Manastorm, OC Villain (Essence20 Transformers rpg)
Earlier today, Eric Bloat of Bloat Games sent me this picture of a Cyclonus figure modified to look like Venger from the classic 80s Dungeons & Dragons animated series.
This, of course, prompted this Threat Build. Enjoy!
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So the basic concept here is to make a Transformers villain based on the concept of Venger from the Dungeons and Dragons animated series. In the old cartoon, Venger was a powerful spellcaster whose powers originated from an evil being known as the Nameless One. For the Transformers, we can assume he derives similar power and ability from an existing entity such as Unicron. Or, if we want to dip into the Japanese continuity, perhaps Devil Zed (the self-styled “Decepticon God”). I’m going to stick with Unicron, as he’s more popular in standard TF canon.
So, for a name, I am going to call him “Manastorm.” The fore-part of his name is chosen to represent his magical powers, and his sur-part is chosen to honor the action figure this character is based on: Cyclonus.
Influences: Experiment - Taken from the TF core rulebook, this represents the character’s alterations at the hands of his master: Unicron.
Extremist - Manastorm seeks to destroy society and remake it for himself. So this Influence from the “Decepticon Directive” is perfect!
Hang-Up: Because of his additional Influence, manastorm needs a Hang-Up. Luckily, we can lift the one directly from the Sweep Drone build in the core rulebook: Of Unicron’s Design.
Origin: Pretender - One of the key features of Venger was his ability to alter his form and use such shapeshifting to trick his enemies into doing his bidding. To this end, I have chosen the Pretender Origin from the “Field Guide to Action and Adventure” to symbolize his skill with subterfuge and guile.
Role: Scientist (Elementalist) - To represent his magical powers, I have selected the Elementalist Focus (from the “Decepticon Directive” book) for the Scientist role. In this case, the “element” that Manastorm is specialized in is “Magic!” Plus, the additional Energon Points gained from having the Scientist role will help him use his Energy Affinity Power to greater effect.
Essence Scores: For this build, I am doing my usual thing of basing the Essence scores on the Tech spec of the respective character. In this case, I am checking out Cyclonus (Strength 8, Intelligence 8, Speed 9, and Skill 8). I plan to use at least one point from each Essence to feed into the magic skill, giving Manastorm an immediate +d8. I also plan to feed a bunch of Smarts ranks into Culture, providing him with additional powers from the Word of Unicron General Feature he’ll have.
Venger was notoriously difficult to kill, so we’re going to pack him up with a couple extra ranks of Conditioning, as well as giving him an Endurance specialization with Brawn.
He’s not a great physical fighter, often seen being overcome in strength by other enemies. Rather, he tends to focus on fighting from afar with ranged attacks and spells.
MANASTORM (Threat Level 14)
Size: Large/Long Health: 16
Movement: 30 ft. Ground, 30 ft. Aerial (Bot-Mode); 60 ft. Aerial (Alt-Mode)
Strength 8: Brawn (Endurance) +d6, Conditioning x2, Intimidation +d4, Might +d2
Speed 9: Driving (Aerial) +d4, Infiltration +d4, Targeting +d6
Smarts 8: Alertness +d4, Culture +d10
Social 8: Deception (Bluffing) +d8
Magic +d8
Toughness: 20 Evasion: 19
Willpower: 18 Cleverness: 18
PERKS
Experienced Spellcaster: Manastorm is capable of casting spells. He gains ↑1 on his Spellcasting skill when using his magical abilities to cast magical spells. Manastorm knows the following spells
** Energy Beam (↓1 Spellcasting, Instant, 30 ft, 1 Energy Damage)
** Explosive Beam (↓3 Spellcasting, Instant, 60 ft., 1 Energy Damage [15-ft. diameter])
** Summon Shield (↓1 Spellcasting, 2 rounds, 30 ft., +2 Toughness and Evasion to target)
** Teleport (↓1 Spellcasting, Instant, Line of Sight)
Fearsome: Intimidation is a Social skill for Manastorm, in addition to being a Strength skill. He gains a ↑1 on Intimidation Skill Tests with his hard stare.
Mode Conversion: Cybertronians spend a Standard Action to convert between Bot Mode and Alt-Mode.
Self-Preservation: Manastorm is Resistant to all Electrical and Fire attacks. If he spends an Energon Point as a Free Action, he gains Immunity to that same damage until the beginning of his next turn.
Word of Unicron: Manastorm has access to the Rites of the All-Consuming (See “Decepticon Directive”). All attempts to convince, dissuade, fool, or misdirect Manastorm from his goals that aren’t made by a follower of Unicron suffer ↓2. Additionally, Dark Energon addiction “attacks” against Manastorm suffer a Snag.
ATTACKS
Close Combat Heavy Bludgeon (Might): +d2, Reach (1 Blunt damage and 1 Stun)
Alternate Effects: 2 Blunt damage (two hands)
Hands: 1 or 2
Traits: Blunt, Martial Arts, Silent
Element Grenade (Targeting): +d6, Range 20ft/50ft (1 Element [Electrical or Fire] damage Blast: 10ft radius)
Hands: 1
Traits: Consumable, Computerized, Element (Electrical or Fire)
POWERS
Energy Affinity (Electric or Fire; Free Action): By spending an Energon Point, all Manastorm’s melee or ranged attacks inflict his chosen type (Electric or Fire) of damage and gain the related trait (including special properties) for the remainder of the scene.
Volatile Energy (Electric or Fire; Free Action, 1/Scene): Manastorm can create an element grenade that deals the type of damage chosen for his Energy Affinity. The grenade becomes inert if not used before the end of the scene.
GEAR
Armor: Medium Armor Matrix (+2 Toughness)
Weapons: Scepter of Unicron (Close Combat Heavy Bludgeon)
HANGUPS
Of Unicron’s Design: Manastorm has been augmented by Unicron, and these changes have left their mark on the Transformer. If Manastorm wishes to act against the will of Unicron or one of his emissaries, he always has to do so with a Snag.
'Til All Are One!
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