Messenger and Spy

In this first of a series of NPCs that you can fit into your own campaigns, I'm bringing you the second Transformer to make an appearance in the "original" - Generation 1 - cartoon series (after Wheeljack), and that is the series I will be making the characters based on.

Bumblebee acts primarily as Optimus Prime's spy and messenger, using his wit and small size, as well as his nondescript alternate form to find him easy access to those places that his larger commanders cannot go. The drive to please the other Autobots with his performance, and to live up to the standards of bravery and valor that the other members of his faction do, however, often leads to Bumblebee getting in over his head and either captured, harmed, or putting others in jeopardy. In the end, though, the Autobots would suffer greatly without their scout.

Below, I've put together two character write-ups for Bumblebee, one from Wizards of the Coast's d20 Modern, using additional rules found here, and another using Marvel Heroic Roleplay from Margaret Weis Productions.

This d20 Modern version of Bumblebee is made quite simply using the rules presented, and doesn't properly reflect his sensor array, any aerial propulsion that may have been used, or any other ability necessarily shown on the show. Also, though the threat linked above mentions mecha equipment, a mecha-grade plasma pistol would drop Bumblebee in one shot, and so an enlarged normal version is given as equipment.
Also, those with keen d20 Modern knowledge will spot that Bumblebee has one less feat and eight fewer skill points. This is because the system assumes that characters are human, and thus those advantages have been stripped, as Bee is a Cybertronian.

Bumblebee                    CR 5
Autobot Investigative Fast Hero 2/Smart Hero 3
Large construct (living construct, Transformer)

Init +1; Senses low-light vision,  Listen +3, Spot +3
Defense 14 (+4 Def, +1 Dex, -1 Size) touch , flat-footed
hp 24 (2d8+3d6+10)
Fort +2, Ref +3, Will +1; evasion
Immune poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain
Speed 40'
Melee unarmed +5 (d4+5)
Ranged plasma pistol +3 (4d8)Str 16, Dex 12, Con 14, Int 16, Wis 8, Cha 13
Base Atk +2
Feats Simple Weapons Proficiency, Personal Firearms Proficiency, Stealthy, Ride with Me, Gearhead
Skills Computer Use +6, Drive +12, Hide +9, Investigate +9, Knowledge (Earth Culture) +4, Listen +3, Move Silently +9, Repair +6, Research +6, Search +6, Spot +3
Languages Cybertronian, English
SQ  Action Points 7; Talents (Evasion, Savant[Investigate], Trick)
Special Abilities
Transformation: Transformers have an innate ability to transform into some vehicle-based form. This is a purely mechanical transformation, and parts required for its vehicle form are visible in its normal bipedal form.

As a standard action, a Transformer may assume into its chosen form or back again. While transformed, they lose any attacks that require appendages (although they may keep any ranged weapons that are mounted on weapons mounts).

At first level a Transformer chooses a civilian vehicle of the same size category as it’s base form. A Transformer becomes a standard version of the vehicle, but may later add gear (such as mounted weapons.) Whenever a Transformer would gain a new feat due to hit die, it may also change it’s vehicle form, so long as the new vehicle is of the same size category as it’s base form.

While in vehicle form they use all of the stats of the chosen vehicle form with the following exceptions: The Transformer keeps it’s own hit points, class defense bonus to armor class, and treats the listed vehicle’s hardness as Damage Reduction /-. A Transformer also retains any benefit from it’s feats or class talents (such as a fast hero’s increased speed or a tough hero’s damage reduction.)

While in vehicle form the Transformer follows all rules for vehicle movement, maneuvers, and stunts. The Transformer is treated as it’s own driver, but may relinquish (or regain) control to a passenger in the driver’s position as a free action once per round.

Alternate Form
1984 Volkswagen Type 1 "Beetle"
Large economy sedan

Init +0
Defense 13 (+4 Def, -1 Size)
hp 24
DR 5/-
Maneuver +11; Movement 220 (22)
Crew 1; Passengers 4
Cargo 275 lbs.

The following Datafile for Marvel Heroic Roleplay is my first attempt at making a scratch character from the system, so excuse any apparent fumbles.

Team: d8
Buddy: d10
Solo: d6

Some of my best friends are humans.
The least likely can be the most dangerous.
Danger Magnet

Power Set 1: Robot in Disguise
d10 Roll Out  (Shapeshifting)
d8 Burnin' Rubber  (Enhanced Speed)

SFX: Hop in: Replace Burnin' Rubber die with 2d6 or 3d4 on your next roll if you have human passengers.
SFX: That was close!: Spend 1 PP to reduce Physical Stress when using Roll Out. Activate only if More than Meets the Eye Power Set is active.
SFX: Unpredictable Luck: Instead of spending 1 PP, add d6 to the doom pool to create a Robot in Disguise stunt.
Limit: Alternate form. Shut down all More than Meets the Eye powers. Earn 1 PP and add a die to the doom pool equal to any stress suffered.
Limit: Autobot. Earn 1 PP when affected by Cybertronian-specific Milestones and tech.

Power Set 2: More than Meets the Eye
d8 Cybertronian Steel (Durability)  
d6 Plasma Cannon (Attack Powers - Weapons)
d10 Sensor Array (Senses)
d8 It's Good to Stretch My Legs (Shapeshifting)
d6 Strength
SFX: Versatile. Replace Sensor Array die with 2d8 or 3d6 on your next roll.
SFX: Rash Decisions: Step up or double any More than Meets the Eye die in a single scene. Create a Watcher opportunity and add a die to the doom pool equal to the newly adjusted die type/amount.
SFX: Make this one count. Shut down Sensor Array to step up Plasma Cannon by +1. Recover Sensor Array by activating an opportunity or during a Transition scene.
Limit: Alternate form. Shut down all Robot in Disguise powers. Earn 1 PP and add a die to the doom pool equal to any stress suffered.
Limit: Gear. Shut down Plasma Cannon to gain 1 PP. Take an action vs. the doom pool to recover.
Limit: Autobot. Earn 1 PP when affected by Cybertronian-specific Milestones and tech.

Covert Expert: d8
Tech Expert: d8
Vehicle Expert: d8

Milestone: Prime is Watching
1 XP: when you overstep your abilities in the middle of a fight
3 XP: when you do something outrageous to impress Optimus Prime and/or the other Autobots
10 XP: when you give up hope of ever pleasing the other Autobots and strike out alone or you end up captured as a result of trying to do something to get back in the other Autobot's good graces

Milestone: Homesick
1 XP: when you mention a connection between your current situation and your experiences on Cybertron
3 XP: when your experiences in Cybertron cause a conflict or confrontation
10 XP: when you choose to have your memories of Cybertron wiped or you abandon your memories of Cybertron for your friendship and new home with the humans of Earth

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