Transformers: Steel Reign

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frigidmagi
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#726

Post by frigidmagi »

I'll speak when I got something to say.
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
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#727

Post by rhoenix »

General Havoc wrote:Hornet will be more than happy to show someone the finer points of flight.

The fact that he will be more than happy to do so should worry you.
Psh. Firetrack won't waste time worrying!
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#728

Post by LadyTevar »

frigidmagi wrote:I'll speak when I got something to say.
That was 5 days ago, Frigid. Are you still in the game, or do we assume that Reaper's little toys got you too?
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Dark Silver
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#729

Post by Dark Silver »

We interrupt this gameplay hold for a important announcement:


Image




Well, do you punks?

Do you?
Allen Thibodaux | Archmagus | Supervillain | Transfan | Trekker | Warsie |
"Then again, Detective....how often have you dreamed of hearing your father's voice once more? Of feeling your mother's touch?" - Ra's Al Ghul
"According to the Bible, IHVH created the Universe in six days....he obviously didn't know what he was doing." - Darek Steele bani Order of Hermes.
DS's Golden Rule: I am not a bigot, I hate everyone equally. | corollary: Some are more equal than others.
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#730

Post by SirNitram »

He died a slow death between Overload's gears.
Half-Damned, All Hero.

Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.

I Am Rage. You Will Know My Fury.
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#731

Post by Dark Silver »

So, I beleive I've been patient enough....

Frigid, you need to get with me, and give me your decision. The entire game is held up on if you will continue to play or not - and I cannot allow it to continue being put off so I can change things, if necessary, to get the story to move on.
Allen Thibodaux | Archmagus | Supervillain | Transfan | Trekker | Warsie |
"Then again, Detective....how often have you dreamed of hearing your father's voice once more? Of feeling your mother's touch?" - Ra's Al Ghul
"According to the Bible, IHVH created the Universe in six days....he obviously didn't know what he was doing." - Darek Steele bani Order of Hermes.
DS's Golden Rule: I am not a bigot, I hate everyone equally. | corollary: Some are more equal than others.
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#732

Post by Cynical Cat »

Dark Silver wrote:So, I beleive I've been patient enough....

Frigid, you need to get with me, and give me your decision. The entire game is held up on if you will continue to play or not - and I cannot allow it to continue being put off so I can change things, if necessary, to get the story to move on.
frigid has net access problems at the moment.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#733

Post by Dark Silver »

I'm aware, but I've also seen him online over the past week on AIM

And despite the three day weekend, it's still been a week since the game has been, for all intents and purposes, frozen.
Allen Thibodaux | Archmagus | Supervillain | Transfan | Trekker | Warsie |
"Then again, Detective....how often have you dreamed of hearing your father's voice once more? Of feeling your mother's touch?" - Ra's Al Ghul
"According to the Bible, IHVH created the Universe in six days....he obviously didn't know what he was doing." - Darek Steele bani Order of Hermes.
DS's Golden Rule: I am not a bigot, I hate everyone equally. | corollary: Some are more equal than others.
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#734

Post by Cynical Cat »

Just got a message from frigid (responding to a PM from last week). Not only is the 'net out at home, he's been sick.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#735

Post by Dark Silver »

I've spoken with frigid a few minutes ago.

He's dropping due to his net access problem.

Breakout will get reassigned and moved to the side, in case frigid wants to come back later.

I'll throw up some GM post and timelapsing later.
Allen Thibodaux | Archmagus | Supervillain | Transfan | Trekker | Warsie |
"Then again, Detective....how often have you dreamed of hearing your father's voice once more? Of feeling your mother's touch?" - Ra's Al Ghul
"According to the Bible, IHVH created the Universe in six days....he obviously didn't know what he was doing." - Darek Steele bani Order of Hermes.
DS's Golden Rule: I am not a bigot, I hate everyone equally. | corollary: Some are more equal than others.
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#736

Post by Dark Silver »

After doing some work with rheonix on a modification of his stat system, I'm adding it to Transformers.

It's a simple enough system, and will allow a basic evaluation of the general power level of the PC's and NPC's in the game.

All PC's have 30 points to distribute into the six skills, use to purchase merits, and flaws for their character. The stats are rated on a scale of one to ten, with five being average skill. Each stat comes with a basic rank of 1, and can go no lower.

The stats are:

Strength
Intellegence
Endurance
Speed
Skill
Firepower

Strength: your characters physical strength. Used to help the GM in deciding damage

Intellegence: how smart your character is

Endurance: how tough your character is, how much damage they can take, and general punishment.

Speed: How fast your charecter is - this skill is primarily for alt-modes, as most Robot modes tend to have similar speeds. Also judges your reflexes in robot mode.

Skill: General skill level of your character - from aiming, to martial arts, to their specific field. Can be enhanced via XP

Firepower: The amount of firepower you bring to the table - how strong your guns are. Can be enhanced via XP.


As stated, all stats start with a Automatic 1, with the rest added in. PC's may get extra points via talking with the GM, considering playtime - and also can be obtained by by adding flaws.

Example Sheet:

-------------------------------------------------------------------------------------

Chimera
Decepticon
Function: Scientist - Terror Trooper
Alternate Mode: Twin-headed Transmetal Dragon

Strength: 9
Intellegence: 9
Endurance: 6
Speed: 5
Skill: 6
Firepower: 4

[Merits/Flaws: Hated (+2), Overconfident (+1), Disgusting Habit (+3), Pit Fighting (-1), Crystolucution (-1)]




Explanation:
Hatred is a variable level flaw, the more points it adds to the total Points available, the more he is reviled. At two points, most Cybertronian's know of, and hate him with a passion, and he cannot count on his teammates to help him in a pitch battle.

Overconfidence is another variable level flaw, at +1 he can get over his head, as he beleives himself better than he really is, but can is not blinded by this overconfidence.

Disgusting Habit is variable as well - in his case, the "disgusting habit" is the consuming of other Transformer's Laser Cores, instantly killing them without a chance of being brought back. Ever. It is a major flaw at the 3pt range.

Crystolucution and Pit Fighting are each +1 merits, meaning he has skill in both forms of the Cybertronian Martial arts.
Last edited by Dark Silver on Tue Jan 22, 2008 5:08 pm, edited 1 time in total.
Allen Thibodaux | Archmagus | Supervillain | Transfan | Trekker | Warsie |
"Then again, Detective....how often have you dreamed of hearing your father's voice once more? Of feeling your mother's touch?" - Ra's Al Ghul
"According to the Bible, IHVH created the Universe in six days....he obviously didn't know what he was doing." - Darek Steele bani Order of Hermes.
DS's Golden Rule: I am not a bigot, I hate everyone equally. | corollary: Some are more equal than others.
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#737

Post by rhoenix »

(Version 2 of Firetrack, now with Stat System Goodness)

Name: Firetrack (formerly known as "Blindside")
Allegiance: Autobots
Functions: 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.

Abilities: His new jet form gives Firetrack amazing maneuverability and agility. He has above average armor and strength for a fighter; though both are reduced somewhat from what he was used to in his incarnation as Blindside, his increased agility and anti-gravity capabilities offset this.

- 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.
(2 point merit)

Weaknesses:
- 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: Though he does not remember some of his lessons, Firetrack still is well-trained in the art of Metallikado. Though his new form has vastly different capabilities from what he remembers, he is still as formidable as he was - perhaps more so now.
(Metallikado: 1 point merit)

Math Section:
30 point base
-30 (str to 6, end to 6, agl to 8, int to 6, fir to 6, ski to 4)
---
0
+3 (+1 reckless, +2 engines can overheat)
---
3
-3 (-2 anti-gravity engines, -1 metallikado)
---
0 (final base points)
Last edited by rhoenix on Wed Jan 23, 2008 5:28 pm, edited 14 times in total.
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."

- William Gibson


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#738

Post by General Havoc »

Name: Hornet
Allegiance: Autobot
Function: Light Reconnaissance/Mascot
Quote: "Hi! I'm Hornet! Who're you?"

Primary Attributes:

Strength: 2
Intelligence: 6
Endurance: 3
Speed: 8
Skill: 7
Firepower: 5

Points spent: 25
Points remaining: 5

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:

Very Small (-2): Hornet is not even half the height of a normal Transformer, an impediment that extends to a number of different facets of his life, not the least of which being that he has to run flat out in order to keep up with a normal transformer's walking speed, at least on the ground.

Very Slight Build (-2): Even given his height, Hornet is a wiry, slight Autobot, possessing barely half the mass of a normal Transformer even 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 (-1): 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: 25 points.
Total Merits: 6 points.
Total Flaws: -6 points.

Points used: 25 points.
Points remaining: 5 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.
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Hotfoot: "Yes, which is reasonable."
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rhoenix
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#739

Post by rhoenix »

The inevitable balancing questions now arise, which I think is a good thing - it helps to rebalance gameplay a bit while taking previous actions into account. This also helps to establish a good baseline from which to measure up one another's capabilities.

1. Firetrack and Hornet both appear to have a Speed rating of 8. However, Hornet's top speed in his alt. form is Mach 3, whereas Firetrack's will be Mach 2. How should this be resolved?

2. Firetrack was meant to be highly maneuverable (in alt. form or robot mode), which is also a concern - is this governed by Speed, or would this be handled through a merit?

3. Firetrack has anti-gravity systems that would provide him with an advantage, and yet no points were spent on this. Should this be a point-cost merit?

EDIT with 4. An odd question - would it be possible for him to have his wolf form instead of a robot form, and still have his tactical fighter jet as his alt. mode?
Last edited by rhoenix on Tue Jan 22, 2008 9:36 pm, edited 1 time in total.
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."

- William Gibson


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#740

Post by SirNitram »

Indeed. Overload is fast... but he can't turn too well once he's seized the speed. Also, how much would the 'Too stupid to die' and 'Gestalt' abilities cost?
Half-Damned, All Hero.

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#741

Post by Cynical Cat »

Chimera has energon blasts in dragon form, cluster bombs, a gyrodestabilizer gun, a heat whip, and claws. How is this a firepower of 4?

Speed doesn't work, because it varies radically from bot to alternate modes and you have no rating for Agility.
Last edited by Cynical Cat on Wed Jan 23, 2008 12:34 am, edited 1 time in total.
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#742

Post by LadyTevar »

I have to agree with Cyncat. Speed is one thing, but you can be a slow Alt-form, and still be a very agile Bot. Look at Optimus.
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#743

Post by Dark Silver »

Cynical Cat wrote:Chimera has energon blasts in dragon form, cluster bombs, a gyrodestabilizer gun, a heat whip, and claws. How is this a firepower of 4?

Speed doesn't work, because it varies radically from bot to alternate modes and you have no rating for Agility.
That's not Chimera's real specs - only a example (like I said above, sorry if you can't read Cat). Chimera's real Specs will be done on on his real character sheet in the Resource thread.

Agility factors into the Speed rating. My error for not putting it in the write up. Though your right, I was trying to stick to the old fashioned tech specs, aside from eliminating some of the more nonsense stuff (Rank and Courage for example)

SirNitram wrote:Indeed. Overload is fast... but he can't turn too well once he's seized the speed. Also, how much would the 'Too stupid to die' and 'Gestalt' abilities cost?
Gestault/PowerLink: -2 point merit
Hardy Spark: -2 point Merit
LadyTevar wrote:I have to agree with Cyncat. Speed is one thing, but you can be a slow Alt-form, and still be a very agile Bot. Look at Optimus.
Yeah, like I said above, my bad on not putting it in the write up, agility factors into speed. Maybe I should just alter Speed to become Agility.


-shrugs-

At anyrate, I may as well post the additional points granted to players anyway. Speed and Agility will now factor into the score for Speed.

Name: Points
Fisher: +3
Nitram: +5
Tevar: +4
Charon +5
Hornet: +4
B4UTRUST: +2
Last edited by Dark Silver on Wed Jan 23, 2008 10:19 am, edited 1 time in total.
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#744

Post by Dark Silver »

Talked over some with Charon this morning, and I've made some changes.


Tech Specs:
Strength
Endurance
Agility
Intelligence
Skill
Firepower

Agility becomes a trait, and 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.

Otherwise, everything remains the same. 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.


Below is the amount of points each player may have to use in their Tech Spec creation, this includes GM allowances due to time played.

Nitram: 36 points
Tevar: 34 points
Fisher: 34 points
Charon: 35 points
Havoc: 34 points
B4UTRUST: 32 points
Last edited by Dark Silver on Wed Jan 23, 2008 11:09 am, edited 1 time in total.
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#745

Post by Cynical Cat »

Dark Silver wrote:
Cynical Cat wrote:Chimera has energon blasts in dragon form, cluster bombs, a gyrodestabilizer gun, a heat whip, and claws. How is this a firepower of 4?

Speed doesn't work, because it varies radically from bot to alternate modes and you have no rating for Agility.
That's not Chimera's real specs - only a example (like I said above, sorry if you can't read Cat). Chimera's real Specs will be done on on his real character sheet in the Resource thread.
I can read just fine, but apparently you can't write what you mean. You said they were an example, not inaccurate.

Dumbass.
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#746

Post by frigidmagi »

Okay let's all calm down and stop sniping at each other. Seriously the both of you take a breath.
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#747

Post by SirNitram »

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?'

(Spending of last points pends on approval of what's posted so far.)
Last edited by SirNitram on Wed Jan 23, 2008 1:12 pm, edited 1 time in total.
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#748

Post by SirNitram »

Updated with all points spent.

Now DS is tempting me with more chaos and danger for Overload... *twitch* Someone help me resist the siren call.
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#749

Post by Cynical Cat »

SirNitram wrote:Updated with all points spent.

Now DS is tempting me with more chaos and danger for Overload... *twitch* Someone help me resist the siren call.
Give in to the Darkside. Taste the deliciousness. Give in. Acquiesce.

Sorry, resisting isn't my field.
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#750

Post by Charon »

Shellshock
Allegience: Autobots
Function: Long-range assault/Heavy firepower
Quote:

Attributes:

Strength 4
Endurance 7
Agility 4
Intelligence 6
Skill 8
Firepower 8

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.
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