TARN
TARN
Threat Level: 24
Size: Huge/Extended
Health: 25
Movement: 40 ft. Ground (Bot Mode); 45 ft. Ground (Alt Mode)
Strength: 17
Speed: 13
Smarts: 11
Social: 13
Toughness: 31
Evasion: 23
Willpower: 21
Cleverness: 23
SKILLS:
-Alertness +d6
-Animal Handling +d2
-Athletics +d4
-Brawn +d10
-Culture +d6
-Deception +d6
-Driving (Tracked) +d6
-Initiative +d6
-Intimidation +d10
-Might (Glaive) +d8
-Persuasion (Weaponized Conversation) +d10
-Science +d2
-Streetwise +d6
-Survival +d6
-Targeting (Cannon) +d10
-Technology +d4
-Languages: Cybertronian, Ancient Cybertronian, seems at least passable in a
variety of languages from all across Decepticon territory
PERKS:
Gladiator: Tarn may make three melee or two ranged attacks per Standard action. His
targets may not benefit from the Defend action against his attacks.
Mode Conversion: Cybertronians spend a Standard Action to convert between Bot Mode
and Alt Mode.
Tyrannical Focus: Tarn is immune to Stun Damage and cannot suffer from the
Frightened or Stunned conditions.
ATTACKS:
Cybertronian Glaive (Might): +d8*, Reach x2 (2 Sharp Damage)
-Alternate Effects: 2 Sharp Damage - Multiple (2) Targets (Reach x2, ↓1), 2 Sharp
Damage - Multiple (3) Targets (Reach x2, ↓2)
-Hands: 2
-Requirements: Bot Mode Only
-Traits: Martial Arts, Sharp, Silent
Particle Rifle (Targeting): d10, Range 150ft/600ft (minimum 30ft) (1 Energy Damage)
-Alternate Effects: 2 Energy Damage (↓1), 3 Energy Damage (↓3)
-Requirements: Alt Mode Only
-Traits: Armor Piercing, Computerized, Energy, Integrated, Reload
POWERS:
Weaponized Conversation (Standard): Tarn can sync the timbre of his voice with the
rhythm of one Cybertronian target's spark, targeting their Willpower Defense with a
Persuasion attack. The target must be able to hear Tarn for the attack to have any
effect. If successful, the attack inflicts 3 Psychic Damage.
What Do You Say? (1/scene, Standard): Tarn may use Weaponized Conversation against
one target within 10 feet who has already taken damage from Weaponized Conversation
in the same scene. If the attack is successful, the target is reduced to 0 Health
and Defeated.
Nuke Injection (1/scene, Free): Tarn can increase the concentration of Nuke in his
fuel line. Doing so adds +1 damage to any melee attacks and grants Edge to all
Might Skill Tests. This power lasts for 2d2 turns, after which Tarn suffers 1
Psychic Damage.
GEAR:
Armor: Ultra-Heavy Protection Layering (+4 Toughness and +1 Health)
Weapons: Cybertronian Glaive (Might long melee), Double-Barreled Fusion Cannon
(Targeting integrated element), Particle Rifle (Targeting integrated element)
Other: 2d2 stored Energon Points, Matrix of Malice
HANG-UPS:
Nuke Rage: Tarn's use of modified nucleon can cause him to fly into a barely-
controlled rage. If Tarn is injured or successfully targeted by a skill meant to
taunt or mock him, he suffers Snag on all attacks that don't target the source of
his anger until he inflicts damage to them or until the end of his next turn.