Snarl Contact (Transformers Essence20 rpg)

The Transformers Contact for the day is the Dinobot Snarl.

This article is unofficial, fan-made content using the Transformers Essence20 rpg by Renegade Games Studios.



Snarl

Only in war is there happiness.”

Snarl is an unhappy, unsociable loner. He grudgingly follows Grimlock's orders and that's about it. He leaves thinking to others. He has few opinions and rarely expresses those he has. Snarl's uncommunicative nature only serves to fuel his sense of isolation. On top of all this, he hates the ungainly stegosaur form given him by Shockwave and feels that the war on Earth means he may never see his beloved Cybertron again. Snarl is a profoundly unhappy being.

Only in war does Snarl feel happiness. Only the joy of combat washes away the ache in his spark, and lets him forget anything but the rising thrill of the fight. For these reasons Snarl revels in combat more than even his fellow Dinobots.

Influences

Experiment, War Veteran: Following Shockwave's experiments, the Lightning Strike Coalition managed to escape from the Decepticon's control, and renamed themselves "Dinobots," after their new monstrous alternate modes.

Origin

Monstrosity: Snarl assumes the form of a stegosaurus.

Role and Focus

Ranger (Scout): Snarl is a trained warrior specializing in desert warfare and survival. This Role and Focus is from the GIJoe RPG Core Rulebook.

Essence Scores and Skills

Strength 9: Athletics +d2, Brawn +d6, Intimidation +d4, Might +d6

Speed 3: Initiative +d2, Targeting +d4

Smarts 6: Alertness +d4, Survival (Desert) +d6

Social 4: Animal Handling +d2, Persuasion +d2, Streetwise +d4

Gaining Snarl As A Contact

Fellow Warrior: Snarl is only happy when fighting or sharing war stories with others (like Kup). If a PC spends their downtime between missions with Snarl discussing their past combat exploits and succeed on three DIF 15 Deception, Perform, or Persuasion Skill Tests, they gain Snarl as a permanent Contact.

Hold Your Own: Snarl likes warriors who can handle themselves in combat. If a PC is engaged in battle where Snarl can see, and they succeed on three DIF 15 Brawl, Intimidation, Might, or Targeting Skill Tests, they gain Snarl as a permanent Contact.

Allegiance Points: 3

Contact Perks

Armored Hide (1 Allegiance Point): Snarl’s thick armor resists most missiles. A PC is resistant to Damage dealt by Area or Blast Effect Weapons until the end of the turn.

Solar Powered Strength (3 Allegiance Points): Large golden plates on Snarl’s spinal assembly are solar collectors that increase his strength tenfold in sunlight. All PCs have Edge on all Strength-based Skill Tests until the end of the scene.

Thagomizer (2 Allegiance Points): Snarl’s tail spikes can shatter a 20-foot concrete cube. One Threat takes 2 Blunt Damage.

Contact Hang-Ups

Solar Powered: While incredibly powerful during the day, Snarl is weakened at night. Snarl cannot use his Solar Powered Strength Contact Perk during the night.




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