BLURR (Autobot PC Build - Essence 20)
This is my FIRST build using the Essence20 Transformers RPG system by Renegade Games Studios.
I am sure there are some mistakes.
The reason I chose Blurr was because he was a character with a clearly defined trait that I could latch onto for a build. Blurr is FAST! So I just hunted down the traits and abilities that makes a super-fast PC and created this build.
So here's how Blurr works....
For every Speed rank one has above 3, they get a Free Action equal to the Speed rank -2. So, with a 13 Speed, Blurr has 11 Free Action each round.
Aiming to hit a target takes a free action, and one can use up to 3 free actions to aim in a round, providing a 3 upshift in the attack roll. This means Blurr aims thrice and attacks with his blaster using 1d10 for his skill roll, rathe than his normal d4. And he'll still have 8 Free Actions after this!
Using those Free Actions, he uses "Burn Rubber" to push his movement speed. Spending 5 Free Actions in Bot mode or 7 Free Actions in Alt Mode to DOUBLE his normal speed in a round. ZIP-BANG!
“The faster it is, the more I like it!”
BLURR
Autobot Champion Racer Scout (Outrider) 7
Size: Large/Long Health: 3
Movement : 50 ft. (Bot-Mode); 70 ft. (Alt-Mode)
Energon: 2
Strength: 2 Speed: 13
Smarts: 3 Social: 4
Toughness: 12 Evasion: 23
Willpower: 13 Cleverness: 14
SKILLS
Alertness d4
Athletics d4
Driving (Land) d10
Finesse d4
Initiative d10
Persuasion d2
Streetwise (Transportation) d4
Targeting d4
Technology d2
PERKS
Acute Sense (Vision): Blurr gains an Edge when rolling an Alertness check requiring vision.
Blurr gains ↑1 on a non-Alertness Skill Test when his vision can be applied.
Ally Awareness: If an ally has an ability that affects allies within a certain range, Blurr gains the benefits of that ability as long as
he is within 5 times the range of the ability. Additionally, once per scene, as a Free Action, Blurr can use the memory of advice an
ally once gave Blurr to gain the benefits of Lend Assistance.
Barrel Through: Blurr gains a ↑1 on Maneuver attacks. When Blurr rams a target, if he moves at least 20 ft. before the attack, he
deals 1 additional damage on a success, including if he uses Ram to Trip a target.
Burn Rubber: On the first round of combat, if Blurr uses Push Yourself to buy additional movement, he can gain an additional
10 ft. of Movement for every Free Action he spends in conjunction with his Move Action, up to his Movement in additional
movement. If Blurr is surprised, he can still use a Move Action to move, And Free Actions to gain additional movement, but uses
the regular rules to Push Yourself.
Disappear: As a Free Action, Blurr can spend an Energon Point to turn invisible until the end of his turn.
For The Allspark: Blurr gains the following benefits:
↑1 to Infiltration Skill Tests when in Alt Mode, or ↑2 if Alt Mode is appropriate to the environment.
Immunity to carbon-based diseases, but affected by electromagnetic damage and viruses that affect machines.
Roll Out! When Blurr rolls for initiative, if not surprised, Blurr can choose to convert to his Alt Mode before combat begins without needing to spend an action.
Forward Observation: Alertness is both a Smarts and Social Skill for Blurr. When Blurr rolls an Alertness Skill Test and
the creature Blurr is observing isn’t aware of Blurr’s presence, Blurr can score a Critical Success with a d2.
General Perk: Fast!
Hidden In Plain Sight: Blurr can Hide, even if he does not have cover, darkness, or another effect that limits the vision of
observers.
I Know A Bot: Blurr can spend an Energon Point to declare that he has a previously positive relationship with an NPC.
Mark Target: At the beginning of a scene, Blurr can designate a creature he can see or a specific individual he expects will
be in the scene. Blurr gains a ↑1 on Skill Tests related to that creature until the end of the scene.
Racer: Gain an Edge on skill tests when Driving (Land) comes into play.
Scramble: As a Standard Action, Blurr can force an attack to target Evasion, even if the attack normally dictates the
Defense it targets. If the attack hits, reduce the numeric Effect by 1.
ATTACKS
Blaster (Targeting): d4, Range 25 ft./80 ft. (1 Sharp Damage)
Ram (Driving): d10, Range Reach (1 Blunt Damage, Trip)
Unarmed (Finesse): d4, Range Reach (1 Stun Damage)
GEAR
Blaster (Energy Sidearm Projectile)
HANGUPS
Unfocused: Blurr has difficulty focusing on what he should be doing. He has a cumulative ↓1 on Skill Tests that take longer
than two rounds to accomplish.
BUILD NOTES: This is “Pre-Target Master” Blurr. When he reaches 8th level, he’ll spend his General Perk to get a Minibot
for use as his Targetmaster Weapon: “Haywire.”
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