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Kadoom wrote:I was away for a bit, im not sure how to introduce my character to the decepticon plotline, because it seems theres several at once. Can I get any help on jumping into the storyline?
*Silverblade wrote:I'm curious
where would I find info about the seekers on the canon list. I would pick one up to RP but I know nothing about them.
*Silverblade wrote:But she is supposed to be like a spokeswoman and into politics I guess but as a young transformer what is the likelyhood of her coming into contact with the more powerful commanders?
DarkJet wrote:My concern is that when making a fan made you only get 70 points to use, thats it. But maybe if you climb high enough in the ranks you could earn like 5 more points or something like when Hot Rod was given the Matrix and turned into Rodimus Prime it boosted his stats to help him lead. I am not saying that every one should get upgraded. But especially with the decepticons can you imagine StarScream taking orders form Rumble, no he would simply crush him and assume leadership.
I think this would fit nicely in the rules section. very well thought out Tasbirk.Tasbirk wrote:This post is an article about that most overlooked and misunderstood of Attributes- Tech Skill.
Most characters, canon or fanmade, have a Tech Skill falling between four and six, average for a Cybertronian citizen. While the meaning of very high or low numbers may be obvious, the average range is more ambiguous. Let’s examine what the average Autobot or Decepticon is (and is not) capable of.
Firstly, consider the obvious- Cybertron is a machine world, inhabited by machines. The need to perform complex technical tasks is very common. For Cybertronians, everyday activities, such as personal maintenance and grooming or reloading a weapon, require greater technical expertise than most people have in real life. This means that Cybertron, unlike Earth, does not have a general populous that cannot change their own oil, or set the timer on the VCR.
I would also remind everyone that Tech Skill is relative. A chef can prepare dozens of recipes and might be able to fix a stove, but would be lost if his car broke down. Similarly, a warrior is likely to display greater knowledge in operating and repairing weapons than they would in searching a database or picking a lock.
Additionally, attempting to use equipment in a nonstandard way is generally (but not always) beyond the abilities of characters with average Tech attributes. By ‘nonstandard’, I mean actions such as trying to load a weapon with ammunition not designed for it. Designing new devices, or writing new programming, are also generally out of the reach of average characters.
Tech Skill is tied to Intelligence. A character’s Tech may only be two points higher than their Intelligence. Tech represents what your character knows, but intelligence represents how creatively they can use it. A character that is very bright, but only average in Tech Skill can come up with clever ways to solve problems through simple means. This can give them an edge over less witty characters.
It can be tempting to ignore the Tech Skill when creating characters that are heavily combat-oriented. Nevertheless, remember that ANY attribute below four means the character is essentially a cripple in that regard. A character with a Firepower of ten and a Tech of two is not any better off than a character with a Firepower of ten and an Accuracy of two. The warrior with the Tech of two can’t even reload his own weapons, let alone fix them. An opponent with balanced, average attributes is likely to defeat either of the above examples. Clearly, it pays to be well rounded.
In closing, just keep your Tech Skill level in mind when your character acts. Try to play by the numbers. After all, it’s only fair to those who did spend the points for those high Tech levels!
Luc wrote:There's also the possibility of a pure cosmetic/functional upgrade that doesn't affect stats. Like some of the mechs crashing/landing on Earth receives new modes and perhaps even new functions with it.
DarkJet and Unipuma wrote:Upgrades, etc.
AxiomScion wrote:I may be coming off too harsh, but if an applicant can't locate the help thread, the history thread or even read the rules thread, I don't see them finding/using the profile threads or navigating the RP story posting threads that well.![]()
Adding another "helper thread" specifically for character applications seems like an excuse not to read the R&G page the mods worked so hard on. Not trying to burst a bubble or question your genuine concern, I started posting I'ld like to help out myself, just thinking of how this guide might be misused.
or this guide could be stashed in the folds of the ever growing R&G...
or perhaps amidst the History and Notes thread. If someone needs help, asking if they looked through the RP history thread would prove a very good indicator...
Light Blade wrote:AxiomScion wrote:I may be coming off too harsh, but if an applicant can't locate the help thread, the history thread or even read the rules thread, I don't see them finding/using the profile threads or navigating the RP story posting threads that well.![]()
Adding another "helper thread" specifically for character applications seems like an excuse not to read the R&G page the mods worked so hard on. Not trying to burst a bubble or question your genuine concern, I started posting I'ld like to help out myself, just thinking of how this guide might be misused.
or this guide could be stashed in the folds of the ever growing R&G...
or perhaps amidst the History and Notes thread. If someone needs help, asking if they looked through the RP history thread would prove a very good indicator...
what if rather than it being available from the outset, the mods could recommend the applicant to a 'Tutor' type figure, who would help them resolve grievances and work on a sample post, which is probably the most offputting part of the application that puts potential player off
Or if after a ceartain number of applications the mods give the applicant permission to post in a help request forum.
FuzzymusPrime wrote:Ok, I don't want to drag the topic back to something that's been covered before, but I am curious as to the background of Gestalts in the Game.
I can see the canon lists from here, and currently our potential combiner teams don't look like teams really:
Aerialbots 2/5
Protectobots 3/5
Technobots 1/5
Combaticons 3/5
Constructicons 3/6 (and one of those is as a mod NPC)
Monstercons 3/6
Predacons 2/5
Seacons 0/6
Stunticons 3/5
Terrorcons 1/5
Obviously, if the best they can manage is half strength, then the combiner teams would be difficult to justify.
But, as I higlighted, the combiners who already have the ability don't have numbers any better than the other teams, so it leaves me curious as to why they got it. Where these teams better manned before this board crash? Or was it an arbitrary decision to make sure the technology was known but rarely used?
How many team members would have to be played before the mods would consider letting that team seek the conbination modifications, or would other criteria be used?
Mostly I'd just like to see over 2 dozen decepticons squabbling over the right to be the next Devestator, rather than the next 4 gestalts actually being wheeled out in a firepower war. But I am curious as how the potential plotlines of the gestalts could be pushed forward.
Alpha Strike wrote:Story Recruitment
Story Title: Guns of Polyhex
http://www.seibertron.com/forums/viewtopic.php?p=407552&sid=#407552
Basic idea is to send a small group of autobots, not exactly special forces members, behind enemy lines and take out the big batteries that were used against Omega Supreme. The mission leader is an upstart brash and overeager Bunker commander from Nova Cronum's Maximus Line. We already have a second warrior slot filled in Forte, who gives the team another added element much like some of those dirty dozen characters. The strike force needs four more members for this team so the assault will be effective.
Autobot Team Needs:
A recon or scout specialist - much like Gears or similar functions
A Sabotage specialist - some one who can actually help rig some right suprises for our Combaticon opponents
A Communications or Computer Specialist - Capable of hacking into enemy transmissions to locate potential patrols or access points. Perhaps even hijack a few trains or transports to get into the objectives.
A third Warrior or Infiltrator - To give added firepower and strength to the force, or give the team experience in the art of moving through enemy lands with out drawing attention and getting blasted.
Decepticons Needs:
A Vortex Player
A Blast-Off Player
Light Blade wrote:Funny, I just had smokescreen suggest something like this as part of a series of small squad attacks to disrupt the decepticon counter offensive, if you want an in game ally talk to Smokescreen. he's in Iacon
Apologies for this mess, if you want I'll alter my post to exclude my Polyhex plans
Devastron wrote:With Grimlock back on Cybertron he is going to try and rebuild the Lightning Strike Coalition from the Dark Ages to wreak some havoc on the Decepticons, particularly in the Tagan Heights. It would be awesome to have the original line up in the group again, but new members will be welcome if they can convince Grimlock they are strong and tough enough to join.![]()
Here is the original line up for the team, other than the Dinobots of course.
Kup
Ironhide
Wheeljack
Smokescreen
Inferno
If you are playing one of these characters and is interested then say so here or shoot me a PM. If you have a character you think would fit in with the group then let me know and we can see if he or she can fit into the group.
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