Thursday, July 28, 2016

(Summon) Grizzly Bears






(Summon) Grizzly Bears


◊Descriptors – Green, magic, spell, summon
◊Effect – Summon 3 • 9 points

Summon Bears (controlled Summon 3)

◊Modifiers – controlled: +1/rank
◊Action – standard
◊Requirement – access to two mana resources, one of which must be green
◊Range – close
◊Duration – sustained
◊Results – one PL-7 pair of bears

Description

Don’t worry about provoking grizzly bears; they come that way.

You can summon a PL-7 grizzly bear pair as a standard action.

The bears appear in the nearest open space beside you and have their own initiative (see Initiative in Running the Game). They act starting on the round after you summon them.

The bears are dazed taking only a standard action each round. Directing them to do something is a move action for you and they act as though controlled (see Conditions for more information on dazed and controlled characters).

If incapacitated, the bears disappear. They recover normally and you cannot summon them again until they have completely recovered. The bears also vanish if your effect is not maintained, or is countered or nullified.

For more information and rules regarding Minions see Running the Game.



Grizzly Bears Summoning Ritual
Preparation 36 hours • Performance 90 minutes • DC 19 • Fast-Casting 9 rounds DC 24



Grizzly Bear Pair
Power Level — 7 • Minion Rank — 3


STR         10    STA        6      AGL       0      DEX       -1     FGT       3      INT -4     AWE      1      PRE       -2
Powers: Growth 6 (+innate, +permanent), Immunity 2 (critical hits), Protection 2, Reach 2 (Strength Damage), Senses 2 (Acute Scent, Low-light Vision, +innate), Split 1 (Strength Damage)
Skills: Athletics 4 (+14), Perception 6 (+7)
Offense: Init +0, Unarmed +3 (Reach 2, Split 1, Close Damage 10)
Defense: Dodge 2, Parry 3, Fortitude 7, Toughness 8, Will 4
Notes: -3 to active defenses, +6 to Strength, and +6 to Toughness from Growth 6
Character Points Abilities 2 + Powers 22 + Advantages 0 + Skills 5 + Defenses 13 = Total 42



                                                                                                                                                                                                                                                        


(Summon) Royal Assassin





(Summon) Royal Assassin


◊Descriptors – Black, magic, spell, summon
◊Effect – Summon 5 • 15 points

Royal Assassin (Summon 5)

◊Modifiers – active: +1/rank
◊Action – standard
◊Requirement – access to three mana resources, two of which must be black
◊Range – close
◊Duration – sustained
◊Results – one PL-5 assassin

Description

You can summon one PL 5 assassin minion as a standard action.

The assassin appears in the nearest open space beside you and has its own initiative (see Initiative in Running the Game). It acts starting on the round after you summon it.

Directing the assassin to do something is a move action for you, but it generally does as you command until a task is completed.

The assassin automatically has a helpful attitude and does its best to aid you and obey your commands.

If incapacitated, the assassin disappears. It recovers normally and you cannot summon it again until it has completely recovered. The assassin also vanishes if your effect is not maintained, or is countered or nullified.

For more information and rules regarding Minions see Running the Game.



Royal Assassin Ritual Summoning
Preparation 60 hours • Performance 150 minutes • DC 25 • Fast-Casting 15 rounds DC 30



Royal Assassin
Power Level — 9 • Minion Rank — 5


STR         1      STA        1      AGL       3      DEX       2      FGT       2      INT 1      AWE      2      PRE       1
Powers: Affliction 16 (Close, Limited to Third Degree), Enhanced Advantages 4 (Assessment, Favored Foe: previously assessed Improved Initiative 2 Limited to initiating combat with Favored Foe)
Equipment: Dagger
Advantages: Equipment 1, Hide in Plain Sight, Improved Initiative 1, Power Attack, Precise Attack 2 (close), Second Chance (Deception), Skill Mastery (Deception), Tracking, Quick Draw
Skills: Athletics 4 (+5), Close Combat: Dagger 10 (+12), Deception 8 (+9), Intimidation  4 (+5), Perception 4 (+6), Stealth 10 (+13)
Offense: Init +7, Affliction +2 (resisted by Fortitude, Dying), Dagger +12 (Close, Dangerous Damage 2)
Defense: Dodge 3, Parry 4, Fortitude 3, Toughness 1, Will 4
Notes: +8 to initiative when instigating combat with Favored Foe
Character Points Abilities 26 + Powers 7 + Advantages 10 + Skills 20 + Defenses 6 = Total 69



                                                                                                                                                                                                                                                        


Tuesday, July 26, 2016

Optimus Prime



Optimus Prime’s physical structure represents the pinnacle of Cybertronian technology; occasionally equaled but never surpassed. While combiners and city-bots certainly possess greater strength commensurate with their size, Optimus Prime can exert a degree of force baffling to those unfamiliar with his origin. Nevertheless, Optimus’ value to the Autobot cause far surpasses his mere physical presence. His courage and leadership abilities are without peer throughout Cybertronian history and his compassion for life and respect of personal freedom has earned him the recognition of human societies and even some rival Decepticons.

In his robot mode, Optimus splits into three autonomous components. The humanoid robot, most commonly recognized as Optimus Prime contains the brain center which controls the other two modules. The combat deck functions as a mobile headquarters and repair bay, converts into the trailer for Optimus Prime’s cab mode, and can deploy Roller, an autonomous scout car.

Physically, Optimus Prime is without flaw having weathered eons of warfare with the only lasting damage being superficial in nature. He is also erudite, fearless and in possession of an iron will. Fortunately, most of his opponents have tried (and failed) to find exploitable weaknesses along these parameters. Optimus does possess a serious vulnerability in that his brain center suffers feedback when damage is sustained by his components, although this is not well known among even the Autobots, let alone their opponents. His compassion for other lives, including non-Transformers and even beings without discernible sentience (though perhaps not to the same degree as Beachcomber), while not fully grasped by Decepticon logic-processors, is well known and few take as much delight in manipulating this ‘frailty’ as the tyrant Megatron.

Note: This version of Optimus Prime is modeled on the G1 version of the character, but is not meant to fully represent any of the various existing interpretations (Cartoon, Marvel, Dreamwave, IDW etc). In terms of personality, this version is most similar to the cartoon characterization but with a personal history which is inspired more by the Marvel Comics series and other non-cartoon G1 appearances. Most notably, the Autobot Matrix of Leadership concept is completely absent from this version of the character, although it could be added by transferring some of Optimus’ traits into a removable effect for a slight overall character point reduction.



Optimus Prime ◊ Power Level — 11
Autobot Commander


“Freedom is the right of all sentient beings.”


Physical Abilities

4
4
15*
15*
*+8 due to huge size; +2 when lifting and moving

Mental Abilities

5

Defense

Dodge 5*
Parry 5*
Toughness 17**
Will 7
*-4 due to huge size; +1 from Warning Diode
**+2 from Broke the Mold

Offense

Ion Blaster +10 (Ranged, Damage 10)
Laser Rifle +14 (extended 2, accurate 2, dangerous 2, penetrating, Ranged Damage 8)
Unarmed +7 (Damage 15)


Athletics 2 (+15), Deception 2 (+7), Expertise: Military 9 (+12), Insight 8 (+13), Intimidation 6 (+11), Perception 7 (+12), Persuasion 6 (+11), Ranged Combat: Energy Rifles 6 (+10), Technology 2 (+5), Vehicles 6 (+10)



Equipment


Powers  

◊Huge Super Robotic Lifeform: Feature: Internal Comm-Link; Growth 8 +innate, +permanent (+8 STR, +8 STA, +4 Intimidation, -8 Stealth, -4 Dodge, -4 Parry); Transformer Immunities +innate — 25 points
◊Brain Center: Senses 1 +sustained; Summon 4 +active, + continuous, +controlled, -feedback, +mental link, -self-powered — 14 points
◊Broke the Mold: Enhanced Strength 2 -limited; Protection 2 +impervious 15 — 18 points
◊Inspirational Leadership: Array; Natural Leader (base power) plus Battle Convoy, One Shall Fall, One Shall Stand, and Roll Out (alternate effects) — 36 points
◊Warning Diode: Enhanced Traits 3, Senses 1 +sustained — 4 points
◊Semi-Trailer Truck Mode: Morph +metamorph, -action — 5 points

Complications

Optimus is motivated by a sense of responsibility to all living things and by doing good, no matter the cost.
Optimus has a strong sense of honor and refuses to take unfair advantage of even his most depraved opponents.
His role as Autobot commander places great demands on Optimus.
Character Point Totals Abilities 84 + Powers 102 + Advantages 24 + Skills 27 + Defenses 6 = Total 243





Brain Center


◊Descriptors – radio, technological
◊Effect – Communication Link, Summon 4 • 14 points

Brain Center (Senses 1 and Summon 4)

◊Modifiers – sustained: +0/rank (Senses); active: +1/rank, continuous: +1/rank, controlled: +1/rank, feedback: -1/rank, mental link: 1 flat point, self-powered: -1/rank
◊Action – free (Senses) or Standard (Summon)
◊Range – personal (Senses)
◊Duration – sustained
◊Results – Optimus has a radio link his Combat Deck and to Roller and can summon roller to his location

Description

Optimus is composed of three units; Brain Center (housed in his robot/truck cab body), Combat Deck, and Roller. The Brain Center has a radio link to Optimus’ trailer which converts into his Combat Deck and through which he is able to issue commands or to operate it remotely.

Roller can be launched from the Combat Deck and Optimus also has a radio link to Roller which extends to 1200 miles. Optimus suffers damage when Roller is damaged. He must make a resistance check against the attack’s damage rank, using his summon effect rank (+4) as the resistance check bonus instead of his usual Toughness. 





Broke the Mold


◊Descriptors – armor (Protection), strength (Enhanced Strength), technology
◊Effect – Enhanced Strength 2; Impervious Protection 2 • 18 points

Broke the Mold (limited Enhanced Trait 2 and Impervious 15 Protection 2)

◊Modifiers: limited: -1/rank (Enhanced Trait); Impervious 15 (Protection)
◊Action – free (Enhanced Trait) or none (Protection)
◊Range – personal
◊Duration – sustained (Enhanced Trait) or permanent (Protection)
◊Results – Optimus Prime can exert incredible Strength when lifting and moving and is incredibly durable

Description

“They sure don't build 'em like that anymore.”
        —Sparkplug Witwicky

Optimus can exert amazing strength when lifting or moving objects. He has an effective Strength of 17 when determining the amount of weight he can carry, drag, lift, or pull (see Mass in Ranks & Measures).

In addition, Optimus is much more durable than is immediately apparent and can survive attacks that would demolish buildings and obliterate lesser robots. He has +2 to Toughness and is immune to attacks with a Damage effect rank of 8 or less as a result of his heavily reinforced armor-plating.





Huge Super Robotic Lifeform


◊Descriptors – Cybertronian, physical, size
◊Effect – Feature, Growth 8, and Immunity 6 • 25 points

Huge Super Robotic Lifeform (Feature, innate permanent Growth 8 and innate Immunity 6)

◊Modifiers – innate: 2 flat points, permanent: +0/rank
◊Action – none
◊Range – personal
◊Duration – permanent
◊Results – comm-link; immune to aging, cold environments, suffocation, environmental radiation, and environmental vacuum; size rank -1

Description

As a Transformer from Cybertron, Optimus does not (noticeably) age and is immune to the environmental effects of cold, suffocation, radiation, and vacuum. In robot mode, Optimus is huge (about 30 feet tall) and gains the following bonuses and penalties (all taken into account in his traits above):

        • +8 Strength
        • +8 Stamina
        • +4 Intimidation
        • -8 Stealth
        • -4 Dodge
        • -4 Parry

In addition, Optimus is equipped with an internal comm-link which allows him to contact his fellow Autobots (if they are also equipped with a comm-link) within a range of about 1 mile.





Inspirational Leadership


◊Descriptors – talent
◊Effect – Array • 36 points

Inspirational Leadership (array)

◊Modifiers – alternate effects: 4
◊Results – Optimus’ guidance inspires humans and robots alike granting him, and them, a variety of effects

Description

“Let them think for themselves, to grow in knowledge and wisdom. And let them always value freedom and life wherever they find it.”

Optimus Prime’s leadership inspires his friends and terrifies his opponents. Inspirational Leadership is a talent array with the following alternate effects which are detailed under their own heading below below: Battle Convoy, Natural Leader (the base power), One Shall Fall, One Shall Stand, and Roll Out.





Battle Convoy


◊Descriptors – interaction, talent
◊Effect – Enhanced Defenses 3 • 24 points

Battle Convoy (cone area 4, limited 2, selective Enhanced Traits 6)

◊Modifiers – affects only others: +0 rank, area 4: +4/rank, limited: -2/rank, selective: +1/rank
◊Action – standard
◊Requirement – Optimus must be between the subjects and the origin point of any attacks to provide any benefit; Optimus must move to activate or maintain the effect
◊Area – cone with a final length, width, and height of 900 feet (distance rank 5)
◊Duration – sustained
◊Results – allies gain +3 to active defenses while within the effect area, but only against frontal attacks
◊Resist – Dodge (harmless)

Description

“Prepare for battle!”

As a standard action, Optimus can form a Battle Convoy. Optimus must move (under his own power) during his turn when he uses this effect and must continue to move (or charge) each round in order to maintain it. Allies within a 900 ft cone (originating from Optimus) receive a +3 bonus to active defenses against any attacks originating from a point beyond Optimus (from that ally’s perspective). The Battle Convoy area adjusts as Optimus moves, and only allies within the cone area receive any benefit.





Natural Leader


◊Descriptors – auditory, talent
◊Effect – Enhanced Advantages 8 • 32 points

Natural Leader (selective, perception area Enhanced Traits which affect others)

◊Modifiers – affects others: +1/rank, area: +1/rank, selective: +1/rank
◊Action – free (self) or standard (others)
◊Area/Range – personal (self) or auditory perception (others)
◊Duration – sustained
◊Results – Optimus gains the benefit of several advantages and can transfer those benefits from to another
◊Resist – Dodge (harmless)

Description

Optimus Prime cares a lot about his fellow robots. He’d make a neat president.
        From Spike Witwicky’s journal

Optimus Prime’s natural gift to command, encourage, and inspire makes him a talented leader; perhaps the greatest Cybertron has produced. He gains the benefits of the following advantages: Inspire (+4 ranks), Interpose, Leadership, Seize Initiative, and Teamwork.

In addition, Optimus can grant these benefits of these advantages to another character. As a standard action, Optimus can choose a target able to perceive him with an auditory sense. The subject loses these benefits if Optimus cannot maintain this effect or if he chooses to withdraw them (as a free action).

Note: Optimus and his chosen subject can use all of the Enhanced Advantages granted by this power simultaneously as long as Optimus continues to maintain the effect. Since Natural Leader is part of an array, using any other power in the array automatically ends the effect for both Optimus and his chosen subject.





One Shall Fall


◊Descriptors – interaction, talent
◊Effect – Affliction 11 • 14 points

One Shall Fall (insidious, limited, perception range, subtle 2, sustained Affliction 11 with instant recovery and limited degrees)

◊Modifiers – increased duration: +2/rank, increased range: +2/rank, insidious: 1 flat point, limited: -1/rank, instant recovery: -1/rank, limited degree: -2/rank, subtle 2: 2 flat points
◊Action – standard
◊Requirement – capable of interaction with the subject; Persuasion check
◊Range – perception
◊Duration – sustained
◊Results – one subject becomes vulnerable if they fail a resistance check
◊Resist – Will

Description

“As long as power flows through any of my circuits Megatron, I’ll fight you.”

Optimus’ determination can dishearten one opponent he is able to perceive with an accurate sense. Optimus makes a Persuasion check (DC 11) as a standard action. If successful, the subject must succeed a Will resistance check (with a DC equal to Optimus’ check result up to 21) or become vulnerable (see Conditions) to Optimus’ attacks. The subject must make a new resistance check against this effect as long as Optimus maintains it (as a free action). If the subject succeeds a resistance check or if Optimus ceases to maintain the effect, the vulnerable condition is removed.

The use of this effect is undetectable (although Optimus’ interaction can be detected normally) and an affected target must make a DC 20 Insight check to recognize that their defenses have been reduced by it.





One Shall Stand


◊Descriptors – auditory, interaction, talent
◊Effect – Healing 8 • 25 points

One Shall Stand (limited, perception area, selective, subtle 2 Healing 8 with check required)

◊Modifiers – area: +1/rank, check required: -1 flat point, limited: -1/rank, selective: +1/rank, subtle: 2 flat points
◊Action – standard
◊Requirement – capable of interaction with the subject; Persuasion check
◊Area/Range –auditory perception (others) or personal (self)
◊Duration – instant
◊Results – Optimus’ can shake off the effects of minor damage or inspire others to do the same
◊Resist – Dodge (harmless)

Description

“Optimus Prime -- this is madness! We're beaten, defeated! We must surrender before we're all killed!
“Do you have the white flag?”
“The flag —? Oh, yes, the flag! Thank Primus! I'll tie it to the front battlements and —”
“You'll bind my wound with it, soldier!”
        — Mattock and Optimus Prime


Optimus Prime can shrug off some damage effects through sheer force of will and inspire others to do the same. As a standard action, Optimus can target himself or another character able to perceive him with an auditory sense. Optimus makes a DC 11 Persuasion check, and if successful, follows with a Healing check (DC 10) with a +1 bonus per point by which his Persuasion check result exceeded 10. The subject recovers from one damage condition for each degree of success. This effect can only assist the subject to recover from the dazed condition or from penalties assigned to Toughness as a result of damage; it doesn’t assist in recovering from other damage effects and cannot provide a bonus on checks to resist disease or poison.

This effect doesn’t actually perform repairs or speed up natural healing; it is a “psychological” effect. As such, it may not always be efficacious depending on the severity of the damage or the descriptors associated with the damaging effect(s) at the gamemaster’s discretion. Any healing that does take place as a result of this ability is undetectable (although Optimus’ interaction can be detected normally).





Roll Out


◊Descriptors – auditory, interaction, talent
◊Effect – Feature • 3 points

Roll Out (perception area, selective Feature)

◊Modifiers – area: +1/rank, selective: +1/rank, sustained: +0/rank
◊Action – free
◊Area –auditory perception
◊Duration – sustained
◊Results – Optimus and all Autobots able to perceive him with an auditory sense are able to transform as a free action
◊Resist – Dodge (harmless)

Description

“Autobots, transform and roll out.”

By issuing the command to transform, Optimus encourages haste in his fellow Autobots. All Autobots able to perceive his order with an auditory sense are able to transform as a free action (rather than a move action) while he maintains this effect.





Semi-Trailer Truck Mode


◊Descriptors – Cybertronian, form, physical
◊Effect – Morph • 5 points

Semi-Trailer Truck Mode (Morph)

◊Modifiers – increased action: -1/rank, metamorph: +1/rank
◊Action – move
◊Range – personal
◊Duration – sustained
◊Results – Optimus assumes truck mode

Description

As a move action, Optimus can transform into his alternate mode; a Cab Over Engine White-Freightliner semi-trailer truck. He loses all of the traits associated with his humanoid robot mode and gains those of his alternate mode.





Warning Diode


◊Descriptors – mental, technology
◊Effect – Danger Sense, Enhanced Advantage, Enhanced Defenses • 4 points

Warning Diode (Enhanced Traits 3, Senses 1)

◊Modifiers: sustained: +0/rank
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – Optimus can avoid surprise with Perception check, is not vulnerable when surprised, and has +1 to active defenses

Description

“My warning diode is pulsating...Decepticon jets!”

Optimus possesses a finely tuned warning diode which complements his regular sensors and his predictive and timing programs, making him uncommonly agile for his size and difficult to catch unawares. When he would be surprised, Optimus may make a Perception check (DC 10) to avoid surprise and suffering any conditions as a result. With two or more degrees of success he can act during the surprise round (if any). Failure means he is surprised, but even then he is not vulnerable (he enojys the benefits of the Uncanny Dodge advantage).

This also gives Optimus the appearance of exceptional quickness with regard to his self defense, providing him with a +1 bonus to his Dodge and Parry defenses.



—TRANSFORM!—




Semi-Trailer Truck Mode (Optimus Prime)


STR        15    STA       15    AGL      2      DEX      2      FGT      5      INT        3      AWE     5      PRE       5
◊Powers: Feature (comm-link), Enhanced Growth 4 (-limited), Growth 8 (+innate, +permanent), Immunity 8 (self-inflicted slam damage, Transformer immunities), Morph (robot mode, -action, +metamorph), Protection 2 (+impervious 15), Senses 2 (Communication Link, Danger Sense), Speed 5 (ground), Summon 4 (+active, +continuous, +controlled, -feedback, +mental link, -self-powered), Talent Power Array (see Natural Leader, Battle Convoy, One Shall Fall, One Shall Stand, and Roll Out)
◊Advantages: Assessment, Benefit 1 (Commander), Diehard, Extraordinary Effort, Fearless, Inspire 1, Minion 6, Ultimate Effort (Toughness)
◊Skills: Athletics 2 (+15), Deception 2 (+7), Expertise: Military 9 (+12), Insight 8 (+13), Intimidation 6 (+11), Perception 7 (+12), Persuasion 6 (+11), Technology 2 (+5)
◊Offense: Init +2, Collision +5 (Damage 15)
◊Defense: Dodge 5, Parry 5, Fortitude 15, Toughness 17, Will 7
Notes: -4 to active defenses from Growth. Growth ranks increase to 12 when combined with Combat Deck in Trailer Mode.
Character Points Abilities 72 + Powers 108 + Advantages 13 + Skills 21 + Defenses 13 = Total 227





Combat Deck
Power Level — 8 • Minion Rank — 6


STR        11    STA       —    AGL      —    DEX      1      FGT      0      INT        —    AWE     0      PRE       —
PowersArtillery Robot: Ranged Damage 10 (+alternate effects 3: Precise Accurate 1, Close Damage 10, Penetrating 8; Inaccurate 2, Indirect 2, Burst Area, Ranged Damage 10 which requires 1 move action to activate and 5 move actions to reload limited to once per round; Healing 10 Limited to Objects and Robots), Combat Computer (Enhanced Advantages: Assessment, Favored Opponent previously assessed; Enhanced Skill: Insight 12 Limited to Assessment), Communication 3 (+area +selective), Feature 3 (garage, multi-tool, remote control), Growth 11 (+innate, +permanent), Immunity 30 (Fortitude Effects), Morph 1 (-action), Protection 10 (Impervious 6), Regeneration 1
Equipment: —
Advantages: —
Skills: Ranged Combat: Artillery 4 (+5), Technology 8 (+8)
Offense: Init +0, Artillery +5 (Ranged Damage 10)
Defense: Dodge —, Parry -6, Fortitude —, Toughness 21, Will —
Notes: -6 to active defenses from Growth; Communication limited to 50 miles without satellite hook-up; Morph requires a standard action.
Character Points Abilities -38 + Powers 117 + Advantages 0 + Skills 6 + Defenses 0 = Total 85





Roller
Power Level — 7 • Minion Rank — 4


STR        5      STA       —    AGL      1      DEX      1      FGT      0      INT        -5     AWE     1      PRE       -5
Powers: Growth 4 (+innate, +permanent), Feature 1 (sonic multi-tool), Immunity 30 (Fortitude Effects), Movement 2 (Sure-Footed 2), Protection 6 (Impervious 6), Senses 1 (Communication Link)
Equipment: —
Advantages: Evasion, Improved Initiative
Skills: Athletics 2 (+7), Perception 4 (+5), Stealth 4 (+5), Ranged Combat: Energy Weapons 2 (+3)
Offense: Init +5, +0 Unarmed (Close, Damage 5)
Defense: Dodge 4, Parry 0, Fortitude —, Toughness 10, Will 1
Notes: -2 to active defenses from Growth; Roller can be equipped with and operate energy weapons such as Optimus Prime’s Ion Blaster or Laser Rifle.
Character Points Abilities -18 + Powers 57 + Advantages 2 + Skills 6 + Defenses 7 = Total 54