Seacons Contact Builds (Transformers Essence20 rpg)

Skipping ahead a ways, due to this being a request of a build...

This is going to be a long one, as it involves six villains, all of whom serve as component pieces for a larger whole. These are the contact builds for the Seacons and their gestalt combiner form: Piranacon.



The Seacons are some of the last Decpticon combiners to be included in the G1 series. Have you ever wanted a collection of villains colored like a coral reef? Well, here you go! The mix of red, magenta, teal, black, and white was an eye sore! 

Despite their visually appalling appearances, the Seacons are a collection of really terrifying villains with a monstrous theme (aquatic creatures) and a single  purple (to hunt!). Additionally, they help explain why the Autobot never successfully lay siege to the Earth headquarters of the Decepticons. If one considers that the sunken starship Victory is at the bottom of the Pacific Ocean, that alone makes the base hard to locate, if to assault. But then include the Seacons as the base's ocean guardians... combined with the fact that the Autobots only have a handful of members adapted to aquatic alt-modes (it's pretty much just Seaspray and Broadside)... it means the Con are going to be pretty secure in their headquarters.

But this is how I consider the Seacons are used; as the guardians -- the dedicated Navy -- of the primary Decepticon territory on Earth.



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

If you enjoy this article, please send money to help my friend Owen with his battle against cancer. Till All Are ONE!

SEACONS

The six Seacons are the Decepticons' undersea combat specialists. They all transform into mechanical beasts resembling (more or less) aquatic life forms from Earth. The six combine into the super warrior Piranacon (also spelled 'Piranhacon').

The team consists of:

The cruel and calculating Snaptrap, their team leader. He transforms into a snapping turtle with cannons... like the Pokemon!.

The clumsy and insecure Nautilator, who transforms into a lobster.

The vicious Overbite. He becomes a shark.

The sneaky Seawing, a manta ray.

The unhygienic and polluting Skalor, a coelacanth.

The sadistic and strong Tentakil, a squid.



NAUTILATOR

"Blame someone else before they blame you... "

Nautilator is a genuine card-carrying bungler in every conceivable way, shape and form. Anguished, rage-filled bellows of "Nautilatooooooooorrrr!!!" echo endlessly throughout the corridors of the Decepticon Headquarters, as both his peers and superiors struggle in vain to cope with his brand of oafish buffoonery. A total train-wreck of a soldier, Nautilator can hardly manage to swim, much less follow complicated instructions within an aquatic environment (traits that aren't helped by his unfortunate tendency to rust if submerged for too long). It is often said that the only positive quality he brings to the table is his inexplicable ability to return from the ocean depths with objects of value... but only after he's sunk himself there and had to be rescued.

Of course, if one were to question Nautilator as to why he's such an incompetent doofus, he'd be quick to point a claw at anyone but himself. After all, it's certainly not his fault that the pencil-pushing eggheads at Decepticon Command chose to turn him into a lobster when he clearly had no deep sea combat training of any kind (or at the very least, they could have issued him some floaties).

When he isn't sinking to the bottom of the Atlantic, Nautilator can combine with his fellow Seacons to form Piranacon. Due to his incompetence degrading the gestalt's efficiency, he mostly forms the weapon for Piranacon.

Influences

Cybertronian Military (Navy), Gestalt Member, Scavenger: Nautilator is an explorer… although not a very good one.

Origin

Carapaced: Nautilator assumes the alt-mode of a robotic lobster.

Role and Focus

Raider (Acquisitions Expert): Nautilator knows good fuel and equipment when he sees it, and uses it to bribe his friends and allies into accepting his continued presence.

Essence Scores and Skills

Strength 7: Athletics (Swimming) +d4*, Brawn +d4, Might +d4

Speed 3: Initiative +d2, Targeting +d4

Smarts 4: Survival (Foraging) +d6*

Social 5: Persuasion +d6, Streetwise +d4

Gaining Nautilator As A Contact

Decepticons, Rise!: If this Contact is on scene, the PCs can summon them for 1 round.

Rescue Team: Nautilator is often getting lost at the bottom of the ocean, or swept away by the undertow. If the PCs spend their downtime helping recover Nautilator from his aquatic explorations, succeeding on three DIF 14 Alertness, Athletics, and Survival Skill Tests, they gain Nautilator as a permanent Contact.

Allegiance Points: 3

Contact Perks

Geological Sensors (1 Allegiance Point): Nautilator is equipped with sensors that register underwater fuel deposits. A PC gains an Edge with their next Survival (Foraging) Skill Test.

Treasure From the Deep (3 Allegiance Points): Nautilator makes up for his getting lost in the dark ocean depths by always coming back with some rare bit of Energon. All PCs restore their Energon Point total to full.

Triple Crusher Cannon (2 Allegiance Points): Nautilator’s weapons entraps enemies in bands of crushing energon. One Threat is Immobilized. At the start of each of the Threat’s turns, as long as they are still Immobilized, they suffer 1 Blunt Damage as they are crushed. At the end of each of their turns, they may attempt to make a DIF 13 Athletics or Brawn Skill Test to break free from the energon band.



OVERBITE

"There are only two kinds of creatures: predator and prey."

Overbite is a relentless hunting machine. His name strikes fear into the processors of any seagoing Autobot. Though Overbite loves a good hunt, he's not wholly obsessed with the occupation. He enjoys taking time off, but in his own special way: sinking oil tankers and picking off the drowning humans for sport.

He can combine with his fellow Seacons to form Piranacon.

Influences

Cybertronian Military (Navy), Gestalt  Combiner, Hunter: A menacing, mechanical monster whose presence makes any body of water unsafe for swimming - or anything else - Overbite is just about the most dangerous creature ever to prowl the ocean depths.

Origin

Swimmer: Overbite assumes the alt-mode of a shark.

Role and Focus`

Warrior (Shredder): Overbite is virtually unbeatable in underwater combat. His attack is unrelenting. His teeth and talons can tear through the hull of a battleship.

Essence Scores and Skills

Strength 7: Athletics (Swimming) +d6*, Might +d6

Speed 5: Infiltration +d4, Initiative +d2, Targeting +d4

Smarts 7: Alertness +d6, Science +d4, Survival +d4

Social 6: Animal Handling +d4, Deception +d4, Persuasion +d4

Gaining Overbite As A Contact

Decepticons, Rise!: If this Contact is on scene, the PCs can summon them for 1 round.

Predatory Inspiration: Since arriving to Earth and adopting the alt form of one of the planet’s most feared predators, Overbite has grown to love shark documentaries and cinema; the bloodier the better! If the PCs spend their downtime introducing Overbite to new shark-themed Earth culture, succeeding on three DIF 15 Animal Handling, Culture, and Science Skill Tests, they gain Overbite as a permanent Contact.

Allegiance Points: 3

Contact Perks

Freeze Beam (1 Allegiance Point): Overbite carries a freeze beam blaster that can trap any underwater prey in a block of ice. A Threat suffers 1 Cold Damage and becomes Immobilized for 1 round.

Razor Sharp Teeth (2 Allegiance Point): Overbite’s teeth and talons can tear through the hull of a battleship. A PC’s blade melee weapons gain the Anti-Tank and Armor Piercing Traits until the end of the scene.

Tidal Wave (3 Allegiance Points): In shark form, Overbite can create tidal waves by wagging his tail at super speed. All Threats in the combat scene suffer 1 Blunt Damage and are knocked Prone. All non-elevated ground in the combat scene counts as rough terrain until the end of the scene, as the region becomes flooded. Creatures with an Aquatic movement ignore this difficult terrain.



PIRANACON

"To live is to hunt; to hunt is to live!"

When it comes to combiners, most suffer from the same problem: an inability to agree on anything while in their super-robot form, resulting in limited intelligence and limited effectiveness. Such is not the case with Piranacon. The Seacons who compose Piranacon can all agree on one thing, they love to hunt. In fact, they love it so much that once they combine, they absolutely will not stop until they've either run out of energy or are destroyed. This has gotten to be such a problem that their commander, Snaptrap, has been forced to activate an automatic timer upon combination, forcing Piranacon to disassemble after a period of time. Despite this one set-back, Megatron considers Piranacon an ideal warrior and wishes he had more Decepticons like him.

Essence Scores and Skills

Strength 9: Athletics (Swimming) +d4*, Brawn +d6, Intimidation +d4, Might +d6

Speed 4: Initiative +d4, Targeting +d4

Smarts 7: Alertness (Shadowing) +d6*, Science +d2, Survival +d4

Social 7: Animal Handling +d6, Streetwise +d4

Gaining Piranacon As A Contact

Decepticons, Rise!: If this Contact is on scene, the PCs can summon them for 1 round.

Live To Hunt: Piranacon is the ultimate predator. PCs with the Hunter Influence who succeed on a DIF 16 Persuasion Skill Test can gain Piranacon as a temporary Contact.

Allegiance Points: 6

Contact Perks

No Escape (3 Allegiance Point): Few Autobots can outdistance Piranacon or escape his evil clutches. A PC can attempt to make a Grapple Attack as a Free Action, immediately following a Move Action. A creature Grappled by the PC suffers a Snag on all attempts to escape until the end of the scene.

Tidal Wave (3 Allegiance Points): Piranacon is capable of creating colossal tidal waves over 300 feet high. All Threats in the combat scene suffer 1 Blunt Damage and are knocked Prone. All non-elevated ground in the combat scene counts as rough terrain until the end of the scene, as the region becomes flooded. Creatures with an Aquatic movement ignore this difficult terrain.

Undersea Warfare (3 Allegiance Points): Piranacon is a master of undersea warfare. The PCs gain an Aquatic Movement equal to their Ground Movement and all their ranged and melee weapons gain the Amphibious Trait. This perk lasts until the end of the mission.

Contact Hang-Ups

Aquatic-Dependant: Because of his incredible size, Piranacon's reflexes are impaired out of water.

Automatic Timer: Snaptrap has created an automatic timer to prevent Piranacon from staying in one form too long. Piranacon returns to his separate component bot forms, after 1 minute (10 turns) have elapsed in the combat scene.



SEAWING

"The darkest depths reveal the darkest secrets."

Seawing is an expert "phantom" of the deep. An ominous, fear-cloaked presence; he glides down silently behind friend or foe alike, just on the edge of vision. A true terror in the darkness, he thrills to his own ghost-like power and is always ready to strike. Seawing makes no secret of his desire for command, the only question is how high he truly means to rise. He believes his ability to inspire fear makes him uniquely suited for the role of leader and patiently prepares himself for that day. Seawing is intelligent, relentless, and takes real joy in his work. His only real weakness lies in his optics, tuned specifically to the dark sea depths... like all good spooks, specters and ghosts, Seawing hates bright lights.

Seawing can combine with his fellow Seacons and form Piranacon.

Influences

Cybertronian Military (Navy), Gestalt Member, Hunter: Seawing is an expert stalker in the ocean depths.

Origin

Swimmer: Seawing assumes the alt-mode of a giant manta ray. 

Role and Focus

Ranger (Scout): Seawing’s function is to serve as underwater reconnaissance. 

Essence Scores and Skills

Strength 7: Athletics (Swimming) +d6, Intimidation +d2, Might +d4

Speed 6: Infiltration +d8, Targeting +d4

Smarts 8: Alertness +d8, Science +d4, Survival +d4

Social 6: Animal Handling +d6, Streetwise +d6

Gaining Seawing As A Contact

Decepticons, Rise!: If this Contact is on scene, the PCs can summon them for 1 round.

Leadership Role: Seawing believes he would be an ideal candidate for a leadership role and constantly prepares for that day. If the PCs spend their downtime with Seawing and allow him to assume command of their next covert mission, succeeding on one DIF 14 Persuasion Skill Test, followed by three successful DIF 18 Infiltration Skill Tests, they gain Seawing as a permanent Contact.

Allegiance Points: 3

Contact Perks

Sensor Array (3 Allegiance Points): Seawing employs a battery of sensors - electrical, chemical, infrared - and long-range sonar in his reconnaissance missions. All PCs critically succeed on all Alertness Skill Tests until the end of the scene.

Stalker (1 Allegiance Point): Seawing is an expert at stalking his target from afar. A PC gains and Edge on their next Infiltration (Shadow) Skill Test.

Venom Blasters (2 Allegiance Points): Seawing is equipped with two venom lasers which shoot beams that paralyze on contact. A threat suffers 2 Acid Damage and is Immobilized. At the end of each of their turns, the Threat can attempt a DIF 14 Brawn Skill Test to remove the Immobilized condition.

Contact Drawbacks

Light Blindness: Because his sensors are highly attuned to the dark depths of the ocean, Seawing is particularly susceptible to bright lights. Seawing is Blinded in daylight. While Blinded, he is unable to provide his Contact Perks.



SKALOR

"I stink, therefore I am."

Skalor stinks, and that's not so much an insult as it is a declaration of fact. Skalor suffers from what humans would call a "glandular problem": small amounts of odiferous lubricants and liquids seep out through his joints and pollute the environment with his putrid stench. While his fellow Decepticons have pleaded with him repeatedly to have his noxious ailment looked at by a professional, Skalor just shrugs their gasping cries off with a "Not my problem".

Skalor can combine with his fellow Seacons to form Piranacon.

Influences

Cybertronian Military (Marine), Gestalt Member: Skalor operates equally as well on land and water.

Origin

Swimmer: Skalor assumes the alt-mode of a deep sea fangtooth fish. His heavy armor allows him to function at any depth.

Role and Focus

Ranger (Predator): Skalor operates best in aquatic environments,where his environmental focus allows him to cause greater suffering to his enemies.

Essence Scores and Skills

Strength 7: Athletics (Swimming) +d4, Intimidation +d4, Might +d4

Speed 3: Initiative +d2, Targeting +d4

Smarts 5: Alertness +d4, Survival +d4, Technology +d2

Social 4: Persuasion +d4, Streetwise +d4

Gaining Skalor As A Contact

Decepticons, Rise!: If this Contact is on scene, the PCs can summon them for 1 round.

That’s Your Problem: Skalor doesn’t suffer ill effects from his own stench or leaking fluids. If others have complaints about his hygiene, that’s their problem. If the PCs spend their downtime with Skalor and succeed on three DIF 14 Brawn Skill Tests, they gain Skalor as a permanent Contact.

Allegiance Points: 3

Contact Perks

Absorb Fuel (1 Allegiance Point): Skalor can absorb the fuel through the hull of any ship. A PC restores 1 Health and gains 1 Energon Point.

Adhesive Guns (2 Allegiance Points): Skalor fires twin blasters that cover their targets in sticky adhesive slime that corrode their chassis with thick scales. A Threat suffers 2 Acid damage and is Immobilized until the end of their next turn.

Stench (3 Allegiance Points): Skalor leaves a trail of grease and toxic pollutants wherever he goes. All Threats suffer 1 Strength and 1 Speed Essence Damage and are Impaired for 1 minute. 

Contact Drawbacks

Poor Hygiene: Due to his poor hygiene and leakage problems, Skalor has a tendency to suffer minor breakdowns. Each round, Skalor must succeed on a DIF 5 Brawn Skill Test or become Immobilized. When Immobilized, Skalor cannot provide his Contact Perks.



SNAPTRAP

"Broken Autobots never mend."

If asked what three words would best describe himself, Snaptrap would likely answer "unstoppable killing machine" and then try to eat your brains. He truly earned his nickname of "Butcher of the Bogs" when he massacred an Autobot regiment in the Toxic Sludge Swamps on Cybertron. As powerful as he is deranged, escaping Snaptrap is impossible and defeating him is even harder. While his Seacon underlings all share a unanimous love of the hunt, Snaptrap prefers the capture and gutting of the prey. Fueled by an unquenchable bloodlust, even his fellow Seacons know to tread lightly in his presence, as even the slightest offense can invoke Snaptrap's psychotic brutality.

Snaptrap can combine with his Seacon warriors to form Piranacon.

Influences

Cybertronian Military (Marine), Gestalt Member, Violent: Snaptrap serves as the leader of the Seacons. 

Origin

Monstrosity: Snaptrap assumes the alt-mode of an alligator snapping turtle.

Role and Focus

Field Commander (Tyrant): As Seacon Commander, he leads more by terror than by example. His followers understand that any sign of dissension on their parts will result in their destruction on his part.

Essence Scores and Skills

Strength 9: Athletics (Swimming) +d6, Brawn +d4, Intimidation +d8, Might +d6

Speed 2: Targeting +d4

Smarts 7: Alertness +d4, Culture +d4, Survival +d6

Social 8: Animal Handling +d4, Streetwise +d4

Gaining Snaptrap As A Contact

Decepticons, Rise!: If this Contact is on scene, the PCs can summon them for 1 round.

Violence Is the Answer: With the possible exception of Megatron, few other Decepticons are as vicious or destructive as Snaptrap. While he delights in tales of violence, he prefers to see violence in action. If a PC spends their downtime with Snaptrap and succeeds on three DIF 16 Intimidation Skill Tests followed by three successful Attack actions against an enemy, they gain Snaptrap as a permanent Contact.

Allegiance Points: 3

Contact Perks

Butcher of the Bogs (3 Allegiance Points): Snaptrap’s reputation for violence follows him wherever he goes. When any PC deals damage to an enemy, they can make an Intimidation Skill Test to demoralize their target as a Free Action. This perk lasts until the end of the scene.

Impervious Shell (2 Allegiance Points): Snaptrap’s shell can shrug off heavy artillery fire. A PC gains Resistance to Sharp and Blunt Damage until the end of their next turn.

Sonic Shell Cannons (1 Allegiance Point): Snaptrap unleashes his heavy cannons in battle. A target suffers 1 Sonic Damage and a 20-ft. radius area around them becomes rough terrain.



TENTAKIL

"Embrace your enemies... until they're terminated."

Tentakil may seem like a nice guy at first. Sure, he'll take you out for a night on the town: dinner, dancing, a movie... the whole shabang. Then maybe he'll compliment your chassis' color-scheme or tell you that you have the most stunning optics he's ever seen. Then, of course, one thing will lead to another, you'll ignore your better judgment, invite him back to your place and then BAM! He takes your head clean off. Decepticons. They're all alike.

Tentakil can combine with his fellow Seacons to form Piranacon.

Influences

Cybertronian Military (Navy), Gestalt Member, Unscrupulous: Tentakil is a cruel and evil assassin without any remorse.

Origin

Many-Armed: Tentakil assumes the alt-mode of a giant robotic octopus.

Role and Focus

Scout (Demolitionist): Within the ranks of the Seacons, Tentakil’s function is their underwater demolitions expert.

Essence Scores and Skills

Strength 8: Athletics (Swimming) +d6*, Might (Grappling) +d6*

Speed 6: Acrobatics (Coordination) +d4*, Infiltration +d4, Targeting +d2

Smarts 6: Alertness +d4, Survival +d2, Technology +d6

Social 6: Deception (Bluffing) +d4*, Persuasion (Flattery) +d4*

Gaining Tentakil As A Contact

Decepticons, Rise!: If this Contact is on scene, the PCs can summon them for 1 round.

Target Acquisition: Tektakil is always looking for the next target of his lethal charms. If the PCs help him track down a suitable victim, succeeding on three DIF 15 Alertness, Culture, and Streetwise Skill Tests, they gain Tentakil as a permanent Contact.

Allegiance Points: 3

Contact Perks

Black Grease Escape (3 Allegiance Points): When attempting to escape, Tentakil unleashes a cloud of black grease. All Threats are Blinded until the end of their next turn. While their enemies are Blinded, all PCs can use the Sprint Action as a Free Action.

Electrically-Charged Feelers (2 Allegiance Points): Tektakil’s powerful arms short circuit those caught in their grip! When a PC Grapples an enemy, the Grappled target suffers 1 Stun in addition to any normal damage. This ability lasts until the end of the scene.

Tentacled Embrace (1 Allegiance Point): Tekatil knows how to hold onto an enemy until they stop functioning. A PC gains an Edge on their next Might (Grapple) Skill Test.

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