Re: The Cybertronian Web - OCC
Here was my character sheet :)
Name: Drumfire
Faction: Decepticon
Motto: "Time for the Pain"
Colors: Green/Black
Subgroups: None
Normal Appearance: Drumfire was a dull green color with black at his joints.
Upon his right forearm was mounted a black concussion cannon and over his shoulders
was mounted a black missile launcher. He was a large leader size con. He had black
wheels on the back of his legs and arms (2 on each).
Altmode 1: Heavy & Work Vehicles: Armored/Military Vehicle, M1134 Anti-
Tank Guided Missile Vehicle
+1d Gain Crash, Defense
Off-Road: Move across uneven, jagged, rough or partially obstructed
terrain the number of areas equal to 1/2 your Alt.Mode’s Speed Statistic,
rounded up. Off-Road takes the place of Move on your Turn. Examples of
such a terrain include: mountain-side, forest, jungle, or beech. If the
vegetation or other obstructions are especially dense then movement is
cut by a further half. If you do not have Wheels then you can also use
Off-Road on roads and flat surfaces.
Primary Weapon: Retain the one weapon you like best from your Alt.Mode
in your in Robot.Mode. Usually this is fixed to your Robot’s arm, back
or shoulder as an Attachment. The weapon must be able to attach to the
Alt.Mode, and so cannot be a pistol or a sword. Attacks with the weapon
in Alt.Mode use the Robot. Mode’s Firepower Statistic if it is higher
than the Alt.Mode Firepower Statistic.
Missile Truck: Primary Weapon Missiles and Rockets
Altmode 2: Vehicles: Aeroplane: A-10 Thunderbolt II
+1d Gain to Dash
Flight: Move through spaces of air the number of areas equal to the
Alt.Mode’s Speed Statistic. Flight takes the place of Move on your
Turn. If you do not have Hover, then you must Move at least 1 area
per Turn while in Flight. The air is 1 to 6 areas above the surface
of the battlefield. Heights greater than 6 enter require Escape
Velocity (T). If you are hit while in Flight and take HP damage or
suffer a Push effect, then you must roll against Fall or go
tumbling out of the air at the rate of regular falling - 3 areas
straight down when it happens, and 3 down at the end of your Turn.
If you are still in the air when your Turn happens you can recover
with an Acrobatics roll, or, if you have Hover, spend all your
Move for this Turn just to stay in place. Without Acrobatics or
Hover you continue to fall. If you hit the ground you take regular
falling damage - 1d6 vs. HP for every 2 areas fallen, rounded up.
Walk: Walk means the Alt.Mode is only capable of standard Movement
on land. It is not capable of Dash, Wheels, or any other specalised
kind of Move while on the ground.
Fighter Plane: Primary Weapon for Guns
Size: 4
Technology: 6
Robot Only
Vehicle Only
Both
Ammo Capacitor (1): Action: Add +1d6 charges to one weapon that has reached
0 charges
Low Fuel Consumption (1): +1d6 Energon at the start of each battle and +1
Energon every 3 rounds. This can raise you above maximum. When the battle
is over this Energon bonus is retracted
Sensor, Radar/Sonar (1): +1d Surveillance. Detect Medium Range material
objects, test Salvage for strength, heat resistance, elasticity, detect
Energon Levels (quantity and intensity), detect electronic, ionic, magnetic,
sonic, or chemical anomalies, know the density and composition of objects,
tensile strength, energy and Function of objects and Robots. Basically,
you can detect whatever’s near you, even if it’s around a wall
Waterproof (1): Immunity to Rust, rust-damaging weapons, and all other
negative effects resulting from submersion.
Triple-changer (2): Add a second, new Alt.Mode to your Transformer. Rank
requirements still apply. Rerolls for your Quote are based on the Alt.Mode
with the highest Rank requirement. Take this Technology again and be a
‘Quad-changer’ adding a 3rd Alt.Mode. Taking this Technology a third time
and be a ‘Six-changer’, having a total of 5 Alt.Modes into which you can
transform. You become a one-Robot army.
Weapons:
Robot Only
Vehicle Only
Both
Laser Missile (1): Attached (Shoulder Mounted in Robot Mode, Turret Mounted
while in M1134 mode, and Wing Mounted in A-10 mode). 2d6 vs. HP + Radius
Standard Cybertronian Missile, 2 charges. Long Range
Concussion Cannon (2): Attached (Forearm Mounted in Robot Mode, Turret
Mounted while in M1134 mode, and nose mounted in A-10 mode), 2d6 vs. HP + Push
Common cannon of both the Autobots and the Decepticons. 2d6 charges, Medium
Range
Tech Specs
Function: Warrior
Health/Energon: 22/10
Strength 2 (Robot Mode), 2 (A-10 Mode), 8 (M1134 Mode)
Melee Attack - Action Attack one area’s distance by punching (1d6 / 2 vs.
HP) or using a Melee Weapon.
Crash - (M1134 Mode Only) Succeed on a Strength attack (plus whatever bonus Crash
dice you have) to do Melee damage (standard 1d6/2 unless the character has a
better crash oriented weapon, like Horns) and then push back the opponent by a
number of areas up to the maximum of your remaining Move. You travel with the
enemy, pushing them along, remaining 1 area behind.
Intelligence 2 (Robot Mode), 9 (A-10 Mode), 5 (M1134 Mode)
Strategy (Free) - Change your Turn to be as many Turns later as success #
rolled, into the Enemy Phase. The strategist must call out the enemy Turn
they wish to interrupt before it happens, or the Strategy is wasted.
Surveillance - All Modes (See Tech Above).
Speed 3 (Robot Mode), 10 (A-10 Mode), 1 (M1134 Mode)
Dash - Roll to Move, with the maximum number of areas you can Move this
Turn equal to success # rolled +3. Rough terrain cuts movement by 1/2,
rounded down.
+1d Gain to Dash when in A-10 Mode
Endurance 10 (Robot Mode), 2 (A-10 Mode), 10 (M1134 Mode)
Defense - When attacked in any physical way, roll an additional dice for
Endurance, and take the better result to block, endure, deflect, or
otherwise not be hit or damaged. As a Turn: Dig in and deflect all damage
issued to you in the Turn. Damage reduction per hit is = success # rolled
+3
+1d Gain to Defense when in M1134 Mode.
Rank 8 (Robot Mode), 8 (A-10 Mode), 8 (M1134 Mode)
Transform - Free Switch between Modes. Transform can also help you get out
of a Grapple.
Courage 8 (Robot Mode), 9 (A-10 Mode), 8 (M1134 Mode)
Intercept (Free) - Gain one additional area's Move to catch up with a goal,
head off an opponent, get away, out-race or generally out-run someone.
Firepower 9 (Robot Mode), 10 (A-10 Mode), 8 (9 for Missiles, M1134 Mode)
Assault - Fire at a distance using any one equipped weapon, attached,
mounted or held.
Skill 4 (Robot Mode), 4 (A-10 Mode), 3 (M1134 Mode)
Acrobatics (Free) - Jumping, leaping, tumbling, balance, reflexes, sharp
turns in flight, getting over an obstacle so that it does not impede your
movement, and landing without taking damage. This does not take the place
of Defense.
Bio: