He uses this to his advantage in robot mode with his Pit Fighting style of combat and the stellar core powered impact of his fist. In robot mode he is able to lift fifteen tones of rubble without straining a servo. He can release a swarm of miniture missiles from launchers hidden in his shoulder-armor that can overload most forms of Point Defense with little problem.
In his bomber Mode, he has access to a large payload of "fire and forget" Hydra-bolt missiles, each capable of penetrating twenty foot of hardened concrete before detonating. He also has two "Bunker Buster" style heavy munitions which he can use to destroy fortified Autobot constructs.
Weakness:
Physically, Lugnut has no known weaknesses. If anything, his devote worship of Megatron can be used against him. One depleted of his missile munitions, Lugnut has no ranged weapons at his command.