Wednesday, September 14, 2016

Notes: Scale, Shrinking and Size (Transformer characters in Dinobots Strike Back)




Scale, Shrinking and Size
Summary:
•The Dinobots are all Huge
•The Autobots are scaled (approximately) to their alternate modes
•The Decepticons are scaled to the Autobots
•Only the Insecticons shrink upon transformation

Across all Transformers media and continuities, scale is completely FUBAR. For the purposes of this adventure, all Transformers characters fall within a size category which is intended to roughly correspond to how their scale is portrayed in the source material. The Autobots are approximately scaled to the sizes of their alternate modes, which creates a few oddities for longtime Transformers fans. Notably, Seaspray (should he come into play) is enormous and transforms into a destroyer (not a hovercraft) capable of transporting the Dinobots as this is how is described multiple times. Likewise, Bumblebee is not the smallest of the Autobots even though most other media portrays him this way; specifically Skids is smaller (because a Honda City Turbo is smaller than a VW Beetle).

The titular Dinobots are roughly the same size as one another, with Swoop being a bit smaller than the others, even though their alternate modes should vary significantly. They are also just slightly larger than other “large” characters like Optimus Prime.

The Decepticon jets, meanwhile, are just a bit larger in size than the “medium” size Autobot cars, making them wildly out of scale with the actual vehicles they represent. For that reason, characters observing these robots in their alternate modes may have a chance to recognize that they are actually robots in disguise rather than earth vehicles if they are able to observe them in a context that provides a sense of scale (and perhaps succeeding a Perception check).

Finally, some characters are portrayed in the source material as shrinking when transforming into their alternate mode. In Dinobots Strike Back this is only seen with Bombshell (though he doesn’t shrink to the correct size for a terrestrial rhinoceros beetle). For the purposes of this adventure, any Insecticons encountered shrink to the same size (size rank -4 or about 1 foot). Megatron, Soundwave, and his Cassette Warriors do not change size upon transformation (and probably have no reason to).


Tuesday, September 6, 2016

Dinobots Strike Back stat block: Slag





Slag
Power Level — 10


STR        14    STA       14    AGL      -2     DEX      1      FGT      1      INT        -2     AWE     -3     PRE       0
Powers: Growth 9 (+innate, +permanent; 19 points), Triceratops dino-mode (Morph 1, -action, +metamorph; 5 points)
Equipment: Electron blaster, energo sword
Skills: Close Combat: Unarmed 5 (+6), Intimidation 7 (+11), Perception 0 (-3), Ranged Combat: Energy Projectiles 8 (+9), Stealth 0 (-9)
Offense: Init +2, electron blaster +9 (Ranged Damage 8), energo sword +1 (Strength-based Damage 5, Penetrating)
Defense: Dodge 6, Parry 6, Fortitude 15, Toughness 14, Will -1
Notes: -5 penalty to active defenses from Growth
______________________________________________________

STR        14    STA       14    AGL      -2     DEX      0      FGT      1      INT        -2     AWE     -3     PRE       0
Powers: Strength-based Damage 3 (Horns; 3 points), Enhanced Reflective Protection 2 (Limited to frontal attacks; reflects only ranged energy attacks; 2 points), Flame Breath (Line Area 2 Damage 10; 30 points), Growth 9 (+innate, +permanent; 19 points), Protection 1, Robot Mode (Morph 1, -action, +metamorph; 5 points), Senses 1 (Low-light Vision),
Advantages: Fearless, Improved Defense
Skills: Close Combat: Unarmed 1 (+2), Intimidation 7 (+11), Perception 0 (-3), Stealth 0 (-9)
Offense: Init -2, Flame Breath (Line Area 2 Damage 10), Horns +2 (Close, Damage 17)
Defense: Dodge -7, Parry -2, Fortitude 15, Toughness 14 (17 against frontal attacks), Will -3
Notes: -5 penalty to active defenses from Growth
In dino-mode, Slag’s neck frill is composed of reflective plating which adds +2 to his Toughness ranks, but only against frontal attacks. The reflective quality only effects energy based attacks which either bounce away harmlessly when striking a plate or bounce back at the attacker! Reflection occurs when the protection bonus to Slag’s Toughness save against an energy attack makes the difference between success and failure. Determine this by applying all other bonuses to his Toughness check first. If the total fails to meet the damage resistance check DC by 1 or 2 before adding in his bonus against forward attacks, the attack is reflected back at the attacker. Any other result indicates that the attack hit somewhere other than Slag’s neck frill.

Example: Slag is facing Starscream who fires his null-ray at the rampaging Dinobot. Will he never learn? The Damage rank of the null-ray is 10. In dino-mode, Slag’s Toughness rank is normally 15, but since this attack is coming at Salg from the front, there is a chance his reflective armor frill will cause the shot to ricochet. The attack has a damage resistance check DC of 25. If Slag rolls a 10 or higher, the attack has no effect and misses his frill - there is no chance for reflection. If Slag rolls a 7 or less, the null-ray penetrates Slag’s defenses. Score one for the seeker, but look out Starscream; null-rays make Dinobots angry and Slag is the angriest one of all!
If Slag rolls an 8 or 9, his Toughness check would fail if he had been attacked from any other direction. Luckily, Starscream was stupid enough to attack head on this time so Slag’s bonus from his neck frill turns a failure into a success and bounces the null-ray away! Now, Slag makes a normal attack check using his attack modifier to hit with the reflected attack. Slag doesn’t have any special skill to attack with the null-ray though, so he only adds +0 to the attack (Dexterity 0). Still, there’s a chance that the Decepticon Air Commander will get zapped by his own laser.

Special: If Slag uses the defend standard action, the gamemaster may allow him a chance to reflect energy attacks. In this case, use the same principle outlined in the example above, but apply it to the +2 circumstance bonus to this action which Slag gains from his Improved Defense advantage. If the attack would his Slag without that bonus, allow him to reflect the attack.

Character Points Abilities 10 + Powers 24 + Advantages 8 + Skills 10 + Defenses 23 = Total 75


  

                                                                                                                                                                                                                                                        

Dinobots Strike Back stat block: Grimlock






Grimlock
Power Level — 11


STR        15    STA       15    AGL      0      DEX      -1     FGT      0      INT        -1     AWE     -2     PRE       3
Powers: Growth 9 (+innate, +permanent; 19 points), Tyrannosaurus dino-mode (Morph 1, -action, +metamorph; 5 points)
Equipment: Energo sword, galaxial rocket launcher
Advantages: Equipment 10, Fearless
Skills: Close Combat: Swords 2 (+2), Close Combat: Unarmed 5 (+5), Intimidation 3 (+10), Perception 1 (-1), Ranged Combat: Heavy Projectile Launchers 5 (+4), Stealth 0 (-9)
Offense: Init +0, energo sword +2 (Strength-based Damage 5, Penetrating), galaxial rocket launcher +4 (Ranged Damage 10, Burst Area 5, Direct Hit 4, Extended Range 6)
Defense: Dodge 5, Parry 7, Fortitude 15, Toughness 15, Will 0
Notes: -5 penalty to active defenses from Growth
______________________________________________________

STR        15    STA       15    AGL      0      DEX      -1     FGT      4      INT        -1     AWE     -2     PRE       3
Powers: Bisecting Charge (Enhanced Strength-based Damage 2 with Penetrating 10, Limited to charge attacks; 6 points) Strength-based Damage 1 (Bite; 1 point), Growth 9 (+innate, +permanent; 19 points), Protection 2, Senses 1 (Tracking), robot mode (Morph 1, -action, +metamorph; 5 points)
Advantages: Equipment 5, Fearless, Improved Grab
Skills: Intimidation 5 (+12), Perception 1 (-1), Ranged Combat: Heavy Projectile Launchers 5 (+4), Stealth 0 (-9)
Offense: Init +0, Bite +4 (Close Damage 16, +2 Damage and 10 Penetrating when charging), galaxial rocket launcher +4 (Ranged Damage 10, Burst Area 5, Direct Hit 4, Extended Range 6)
Defense: Dodge 0, Parry 1, Fortitude 17, Toughness 17, Will -2
Notes: -5 penalty to active defenses from Growth

Character Points Abilities 22 + Powers 24 + Advantages 10 + Skills 8 + Defenses 24 = Total 89


  

                                                                                                                                                                                                                                                        

Monday, August 29, 2016

Keldon Warlord (Magic: The Gathering)






(Summon) Keldon Warlord


◊Descriptors –magic, Red, spell, summon
◊Effect – Summon 5 • 10 points

Summon Keldon Warlord (Summon 5)

◊Action – standard
◊Requirement – access to four mana resources, two of which must be Red
Range – close
Duration – sustained
◊Results – one PL-5 warlord

Description

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

The warlord 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.

The warlord is dazed (see Conditions), taking only a standard action each round. Directing it to do something is a move action for you, but it generally does as you command until a task is completed.

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

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

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

The caster of this spell is assumed to “control” any creatures currently assigned the controlled condition as result of spells or effects created by the caster.





Keldon Warlord
Power Level — 5+ • Minion Rank — 3


STR         2      STA        2      AGL       1      DEX       0      FGT       3      INT 0      AWE      0      PRE       0
Powers: Growth 2 with Boost 12 (-increased action: standard, insidious, partially limited: only 2 Boost ranks may be applied per additional controlled creature beyond the first, -quirk: only when at least one other creature is controlled by the same summoner, subtle) 6
Advantages: Diehard, Power Attack
Skills: Athletics 4 (+6), Close Combat: Swords 2 (+5), Intimidation 8 (+8), Perception 4 (+4)
Offense: Init +1, Sword +5 (Close, Damage 5)
Defense: Dodge 5, Parry 5, Fortitude 2, Toughness 2, Will 2
Notes: -+1 to Strength and Stamina per rank of Growth, 1 penalty to active defenses per 2 ranks of Growth.
A Keldon Warlord has the ability to grow larger as the planeswalker who summoned him comes to control more creatures. The warlord begins at medium size and can grow larger as a standard action. The warlord may use up to 2 ranks of growth per additional creature (other than the warlord) under the summoning planeswalkers direct control. The warlord doesn’t actually appear to grow larger when using this ability. Instead, he appears to “recruit” duplicates of the creatures controlled by his summoner and these duplicates form a warband which surrounds the warlord and appear to follow his commands. Creatures able to perceive mana can see that the entire band is actually composed of the warlord and his life force which manifests as Red mana spirits resembling other creatures.
The summoner is assumed to “control” any creatures currently assigned the
controlled condition as result of spells or effects created by the caster. Only creatures capable of independent movement and possessing both a Dexterity and Fighting ability score are counted towards the warlords Growth effect.
Character Points Abilities 16 + Powers 6 + Advantages 3 + Skills 8 + Defenses 6 = Total 39
Advancements
The above statistics represent the basic capabilities of a typical Keldon Warlord, however a more powerful version can be created by adding additional ranks of limited Growth depending on the needs of each individual planeswalker. Powerful planeswalkers capable of engaging in protracted duels can summon warlords with an effective Growth rank of “X”.


Keldon Warlord Ritual
Preparation 40 hours • Performance 100 minutes • DC 20 • Fast-Casting 10 rounds DC 25