RATCHET (Autobot NPC - Transformers Essence 20)
Here is my build for ratchet, the Autobot's chief medical officer. This build uses the Transformers rpg rules by Renegade Game Studios.
“You break it, I'll remake it.”
RATCHET
Machinist Support Scientist (Medical Officer) 7
Size: Large/Long Health: 6
Movement: 30 ft. Ground (Bot-Mode); 45 ft. Ground (Alt-Mode)
Energon: 11
Strength: 4 Speed: 5
Smarts: 11 Social: 2
Toughness: 14 Evasion: 15
Willpower: 21 Cleverness: 12
SKILLS
Alertness d2
Conditioning d4
Driving d4
Infiltration d4
Initiative d2
Might d4
Persuasion d4
Science (Medicine) d4
Technology (Repair) d12
Languages: Cybertronian, English, Latin
PERKS
Augment Power: Once per turn, Ratchet gives an ally ↑1 on a Skill Test as a Free Action. Once per combat, Ratchet can give an ally ↑2 on a Skill Test as a Free Action.
Broad Understanding: Outside of combat, as long as Ratchet has at least one Science Specialization, Ratchet rolls all Science Skill Tests as though he was Specialized, although Skill Tests outside his Specialization suffer ↓2.
Circuit Breaker: Ratchet can use the Technology Skill for attacks with Electric Weapons.
Energon Battery. Ratchet stores a number of Energon Points equal to his highest Essence Score.
For The Allspark: Ratchet 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 Ratchet rolls for initiative, if not surprised, he can choose to convert to his Alt Mode before combat begins without needing to spend an action.
General Perk: Remove and Rebuild
Intrafilum: As a Free Action, when treating an adjacent Cybertronian, Ratchet can spend an Energon Point to restore 1 Health.
Machinist: When using a Skill Test for any kind of repair or upgrade to a Cybertronian or Cybertronian technology, ratchet gains an Edge.
Patch Up: Once per trun, Ratchet can spend an Energon Point to make a Skill Test to Repair a Cybertronian or vehicle, or Heal an organic life form as a Free Action. Ratchet always counts as having a Standard Medicine Kit and a Standard Repair Kit.
Preventative Measures: Ratchet can treat a healthy ally. As long as the target doesn't have any Damage or Temporary Health, and Ratchet hasn't used Preventative Measures on them yet today, Ratchet can make a Science or technology Test as though he was healing or Repairing them. They gain the amount of Temporary Health equal to the amount Ratchet would have healed or repaired.
Siren's Blaring: When Resetting Your Initiative, Ratchet gains an Edge and ↑1 to his Initiative Skill Test.
Thesis: Once per scene, outside of combat, Ratchet can use Science in place of another Smarts-based Skill for a Skill Test, but the Skill Test takes longer. If the Skill Tests takes less than a full turn, it takes your full turn. Otherwise, it takes twice as loong as stated.
Walk Them Through It: Allies without ranks in Technology or Science can Lend Assistance to Ratchet on Technology and Science Skill Tests.
ATTACKS
Electrobolter Blaster (Technology): 2d8, Range 25 ft/80 ft (1 Electrical Damage)
Laser Scalpel (Might): d4, Range Reach (1 Shapr Damage plus 1 Stun Damage); Integrated
Ram (Driving): d4, Range Reach (1 Blunt Damage, Trip)
Unarmed (Might): d4, Range Reach (1 Stun Damage)
GEAR
Electrobolter Blaster, Radiant Close Combat Blade (Laser Scalpel)
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