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How would you build Bumblebee?


crayadder

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OK, so I've created a fair number of transformers, but a lot of the feedback I have been getting on this forum has caused me to wonder if I have built them in the best way possible. As such I would like to offer my build of Bumblebee up for scrutiny and would not only appreciate your input, but submissions of your own version(s) of the most underappreciated of Autobots. I think that the input you provide will be a great resource for helping me finalize my Transformer template.

 

Bumblebee

Player: NPC

Val Char Cost

30 STR 20

14 DEX 12

14 CON 8

19 BODY 18

14 INT 4

10 EGO 0

12 PRE 2

13 COM 2

 

12 PD 6

11 ED 8

3 SPD 6

10 REC 2

30 END 1

50 STUN 9

 

11"/20" RUN 0

7" SWIM 0

6" LEAP 0

Characteristics Cost: 98

 

Cost Power END

Autobot Characteristics

3 1) Efficient: Reduced Endurance (1/2 END; +1/4) for up to 12 Active Points of First 6" Running (3 Active Points) 0

9 2) Efficient: Reduced Endurance (1/2 END; +1/4) for up to 35 Active Points of Strength (9 Active Points) 0

12 3) Metal Body: Damage Resistance (13 PD/11 ED) 0

25 4) Inorganic Body: Life Support (Eating: Character does not eat; Longevity: Immortal; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0

8 5) Heavy: Knockback Resistance -4" 0

9 6) Scout Training: +3 PER with all Sense Groups 0

30 7) Telescopic Vision: +20 versus Range Modifier for Sight Group 0

10 8) Energon Pool: Endurance Reserve (200 END, 5 REC) (Custom Adder, ) Reserve: (14 Active Points); REC: (5 Active Points); Limited Recovery (Can only recover in an Energon Recovery Chamber or at 1/4 rate by consuming raw energon; -2), Slow Recovery 1 Minute (-1/2) 0

 

6 Generic Autobot Abilities: Elemental Control, 12-point powers

2 1) Signal Lights: Sight Group Images 1" radius, Reduced Endurance (0 END; +1/2) (7 Active Points); Only To Create Light (-1), OIF (Focus: Signal Lights; -1/2), No Range (-1/2), Only In Heroic Identity (Only in Vehicle Mode; -1/4) 0

3 2) Headlights: Sight Group Images Increased Size (8" cone; +1/2), Reduced Endurance (1/2 END; +1/4) (17 Active Points); Only To Create Light (-1), Limited Power Limited Arc of Use (60 degress forward, same horizontal level; -3/4), OIF (Focus: Headlamps; -1/2), Only In Heroic Identity (Only in Vehicle Mode; -1/4) 1

3 3) Seat Belts: +14 PD, Usable By Other (+1/4) (17 Active Points); Conditional Power Only to protect occupants against damage from collisions (-2), OIF (Focus: Seat Belts; -1/2), Gestures (Seatbelt must be put on to be effective; -1/4), Only In Heroic Identity (Only in Vehicle Mode; -1/4)

2 4) Reach: Stretching 1", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (10 Active Points); Always On (-1/2), Limited Body Parts (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Only In Heroic Identity (Only in robot form; -1/4) 0

13 5) Amphibious Movement: Swimming +5" (7" total) (x8 Noncombat), Reduced Endurance (1/2 END; +1/4) (19 Active Points) [Notes: In vehicle mode, Hydrofoils are deployed. In robot mode, normal swimming is used] 1

6 6) Radio Receiver/Transmitter: Radio Perception/Transmission (Radio Group) (10 Active Points) 0

6 7) Running +5" (11"/20" total), Reduced Endurance (1/2 END; +1/4) (12 Active Points) 1

11 8) Transformation: Shape Shift (Sight, Touch and Hearing Groups), Costs END Only To Change Shape (+1/4) (20 Active Points); Extra Time (Full Phase, Only to Activate, -1/4) 2

12 9) Driving: Running +9" (11"/20" total), x8 Noncombat, Reduced Endurance (1/2 END; +1/4) (35 Active Points); OAF (Focus: Four Tires; -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Arrangement (-1/4), Turn Mode (-1/4), Only In Heroic Identity (Only in Vehicle Mode; -1/4) 1

 

50 Default Weapons System: Multipower, 100-point reserve, (100 Active Points); all slots OIF (Focus: Specific Weapon; -1/2), Restrainable (-1/2)

4u 1) Default Assault Gun: Killing Attack - Ranged 4d6, No Range Modifier (+1/2) (90 Active Points); OIF (Focus: Specific Weapon; -1/2), Restrainable (-1/2), Only In Heroic Identity (Only in Robotic Form; -1/4), 12 Charges (-1/4) [12]

 

Powers Cost: 224

 

Cost Martial Arts Maneuver

5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

Martial Arts Cost: 9

 

Cost Skill

Autobot Package

6 1) AK: Cybertron (Everyman Skill) 16-

4 2) +2 with any single attack

0 3) Acting (Everyman Skill) 8-

2 4) Climbing (Everyman Skill) 12-

2 5) Computer Programming (Everyman Skill) 12-

2 6) Concealment (Everyman Skill) 12-

2 7) Conversation (Everyman Skill) 11-

0 8) Deduction (Everyman Skill) 8-

0 9) Native Language: Cyber (idiomatic; Everyman Skill, Literate) (4 Active Points)

2 10) Language: English (fluent conversation)

0 11) PS: Scout (Everyman Skill) 11-

1 12) KS: History: Cybertron 8-

1 13) Teamwork 8-

0 14) Paramedics (Everyman Skill) 8-

0 15) Persuasion (Everyman Skill) 8-

0 16) Shadowing (Everyman Skill) 8-

8 17) Stealth (Everyman Skill) 15-

0 18) TF: Science Fiction & Space Vehicles, (Everyman Skill and Bonus for Combat Piloting)

3 19) Combat Piloting 12-

11 20) Navigation (Hyperspace, Land, Marine, Space) 15-

Skills Cost: 44

 

Cost Perk

Autobot Package

6 1) : 7

1 2) Reputation: Champion of Good (A large group) 8-, +1/+1d6

Perks Cost: 7

 

Cost Talent

Autobot Package

3 1) Absolute Time Sense

3 2) Ambidexterity (-2 Off Hand penalty)

3 3) Bump Of Direction

Talents Cost: 9

 

Total Character Cost: 391

 

Val Disadvantages

Autobot Package

15 1) Accidental Change: To robot form if stunned 11- (Common)

10 2) Physical Limitation: Size: -2 DCV, others receive +2 on their PER Rolls to perceive character [Notes: Character is 5.5-meters tall, 2.7-meters wide, and weighs 1,601 kg. This is representative of +25 STR, +5 STUN, +5 BODY, +1" Reach, and -5" KB.]

5 3) Dependence: Energon Incompetence: -1 to Skill Rolls and related rolls per time increment (Uncommon, 1 Hour, This only takes place once the Transformer's Energon Pool is empty)

5 4) Dependence: Energon Weakness: -3 To Characteristic Rolls and related rolls per time increment (Uncommon, 1 Hour, This only takes place once the Transformer's Energon Pool is empty)

10 5) Distinctive Features: Large Robot (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

10 6) Hunted: Anti-Cybertronian Forces (E.L.M./Earth Liberation Movement) 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

15 7) Hunted: Decepticons 11- (As Pow, Harshly Punish)

10 8) Physical Limitation: Has no arms in vehicular mode (Frequently, Slightly Impairing)

10 9) Psychological Limitation: Taunting (Common, Moderate)

10 10) Psychological Limitation: Curious (Common, Moderate)

5 11) Reputation: Intergalactic do-gooder or troublemaker, 8-

20 12) Social Limitation: Subject to Orders (Very Frequently, Major)

10 13) Social Limitation: Considered underpowered (Frequently, Minor)

15 14) Psychological Limitation: Must prove himself to the rest of the Autobots (Common, Strong)

 

 

Disadvantage Points: 150

Base Points: 200

Experience Required: 41

Total Experience Available: 41

 

P.S. I tried using the Hero Boards export template in Hero Designer but the html tags were displayed along with the info.

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Re: How would you build Bumblebee?

 

On a personal level, I'd probably use Multiform rather than Shapeshift for transforming. Their abilities, and more importantly Disads, change considerably from form to form in most cases (for example, Bumblebee would gain 'No Hands' in his VW Bug form, and lose his weapon, and his Distinctive Features).

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Re: How would you build Bumblebee?

 

Silly me. I read the topic heading and was thinking "the version from the comics or the version from the cartoon who shrinks" since I was thinking of Karen Beecher Duncan.

 

For the most part I am going with the cartoon versions of the characters, since that is the medium I am most familiar with. Of course, when I get around to making up the comic only characters then that won't be an option.

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Re: How would you build Bumblebee?

 

I did not write this myself, but I suggest the following link as a point of reference:

 

http://mywebpages.comcast.net/mathewignash/csbumblebee.html

 

Matts Champions page is a great resource and I have been using it as a stepping off point for my conversions. This is where I got the idea to use shapeshift instead of multiform. Thanks for the plug though, if I hadn't known about it already i would have kissed you, err... in a giant manly transforming robot way.:eek:

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Re: How would you build Bumblebee?

 

On a personal level' date=' I'd probably use Multiform rather than Shapeshift for transforming. Their abilities, and more importantly Disads, change considerably from form to form in most cases (for example, Bumblebee would gain 'No Hands' in his VW Bug form, and lose his weapon, and his Distinctive Features).[/quote']

 

I would have gone that way, but I realized that most of the transformers don't have equal power in both forms and I didn't like the idea of some TFs having their vehicle form be the primary while others had their robot form be primary. Also, admittedly I am not very good with the rules of multiform; no matter how much I research it I always do something dumb. My worst problem is trying to figure out how many points in disads a form is supposed to have based on its base points. That and whether or not a form has to have disads at all.

 

I appreciate the response Collie and the changing disads are something I have to keep in mind, though psychlims exist in both forms.

 

Crayadder

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Re: How would you build Bumblebee?

 

For the most part I am going with the cartoon versions of the characters' date=' since that is the medium I am most familiar with. Of course, when I get around to making up the comic only characters then that won't be an option.[/quote']

 

Actually, my point, is that when I read "Bumblenbee" I think of the Teen Titan from circa 1978.

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