Post by Jazzman Crothers on Feb 1, 2013 18:03:12 GMT -5
Blademaster Character Guide
You have 37 character points to use on Strength, Intelligence, Speed, Endurance, Agility and Technical Skill of your tech spec. You have 13 fighting skill points to use on Circuit-Su, Crystalocution, Diffusion and Metallikato of your tech spec. You have 9 points to spend on your weapons, equipment and special abilities.
There are no freebie points.
You will notice that the Character Creation guide is much like the Renegade one but it has been scaled down to less items. The reason is to make it seem that this story is taking place in a far less advanced time for technology.
Size Classifications
Points are assigned to Leader and Ultra sized Transformers due to the extra toughness they receive from being so large. Smaller Transformers actually receive extra points to spend on their tech spec since their toughness is reduced due to their size.
Minibot - Receive 1 point (Bumblebee, Cliffjumper, Brawn)
Generally average in strength or armor endurance. Faster then average in robot mode.
Soldier - Costs 0 points (Prowl, Jazz, Sideswipe)
Generally average strength, endurance, speed and agility.
Destroyer - Costs 0 points (Ironhide, Perceptor, Blaster)
Generally above average to awesome strength and endurance. A little slower then Soldier robots making them harder to hit. Can handle some of the larger weapons.
Flyer - Costs 0 points (Seekers/Aerialbots)
Rather agile but the endurance of the armor isn't so good and their wings make for easy targets. Generally average strength.
Leader - Minus 1 point from Tech Spec (Optimus Prime, Megatron, Shockwave)
Usually awesome strength and armor endurance. Slow in robot speed but agility isn't bad.
Melee Weapons
All Melee Weapons, with the exception of the Arm Blades and the Shields, are not attached to the body of the character. They can be put away for storage on a character's body. Long weapons can fold once or twice for storage if need be.
Dagger: Damage 2. Small but easily concealable. Sharp and deadly, used to tip the scales in any hand to hand combat. (1 point)
Short Sword: Damage 5. Larger and thicker then the dagger, can be used to finish out opponents quickly in hand to hand combat or as defence against opponents with large melee weapons. (2 points
Sais: Damage 5. Comes as a pair. Great against more then one opponent situations. Lack range. (2 points)
Long Sword: Damage 7. The trademark Blademaster weapon. Strong, deadly and reliable in all situations of melee combat. (3 points)
Arm Blades: Damage 5. Two blades, one for each arm. Great against groups of opponent, lacks range. (2 points)
Staff: Damage 5. Ends of staff give off an electrical shock on contact. Has best range out of all most melee weapons. (2 points)
Spear: Damage 5. Like the staff but instead of an electrical shock it has a sharp edge on one of its ends. Has best range out of all most melee weapons. (2 points)
Axe: Damage 7. Strong, deadly and reliable in all situations of melee combat. Great for brutal assaults. (2 points)
War Hammer: Damage 5. Short hammer, held in one hand. Will crush most armour. (2 points)
Shield: Endurance 5. Defense against projectile weapons. Transformers out from a Blademasters forearm and remains attached. It is possible to remove and use in the other hand. Incredibly useful against electricity and radiation blasts. (1 points)
Projectile Weapons
Spikes :: Damage 6. 15 shots. Causes much pain and deep penetration. Biggest advantage is they can be shot silently. Shot from a wrist launcher attached to the characters forearm or shoulder. (2 points)
Explosive Disks :: Damage 8. Maximum amount carried is 5. Disks are thrown by hand and can explode on contact or be triggered by a transmission. (2 points)
Smoke Bombs :: Amount 3. Causes smokescreens and erupt on contact. (1 points)
Acid Pellets :: Damage 4. 100 small pellets. Use to melt armor and cause much pain, its corrosive touch is extremely painful as it burns for a long time. Shot from a wrist launcher attached to the characters forearm or shoulder. (2 points)
Explosive Darts ::Damage 5. 20 shots. Would be more powerful if bigger, designed to be fired silently. Shot from a wrist launcher attached to the characters forearm or shoulder. (2 points)
Crossbow :: Damage 7. 15 shots. High powered long spike launcher, can rip through armour from a long distances. (2 points)
Throwing Stars. :: Damage 4. 20 shots. Up to three can be thrown at a time. Great for quick silent attacks and disabling opponents. (2 points)
Special Abilities & Equipment
Extra High Jump. Springs in the legs for higher jumps, used only in robot mode to increase a Transformers jumping and leaping capabilities, making for greater agility. (1 points)
Long Range Scanner. For Detect things further away then normal, for scouts and recon agents (1 points)
Drill. Power 4. Used only on robot mode. Replaces hand when in use. (1 points)
Buzz-saw: Damage 4. A ttached to arm with concealable option. (1 points)
Steel Net. For tangling up opponents or escaping prisoners. (1 point)
Magnetic Powers. Move metal objects magnetically and throw them around. Magnetic engines are located in the arms of a Transformer, a positive and negative charge. (1 points)
Glider Wings. Used in robot mode, wings carry Transformer across the sky and relies on solar winds. Not as fast as most flight capable Transformers. If your character transforms into an aerial vehicle, then your glider wings are your normal wings. (1 points)
Compressed Air. Stored in the legs, taking a deluxe sized Transformer about 30 (Transformer) feet of distance. (1 points)
Hook and Grapple. Scale walls or pull up comrade and equipment to new heights. Installed in the chest area so it maybe used in both robot and vehicle mode. (1 points)
Communications. Intercept radio signals of all frequencies, broadcast capabilities superior to average Transformers. (1 points)
Holograms. Used for disguise. (1 points)
Extra Sensory Perception. Great for, but not limited to, scouts to see things better over great distances. (1 point)
Cybertronian Martial Arts
Circuit-Su: Circuit-Su focuses on the training of the mind as much, if not more, than the physical body. A highly mental art, its students believe that by harnessing their personal energy they can bend others to their will. Practitioners are characterized by their solitary and Iconic natures, and the Circuit-Su combat techniques focus on turning an aggressor's attack against them. It is rumoured that advanced practitioners can actually call up their spark energy to act as physical bolts of energy when attacking foes. This attack though can leave a practitioner drained of their energy if they are not careful.
Crystalocution: Perhaps the most physical of the Cybertronian martial arts, Crystalocution is primarily concerned with dominance in basic hand-to-hand combat. Its practitioners eschew the spiritual conditioning of other martial arts in favour of physically conditioning themselves to perfection. Crystalocution attacks focus on a series of movements to determine and target an opponents weak points; such assaults trigger pressure points in the crystalline structure of a structure/opponent, shattering them.
Diffusion: No longer a strictly defined discipline, Diffusion is now the catchall term for a series of non-lethal movements traditionally favoured by the Autobots. These defensive maneuvers are primarily designed to serve the goal of self-defence, dissipating an enemy's aggressive energies. As the war has developed, some Autobots have also effectively adapted the technique to redirect an opponent's hostile overtures into a powerful retaliatory attack. In its purest form, a true master of Diffusion can reflect all physical attacks without putting himself in danger of permanently damaging his attackers.
Metallikato: Metallikato is perhaps the most arcane and rare of the Cybertronian combat arts. It incorporates elements of the mental conditioning of Circuit-Su, along with the hand-to-hand combat of Crystalocution, but it also mixes in a strong element of spirituality, encouraging practitioners to attune themselves with powers higher than themselves to attain their goals. Metallikato has a strict code of ethics that its students are required to follow in order to achieve true mastery. The combat attacks range between standard hand-to-hand to edged and blunt weapon attacks, providing practitioners a versatility in battle that is difficult to match. Although it emphasizes variety as a means to superiority, mastery of edged-weapon combat is the primary hallmark of those who study Metallikato.
You have 37 character points to use on Strength, Intelligence, Speed, Endurance, Agility and Technical Skill of your tech spec. You have 13 fighting skill points to use on Circuit-Su, Crystalocution, Diffusion and Metallikato of your tech spec. You have 9 points to spend on your weapons, equipment and special abilities.
There are no freebie points.
You will notice that the Character Creation guide is much like the Renegade one but it has been scaled down to less items. The reason is to make it seem that this story is taking place in a far less advanced time for technology.
Size Classifications
Points are assigned to Leader and Ultra sized Transformers due to the extra toughness they receive from being so large. Smaller Transformers actually receive extra points to spend on their tech spec since their toughness is reduced due to their size.
Minibot - Receive 1 point (Bumblebee, Cliffjumper, Brawn)
Generally average in strength or armor endurance. Faster then average in robot mode.
Soldier - Costs 0 points (Prowl, Jazz, Sideswipe)
Generally average strength, endurance, speed and agility.
Destroyer - Costs 0 points (Ironhide, Perceptor, Blaster)
Generally above average to awesome strength and endurance. A little slower then Soldier robots making them harder to hit. Can handle some of the larger weapons.
Flyer - Costs 0 points (Seekers/Aerialbots)
Rather agile but the endurance of the armor isn't so good and their wings make for easy targets. Generally average strength.
Leader - Minus 1 point from Tech Spec (Optimus Prime, Megatron, Shockwave)
Usually awesome strength and armor endurance. Slow in robot speed but agility isn't bad.
Melee Weapons
All Melee Weapons, with the exception of the Arm Blades and the Shields, are not attached to the body of the character. They can be put away for storage on a character's body. Long weapons can fold once or twice for storage if need be.
Dagger: Damage 2. Small but easily concealable. Sharp and deadly, used to tip the scales in any hand to hand combat. (1 point)
Short Sword: Damage 5. Larger and thicker then the dagger, can be used to finish out opponents quickly in hand to hand combat or as defence against opponents with large melee weapons. (2 points
Sais: Damage 5. Comes as a pair. Great against more then one opponent situations. Lack range. (2 points)
Long Sword: Damage 7. The trademark Blademaster weapon. Strong, deadly and reliable in all situations of melee combat. (3 points)
Arm Blades: Damage 5. Two blades, one for each arm. Great against groups of opponent, lacks range. (2 points)
Staff: Damage 5. Ends of staff give off an electrical shock on contact. Has best range out of all most melee weapons. (2 points)
Spear: Damage 5. Like the staff but instead of an electrical shock it has a sharp edge on one of its ends. Has best range out of all most melee weapons. (2 points)
Axe: Damage 7. Strong, deadly and reliable in all situations of melee combat. Great for brutal assaults. (2 points)
War Hammer: Damage 5. Short hammer, held in one hand. Will crush most armour. (2 points)
Shield: Endurance 5. Defense against projectile weapons. Transformers out from a Blademasters forearm and remains attached. It is possible to remove and use in the other hand. Incredibly useful against electricity and radiation blasts. (1 points)
Projectile Weapons
Spikes :: Damage 6. 15 shots. Causes much pain and deep penetration. Biggest advantage is they can be shot silently. Shot from a wrist launcher attached to the characters forearm or shoulder. (2 points)
Explosive Disks :: Damage 8. Maximum amount carried is 5. Disks are thrown by hand and can explode on contact or be triggered by a transmission. (2 points)
Smoke Bombs :: Amount 3. Causes smokescreens and erupt on contact. (1 points)
Acid Pellets :: Damage 4. 100 small pellets. Use to melt armor and cause much pain, its corrosive touch is extremely painful as it burns for a long time. Shot from a wrist launcher attached to the characters forearm or shoulder. (2 points)
Explosive Darts ::Damage 5. 20 shots. Would be more powerful if bigger, designed to be fired silently. Shot from a wrist launcher attached to the characters forearm or shoulder. (2 points)
Crossbow :: Damage 7. 15 shots. High powered long spike launcher, can rip through armour from a long distances. (2 points)
Throwing Stars. :: Damage 4. 20 shots. Up to three can be thrown at a time. Great for quick silent attacks and disabling opponents. (2 points)
Special Abilities & Equipment
Extra High Jump. Springs in the legs for higher jumps, used only in robot mode to increase a Transformers jumping and leaping capabilities, making for greater agility. (1 points)
Long Range Scanner. For Detect things further away then normal, for scouts and recon agents (1 points)
Drill. Power 4. Used only on robot mode. Replaces hand when in use. (1 points)
Buzz-saw: Damage 4. A ttached to arm with concealable option. (1 points)
Steel Net. For tangling up opponents or escaping prisoners. (1 point)
Magnetic Powers. Move metal objects magnetically and throw them around. Magnetic engines are located in the arms of a Transformer, a positive and negative charge. (1 points)
Glider Wings. Used in robot mode, wings carry Transformer across the sky and relies on solar winds. Not as fast as most flight capable Transformers. If your character transforms into an aerial vehicle, then your glider wings are your normal wings. (1 points)
Compressed Air. Stored in the legs, taking a deluxe sized Transformer about 30 (Transformer) feet of distance. (1 points)
Hook and Grapple. Scale walls or pull up comrade and equipment to new heights. Installed in the chest area so it maybe used in both robot and vehicle mode. (1 points)
Communications. Intercept radio signals of all frequencies, broadcast capabilities superior to average Transformers. (1 points)
Holograms. Used for disguise. (1 points)
Extra Sensory Perception. Great for, but not limited to, scouts to see things better over great distances. (1 point)
Cybertronian Martial Arts
Circuit-Su: Circuit-Su focuses on the training of the mind as much, if not more, than the physical body. A highly mental art, its students believe that by harnessing their personal energy they can bend others to their will. Practitioners are characterized by their solitary and Iconic natures, and the Circuit-Su combat techniques focus on turning an aggressor's attack against them. It is rumoured that advanced practitioners can actually call up their spark energy to act as physical bolts of energy when attacking foes. This attack though can leave a practitioner drained of their energy if they are not careful.
Crystalocution: Perhaps the most physical of the Cybertronian martial arts, Crystalocution is primarily concerned with dominance in basic hand-to-hand combat. Its practitioners eschew the spiritual conditioning of other martial arts in favour of physically conditioning themselves to perfection. Crystalocution attacks focus on a series of movements to determine and target an opponents weak points; such assaults trigger pressure points in the crystalline structure of a structure/opponent, shattering them.
Diffusion: No longer a strictly defined discipline, Diffusion is now the catchall term for a series of non-lethal movements traditionally favoured by the Autobots. These defensive maneuvers are primarily designed to serve the goal of self-defence, dissipating an enemy's aggressive energies. As the war has developed, some Autobots have also effectively adapted the technique to redirect an opponent's hostile overtures into a powerful retaliatory attack. In its purest form, a true master of Diffusion can reflect all physical attacks without putting himself in danger of permanently damaging his attackers.
Metallikato: Metallikato is perhaps the most arcane and rare of the Cybertronian combat arts. It incorporates elements of the mental conditioning of Circuit-Su, along with the hand-to-hand combat of Crystalocution, but it also mixes in a strong element of spirituality, encouraging practitioners to attune themselves with powers higher than themselves to attain their goals. Metallikato has a strict code of ethics that its students are required to follow in order to achieve true mastery. The combat attacks range between standard hand-to-hand to edged and blunt weapon attacks, providing practitioners a versatility in battle that is difficult to match. Although it emphasizes variety as a means to superiority, mastery of edged-weapon combat is the primary hallmark of those who study Metallikato.