SKIDS (Autobot NPC - Essence20 Transformers RPG)

By request of my friend Angela Black, because Skids was the one Transformer she owned as a youth...

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



“Deep down, we are more like than unlike humans.”

SKIDS

Outrider Analyst (Manipulator) 8

Size: Large/Long Health: 5

Movement: 30 ft. Ground (Bot-Mode);

45 ft. Ground (Alt-Mode)

Energon: 4

Strength: 4 Speed: 5

Smarts: 8 Social: 5

Toughness: 14 Evasion: 15

Willpower: 18 Cleverness: 15

SKILLS

Alertness d4

Brawn d2

Conditioning x2

Culture d2

Driving d4

Infiltration d2

Initiative d2

Might d2

Performance d4

Persuasion d6

Science (Theoretician) d6

Targeting d4

Technology d2

Languages: Cybertronian, English

PERKS

Bureaucrat: When using the Lend Assistance action, Skids can grant the recipient both an Edge and a ↑1 to their Skill Test.

Cross-Training (Mark Target): At the beginning of a scene, Skids can designate a creature he can see or a specific individual he expects will be in the scene. Skids gains a ↑1 on Skill Tests related to that creature until the end of the scene.

Data Analyst: Skids gains an Edge on Science and Technology Skill Tests related to extracting or processing data, such as hacking an enemy computer. If extracting or processing the data normally takes 2 rounds or longer, it takes Skids half as much time.

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

Informed Accuracy: When Skids attacks a creature that he’s used Analyze Target on in this combat, he gains a ↑ on the attack equal to the number of times he’s used Analyze Target on them.

Photographic Memory: Skids can recall the tiniest details with ease from anything he’s seen in the last six months.

Take Point: Skids never suffers the negative effects of Rough Terrain, and on any turn in which he ends his move in Rough Terrain, Skids is considered to be in Cover until the beginning of his next turn.

Unsurprising: If Skids would be Surprised, he instead can act, but treats his Speed score as though it is equal to his level (up to his actual Speed score).

Work The Numbers: At the beginning of every round of combat after the first, Skids can spend an Energon Point to move a creature in the combat up or down one place in the Initiative order.

ATTACKS

Liquid Nitrogen Rifle (Targeting): d4, Range 75 ft. (1 Cold Damage)

    * Alternate Effect: 1 Stun Damage

    * Traits: Computerized, Element (Cold), Integrated

Ram (Driving): d4, Reach (1 Blunt Damage)

    * Alternate Effects: Trip

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

   * Traits: Integrated

Twin Electron Blaster (Targeting): d6, Range 25 ft./80 ft. (2 Electrical Damage)

    & Traits: Ballistic, Deadly, Electric

Unarmed (Might): d2, Reach (1 Stun Damage)

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

    * Traits: Blunt, Martial Arts, Silent

POWERS

Analyze Target (Move or Standard): Skids can make an Alertness Skill Test against the Willpower or Cleverness of a target he sees. On a success, Skids can learn a valuable piece of information of his choice about them, such as their Rank in a specific Skill or a Defense score.

Determine Probability (1/turn, Free): Instead of using a Standard Action that requires a Skill Test, Skids can run a simulation in his head using that Standard Action. (Roll the Skill Test as though actually attempting that Skill Test. If this simulated Skill Test succeeds, Skids can use his Standard Action to use the results of the simulation instead of making another Skill Test. On a failure, Skids can ignore the results and use his Standard Action differently)

Diversion (Standard): Skids rolls a Deception, Intimidation, or Persuasion Skill Test against a target’s Willpower or Cleverness. On a success, if they attack Skids on their next turn, they suffer a Snag. If they don’t attack Skids, his allies gain an Edge on attacks against that target. This lasts until the end of the next round.

Holo-Projector (Move): Skids can create a holographic image within 20 feet of himself until the end of his next turn. Skids gains an Edge on a Deception Skill test, as long as the target of his Skill Test can see his holographic image and Skids can use it to create a believable but confusing situation.

In My Sights (Free): When Skids uses the Aim action, instead of gaining a ↑ on his attack, he can announce to the target that he’s aiming at them. Skids suffers a ↓ on his attack equal to the number of Free Actions he spent aiming (maximum ↓3), but his allies gain that amount of ↑ on their attacks or the benefit of Pinpoint.

GEAR

Weapons: Liquid Nitrogen Rifle (Directed Element Rifle), Twin Electron Blaster (Deadly Tasing Blaster Sidearm)

HANGUPS

Daydreamer: If not focused on a task at hand, Skids has a Snag on all Alertness Skill Tests.

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