IRONHIDE (Autobot NPC - Essence20 Transformers RPG)

 In celebration of his birthday, I am posting my build for Owen KC Stephen's favorite Transformers character: Ironhide! 

This build uses the Essence20 Transformers RPG by Renegade Game Studios.

“High tech circuitry is no replacement for guts.”



IRONHIDE

Monolith Warrior (Sentinel) 9

Size: Huge/Extended Health: 6

Movement: 20 ft. Ground (Bot-Mode); 45 ft. Ground (Alt-Mode)

Energon: 3

Strength: 10 Speed: 5

Smarts: 6 Social: 3

Toughness: 22 Evasion: 15

Willpower: 16 Cleverness: 13

SKILLS

Alertness d6

Brawn d6

Conditioning x2

Driving d2

Infiltration d2

Initiative d2

Intimidation d2

Might d8

Persuasion d6

Survival d2

Targeting d4

Technology d4

Languages: Cybertronian, English

PERKS

Charge: If Ironhide moves at least 10 ft. away from his past position and then attacks with a Might weapon immediately after, he gains a ↑1 on the Might Skill Test.

Disarming Defenses: When an Attack misses Ironhide by an amount equal to his Stalwart Defense bonus to his defense, Ironhide disarms his attacker of the weapon they attacked with.

Durabyllium Super-Alloy: Ironhide gains +2 Toughness. Additionally, when an opponent targets him with a Blunt, Cold, or Fire attack, they suffer a ↓1 to their attack.

Foot Soldier: When in Bot Mode, Ironhide treats his Speed as if it was 2 higher when calculating how many Free Actions he gets on his turn.

For The Allspark: Ironhide 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 Ironhide rolls for initiative, if not surprised, he can choose to convert to his Alt Mode before combat begins without needing to spend an action.

Hardcore: When Ironhide takes enough damage to be defeated, he can spend an Energon Point to instead lose a limb but otherwise ignore the effect of the attack. Ironhide can use Hardcore as long as he has Energon Points and limbs to spare.

Large and In Charge: Ironhide gains a ↑1 on Intimidate Skill Tests if the target is smaller than him.

No Escape: When an enemy moves within the Reach of Ironhide's melee weapon, he interrupts their movement to immediately attack them.

Pack Mule: Ironhide’s Brawn is considered 2 points higher for carrying capacity and satisfying equipment restrictions. He can carry 3 additional hands of weapons.

Security: When Ironhide is surprised, he can take a Move Action and roll a Skill Test. Ironhaid still can’t take a Standard Action.

Stalwart Defense: Ironhide can use one of his External Hardpoints to defend himself. During Equipment Requisition and Assignment, choose whether Ironhide defends himself with a shield or a parrying weapon:

    ** Shield: On his turn, Ironhide can choose to gain a +2 Toughness, +2 Evasion, or +1 Toughness and Evasion until the beginning of his next turn.

    ** Weapon: Ironhide gains a Close Combat Blade, Bludgeon, Short Blade, or Short Bludgeon. He gains ↑1 on offhand attacks. On his turn, Ironhide can choose to gain +1 Toughness or +1 Evasion until the beginning of his next turn.

Wait For An Opening: When Ironhide attacks on another’s turn, such as with the Contingency action to Attack or his No escape Perk, he gains an Edge on the Skill Test.

War Veteran: When making an Alertness Skill Test to gain information or understanding of the current battlefield, Ironhide gains an Edge.

Wisdom Through Experience: Once per scene following a Combat, when looking for clues or theorizing about enemy plans, Ironhide may ask the GM if one of his ideas has merit. The GM must then answer Yes or No truthfully and provide a hit as to why they gave that answer. A Maybe result provides two hints.

ATTACKS

Blaster (Targeting): d4, Range 25 ft./80 ft. (1 Sharp Damage)

  • Traits: Ballistic, Integrated

Chemical Blaster (Targeting): d4, Range 75 ft. (2 Acid Damage)

  • Alternate Effects: 2 Cold damage, 2 Fire Damage

  • Traits: Computerized, Acid, Cold, Fire

Ram (Driving): d2, Reach (2 Blunt Damage)

  • Alternate Effects: Trip

  • Requirements: Alt Mode Only, Move at least 10 ft. before attacking.

  • Traits: Integrated

Unarmed (Might): d8, Reach (1 Stun Damage)

  • Alternate Effects: 1 Blunt Damage (↓1), Maneuver (↓1)

  • Traits: Blunt, Martial Arts, Silent

POWERS

Manifest Melee Weapon (Free): Once per combat, Ironhide can create an Integrated Energon Weapon without needing to spend an Energon Point, as long as the weapon he creates is based on a Limited Melee Weapon. This weapon lasts until the end of Combat or until Ironhide is defeated.

Tough it Out (Standard): Once per combat, Ironhide can make a Brawn Skill Test to repair his damage. The DIF is the same as the Technology Skill test to Repair Damage.

GEAR

Weapons: Blaster (Ballistic Sidearm), Chemical Blaster x3 (Deadly Directed Element Rifle - Acid, Cold, or Fire)

HANGUPS

Glacial: Many consider Ironhide to be rude and hostile, even when he’s not. Take a ↓1 on all Persuasion Skill Tests unless Ironhide is using the Truth Specialty.

--------

If you enjoy this content, consider buying me a Ko-fi:  https://ko-fi.com/jacobblackmon

Or subscribe to my Patreon:  https://www.patreon.com/jacobblackmon

Comments

Popular posts from this blog

Decepticon HISS Drone (Transformers Essence20 rpg)

Fastball Special (Mutants & Masterminds 3rd edition)

Worlds Collide After Action Report (MiracleCon 2024)