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Composed by THK/JN

Disclaimer: This booklet is for anyone who wishes to look at it. It is 100 percent free and should
remain so. It is the core book of a completely unofficial Transformers D6 role-playing game.
Readers and gamemasters are free to use the material howeer they choose to do so !e"cept sell it#.
$ll of the illustrations were drawn on %& 'aint by the author.
Note( Throughout this guide) one will see gray patched areas of te"t. These were *uestions that
arose from my original players. There are some good clarifications contained within them.
1
+,$'T-R ./- 0 I/TR.D1+TI./
The $utobots and Decepticons are a dierse group of robots. They come in many different si2es.
This is one of the most important factors in deciding what type of robot you will want to play.
Introduction: The Importance of Scale
There are some guidelines regarding how humans and smaller creatures can interact with large
powerful robots) some of them being the si2e of planets. This is 3ust an introductory look to e"plain
away some basics.
&cale is ery important for figuring out most combat scenarios) and scale is almost always figured
in regards to the si2e of the robot) not the ruse it transforms into !unless we4re talking ehicle
combat#. %ost large Transformers turn into large machines) but this is not always true as in the case
of &oundwae and 5laster) both +lass Three Transformers who transformed into tape cassette
decks. &cale is the first issue to address in creating a character for the Transformers D6 %odified
R'6.
$ll characters in the Transformers D6 %odified R'6 hae 17 attribute dice to diide up amongst 6
attributes) meaning that most characters from ery large to ery small will hae 8D to 9D for their
base attributes. :or e"ample) a character like &pike might hae 9D in &trength) but so might
1nicron. &pike is a human) and 1nicron is a planet-si2ed robot. They naturally wouldn4t hae the
same &trength attribute. This is 3ust one of the many places where scale offsets things greatly.
8
Scale Listin! Table "#"
&cale -"ample +haracters
.ffset
%odifier
Typical &i2e
,uman &pike ;itwicky - <-6 feet
+lass .ne 5umblebee) +liff3umper 8D 7-1= feet
+lass Two $rcee) &pringer <D 17 feet
+lass Three
.ptimus 'rime) 1ltra %agnus) %egatron)
&oundwae
6D 8< feet >
+lass :our +ombiner Transformers like Deastator 18D <7 feet >
+lass :ie .mega &upreme) %etrople" 17D 100-900 feet >
+lass &i" 1nicron 8<D 'lanetary
,ow much a character can dish out in damage with their hands and feet?,ow much a character
can lift) their ability to dodge and parry) and how much punishment one can take are 3ust some more
e"amples of how scale affects a character. /aturally) &pike or 5umblebee couldn4t lift as heay of
weaponry as Defensor) take as much punishment as .ptimus 'rime or %egatron?or deal as much
out as either of them as well.
1nderstanding scale will help you) the player) gie a spark to a Transformer that fits well within a
campaign. @nowing that the bigger one is) the more he or she can carry) the more punishment he or
she can take and the more damage he or she can deal out. .n the other hand) it4s harder for them to
get out of the way of certain attacks?and the slower it is for them to transform. Issues like these
can really be a deciding factor in what a player is looking for in a character.
Hypothetical S$ill Listin for three %&ample Characters! Table "#'
+haracter
/ame
&cale
&trength
$ttribute
-nergy
;eapons
&kill
Damage from
-nergy or :ueled
;eapon
'hysical and -nergy
;eapon $rmor
Resistance
/ightlife
+lass
1
8D AD 9D !class 1# 9DB8D>8
6oat +lass 9D AD>1 <D !class 8# <DB9D>8
9
8
Tor*ue
+lass
9
9D <D 0D !class 9# <DB9D>8
CThese stats will reflect the ones found in the character creation walkthrough section in +hapter
:ie.
Three $utobots arrie on -arth and understand that they will almost immediately be put at odds
with the Decepticon forces there. They must prepare and understand their strengths and weaknesses.
The smallest of the three) /ightlife) at times) is pleased that he is small and maneuerable) but is
still ery afraid of what might happen if he is immobili2ed. Decepticons that are 6oat or Tor*ue4s
si2e could do some real damage to him if he is caught off-guard) and there really isn4t much he can
do in return with his typical weapon loads.
:or e"ample) if /ightlife were to shoot his energy weapon at an opponent that is Tor*ue4s si2e) he
would be granted a ><D to hit because of the difference between +lass 1 and +lass 9 is <D. This
greatly raises the likelihood that /ightlife would hit a +lass 9 opponent) but if the opponent has 9D
in &trength) that opponent could resist /ightlife4s 9D class 1 laser at !9D &trength ><D &cale
Difference > 8 -nergy resistant armor# =D>8. %ost +lass 9 opponents are imperious to +lass 1
weapons due to the massie soaking difference.
Dikewise) if Tor*ue or an opponent his si2e were to try to physically strike /ightlife) he would be at
a -<D to strike due to trying to hit a much smaller target. If /ightlife managed to get struck by such
an attack !howeer unlikely#) it would do massie amounts of damage. /ightlife would roll his
&trength of 8D > 1D physical armor ersus Tor*ue4s &trength of 9D > <D scale difference E =D. =D
against 9D spells pain for /ightlife.
&i2e and strength ersus slightness and speed eens the playing field until larger opponents can
slow down smaller opponents) and smaller opponents get bigger guns.

Transformation Time! Table "#(
&cale Transformation Time
+lass 1 8 seconds Fse*uence 1G
+lass 8 9 seconds Fse*uence 8G
+lass 9 1 round Ffie secondsG
+lass < 8 rounds Ften secondsG
+lass A 6 rounds F90 secondsG
,ow fast a Transformer can transform is dependant on their si2e. The smaller one is) the less
accessories) moing parts) and or baggage a robot usually has to deal with. +lass 1 transformers can
transform easily and back again within one round4s time. +lass 8 can transform by the end of their
second action within a round. $ +lass 9 transformer can transform fully by a count of fie) or in one
round. $ny transformer rare enough to be +lass < or greater will need more time than a round to
transform.
$ transformer can of course try to half their transformation time !double the speed they transform
at# by making a moderate De"terity roll !typically an 11 or higher#?Results of failure though may
not be worth it though !De"terity dice in damage at that character4s scale#. Transformation is
<
important in battle se*uences. $ larger Transformer may wish to transform into their ehicle or
secondary capacity to start a charge) whereas a smaller one will really want *uick transformation for
faster flight than he or she would ordinarily hae on foot.
In regards to se*uence 1 and se*uence 8 under +lass 1 and +lass 8 Transformer transformation
speeds) that means that +lass 1 transformer can transform by the end of their first action within a
round. $ +lass 8 can transform by the end of the length of time necessary for two normal actions
within a round.
&o) if /ightlife) 6oat and Tor*ue all decided to transform at the beginning of a combat round and
they had the initiatie( /ightlife would transform as his first turn. 6oat and Tor*ue would continue
to transform while their enemies took their actions) and 6oat would be transformed by the end of
his ne"t turn in that round !i.e. after the enemies4 turns#. Tor*ue would be transformed at the round4s
end. !this if of course if they chose not to use the De"terity check option#
Chapter )ne * Startin )ff The Character Creation +rocess
/ow that &cale has been discussed and one has had a chance reiew the adantages and
disadantages of the scales) one is ready to create their character. $s a refresher before finali2ing the
choice) a *uick summary about types of scale classifications will follow) but first) a few terms need
to be discussed in regards to the tables below each scale group.
Interated ,eapons: %nery Consumin 0 This integrated weapon is fueled directly by the
Transformer4s -nergon tap. Typically) these weapons are lasers) but can be melee weapons as well
in the form of energy swords) a"es) and power saws !a possible tool system as well#. There are no
e"ternal power sources to worry about) but at the same time) if one uses their integrated energy-
consuming weapon too much) they can run out of power and shut down. These weapons tend to be
ery accurate) and are not designed for area affect. The number in the category at the time of
character creation is the damage output.
Interated ,eapons: -uel Consumin 0 This integrated weapon has its own power source) and
typically) there is some sort of gas inoled in the weapon4s function. -ither to propel rockets)
missiles or bullets) form bolts of plasma) or propel a type of li*uid like glass gas or li*uid nitrogen
!always a ranged weapon#. These weapons tend to be area affect weapons. The number in the
category at the time of character creation is the damage output.
A
Interated +hysical State ,eapons 0 These weapons are non-comple" and hae either a few or no
moing parts at all !they are non-energy#. They are often things like blades) clubs) and hammers
!i.e. helicopter blade swords) tail-fin a"es) smoke stack clubs# &trong Transformers tend to benefit
best from this sort of weapon. The number in the category at the time of character creation is the
damage output added to the Transformer4s &trength attribute.
%&tra +ayload - Transformers don4t hae purses or pockets. $ll the non-integrated items they carry
fall into this category. .ne thing to remember is that payload can be taken away !at character
creation for improing other systems#) but it cannot be added to without the H-"tra 'ayloadH special
ability. $ Transformer can add e"tra e*uipment from +hapter Three to his arsenal or toolbo". &ome
of these weapons are ery similar to other Transformer4s Integrated ;eapons and Tools) but these
weapons or tools hae their own power sources and may een be at a higher class of scale !enabling
more damage and enabling more tool functions#. The best thing about this category is that these
e"tra items can be switched out or replenished without a ma3or oerhaul. .ften times) they are
magnetically attached to the character and can be gripped ery *uickly. Typically) a Transformer
will carry a sidearm and has the option of carrying another weapon or a tool. The number in the
category at the time of character creation is the number of e"tra items a Transformer can carry and
functionally transform.
Interated Tool Systems - This is the most ague category as the fuel source is dependant on the
type of tool. If there is a gas inoled) it is fueled and powered by another power source. If it is
strictly an electrical deice) it is powered by the robot4s energon tap. The number in the category
could mean a wide ariety of things !its ague) but +hapter Three does a better 3ob of e"plaining
things#) though typically the higher the number) the more minor tool functions one receies or the
more ersatile a tool package is.
Special .bilities - -eryone gets at least a minor ability) but in order to hae a moderate or ma3or
ability) one has to sacrifice functions from other areas of a Transformer4s trade and arsenal. The
number in this category will be the basis for what abilities one can receie. $ 1 will grant one minor
ability. $ 8 will grant two minor abilities) or a moderate ability. $ 9 will grant a ma3or ability) or one
minor and one moderate) or three minor.
)ptional +layer Characters: 5elow) specifics for humans and the first four playable classes of
Transformers are listed.
Human /human scale0 0 I don4t particularly want to start off by casting the role of IictimJ oer
humans or near human characters) but in a lot of instances) human beings will need large amounts
of $utobot help against Decepticons aggressors. They4re not nearly as hardy) strong) or fast as many
of the relatiely smaller +lass .ne Transformers. They need o"ygen) food) water) and shelter from
the enironment?many things that Transformers only consider briefly when they consume
-nergon or recharge. Ket) they do hae adantages that can bring balance to their frailty and
inability to transform. They4re small) and can slip past passie sensors with ease. &ome of them are
highly trained) and gien the right tools or weapons) they can defend themseles from Decepticons
and or $utobots !for instance) 6.I. L.- and +.5R$# with the adantage of being a relatiely small
target !they are small enough to eade most direct fire) but really need to watch the indirect fire#.
Dastly) some humans hae strange and special powers that gie them uncanny abilities !&pider %an
worked with 6ears at one point in time# either through mutation) e"perimentation) cybernetics) and
or drugs. %ost ,umans stand between 1.8 and 1.M meters tall) and weigh in between <A and 100 kg.
6
Integrated
;eapon( -nergy
+onsuming
Integrated
;eapon( :uel
+onsuming
'hysical
&tate
;eapons
-"tra 'ayload
Integrated
Tool &ystem
&pecial
$bilities
- - -
Naries with
e*uipment)
speak with 6%
-
1 to 8)
speak with
6%
Class )ne Transformers- %ore common than +lass Three or :our Transformers but less common
than the +lass 8 Transformers) these Transformers are small but in many cases fairly mighty. Their
biggest adantages are the ability to transform ery rapidly and their natural smallness when it
comes to eading attacks from larger opponents. %ost +lass .ne Transformers e"cel at espionage
and reconnaissance type 3obs) in fact) many of their special abilities complement their already small
si2e to further aid in their tasks. ,umans who work and fight along side the $utobots are sometimes
afforded an e"o-suit which makes them a +lass .ne Transformer.
Bumblebee, Exo-suit Spike, and Rumble are all examples of Class I sized characters.
Integrated ;eapon(
-nergy +onsuming
Integrated
;eapon( :uel
+onsuming
'hysical
&tate
;eapons
-"tra
'ayload
Integrated
Tool &ystem
&pecial
$bilities
1 8 1 8 1 1
=
Class T1o Transformers- The most common type of Transformer) these robots form the bulk of
both .ptimus 'rime and %egatron4s troops. In many regards) they hae the best of both worlds. If
they4re cautious and skillful) they can assume 3obs only assigned for smaller counterparts) but they
can also back themseles up with a greater compliment of firepower and toughness should they be
compromised.
The Decepticon ;ing +ommander) &tarscream) and the $utobot %aster-$t-$rms) Ironhide are
e"amples of +lass II characters.
Integrated ;eapon(
-nergy +onsuming
Integrated
;eapon( :uel
+onsuming
'hysical
&tate
;eapons
-"tra
'ayload
Integrated
Tool &ystem
&pecial
$bilities
8 8 8 8 8 1
7
Class Three Transformers- .ften termed as the largest and strongest of the $utobots or
Decepticons) but that is only in relatie terms. They4re a rare breed) but more common than +lass <
or larger Transformers. .ften times) because of their si2e and training) these Transformers are fitted
for leadership positions. 1ltra %agnus) .ptimus 'rime) &oundwae and %egatron are all
considered +lass Three Transformers.
The eil Decepticon Deader) %egatron) and his arch-enemy) the heroic +ommander of the $utobots)
.ptimus 'rime are e"amples of +lass III characters.
Integrated ;eapon(
-nergy +onsuming
Integrated
;eapon( :uel
+onsuming
'hysical
&tate
;eapons
-"tra
'ayload
Integrated
Tool &ystem
&pecial
$bilities
9 9 9 9 9 1
M
Class -our Transformers- %ost Transformers that are +lass :our aren4t in fact one Transformer
but are likely fie or si" formed together to make one large robot) also known as a +ombiner. ;hen
Decepticons or $utobots combine together to form a giant robot) a new set of payload rules and
scale rules apply !this will be discussed in +hapter :our#.
Integrated ;eapon(
-nergy +onsuming
Integrated
;eapon( :uel
+onsuming
'hysical
&tate
;eapons
-"tra
'ayload
Integrated
Tool &ystem
&pecial
$bilities
< < < < < 1
/ot to scare anyone off) but character creation is a four-chapter process. This doesn4t mean that one
has to read the first four chapters from this guide) but one will surely find the material in the first
four chapters ery useful in character creation. Transformers are created in four basic steps(
&tep .ne 0 Initiate 5ackground and decide which scale of character you4re going to play.
&tep Two 0 Determine attributes and skills. ;e4ll be talking about the attributes ery shortly) but all
of the skills will be listed in +hapter Two.
&tep Three 0 +alculate points to come up with the number of special abilities) tools) and integrated
weapons systems you wish your Transformer to possess !is determined by si2e class and can be
altered or left alone... coered in +hapter .ne# 'ick from a list of integrated weapons) physical state
weapons) e"tra payload deices) integrated tool systems and special abilities and be sure they
correspond to your characterOs point allowance. !+hapter Three#
&tep :our 0 :inali2e +haracter 5ackground. This sometimes is done to see how your character
eoled or may hae changed from your original concepts.
$boe) each optional player character scale showed how many points were gien by default. 'rior
to the listings) each category was e"plained in definition format and what could be altered and how
was e"plained. This is the first e"planation as to how do the calculations !i.e. customi2ing your
Transformer to fit what types of tools and weapons it should hae#. If you as the reader don4t
understand it the first time) it will be e"plained again in +hapter Three with some ideas for the
weapons) tools) and special abilities. It should be fully understood by the time +hapter :ie is
concluded) so remember) this initial e"planation is geared more at letting you understand options for
items in creating a character concept and altering point allowances to define your characterOs
armaments and abilities. +hapter Three is refining those choices with actually putting the weapons)
tools and powers in the allotted slots) and by +hapter :ie) your understanding and leel of
certainty in your choices should make you feel ready for game play.
$t character creation) a player will be faced with the option of altering the layout of their
e*uipment) weaponry) and special abilities based on their character si2e class choice.
,ere4s an e"ample of how to do this(
5rad wants to create a +lass Two Transformer. 5elow are the unaltered points(
Integrated ;eapon(
-nergy +onsuming
Integrated
;eapon( :uel
'hysical
&tate
-"tra
'ayload
Integrated
Tool &ystem
&pecial
$bilities
10
+onsuming ;eapons
8 8 8 8 8 1
The special ability category cannot hae that one point remoed) but in all other categories) points
can be ad3usted !remember the payload e"ception though...e"tra payload can be taken away) but not
added to at this time#. There are eleen total points to play around with for the +lass Two
Transformer. 5rad decides to take all of the physical state weaponry points and put them into the
&pecial $bilities category !unfortunately) the special abilities category is a two Fbased on classG for
one trade) i.e. two points in physical state weaponry e*uals one point oer in the special abilities
category?if the character being created was a +lass Three Transformer) it would be three points in
physical state weaponry e*ualing one point oer in the special abilities category#. /e"t he decides
to take all of his Integrated ;eapon( -nergy +onsuming points and moe them oer to Integrated
;eapon( :uel +onsuming. ,e has decided to eliminate his physical state weapons and energy
consuming weaponry completely in order to gain a better special ability) and a decent :uel
+onsuming Integrated ;eapon. @eep in mind that anytime one adds to their special abilities)
they4re losing points from the grand total !5rad started with eleen points total) when the dust
settled) he ended up with 10 points) but with a character that better fit his design plans !he figured
the special ability boost was worth the trade#. The end result(
Integrated ;eapon(
-nergy +onsuming
Integrated
;eapon( :uel
+onsuming
'hysical
&tate
;eapons
-"tra
'ayload
Integrated
Tool &ystem
&pecial
$bilities
0 < 0 8 8 8
;hat were 3ust coered were the concept portions of character creation !i.e. thinking about scale)
weaponry) tools) and special abilities#. $ttributes and &kills are coered in ne"t chapter. ;eapon
choices !or ideas for#) tool choices !or ideas for#) and special abilities choices are coered in
+hapter Three. %oement is coered in +hapter :our) and until those chapters are gone oer)
initially) all one could do is ery basic conceptual work on what one might want their Transformer
to do. +hapters 8) 9) and < will fill in the blanks) so that by the time we get to +hapter :ie) the
walkthroughs of the character creation process of /ightlife) 6oat) and Tor*ue won4t seem so alien
!een though they4re all from +ybertron#.
11
+,$'T-R T;. 0 $TTRI51T-&) &@IDD&) &'-+I$D $5IDITI-& $/D DI&$5IDITI-&
In the 6reat ;ar of +ybertron) $utobot &couts performed many tasks besides 3ust fighting. In the
picture aboe) an $utobot stands by) waiting for collections material to report to head*uarters oer a
long range communicator. $nother looks through a set of macro-enhancers at an enemy position.
Two of the $utobots appear to be using tactics in coering their comrades) whereas the leader
carries an $utobot flag) insping the others to moe on and take the ne"t position. These
characteristics) skills) and abilities will be discussed in this chapter. 'ace yourseles. This is a long
chapter.
Chapter T1o * .ttributes and S$ills /+art )ne#2ital Statistics0
$ttributes gie a character skill sets that allow them to perform functions within a game. There are
two different sets of attributes that will be discussed in this chapter before we 3ourney into the skills
section.
The first sets of attributes coered are the ital attributes. They are composed of the following(
Code Name: If you choose to play to play a ,uman character) then your character4s name will go
here. $utobots and Decepticons hae earthly code names like 5umblebee and &kywarp to gie an
idea of what form they choose to transform into) or a hint into their special abilities and disposition.
.ffiliation: $re you a member of an earth military force) or are you playing an $utobot or
DecepticonP Lust a few brief words to sum up who you4re loyal to go here.
18
3ender: %ale or :emaleP
.e: ,umans on aerage lie into their seenties and eighties) but Transformers are immortal
through parts switch-outs and high technology. Death usually only occurs for Transformers through
accident or combat?so) the *uick) smart) and strong $utobots and Decepticons could ery well be
seeral thousand years old or more.
4an$: If a character is a Transformer) this statistic is more important than age. ;hen one is
immortal) e"perience will define how they4re looked upon much more accurately than age. Ranks
tend to fall between 1 and 80. $nything higher than 18 is e"tremely rare) as .ptimus 'rime and
%egatron are roughly around the 10 or 11 range. $ character4s rank is determined by taking the
aerage of all the skills the character has in their skills sets. I.-. $ transformer with a Rank of A
means that their aerage skills rating in all skills is AD. %ost beginning characters start out with a
ranking of 8 to 9. 6aining rank is a ery slow progression.
Heiht: +haracter ,eight is listed here in feet B inches or in meters if metric is preferred.
,eiht: $utobots and Decepticons are made of highly durable but light-weight composite alloys.
They are surprisingly light-weight compared to what many people may think?this being said) most
weigh at least 1600 lbs) or 1.6 metric tons. ,ere is a scale on how to determine Transformer
weights(
&cale ,eight !h# :ormula ;eight !w#
+lass .ne 7-1= feet Fh"8G " 100 1600 to 9<00 lbs.
+lass Two 17-89 feet Fh"8.AG " 100 <A00 to A=A0 lbs.
+lass Three 8<-<= feet Fh"9G " 100 =800 to 1<100 lbs.
+lass :our <7-MM feet Fh"AG " 100 8<000 to <MA00 lbs
5o6e 74obot8: This is the robot4s speed in meters per round. Typically) only the tactical moement
is listed.
5o6e 72ehicle8: This is the Transformer4s ehicle speed per round. The ehicle speed isn4t always
a multiplier like the moement on foot speed. $ll ranges of the ehicles speed will be listed.
%neron Supply: 1nless altered by the -nergon 5ooster special ability) a Transformer4s -nergon
&upply is 100 at fully charged. -ach time the Transformer uses a special ability or an integrated
energy weapon) it can affect the -nergon &upply count. ;hen a count of 0 is reached on the
-nergon &upply) the Transformer collapses until recharged.
5esides weapons usage) tool usage) and special abilities that re*uire energon)
,ow else is it used upP
The *uestion posed lists the main ways energon is e"pended...but there are
other things that cause energon drain. If a character has a solar port) he
shouldnOt eer hae to worry about running out of power as long as he has the
light of a nearby star shining upon him. If not) then he will find out that time is
a drain on his battery. 5atteries lose their charge...and after 1 day) the character
will lose 10 points of energon if not charged. $ staring $utobot or Decepticon
can moe and function on one point of energon) but the reason why the
Decepticons crae so much energy is so that they can power energon-gu22ling
19
weapons that do the most destruction...and plus) they want to remain at peek
energy leels to go on a rampage...likewise) the $utobots will turn to normal
powersources !i.e. plugging into a wall outlet and charging for four hours# so
that they can remain at peek physical energon leels to defend the humans and
earth.
In3ury can also lead to energon leaks. This is a factor if the character is older. $
good solid smack that causes the robot to lose functions may end up losing
energon as well...a slow bleed...or could be a real gusher.
%&istin .rmor: 1nless altered by the Quadratanium &kin special ability) a Transformer4s natural
armor setting is >1D against physical attacks) and >8 against energy attacks.
%&perience +oints: -"perience points can be used in game sessions to boost certain skills) and they
can be used in between sessions to permanently improe skills and attributes. $t the end of this
+hapter) a *uick chart on which skillsBactions hae limitations concerning character point usage will
be listed.
Disposition Numbers: This set of numbers combines alignment) appearance) and perceptions of
your character. It would appear as such( =BAB6
The first number indicates a character4s moral compass. $ ten would indicate that character was a
noble good character) basically a character who is good to a fault. $ seen to nine range indicates a
typical heroic character. :our to si" would represent a wide ariety of masterless) neutral or selfish
characters who may lean towards good or bad depending on what4s at stake for them. .ne to three
would represent eil characters) one being the worst of pure eil. $lignments will be coered more
in depth in +hapter :ie.
The ne"t number represents approachability) likeability) attractieness) and perhaps een haing a
horrible appearance that generates fear. &een to ten represents a character that is attractie)
approachable !typically humans recogni2e a champion and won4t run away screaming# and for the
most part) likeable. $ = gets a >1D to 5argain) +on and +ommand) an 7 gets >8D) a M gets >9D)
and a 10 gets ><D. :our to &i" represents a plain character?which in times can be ery good when
it comes to blending into the surroundings. $ttractie and terrifying characters tend to get noticed
more often) so a character who falls into the e"tremes cannot perform a hide or sneak action unless
they hae that skill !:our to &i" middle scored characters can 3ust make De" checks without een
haing the skill#. They hae no special bonuses other that they are obscured when doing recon. .f
course) those who fall into the one to three range are either really super ugly) or absolutely
terrifying?or both. In any case) they typically generate a certain amount of horror amongst smaller
beings?and sometimes een their peers...They receie bonuses to the skill of Intimidation) >8D at
9) >9D at 8) and ><D at 1. Typically) $utobots tend to hae higher middle scores because they don4t
want to appear grotes*ue) mean) or insanely war-like. Their blue eyes and readable e"pressions
almost gie them angelic *ualities) whereas the Decepticons?with their red glowing eyes and
disturbing features can appear similar to demons. To conclude the middle number representation
discussion) know that this number typically reflects only the appearance of the robot !it can be both)
but isn4t always so#. &tarscream transforms from a beautiful 3et fighter into a horrifying monster of
a robot.
The last number is based on how your character registers to others?and this is done based on how
/'+s perceie your character. It keeps players in check with what their character4s moral compass
1<
says in regards to their actions. $ character4s last number shouldn4t be too different from their first
number. In the e"ample aboe) the character with a =BAB6 is a reasonably heroic character) who has
an aerage appearance) and looks to hae done something that has damaged his reputation or
perception of him slightly. $nytime one steps out of their home range and into another field of
behaior?they will hear about it. $ fall from 10 to M is a big deal to e"tremely noble characters. $
fall from a M to an 7 or a = isn4t a big deal) but crossing that threshold to 6 is a big deal. Dikewise) a
character going from a 9 to a < based on a subtle kind or merciful action can bring a nest of bad
guys down onto the one bad guy who performed the act. It is all based on character action) and in
time) the reflection of the character through the eyes of others may be the character4s new alignment
!the 6% will determine the time of when that change occurs#.
Special Note: Lust a little on adancement?the bigger the gap between the first number and the
last) the less e"perience points the character will receie when adancement is underway simply
because they are playing a character who is not acting in character. There is some leeway) because
heroes do screw up) and perceptions can mend in time) but if a selfish character commits anything
besides selfish acts) he will be ridiculed by his peers. If an eil character commits acts of great
sacrifice) charity or goodness) he will be ridiculed?and likely killed by his peers. If a good
character performs eil acts) harms the innocent) or abuses his or her power?that character will be
brought to 3ustice by his FformerG peers?and yes) it is possible for a character4s last number to slip
from a M to a 9 with one action?and ice ersa. $ heroic $utobot wouldn4t turn his guns on and
spin around in town s*uare killing hundreds of people) and likewise) an eil Decepticon wouldn4t
put out a burning building to rescue the people inside?but it could happen) and their character4s
perception could change in a heartbeat.
Remember) :irst is what is at the core !alignment#) %iddle is what is on the outside !appearance?
approachable or terrifying?attractie or ugly#) and Dast is what others see in your character based
on your actions !character perception#. The first and last should be reflections of each other) and if
they aren4t) there will be conse*uences in game and more than likely) there will be serious
repercussions in terms of adancement.
Spar$ 7Life8 +oints: Transformers are D/$ based computers) liing robots. They hae a life force
and when that life force is threatened) they can reach within themseles and use that power for a full
round to double their efforts to complete their tasks?whether for the good of themseles and
others?or carry out their terrifying new order on -arth.
Interated ,eapon: %nery 798 This represents the number of dice attributed to Integrated
weapons) for instance !where there is a R) a < in that spot would mean <D in damage#. There may be
one weapon that does <D in damage?there may be one that does 1D in damage) and another that
does 9D. It is up to the player where he wants to allocate his dice to his or her weaponry.
Interated ,eapon: -uel Consumin 798 This represents number of dice attributed to :uel
+onsuming weapons) for instance !where there is a R) a < in that spot would mean <D in damage#.
There may be one weapon that does <D in damage?there may be one that does 1D in damage) and
another that does 9D. It is up to the player where he wants to allocate his dice to his or her
weaponry.
+hysical State ,eapons: 798 This represents the number of dice attributed to 'hysical state
weapons) for instance !where there is a R) a < in that spot would mean <D in damage#. There may be
one weapon that does <D in damage?there may be one that does 1D in damage) and another that
does 9D. It is up to the player where he wants to allocate his dice to his or her weaponry.
1A
%&tra +ayload: 798 The number R indicates the amount of items that can be carried on the robot
that are apart from his or her normal weapons or tool systems. &ome items may only count for .9 of
1 slots) most items are 1 slot) while some larger items are 8 slots. &ee tools and weapons in +hapter
9.
+an transformation from ehicle to robot take place with a human si2ed
passengerP
&ometimes. Typically a small human such as a child counts as one point of
payload. $ full si2ed adult is appro"imately two points of payload. This means
that most +lass II characters and aboe who aren4t carrying any payload tools)
weapons) or gear can transform and hold a human si2ed character inside
themseles !as a hostage) or for protection#?If payload is taken up) this is not
adisable. Dots of moing parts with no e"tra room inoled means that the
human sub3ect would likely be crushed.
%dit: The scale listed aboe was for human characters both small or large with
a +lass II character. 5elow is a chart e"plaining how much payload a human
character would cost per class.
+lass &mall ,uman !child# Darge human !teenager-adult# class I transformer
I 'ayload 8 'ayload 9 -
II 'ayload 1 'ayload 8 -
III 'ayload .A 'ayload 1 'ayload 8
IN 'ayload .8A 'ayload .A 'ayload 1
&ome transformers are large enough to where they can carry a +lass I
transformer as payload. :or e"ample) a +lass II transformer could carry a +lass
I transformer without symbiotic special abilities for a cost of two payload
points.
Interated Tool System: 798 The number R indicates the amount of tool packages a robot can
purchase at character creation. %ost tool sets hae multiple tools within them) while more elaborate
or sophisticated ones can be worth up to 8. &ometimes tool packages or sets arenOt purchased and
players add in indiidual tools. &ome tools are worth fractions of 1. :or more information) please
see +hapter Three.
Special .bilities: 798 The number R will represent the amount of points allocated towards special
abilities?and these special abilities will be listed here as well.
Cybertronian .ttributes /special abilities that are inherent to all Cybertronians0: Protoform
and ransformation ( -ery $utobot and Decepticon that arried on -arth came in protoform) or
+ybertronian form. They found disguise ehicles or ob3ects and at will) they can pick new forms in
order to keep their disguises current. Regular +ybertronians can only keep one form logged at one
particular time. %ultichangers can hae seeral forms. !ehicle and ob"ect utilit# ( If a robot changes
into a gun) it will fire 3ust like a real gun. If a robot changes into a car) people can ride in it?doors
open) trunk space is aailable. In robot form) their may be functions of the ehicle or ob3ect that can
16
assist them. ,eadlights) horns) wheels on or near the feet) rocket boosters or 3et afterburners?etc.
These functions will be at gamemaster discretion) to talk to him or her about it. $actioned ( Kes) one
is likely either to be an $utobot or a Decepticon?there are differences between the two. :or the
purposes of character creation) $utobots hae no changes) but Decepticons were born for war) they
are missing 1 point of Integrated Tool &ystems for Robot :light regardless of their transformation
ehicle !i.e. %egatron could fly regardless of him turning into a gun#. There are *uite a few
$utobots who were engineers or artisans before the war) but thatOs not the case with the HnewH
flying robots...the Decepticons.
Character .d6ancement:
+an amounts for Integrated ;eapons) 'hysical state weapons) payload) special abilities and tools be
improed oer timeP
Kes. The number off to the side of the category you wish to improe is the multiplier " 100 in order
to improe with e"perience pointsS i.e. if one has 8 points of integrated weaponry) it can be
improed to 9 !i.e. 9D damage instead of 8D damage# for 800 e"perience points. &ince these
components are part of the transformer4s being) they can4t be physically altered through upgrades
but actually grow with the transformer in power with e"perience. -erything can be improed
oertime with the e"ception of payload.
+an numbers be altered aroundS i.e. transferring points from one category to another in order to
another after character creationP
&ometimes. $n oerhaul can be done if the character is moing points from one category to another
and only if the donating group and receiing group haen4t had any improements. In other words)
if 9 points were in Integrated ;eapons( -nergy :ueled) and one wished to hae 1 point go from
I;(-: to Tools) this could be done only if both Int ;eapons -nergy :ueled and Tools haen4t had
any improements through e"perience points. $lso) een though this can be done) it re*uires
robotics knowledge !a skill roll by an outside party?preferably someone with the skill of
;heel3ack or Ratchet#) time) and with multiple point transfers) the more difficult the procedure may
be. :ailure could mean damage) or een lost category points.
,ow does adancement take placeP
+haracters will receie e"perience points that can be designated to improing skills and attributes
for the long run or temporarily.
:irst) weOll coer adancement oer the long run !permanent improement#. /ormal unspeciali2ed
skills adance at face alue of dice amount. Dodge AD would cost A e"perience points in order to
raise it to AD>1. /ormal speciali2ations cost half rounded up to adanceS i.e. %elee ;eapons(
-nergy 5lade AD would cost 9 e"perience points to raise to AD>1. $ttributes can be raised at face
alue of dice " 10. I.e. a De"terity attribute at <D can be raised to <D>1 with <0 e"perience points.
&econdly) temporary improements...-"perience 'oints can be used in battle to raise skills to gie
characters an edge in time of emergency or to offset a bad roll. There are limits as to what can be
done in regards to the amount of e"perience points used per a particular type of action(
two to improe a skill or attribute roll.
1=
:ie to improe a speciali2ation roll.
:ie on any defensie action !dodge) melee parrying skill) ehicle easion#
:ie to increase &trength roll to resist damage
$ character cannot spend -T' 'oints on another characterOs actions.
$ character can spend -T' 'oints only for one action in a round.
$ character cannot use -T' 'oints in a round the same round a &park 'oint is used.
$ character +$//.T use -T' 'oints in a round to improe damage on an attack.
,ow are training time and using skills not formally taught handledP
Training time issues - If you use the skill) you can adance it. If you donOt use the skill) you canOt
adance it. This should be kept plain and simple. This is not a %atri" game. If learning a new skill)
unless it is an adanced skill) training time is sub3ectie and warrants a 6% ruling.
1ntrained skills - Think about the skillOs comple"ity. If a character is relatiely coordinated and
doesnOt hae thrown weapons) I would rule that the character could use their full De"terity attribute
to roll the skill. If the skill is comple" and re*uires weeks if not years of training) and the character
doesnOt hae the training or skill) there may be penalties added to the base attribute !more than
likely) there will be#. The rules need to be left open here in order to allow a 6% to regulate what
would be simple and comple". I would penali2e a first time car drier who is learning without an
instructor !,6 ;ells driing in the moie Time $fter Time comes to mind#...I would allow but I
would mercilessly penali2e someone who neer flew a fighter 3et to make an attempt without
training !;hat does this button doP#. The same goes for the practice of surgery beyond remoing a
splinter.
+an multiple systems be set up in the long run or een possibly at character creation...i.e. where a
character selects a completely different integrated energon weapon from what they hae alreadyP
Kes) if a player wants to take points from one specific system at character creation or wants to add
another weapon system within the fields of integrated energon) fueled) or physical state weapons) he
can. :or e"ample) if he has a mini-gun I:; 9 !9D damage#) and he wishes to get rockets) he can
spend 100 e"perience points and hae I:; 9 !minigun 9D# and I:; 1 !rockets 1D#. This answers
another *uestion...if a character has 2ero in a specific field) it would cost 100 e"perience points to
raise it to a 1..the same as for raising it to 8 !100 points#raising it to 9 would cost 800 e"perience
points and so on....
Chapter T1o * .ttributes and S$ills !'art II) 'hysical $ttributes#
'hysical $ttribute Roles( The si" physical attributes form categories and skills base for all of the
character4s skill types. The number of dice allocated between these attributes at the ery start of the
game must e*ual 17D. .nce the dice are allocated) the physical attributes determine how many
skills a character can hae in any one physical attribute.
This will all be coered in greater detail in this chapter) and by the end of +hapter :ie) eeryone
will hae plenty e"amples of how this is handled and a fairly decent understanding of the process.
5elow are the 'hysical $ttributes(
17
De&terity- This attribute deals with a character4s hand-eye coordination and balance. +haracters
with a high de"terity score are nimble) *uick) and accurate in ranged attacks. Robots and humans
would use this attribute and its skills to fight from a distance) and defend themseles by aoiding
attacks or parrying them.
Kno1lede- This attribute deals with a character4s memory) common sense) and common
knowledge. +haracters with a high knowledge score are wise( knowledgeable about a wide ariety
of sub3ects) hae good memories) are e"cellent researchers and are typically street say.
5echanical- This attribute deals with mechanical abilities such as piloting) and the usage of
machinery in support of piloting or driing a ehicle or suit of power armor. :or robot characters
who transform into ehicles) the mechanical attribute represents their ability to strike at a ranged
distance in ehicle form) as well as gies the necessary skills to aoid being struck by enemies at a
range or up close. +haracters with a high %echanical attributes are e"cellent human driers or
pilots) or are robots who are 3ust as or een more so comfortable in flight or driing as they are
when walking.
+erception- This attribute deals with the character4s awareness of his surroundings and those in his
surroundings. 5ecause of this awareness) he or she becomes more confident in bargaining)
commanding others) and in other social settings. 'erception rolls are used to alert players of danger)
eents taking place nearby that they are not inoled in that may be an opportunity) or something
they may want to get away from. 'erception is also used to determine initiatie in combat.
+haracters with a high 'erception attribute are socially astute) are looked to for leadership) and are
usually first responders in an emergency.
Strenth- This attribute is two fold( it represents a character4s ability to lift) grab) grapple and do
physical damage?as well as it reflects a character4s core toughness. It is used to cause melee and
brawling damage) as well as it is designed to help the character resist damage should he or she be
hit. +haracters with a high &trength attribute are typically in great physical shape) work out to keep
in that condition) and are typically more muscular or larger than their cohorts.
Technical- This attribute is related to both the knowledge and mechanical attributes. %ost
characters are technically inclined and can fi" basic components or gear with little knowledge) but
in order to engineer or repair most nuclear aged and beyond technology) one has to hae speciali2ed
knowledge in order to fi" or create something elaborate. &tarships) Robots) adanced energy
weaponry) and gadgets of great comple"ity are created by this attribute. +haracters with high
technical attributes are more inclined to become doctors) engineers) architects) and mechanics.
I noticed that characters that are smaller class si2es get bonuses to hit larger targets) and larger
opponents are at a negatie to hit smaller opponents !coered in introBchapter 1#. $re there skill
checks made that are affected the same wayP
$bsolutelyU &maller characters are shooting at larger targets and because they are smaller) they are
more likely able to sneak past something that is twenty to fifty feet tall....n the other hand) larger
characters are ery scary when theyOre angry or making demands.
5esides the attack skills !ranged) melee) brawling#) skills like sneak) hide) pickpocket all grant si2e
bonuses to smaller characters ersus larger characters. I.e. a human character who has a high sneak
skill would get a 6D bonus in efforts to sneak past a +lass III transformer !could e"plain why
%egatron or &oundwae were rarely able to catch &pike when he was making an effort to hide and
1M
sneak around#.
Dikewise) for larger characters) generally they would receie a bonus to skills such as lifting and
intimidation. Difting bonuses are shown already in +hapter Two in reference to si2e !the more the
character weighs) the more oerall weight can lift in proportion to their own si2e#.
Intimidation...well) thatOs pretty self-e"planatory. If youOre a human character being held in the grasp
of a %egatron...or hae failed to sneak past him and heOs pointing a fusion cannon at you) %egatron
would hae a >6D to his already ery imposing Intimidation skill.
Chapter T1o# .ttributes and S$ills /+art Three# S$ill Listin and Descriptions0
De&terity S$ills
$ll skills marked with an C are opposed by the Dodge skill.
$ll skills marked with a V are opposed by the opposing %elee roll of the target !or 5rawling if
applicable#.

The two melee combat skills are confusing) I need some clarification.
.ne can determine which skill one would be using for a melee attack by
answering one simple *uestion( Is one holding the weapon in their handP If so)
then it would be melee combat. If the weapon is a physical state weapon that is
attached to a leg or elbow and spun around rapidly !for e"ample) a helicopter
blade or a hoist crane ball#) this would be an integrated melee weapon.
,ow do adanced skills workP
5ase &kill $danced &kill
-ngineering 1D -nergy ;eapons Repair
&cholar $pplied &cience -ngineering
-ngineering 8D or $ppl &cience 6D Robotics
:irst $id AD %edicine
'hysics <D +elestial %echanics
'hysics <D $strogation
5rawling <D %artial $rts
$danced skills adance at a rate of double the number in e"perience pointsS
i.e. %edicine 1D takes two -"p points to raise to 1D>1. &peciali2ations are at
normal rateS i.e. %edicine( cybernetic surgery AD would cost A -"perience
'oints to raise to AD>1.
.rdinarily) when a base skill is rolled) the adanced skill total may be rolled
additionally if the 6% allows !not all situations apply#. I.e. medicine roll could
80
apply to :irst aid...,oweer) this doesnOt necessarily mean that +elestial
%echanics would apply to a specific 'hysics roll) it could...but may not. $gain
6% discretion.
&ome rolls and checks are completely based on adanced skills. ;ith brain
surgery) medicine would be rolled...:irst aid wouldnOt apply.
C4aned Con6entional ,eapons: This skill reflects the user4s accuracy with conentional ranged
arms. This includes automatic and semi-automatic pistols) rifles) and submachine guns. These are
non-attached weapons that are counted as payload if the robot transforms while carrying one.
S$ill Type: De"terity 5ase
Speciali:ations: re%ol%ers, bolt-action rifles, assault rifles, autoloader pistols, flamethro&ers'etc.
Time to use: .ne action
+rere;uisites: /one
C4aned .ncient ,eapons: This skill reflects the user4s accuracy with ancient ranged arms. This
includes crossbows and bows. These are non-attached weapons that are counted as payload if the
robot transforms while carrying one.
S$ill Type: De"terity 5ase
Speciali:ations: Compound Bo&, Crossbo&'etc.
Time to use: .ne action
+rere;uisites: /one
C4aned %nery ,eapons: This skill reflects the user4s accuracy with adanced technology
weaponry that fires high energy plasma or lasers. These are non-attached weapons that are counted
as payload if the robot transforms while carrying one.
S$ill Type: De"terity 5ase
Speciali:ations: Pulse Rifle, (ull Ra#, $usion Cannon, Plasma )auncher, etc.
Time to use: .ne action
+rere;uisites: /one
V5elee ,eapons: This skill reflects the user4s accuracy with melee weapons) ranging from the
most ancient of swords to plasma swords. These are non-attached weapons that are counted as
payload if the robot transforms while carrying one.
S$ill Type: De"terity 5ase
Speciali:ations: Plasma *ace, Plasma +xe, Ener,# S&ord, saber, axe, %ibroblade'etc.
Time to use: .ne action for attack) actie for full round for parry
+rere;uisites: /one
I mean to ask this a while ago but I kept forgetting. I noticed there is no %elee
'arry or 5rawling 'arry skill - does the parrying !as well as the striking# fall
under the normal skill !%elee ;eapons and 5rawling#P
If you check out the description in +hapter Two for melee weapons) martial
arts) and brawling) they all mention parrying or defending oneself with the
same skill. &o) if you can throw a karate kick) it is granted that you can block a
punch.
81
CInterated ,eapons System: 4aned: This skill reflects the user4s accuracy with ranged
integrated weaponry that can fire a wide ariety of payloads) from conentional rounds to rockets)
and een plasma. This is not a payload weapon) but an actual e"tension of the robot itself. Its power
source is the robot4s power core instead of an e"ternal maga2ine) gas canister or energy-clip.
S$ill Type( De"terity 5ase
Speciali:ations( Depends solely on the character4s choice of integrated ranged weapon system. If a
player chooses to speciali2e in an integrated ranged weapons system) they can choose from the
conentional) energy) and heay weaponry depending on the type of weapon. :or e"ample) smaller
robots may hae a small laser weapon) or a conentional ranged weapon) whereas larger robots may
carry heay weapons and larger scale energy weapons.
Time to use( .ne action
+rere;uisites: /one
VInterated ,eapons System: 5elee: This skill reflects the user4s accuracy with melee integrated
weaponry that can ary from weapons made of conentional metal !by +ybertronian standards# to
high energy plasma. This is not a payload weapon) but an actual e"tension of the robot itself. Its
power source is the robot4s power core instead of an e"ternal energy-clip.
S$ill Type( De"terity 5ase
Speciali:ations( Depends solely on the character4s choice of integrated melee weapon system. If a
player chooses to speciali2e in an integrated melee weapons system) they can choose from the
conentional blades and hafts of metal to weapons consisting of energy. :or e"ample) smaller
robots may hae claws) or e"tending ibroblades) whereas larger robots may use parts of their
ehicle transformation as weaponry?or they may hold a retracting plasma blade of some sort !one
much more substantial than that of a smaller robot#.
Time to use( .ne action for attack) actie for one round for parry
+rere;uisites: /one
CHea6y ,eapons: This skill reflects the user4s accuracy with heay weaponry. :or ,uman
characters) anti-tank weapons) crew-sericed machine guns) gatling guns) rocket launchers) and
most mounted weaponry are Hcrew sered or mounted weaponsH) but for $utobots and Decepticons)
they are easily picked up and used) and may be similar in function to many of their heay integrated
ranged weapons systems.
S$ill Type: De"terity 5ase
Speciali:ations: -ea%# *achine ,un, ,atlin, ,un, rocket launchers, cre& ser%ed &eaponr#
Time to use: .ne action
+rere;uisites: /one
CThro1n ,eapons: This skill reflects the user4s accuracy with thrown weapons. :or most
characters) they would wish to speciali2e in a specific thrown weapon such as a dagger) a shuriken)
or boomerang like weapon) but for $utobots and Decepticons) improised weapons !such as cars)
telephone poles) and concrete medians# can be used with deastating effects.
S$ill Type: De"terity 5ase
Speciali:ations: da,,ers, kni%es, shurikens, bolos, impro%ised &eaponsTime to use( .ne action
+rere;uisites: /one
C3renade: This skill reflects the user4s accuracy with grenade-like weapons !indirect or mostly
indirect weapons# and weapons that fire grenades.
S$ill Type: De"terity 5ase
Speciali:ations: handgrenade) grenade launcher) molto cocktail) satchel charge) claymore mine
Time to use: .ne action
88
+rere;uisites: /one
Dode: This skill allows characters to dodge ranged attacks. ;ithout it) the attacker would 3ust
hae to roll a to hit difficulty based on range...with it) one can offset close *uarters to hit difficulties
by adding in a dodge roll !which is hopefully harder to beat than an easy to hit difficulty if you are
the defender#
S$ill Type: De"terity 5ase
Speciali:ations: direct &eapons, spread &eapons, indirect &eapons
Time to use: $ctie for .ne Round
+rere;uisites: /one
Snea$: This skill represents the ability to remain unseen while on the moe or while remaining still.
It is opposed by the &pot skill or 'erception attribute.
S$ill Type: De"terity 5ase
Speciali:ations: pick a setting( desert, cit#, forest
Time to use: $ctie for a full round
+rere;uisites: /one
Hide(This skill represents the ability of hiding something on a person or out of iew. It is opposed
by the &earch skill or the 'erception attribute.
S$ill Type: De"terity 5ase
Speciali:ations( pick an ob3ect category( &eapons, mone#, contraband...etc.
Time to use: $ctie for a full round
+rere;uisites( /one
4un( This skill represents the ability of running while trying to keep oneOs balance oer difficult
terrain.
S$ill Type( De"terity 5ase
Speciali:ations: lon, distance, sprint
Time to use: $ctie for a full round) possibly more
+rere;uisites( /one
+ic$ +oc$et:This skill represents the act of trying to lift something off a person !steal# or plant an
ob3ect on someone without them noticing. It is opposed by the &pot skill or the 'erception attribute.
S$ill Type: De"terity 5ase
Speciali:ations: pick an ob3ect category( &eapons, mone#, contraband...etc.
Time to use: $ctie for a full round
+rere;uisites: /one
5artial .rts: 1nlike 5rawling which focuses on raw strength) martial arts uses finesse and
combines strength and agility for power. It can be used to attack with the open hand) or defend
against similar attacks.
S$ill Type: De"terity $danced
Speciali:ation: 'ick a type of %artial $rts
Time to use: .ne action
+rere;uisites: %ust hae a teacherS 5rawling at <D in proficiency
%ffects: 5rawling damage begins to do more damage than 3ust the &trength attribute base) parries
which inole actual physical contact) if done correctly will allow the parrying of hand held
weapons.
89
Kno1lede S$ills
.stroation Traeling from -arth to +har to +ybertron to Lunk...or to other planets around the
unierse take planning through mathematical calculation. :or the gala"y itself moes...
S$ill Type: @nowledge $danced
Speciali:ations: &pecific 6alactic Route...i.e. -arth to +ybertron
Time to use:1 minute to a day
+rere;uisites: %ust hae a teacherS &cholar( 'hysics at <D in proficiency
.lien Species: This skill represents the knowledge gathered about alien species. ,umans would
consider +ybertronians) Quintessons) and other races to be alien.
S$ill Type: @nowledge 5ase
Speciali:ations: $lien lifeform races...
Time to use: .ne round
+rere;uisites: /one
<ureaucracy: This skill represents the knowledge gathered about a specific goernment) or
branches within it.
S$ill Type: @nowledge 5ase
Speciali:ations( Iocon $ffairs) 1& 6oernment) &ector =
Time to use: .ne round to seeral days
+rere;uisites: /one
.ffects: This skill can be used in two main ways( first to make an educated guess as to how a
specific group or organi2ation would react in certain eents) or to guess as to what can be e"pected
from the group. &econdly) it can be used to take steps in making things happen within a
bureaucracy( i.e. filling out the right forms) speaking with the right people) etc.
<usiness: This skill represents a characterOs working business knowledge. It helps a character
negotiate prices) determine real alue of products) and establish contacts in the business world.
S$ill Type: @nowledge 5ase
Speciali:ations: :ield or specific companies
Time to use: .ne round to a full day or longer
+rere;uisites: /one
Celestial 5echanics: This skill is used in con3unction with astrogation. $strogation is the skill used
to moe from star to star) or planet hop. +elestial mechanics are used to enter a planetOs atmosphere
and land successfully after moing at hypersonic speeds. The type of atmosphere determines the
difficulty of oneOs approach.
S$ill Type: @nowledge $danced
Speciali:ations: &ingle -ntry) &tarship -ntry
Time to use: .ne round) but can be planned oer weeks
+rere;uisites: %ust hae a teacherS &cholar( 'hysics at <D in proficiency
Intimidation: +haracters who are frightening in appearance or skilled in interrogation techni*ues
that can play upon a targetOs fears can use this skill to force opponents into fright) to obey
commands) or reeal secrets
S$ill Type: @nowledge 5ase
Speciali:ations: fear) interrogation
Time to use: one round
+rere;uisites: /one
8<
Lanuaes: There are only a few relatiely common languages spoken across the -arth) and the
gala"y at large is no different.
S$ill Type: @nowledge 5ase
Speciali:ations: &pecific type of language
Time to use: .ne round
+rere;uisites: 5ase difficulties for a language are dependent on the comple"ity of a language) and
then the comple"ity of what is trying to be communicated...i.e. simple languages that many beings
partially or fully understand with simple statements being made are the easiest to relay and
comprehend.
3ainin -luency in a lanuae: !1# $ language can be speciali2ed in. .nce that speciali2ation
reaches AD) they are considered fluent. !8# $ character that makes 10 Difficult language rolls to
speak a specific language is considered fluent in that language) no longer needing to make language
rolls in order to speak that language. I.e. .ptimus 'rime) La22) Ratchet) and Ironhide must hae
done language tutorials oer the world wide web while in transit to earth.
La1 %nforcement: This skill represents a wide ariety of knowledge pertaining to any of the
following( law enforcement procedures and techni*ues) laws of a 3urisdiction) as well as the
temperament of law enforcement in a certain area.
S$ill Type: @nowledge 5ase
Speciali:ations: Type of 3urisdiction
Time to use: .ne round
+rere;uisites( /one
Na6iation: This skill allows a character to plot a course through air) sea) or land to get from one
destination to another.
S$ill Type: @nowledge 5ase
Speciali:ations: $ir naigation) land naigation) sea naigation
Time to use: $nywhere from one minute to a day.
+rere;uisites: /one
+lanetary Systems: This skill gies a character an idea of the geology) enironment) life forms) and
technology of a world) or a specific system.
S$ill Type: @nowledge 5ase
&peciali2ations( $ specific system
Time to use: .ne round
+rere;uisites: /one
Scholar: $ character who has been trained in a particular field of study can use this skill to aid him
or herself in other skills. %athematics and science can often help most mechanical or technical skill
applications) as well as history may help in dealing with different cultures or during business
meetings.
S$ill Type: @nowledge 5ase
Speciali:ations: field of study
Time to use( one round to seeral days
+rere;uisites: /one
Street1ise: $ streetwise character has an understanding of illegal actiity in an area) and more
specifically) who is inoled with the illegal actiities.
8A
S$ill Type: @nowledge 5ase
Speciali:ations: $ particular gang) +obra) etc.
Time to use( .ne round) may take up to seeral days for obscure information
+rere;uisites: /one
Sur6i6al: +haracters are sometimes forced to e"ist in dangerous and hostile enironments without
food) water) or shelter being proided. The surial skill represents a character4s knowledge of
these places and what they can do in order to surie in places such as the desert or the blackness of
space.
S$ill Type: @nowledge 5ase
Speciali:ations: mountains) forest) desert) space?etc.
Time to use( one round when reacting to danger) an hour or more when looking for proisions.
+rere;uisites: /one
Tactics: The tactics skill represents a character4s ability to perform certain deployments) as well as
being able to react to an enemy force. :or e"ample) a character may speciali2e in performing sieges)
but also has a tactical specialty in understanding the method of operations for the +onstructicons.
S$ill Type: @nowledge 5ase
Speciali:ations: $ particular type of deployment) or an understanding of a particular enemy.
Time to use: $ round to seeral minutes
+rere;uisites: /one
,illpo1er: $ character with a high willpower can resist temptation) pain) and fear in order to
perseere?or surie.
S$ill Type: @nowledge 5ase
Speciali:ations: persuasion) intimidation
Time to use: .ne round
+rere;uisites: /one
5echanical S$ills
.rmor ,eapons: $ccuracy with ranged weapons on e"o-suits and robot armor is determined with
this skill.
S$ill Type: %echanical 5ase
Speciali:ations: rockets) lasers) torch cutters) shock prod...etc.
Time to use: one action
+rere;uisites:( /one
.uto %6asion / )peration: $ human si2ed character would use this skill to perform maneuers or
to dodge enemy attacks. This skill also seres as a ehicular dodge for transformed robots who turn
into cars.
S$ill Type: %echanical 5ase
Speciali:ations: sports car) sedan) pick-up truck)
Time to use: .ne action
+rere;uisites:( If not a ehicle transformed into) must hae been taught this skill
<east 4idin: This skill encompasses knowledge about beasts and how to get them to follow
commands. $lso seres as a dodge while riding.
S$ill Type: %echanical 5ase
Speciali:ations: ,orses) Dinobots...etc.
86
Time to use: .ne round to one action
+rere;uisites:( /one
2ehicle ,eapons: $ccuracy with ranged weapons on ehicles is determined with this skill. $lso) if
tranformed robots wish to use weapons) this is the skill they would use to 3udge accuracy
S$ill Type: %echanical 5ase
Speciali:ations: typically whateer the robot uses as weaponry
Time to use: one action
+rere;uisites:( /one
If I am driing in ehicle form but want to launch a rocket !that are e"posed
when I lift the bed of the dump truck a bit# would that be ehicle weapons or
I;&RP It is not a weapon normal found on a dump truck - but it is in this case B
but it is also an integrated weapon...
They can come out from under the bed) from out of the headlights or whereer
you choose...The main factor is that youOre using them in ehicle form and
would be considered a Htransformed robotH...so the skill would be ehicle
weapons.
.rtillery( ,uman and +ybertronian militaries use shipboard weaponry) and ground based weaponry
mounts capable of doing great harm from afar. These weapons arenOt often aimed at a target through
sights) but instead use coordinates to fire at targets
S$ill Type: %echanical 5ase
Speciali:ations: solid non-e"plosie shell) laser) bombs
Time to use: one round
+rere;uisites:( /one
3round Combat 2ehicle %6asion / )peration: $ human si2ed character would use this skill to
perform maneuers or to dodge enemy attacks. This skill also seres as a ehicular dodge for
transformed robots who turn into D$Ns) tanks and $'+s.
S$ill Type: %echanical 5ase
Speciali:ations: tank) D$N) $mtrak) mobile artillery
Time to use: .ne action
+rere;uisites:( If not a ehicle transformed into) must hae been taught this skill
Helo %6asion / )peration: $ human si2ed character would use this skill to perform maneuers or
to dodge enemy attacks. This skill also seres as a ehicular dodge for transformed robots who turn
into helicopters.
S$ill Type: %echanical 5ase
Speciali:ations: $ttack helicopter) transport helicopter)
Time to use: .ne action
+rere;uisites:( If not a ehicle transformed into) must hae been taught this skill
Jet %6asion / )peration: $ human si2ed character would use this skill to perform maneuers or to
dodge enemy attacks. This skill also seres as a ehicular dodge for transformed robots who turn
into cars.
S$ill Type: %echanical 5ase
Speciali:ations: sports car) sedan) pick-up truck)
Time to use: .ne action
8=
+rere;uisites:( If not a ehicle transformed into) must hae been taught this skill
+o1er .rmor %6asion / )peration( Those wearing e"o-suits would use this skill to operate the
normal functions of the suit) as well as to dodge enemy attacks) and or transform into a ehicle.
.nce in ehicle mode) the character would continue to use the power armor easion to dodge
attacks.
S$ill Type: %echanical 5ase
Speciali:ations: specific type of powered armor
Time to use: one action
+rere;uisites:( none
Hih Technoloy %6asion / )peration: $ human si2ed character would use this skill to perform
maneuers or to dodge enemy attacks. This skill also seres as a ehicular dodge for transformed
robots who turn into spacecraft.
S$ill Type: %echanical 5ase
Speciali:ations: $utobot &huttles) Decepticon +ruisers
Time to use: .ne action
+rere;uisites:( If not a ehicle transformed into) must hae been taught this skill
2ehicle Sensors: &ensors aboard ships mostly hae bonus arrays that aid in efforts to pick up life
forms) energy readings) and long distant ob3ects.
S$ill Type: %echanical 5ase
Speciali:ations: heat sensors) life detectors
Time to use: 1 round
+rere;uisites:( /one
2ehicle Communications: %ost comms are easy rolls) the difficulty goes up when unscrambling
enemy comms using this roll.
S$ill Type: %echanical 5ase
Speciali:ations: line of sight links) radio) space bridge link...
Time to use: 1 round
+rere;uisites:( /one
+erception S$ills
<arain( This skill can be used to haggle for merchandise. &uccess lowers prices) and failure
increases prices
S$ill Type: 'erception 5ase
Speciali:ations: weapons) drugs) medicine) etc.
Time to use: .ne round to seeral minutes
+rere;uisites:( /one
Command( +ommand is used to coordinate attacks) as well as when teams are working together on
tasks. The amount of people being commanded) and their allegiances effect the difficulty of the roll.
S$ill Type: 'erception 5ase
Speciali:ations: $utobots) Decepticons) +onstructicons) 'rotectobots
Time to use: one round
+rere;uisites:( /one
87
Con: +onning can be used to trick others into thinking one is doing something opposite of what one
is doing...in other words) lying and misdirecting.
S$ill Type: 'erception 5ase
Speciali:ations: fast talking) disguise
Time to use: /one
+rere;uisites:( /one
Search( 1sed when a character is searching for something hidden.
S$ill Type: 'erception 5ase
Speciali:ations: tracking
Time to use: one round to seeral minutes
+rere;uisites:( /one
-orery( &killed used to make fake documents) or alter them.
S$ill Type: 'erception 5ase
Speciali:ations: security IDs) checks) documents) etc.
Time to use: one round to seeral days
+rere;uisites:( /one
3amblin( 6eneral knowledge of games of chance...,ighest roll wins the pot.
S$ill Type: 'erception 5ase
Speciali:ations: poker) dominos) etc.
Time to use: one round to seeral hours
+rere;uisites:( /one
Spot( $ perception skill used to locate moement) or detect ambush within the characterOs
surroundings.
S$ill Type: 'erception 5ase
Speciali:ations: often referred to as the easily improeable 'erception check.
Time to use: one round
+rere;uisites:( /one
Scan( 1sed to detect life signs and statistics. %ost often used to gain insight on the strength)
e"perience) health) weaknesses) in3uries) and armaments of a being.
S$ill Type: 'erception 5ase
Speciali:ations: weaponry) health) e"perience
Time to use: one round to seeral minutes
+rere;uisites:( /one
In6estiation( 1sed to gather information on a target or dig for obscure information about an area.
S$ill Type: 'erception 5ase
Speciali:ations: locale or type of information) i.e. criminal records
Time to use: .ne round to seeral days
+rere;uisites:( /one
+ersuasion( $ diplomatic way of doing a little bit of conning and bargaining. Rewards can be
offered and based on the amount of dice one has in the skill) the more likely the opposing party will
agree and the issue wonOt end in failure or compromise.
S$ill Type: 'erception 5ase
Speciali:ations: flirt) oration) storytelling
8M
Time to use: one round to an hour
+rere;uisites:( /one
Strenth S$ills
<ra1lin( ;hile in many instances unorthodo" and informal) this form of fighting is dangerous
nonetheless. &trength damage is dealt to an opponent wo fails to defend himself using the same
skill.
S$ill Type: &trength 5ase
Speciali:ations: bar bo"ing) streetfighting) military recruit combat
Time to use: one action
+rere;uisites:( /one
Liftin( The raw ability to lift an ob3ect and hold it oer oneOs head.
Nery -asy( 1B< weight
-asy( 1B8 weight
%oderate( 9B< weight
Difficult( ;eight
Nery Difficult( 1.A weight
,eroic( 8 " weight
S$ill Type: &trength 5ase
Speciali:ations: none
Time to use: one action to one round
+rere;uisites:( /one
Stamina( ;hether a character is a flesh creature or a cybernetic organism) they hae physical
limitations. If a character is pushed beyond their physical norms) they would hae their physical
limits tested in the form of this skill. It would represent their ability to keep moing onward and
fight off the effects of fatigue...
S$ill Type: &trength 5ase
Speciali:ations: none
Time to use: 1 round
+rere;uisites:( /one
S1immin( ;hile $utobots and Decepticons donOt drown) they need to stay afloat through
swimming or theyOll sink.
S$ill Type: &trength 5ase
Speciali:ations: riers) lakes) oceans
Time to use: &eeral %inutes to seeral hours.
+rere;uisites:( /one
Climbin/Jumpin: +haracters that canOt fly use this skill to scale buildings or large gaps between
surfaces.
S$ill Type: &trength 5ase
Speciali:ations: long 3ump) rope climb) high 3ump
Time to use: 1 action
+rere;uisites:( /one
90
Technical S$ills
Demolitions - This skill represents the knowledge of demolitions charge types an e"plosies e"pert
would use and the proper application of the charge for ma"imum effect.
S$ill Type: Technical 5ase
Speciali:ations: improised) energon
Time to use: one round to seeral hours
+rere;uisites:( /eed the detonating material and tools for set-up.
%nery ,eapon 4epair: This skill represents the knowledge of parts and functions of energy
weaponry and the knowledge of tools used to make repairs.
S$ill Type: Technical $danced
Speciali:ations: energy blades) cannons) plasma e3ectors...etc. $ specific type of energy weapon.
Time to use: one round to seeral days
+rere;uisites:( %ust hae <D in &cholar( 'hysics) or must hae at least 1D in -ngineering. %ust
hae necessary skills to perform task.
%nineerin: $n adanced skill that is the foundation for the construction and repair of most
adanced technical skills.
S$ill Type: Technical $danced
Speciali:ations: Typically) one that reflects a field of engineering study( mechanical) electrical)
ciil) chemical) etc.
Time to use: one round to seeral days.
+rere;uisites:( Technical $ttribute of 9D) or must hae <D in &cholar( %ath or an $pplied &cience
Con6entional ,eapon 4epair( This skill represents the knowledge of parts and functions of
conentional weaponry and the knowledge of tools used to make repairs.
S$ill Type: Technical 5ase
Speciali:ations: pistols) rifles) submachine guns...etc
Time to use: one round to seeral days.
+rere;uisites:( /one
-irst .id( ;hen a character is hurt and re*uires immediate stabali2ation or treatment for minor
in3uries) the medic would use this skill to proide the proper attention. &ee section in +ombat and
In3uries) +hapter 6 where Ratchet speaks about these matters at length.
S$ill Type: Technical 5ase
Speciali:ations: specific patient species
Time to use: 1 round to seeral minutes
+rere;uisites:( /one
4obotics( Robots donOt re*uire medicine - they re*uire diagnostic and repairs through an
understanding of robotic systems. ;ith this skill) robots can be brought back to working serice
from 3ust short of haing their sparks e"tinguished. &ee section in +ombat and In3uries) +hapter 6
where Ratchet speaks about these matters at length.
S$ill Type: Technical $danced
Speciali:ations: $utobots) Decepticons) drones
Time to use: 1 round to seeral days
+rere;uisites:( %ust hae 8D in -ngineering) or 6D in an $pplied &cience
5edicine( :irst aid doesnOt sole all medical problems. ;ith the first aid skill) brain surgery isnOt
91
possible....more thorough medical treatment is used to treat much more dire wounds. &ee section in
+ombat and In3uries) +hapter 6 where Ratchet speaks about these matters at length.
S$ill Type: Technical $danced
Speciali:ations: type of patient
Time to use: one round seeral days
+rere;uisites:( %ust hae AD in :irst $id
Con6entional 2ehicle 4epair: This skill represents the knowledge of parts and functions of
conentional ehicles and the knowledge of tools used to make repairs.
S$ill Type: Technical 5ase
Speciali:ations: cars) trucks) tanks) boats..etc.
Time to use: one round to seeral days.
+rere;uisites:( /one
Hih Technoloy 2ehicle 4epair: This skill represents the knowledge of parts and functions of
high technology ehicles and the knowledge of tools used to make repairs.
S$ill Type: Technical 5ase
Speciali:ations: Decepticon +ruisers) $utobot shuttles) Lunkion Lunker....Quintesson &tarship...etc.
Time to use: one round to seeral days.
+rere;uisites:( /one
+rimiti6e Construction: This skill represents the knowledge of basic construction and the
knowledge of tools used to make repairs. $utobots tend to use this skill alot in the aftermath of
battles on earth against the Decepticons. 5uildings) bridges) roads) and damns often need repair
when they become the backgrounds for high energy weapons...
S$ill Type: Technical 5ase
Speciali:ations: bridges) buildings...etc.
Time to use: one hour to seeral months
+rere;uisites:( /one
Security( This skill is used in efforts of bypassing physical security. The higher the dice total) the
more knowledge a character has in getting past blast doors) security cameras) or other security
measures.
S$ill Type: Technical 5ase
Speciali:ations: ault doors) security cameras) heat sensors..etc.
Time to use: one round
+rere;uisites:( /one
Computer )peration / 4epair: +omputer programming B repair can be used to fi" computers that
hae been damaged) and also used to bypass computer security...i.e. hacking.
S$ill Type: Technical 5ase
Speciali:ations: hacking) repairs..
Time to use: one round to seeral days
+rere;uisites:( /one
98
Chapter T1o # /+art I2 #Special .bilities0
There are currently almost 60 special abilities that can be picked at character creation or gotten later
in time through adancement. &ome of the abilities hae prere*uisites) some hae multiple leels)
each leel giing the user significantly more ability. Lust about eery special ability has an energon
e"penditure) and it will be described in detail as to whether the e"penditure will be per usage) per
round) or whether or not there een is an e"penditure.
CDenotes special ability that humans can ac*uire
CCDenotes special ability that only humans can ac*uire
&pecial $bility /ame B /umber of leels the special ability has
$ir Lets 1
+rere;uisites: none
+o1er Description: $ir 3ets are built into the robotOs legs or back) allowing them to add >AD to the
robotOs 3ump skill. $ character can 3ump much higher than they would ordinarily. The best feature of
the special ability is that it doesnOt consume energon. Its drawback is that it only works in
atmosphere.
%neron %&penditure: none
C$crobatic 1
+rere;uisites: +limbing B Lumping &kill and a De"terity of 9D
+o1er Description: This ability grants an e"tra acrobatic dodge. Dice used for +limbing B Lumping
can be used in all dodge actions while on the ground.
%neron %&penditure: none
:$Q Issue 99
=uote:
$crobatic E Is it right to think that if a class 1 character with <de" and <str will
hae a combined dodge dice roll of 18d when dodging something shot by a
class 9 !<d dodge > <d climbingB3umping from acrobatic > <d difference
between I and III# P Is there a classBsi2e restriction on choosing $crobatic
!should there beP#
+onsider this...it is hard to hit something smaller than you are at a range or up
close...It is een harder to hit something smaller than you that is moing...and
een more difficult to hit something smaller that can leap) spin and roll for its
life if it needs to. $ +lass I character who has a De" of <D and a &tr of <D >
si2e difference bonus is likely to surie direct weapon actions against him
from a +lass III character. The danger lies in the amount of damage that the
blast from a +lass III character does to the surrounding area of where a +lass I
character is !indirect weapons#. The +lass III character might not be able to
target the +lass 1 robot) but he can target the large chunk of street or building
heOs standing on...when you figure it that way) $crobatic is a good thing to hae
when making a run for it from a +lass III plasma wae gun. @eep in mind the
fight...no...massacre that 5lackout unleashed on the military forces at the
beginning of the lie action moie. 5ased on his weaponry !appeared to be a
99
machine gun B mini-gun) and a plasma wae gun#) he didnOt need to be a straight
shooter. The amount of destruction dealt out pretty much hit anything in its ery
wide path.
C$erial +ombat 1
+rere;uisites: %ust be used in flying a ehicle or being a robot capable of transforming into an air
ehicle.
+o1er Description: 1B8 of dodge dice can be applied to e"isting ehicular easion skill. 1B8 of
ranged weapons dice can be applied to ehicular weapons dice.
%neron %&penditure: none
C$mbide"trous 1
+rere;uisites: none
+o1er Description: Robots are already ambide"trous) but humans are note. This ability allows a
person to use paired weapons with no offsets. &ee +hapter &i" for rules concerning paired weapons
and ambide"terity.
%neron %&penditure: none
C$thlete 1
+rere;uisites: $ character can hae no speciali2ations in &trength &kills) and a &trength of <D
+o1er Description: :or generali2ing ones strength skills) they can become a well rounded athlete
and improe all their skills under the &trength attribute all at once. -ach skill would improe at the
double the normal cost) but it would improe all fie &trength skills !5rawling) +limbingBLumping)
Difting) &tamina) and &wimming#
%neron %&penditure: none
%y original intent was in line with characters improing other skills besides
&trength skills) and then spending 7 or so e"perience points to raise all the skills
under &trength at <D to <D>1. If someone at character creation puts lots of dice
in certain &trength skills) the benefit is still there) but the skill that has the
highest dice rating would set the cost.
:or e"ample) if a character has &trength <D) 5rawling 6D) &tamina <D)
&wimming <D) +limbingBLumping <D...
It would cost 18 e"p to improe to 5rawling 6D>1) &tamina <D>1) &wimming
<D>1) +limbingBLumping <D>1...
C$rchitect 1
+rere;uisites: @nowledge 9D) Technical 9D
+o1er Description: @nowledge attribute is applied in con3unction with any design usage of
technical skills !i.e. designing weaponry) buildings) ehicles# !Corrected %rrata Issue ># Does
being an architect help with actually repairing thingsP Kes. It is assumed that if you can design or
build something) you can repair it...and probably repair it with with much greater ease than
someone either guessing how to rig something or someone not trained in design. Is designing
something harder than doing a repairP I would hae to say so. Kou can count on the difficulty of a
design pro3ect of a ship as being much more difficult than simply repairing it. This means that if one
has the skill of 'rimitie construction) energy weapon repair) conentional weapon repair) robotics)
conentional ehicle repair) high technology ehicle repair) one could use their $rchitect special
9<
ability in the repair of an item) ehicle...possibly een themseles or friends if they are
+ybertronians. In effect) an indiidual using this ability would be rolling their repair skill) their
@nowledge attribute roll) and possibly engineering combined as well for any repair they
attempt....%eaning if they hae the time and the tools) there is a way to fi" some ery comple"
stuff. This is truly a dynamic and ersatile special ability.
%neron %&penditure: none
+ombiner Dimb 8
+rere;uisites: $ssigned as a part of a combiner team) +lass I or II Transformer
+o1er Description: $bility to merge with up to fie others into a +lass IN champion robot. ,aing
1 leel of special ability in +ombiner Dimb means that one is a fi"ed leg or arm. ,aing 8 leels of
the special ability means that one can switch.
%neron %&penditure: /one
+ombiner 5ody 8
+rere;uisites: $ssigned as a part of a combiner team) +lass III Transformer
+o1er Description: $bility to merge with up to fie others into a +lass IN champion robot. ,aing
one leel of +ombiner 5ody allows a the +lass III tranformer to combine with team members.
,aing two leels of +ombiner 5ody allows the acceptance of other combiner teams !i.e. a
&tunticon merging with 5ruticus#.
%neron %&penditure: /one
+harger 8
+rere;uisites: /one other than posessing an integrated energy weapon.
+o1er Description: The charger special ability allows an e"tra point of energon to be spent per
usage of an integrated energy weapon for an e"tra 1D of damage. ;ith one leel of the special
ability) one e"tra dice is added !energon e"penditure 8#. ;ith two leels of the special ability) two
e"tra dice can be added !energon e"penditure would be 9#
%neron %&penditure: 'ower only re*uires energon when the weapons are firing.
+olor &hifter 8
+rere;uisites: none
+o1er Description: +olor shifting abilities can aide an $utobot or Decepticon in many ways. It can
disguise them further in their ehicle form !i.e. if enemies are looking for a red car) and they
disguise themseles from red to blue#) and it can aide them in their enironment !i.e. a character
changes from gray to orange to be seen better in case of emergency...or from white to black to aoid
detection at night...>8D to &neak and ,ide#. .ne further application of this power !with two
selections# is that a character can completely blend in with his or her surroundings !almost as if they
are bending light around them ><D to &neak and ,ide#.
%neron %&penditure: 9 for a color change) 6 for enironmental blend...!%rrata Issue ?!
corrected# 6 energon for enironmental blend eery minute in order to preent returning back to
default color.
Diagnostic 8
+rere;uisites: :irst $id AD) %edicine 1D
+o1er Description: :or the first selection of this power) one would add >8D to any medical skill
roll !i.e. first aid) medicine and robotics#. The knowledge attribute is applied to rolls instead of the
>8D bonus after selecting Diagnostic 8.
%neron %&penditure:none for Diagnostic 1) A points per @nowledge attribute application
!Diagnostic 8#
9A
-"tra-'ayload 8
+rere;uisites: none
+o1er Description: -"tra space is built aboard the robot character for e"tra weapons) items and
tools. $dds one e"tra point of payload.
%neron %&penditure: none
-lectronic ,i3ack 8
+rere;uisites: 5rawling <D) 'erception <D) +ommand AD) Intimidation <D
+o1er Description: This ability gies the user the ability to make an attempt at becoming the
master in a masterBslae relationship with another +ybertronian construct !it doesnOt work on
biologicals#. $ successful hand to hand touch attack must be made in order to make the attempt.
$ttackers would roll 'erception ersus the targetOs 'erception. $t second selection of this power) a
user can make a erbal command attempt if their ictim is within 10 meters " character class. I.-.
+lass 1 E 10 meters) +lass 8 E 80 meters) +lass 9 E 90 meters...etc.
%neron %&penditure: If successful slae-out is made) A energon per three rounds
-nergon Nampire 1
+rere;uisites: 'erception <D) &trength 9D) 5rawling <D
+o1er Description: $ character can attempt to steal energon from opponents on the battlefield. $
successful hand to hand touch attack must be made in order to make the attempt if the ictim is
unwilling or in a position where they can resist. $ttackers would roll 'erception ersus the targetOs
'erception. +haracters who cannot resist can be drained with repeated usages of this power.
%neron %&penditure: 1point to make the attempt...up to 10 points can be receied.
-nergon 'ort 1
+rere;uisites: This special ability is actually built onto the character !the special ability is fortitude
to withstand the energy#
+o1er Description: $ user can hook a generator or power source up to their body to fuel their
abilities or weapons. Depending on the type of generator) this can increase their resere) the power
of their attacks) or both. This is a 6% call.
%neron %&penditure: none
-ngineer 1
+rere;uisites: %ust hae tools used for practical artisan or medical trades for this power to be
worthwhile. ;ar and -spionage packages donOt fall under this ability( see ;arrior 1
+o1er Description: Tools that use energon for cutting) drilling) welding...etc. donOt e"pend energon
as they normally would...in fact) the energon e"penditure is half.
%neron %&penditure: none) basically this power makes tools for engineering much more efficient
in their energon e"penditure.
:orce :ield 8
+rere;uisites: none
+o1er Description: The $utobot or Decepticon can use his own force of will to pro3ect a forcefield
around him or herself. ;ith application one) the energy field is the &trength of his or her 'erception
roll. ;ith :orce :ield 8) the energy field uses the dice from 'erception and @nowledge. I.e. if a
+lass II $utobot has <D in 'erception) and 9D in @nowledge) the :orce :ield strength would be =D
class II scale.
%neron %&penditure: The :orce field can be e"tended out 10 meters in all directions " +lass
scale. :or :orce :ield 1) the e"penditure is 10 per round. :orce :ield 8 is 80 per round.
96
C,acker 1
+rere;uisites: &ecurity 9D) +omputer 'rogramming B Repair 9D
+o1er Description: @nowledge rolls would be applied to rolls made to e"ploit electronic security
measures) as well as hacking into computer systems.
%neron %&penditure: none
,eadmaster 1
+rere;uisites: &ee note below
+o1er Description: $ headmaster robot tends to hae little adantage in robot form from any other
robot) but in ehicle form) the main robot can drie) while the other robot or suited human who
forms the main robotOs head can perform other skills unpenali2ed during the same round...i.e. a
ehicular dodge can be performed by +hromedome while at the same time the ehicleOs weapons
are used by &tyler with no penalties because the two actions are performed by separate entities
instead of 3ust one.
%neron %&penditure: none
If a character wishes to play a ,ead-%aster) Target-%aster) or a &ymbiotic
%aster) can they hae an /'+ assigned to be their head) weapon) or symbioteP
$bsolutely yes?howeer it doesn4t work the other way around. In other words)
one can be the main body and hae an /'+ that turns into your character4s
head) weapon) or symbiote) but you cannot be the weapon) the head) or the
symbiote and hae a main robot assigned to you.
,ologram 8
+rere;uisites: @nowledge 8D>8 - This power re*uires a robot hae an imagination.
+o1er Description: ,olograms can be simple or ery elaborate) but what sets the power leels
apart !1 and 8# is that with two selections of this special ability) the ,olograms can actually interact
with targets !i.e. moe) shoot) dodge) talk..etc.#
%neron %&penditure: 8 for ery simple illusions !smoke coming from a building#) A for illusions
that are comple" !an image of a person with detail about the face#) >10 for eery one time larger the
illusion is than the hologram caster. :or e"ample) ,ound using his ,olgram ability to create a fake
power plant for the Decepticons to attack left him fairly depleted. >A for eery 18 rounds of usage.
Improed &ense 1
+rere;uisites: 'erception 9D) @nowledge 9D
+o1er Description: @nowledge roll is rolled with all 'erception checks !i.e. spot) scan) search#...
!corrected by -rrata) issue R9# $ll perception checks concerning H&ensory $pplications.H /ot all
perception checks are coered under this ability !including initiatie checks...at least with one pick
it doesnOt#. 5argain) +on) 'ersuasion) +ommand...they fall under 'erceptions because one has to be
perceptie in order to use them effectiely) but Improed &ense is designed to boost skills like spot)
scan and search !isual awareness#. The aboe should hae said Improed &ense is going to be a 8
pick &pecial $bility. The aboe coers the first pick. ;ith two picks of this skill) it also coers
initiatie checks.
%neron %&penditure: none
Inisible 8
+rere;uisites: De"terity 9D - This power re*uires good motor function and body control.
+o1er Description: This powerful special ability in its lesser form allows a robot to turn
9=
completely inisible proided that they hold almost perfectly still. The greater ability allows a
player to moe and remain inisible. Discharging of energy weapons will render an inisible user as
isible !this doesnOt stop a character from black3acking while inisible#.
%neron %&penditure: 1A for 1 round
Lunked 8
+rere;uisites: Kou must be a Lunkion
+o1er Description: -nd of the line my alentine...or er 6eron-ron-ronimoU ;ith this power) you
can take a direct hit and suffer 3ust short of complete apori2ation) and within seconds you begin to
heal without a roll or the need for medical care...proided you are on the planet of Lunk) or in an
area like a 3unkyard or near lots of spare parts....5ut wait...thereOs more...If you order two leels
now of Lunked) you can een be off world or away from spare parts...heck) your ashes could be
scattered oer 3unk and within minutes !i.e. you can get killed offworld and hae a friend bring your
remains back to Lunkion...#) youOd be up and running...complete with 10 year B 100)000 mile
warranty. ,urry) order now) operators are standing by.
%neron %&penditure: 0 for a da2ing !1-< points of damage difference#) 8 for stunned !A-M points
of damage difference#) < for haing your diodes scrambled !10-1< points of damage difference#) 6
for a wounding !1A points of damage difference#) 7 for second wounding !16-1M points of damage
difference#) 10 for third wounding !80-8< points#) 1A for incapacitation !8A-90#) and 8A for spark
failure !i.e. twenty percent of the robot must remain in order to be saed by 3unk#.
@amika2e 1
+rere;uisites: &trength of <D
+o1er Description: &ome would say this method of attack is not using oneOs head) when in fact)
thatOs e"actly what one is doing. Ramming is ery dangerous) but this power protects those who
wish to attempt ramming. It grants one character class si2e larger in resisting impact damage. :or
e"ample) $ class II character who turns into a +lass III ehicle rams a target. .pposing &trength
rolls are rolled to see which target is the most damaged. The rammer would resist as a +lass IN
ehicle) and the target would resist damage that was +lass III in scale.
%neron %&penditure: 10 per impact
CDeadership 1
+rere;uisites: @nowledge 9D) +ommand <D
+o1er Description: @nowledge roll is applied to command rolls.
%neron %&penditure: none
%utant &park 1
+rere;uisites: none
+o1er Description: ItOs a risky proposition allowing the 6% to pick what a characterOs special
ability is...but this special ability allowed &tarscream to lie beyond the grae.
%neron %&penditure: none
%atri" of Deadership 1
+rere;uisites: .ne must be a %atri" bearer...i.e. KouOre .ptimus 'rime or Rodimus 'rime....or
theyOre dead and you inherited it !you must be an $utobot#
+o1er Description: The %atri" of Deadership makes one more fit to lead by e"ample. -ach skill is
improed by 8D) character class si2e is changed to +lass III if not already) and energon resere
increases to 800.
%neron %&penditure: none
97
%agnetic :orce 8
+rere;uisites: none
+o1er Description: ;ith the first application of this power) the character can control magnetic
forces within him or herself. This allows them adhesion on metallic surfaces. The second
application of this power allows them awesome ability to do ranged retrieal of all smaller class
hand held enemy weaponry that are within 10 meters " class leel. I.e. a +lass II transformer could
attempt disarming of enemies +lass I and smaller within 80 meters. .pposing rolls are 'erception.
%neron %&penditure: A for adhesion) 10 for disarming property.
%acro-+hanger 1
+rere;uisites: none
+o1er Description: This power allows a robot to skip one si2e gap and transform into larger
ehicle than their robot form. I.e. the Decepticon seekers who are all +lass II robots who turn into
+lass IN fighter 3ets.
%neron %&penditure: none
%icro-+hanger 1
+rere;uisites: none
+o1er Description: This power allows a robot to skip one si2e gap and transform into smaller
ehicle or ob3ect than their robot form. I.e. the Decepticon &oundwae who is a +lass III robot who
turns into a tape deck.
%neron %&penditure: none
%ulti-changer 9
+rere;uisites: De"terity <DS The ability to take on multiple ehicular forms re*uires that a robot be
ery fle"ible and hae a great amount of control oer his or her body.
+o1er Description: &pringer) .ctane) $strotrain) 5lit2wing...all of these +ybertronians are able to
take on multiple ehicular forms. %ost +ybertronians who take on multiple forms are referred to as
Triple-+hangers) but some hae deoted more time to gaining special access to more ehicular
forms. ;ith one application of this special ability) one would roll a dice to see if they take one or
two additional forms. $n odd roll means one is a triple changer. $n een roll means one is a *uadra-
changer. Two slots of the special ability allows the possibility of a *uinta-changer. Three slots allow
one to be a he"a-changer.
%neron %&penditure: none
C/aigator 1
+rere;uisites: %ust hae the $strogation adanced skill
+o1er Description: %ost robots hae naigation computers) but in the instance of this special
power) the naigation system or part of the personOs brain that handles mathematical figurings is far
faster than normal...in fact) a person or robot that has this ability could be considered a
mathematical genius. ><D to /aigation and $strogation rolls.
%neron %&penditure: none
CC.ccultist 9
+rere;uisites: Intelligence <D
+o1er Description: This special ability comes with study of earthOs powersS elemental magic.
There are three different leels of studyS /oice) Lourneyman) and %aster. 1pon initial study
!.ccultist 1#) characters can learn skills up to <D under their knowledge attribute( the skills are
-arth) $ir) ;ater) and :ire. .ccultist 8 allows a character to learn up to 7D in proficiency in these
four skills. .ccultist 9 allows way beyond 7DS though it is rare to see anything aboe 18D. %ost of
9M
the time) study in this field is for learning destructie forces. /oices do 1B< their skill dice in the
skill in damage) Lourneymen do half) and %asters do full damage. &ometimes this special ability is
chosen from the beginning at .ccultist 9. This represents a characterOs potential. They will not start
doing half damage of their skill dice rating until after theyOe passed <D) and wonOt do full damage
fo their skill dice rating after theyOe passed 7D.
%neron %&penditure: /oneS but this power can leae characters e"hausted. +haracters who are
casting at the noice leel must make a moderate stamina roll per castingS Lourneymen a difficult
stamina roll) and a heroic stamina roll for master casters. 'enalties for failure of stamina rolls can be
as minor as a stunning or fatigue to being rendered unconscious or death. :ailure for knowledge
skill roll during casting could result in losing control of the spell and possibly striking an ally) or
calling down elemental powers upon oneself.
C'ilot 1
+rere;uisites: %ust hae a %echanical of 9D
+o1er Description: $ person or robot with this ability feels far more comfortable in the seat of a
high performance ehicle) 3et or spacecraft than they do on their own two feet. >9D to ehicle
easion B ops skill) ehicle weapons) ehicle comms
%neron %&penditure:
CC'sychic 9
+rere;uisites: 'erception <D
+o1er Description: This special ability comes with study of the mind and how it can be used to
alter its surroundings. There are three different leels of studyS /oice) Lourneyman) and %aster.
1pon initial study !'sychic 1#) characters can learn skills up to <D under their knowledge attribute(
the skills are %ind) 5ody) $ura. 'sychic 8 allows a character to learn up to 7D in proficiency in
these four skills. 'sychic 9 allows way beyond 7DS though it is rare to see anything aboe 18D.
%ost of the time) study in these fields are for insight) healing) and manipulating oneOs enironment.
Rarely are these abilities used for attack) but if a mental attack is used it would do 1B< skill dice
damage for noices) 1B8 skill dice damage for 3ourneymen) and full dice damage for masters.
&ometimes this special ability is chosen from the beginning at 'sychic 9. This represents a
characterOs potential. They will not start doing half damage of their skill dice rating until after
theyOe passed <D) and wonOt do full damage fo their skill dice rating after theyOe passed 7D.
%neron %&penditure: /oneS but this power can leae characters e"hausted. +haracters who are
casting at the noice leel must make a moderate stamina roll per castingS Lourneymen a difficult
stamina roll) and a heroic stamina roll for master casters. 'enalties for failure of stamina rolls can be
as minor as a stunning or fatigue to being rendered unconscious or death. :ailure for knowledge
skill roll during casting could result in losing control of the action !mental attack) mental stun)
telekinetic attack) etc.# and possibly striking an ally) or calling down psychic powers upon onself.
Quake 8
+rere;uisites: &trength 9D) Technical 9D
+o1er Description: -"tremely powerful in the hands of +lass II transformers and aboe) this
deastating ability does &TR damage to a 10 meter " character +lass si2e area around the
transformer. $ second selection of this power grants a ery noticeable range boost of 100 meters "
character class si2e. &urrounding structures would roll their strength ersus the strength of the
Quake output. +haracters within the radius of effect would roll their De"terity ersus the &trength
damage output to see if they remain upright. Due to si2e) larger characters would hae a bonus to
damage output by *uake) and larger characters would hae a bonus to their De"terity to remain on
their feet.
%neron %&penditure: 1A per round !doesnOt count as an action) but instead is a full round action#
<0
Does Quake do &TR damage to the targets and possibly knock them off their
feet or are the damage rolls strictly to see if people stay on their feetP
Quake is used to damage structures that are primarily immobile. +haracters
who can fly would be immune to the damage once taking off. Damage would
not be applied to the destruction of the character but in efforts to knock them
off their feet or collapse a structure on top of them...hae them fall of a
structure...fall into the gap the *uake causes etc. .n the other hand) if a
character falls oer from the standing position) they may take damage) but
probably not much. Rumble primarily used this attack to stir up water or knock
grounded $utobots oer...I donOt think it actually eer really caused any real
direct damage to a specific liing target...ItOs primarily an indirect weapon...and
the damage characters will suffer would come from falls) and crushing from
structure collapses.
&ince it adds to &tr) special ability &uper &trength will add to Quake damage as
well) rightP
&uper &trength would add to the damage of Quake.
Quadratanium &kin 8
+rere;uisites: none
+o1er Description: -"tra armor...plain and simple. +haracters with this special ability can be
considered a class higher in resisting damage. >8D to /atural $rmor at one leel) and ><D to /$ at
two selections of this power.
%neron %&penditure: none
Resere 1
+rere;uisites: none
+o1er Description: +haracters who hae lots of weapons) tools) and other abilities that draw alot
from the energon pool would benefit from this power. The power grants an e"tra A0 points of
energon.
%neron %&penditure: none
Robot :light 1
+rere;uisites: none
+o1er Description: $utobots donOt fly without this power or a 3et pack. -en the $erialbots need
this power if they plan to do any flying outside of 3etfighter form. This ability grants the
comparitiely slow ability of flight outside of ehicle form( flight speed is at ma"imum run speed.
%neron %&penditure: !corrected by -rrata) issue R1# /o energon e"penditure if one is a
Decepticon. If one is an $utobot) then it is 1 energon per round !e*uates to 18 energon per minute#.
&o) on aerage) an $utobot with this power can swing right around 7 minutes of flight before
practically reducing his energon to 2ero. That sounds about right. The good guys are pretty much
grounded.
&uper &peed 8
+rere;uisites: %ust be able to transform into a ehicle capable of sonic speedsS Lets) &pacecraft)
+ars of cybertron
<1
+o1er Description: &uper speed effects robot form only. :or &uperspeed 1) robot moement speed
is doubled per moement action. Robot speed is tripled for &uper &peed 8.
%neron %&penditure: /one) but characters with this power must make moderate &tamina rolls
eery three rounds in order to not oerheat.
/otes( +haracters with this power tend to be impulsie) 3umpy) and get bored easily with sitting
still. TheyOre typically showoffs) like to run circles around their comrades as theyOre talking and
speak ery *uickly. Due to the heay clanking of their feet) they suffer a -9D to sneak rolls on solid
ground !them walking slowly and carefully is almost impossible as cautious speed for them is
normal tactical pace for anyone else their si2e#...$lso) failed running rolls tend to hae more
disastrous results as common sense dictates that they were moing...too *uickly when they slipped
or tripped.
&uper &trength 1
+rere;uisites: none
+o1er Description: This power tends to compliment +lass I and +lass II transformers really well.
They may be smaller) but they sure are mighty. $ +lass 1 character would be able to lift and do
melee damage as if he or she was a +lass II transformer. It allows a character to do lifting and hand
to hand damage as if they were a class si2e larger.
%neron %&penditure: none
&ince my character is class III and I selected &uper &trength &$ does that gie
me the &tr of a class IN !like the &$ says# een though the 3ump from III to IN
is 6dP .r do I only get a smaller bump 9d or 8dP
/o) you are correct. ;hich is why after you punch one DecepticonOs head off)
the rest of them will fly up into the air and shoot at you...way out of melee
range. If you take a peek at the skill of lifting) youOll see that the lifting
difficulties are based on your weight in proportion to what youOre lifting. Kour
weight would be considered that of a +lass IN transformer !not actual
weight...but for the purposes of lifting#.
&onic 5oom 1
+rere;uisites: %ust be able to transform into a ehicle capable of sonic flight or speed.
+o1er Description: If a character is built for speed and highly resistant to inertia) they may be
interested in this power. Typically moement from 2ero to sonic flight would take seeral rounds.
This power allows lift off and then sonic speed...+ausing eeryone on the ground within 900 meters
to feel the blast of the sound barrier being broken. -eryone directly in line of sight and within 900
meters would roll &trength ersus the user of this powerOs &trength. If the defender fails) they are on
their backs) unmanned) and deafened by the blast.
/ote( This power is highly destructie to earth buildings. If one is an $utobot) it should only be
used under grae circumstances within city or neighborhood limits.
%neron %&penditure: 10 per use
C&niper 1
+rere;uisites: Ranged ;eapon AD) &neak AD
+o1er Description: .ne must be completely unknown to the enemy in order to attempt this power)
but if at the time that your character is pulling the trigger and is less than A00 meters away) this
special ability allows one to add 9D damage to oneOs ranged attack.
%neron %&penditure: none) 3ust must remain within the perameters of the abilityS within A00 m)
and must be completely undetected.
<8
&ymbiote 1
+rere;uisites: %ust two si2es smaller than the &ymbiote 6uardian or %aster.
+o1er Description: $ symbiote robot has a relationship with his or her master in the sense that
they are related ob3ects in ehicle or ob3ect form and can remain within the guardian until released
by the guardian) in which they typically are released in robot form. $n e"ample of this ability would
be how &oundwae would release his symbiotesS :ren2y) Rumble) Raage) Ratbat) Daserbeak)
5u22saw) etc.
%neron %&penditure: none
&ymbiote 6uardian <
+rere;uisites: %ust be two si2es larger than the &ymbiote robots. &ee note below
+o1er Description: $s the last special ability e"plained) the 6uardian houses the smaller robots in
robot form and in transformed modeS in &oundwaeOs e"ample as a tape deck housing tapes.
&ymbiote 6uardian allows a guardian to contain two smaller symbiotes per application of the
power. I.e. &oundwae) if he had the special ability &ymbiote 6uardian 9) he could contain :ren2y)
Rumble) 5u22saw) Ratbat) Daserbeak) and Raage. If he he had &ymbiote 6uardian 8) he would
only able to hold four of the symbiotes.
%neron %&penditure: none
If a character wishes to play a ,ead-%aster) Target-%aster) or a &ymbiotic
%aster) can they hae an /'+ assigned to be their head) weapon) or symbioteP
$bsolutely yes?howeer it doesn4t work the other way around. In other words)
one can be the main body and hae an /'+ that turns into your character4s
head) weapon) or symbiote) but you cannot be the weapon) the head) or the
symbiote and hae a main robot assigned to you.
Targetmaster 1
+rere;uisites: /one...see note
+o1er Description: $ targetmaster robot tends to hae little adantage in ehicular form from any
other robot) but in robot form) the main robot can dodge or perform other actions) while the other
robot or suited human who forms the main robotOs weapon can reload) aim and fire for the main
robot...i.e. @up can dodge across a raine while Recoil fires an unpenali2ed shot. 5oth are taking
only one action) een though as a team) they are performing two.
%neron %&penditure: none
If a character wishes to play a ,ead-%aster) Target-%aster) or a &ymbiotic
%aster) can they hae an /'+ assigned to be their head) weapon) or symbioteP
$bsolutely yes?howeer it doesn4t work the other way around. In other words)
one can be the main body and hae an /'+ that turns into your character4s
head) weapon) or symbiote) but you cannot be the weapon) the head) or the
symbiote and hae a main robot assigned to you.
Tempered ;eapons 1
+rere;uisites: %ust hae a physical state weapon) or a non-energy melee weapon capable of
conducting an electrical charge.
+o1er Description: The user of this power can send electrical currents through his physical state
weaponry or payload hand weapons that ioni2e and strengthen his or her melee attack damage.
<9
%neron %&penditure: -nergon is only consumed if there is a transfer !i.e. the weapon struck the
target or the targetOs weapon#. 9 points per pip up to 8D in damage e"tra. 1E9) 8E6) 1D e"tra E M)
1D>1 E 18) 1D>8 E 1A) 8D E 17 points of energon.
Teleport 8
+rere;uisites: none
+o1er Description: $s powerful as it is dangerous to the user) Teleport 1 allows a character the
ability to de-materiali2e and reappear up to A00 meters away from where he or she originated.
Teleporting from one place to another must be within line of sight. ;ith Teleport 8) the character
can teleport out of line of sight rangeS but if he or she miscalculates) he or she may be infused inside
of an e"isting structure !which could cuase dismemberment or death...no &trength roll) the limb is
3ust gone) or youOre dead#. $lso with Teleport 8) one can double their range from A00 meters up to a
kilometer.
%neron %&penditure: 8A per 3ump.
C1nderwater +ombat 1
+rere;uisites: %ust be used in a diing ehicle or submersibable or being a robot capable of
transforming into an underwater ehicle.
+o1er Description: 1B8 of dodge dice can be applied to e"isting ehicular easion skill. 1B8 of
ranged weapons dice can be applied to ehicular weapons dice.
%neron %&penditure: none
Nirus 1
+rere;uisites: <D 'erception) AD &neak) AD 5rawling
+o1er Description: This power is similar to the electronic hi3ack ability) but it is used for purposes
other than controlling the opponent. 1pon a successful sneak attack) or brawling counter) one can
use a special shock attack that attacks electrical systems...a shock attack with a specific functionS
primarily to make the target di22y) free2e up) and possibly) turn them into an unwilling spy.
%neron %&penditure: There are limitations to this power. :or starters) a shock attack that would
cause damage to a specific robot system of an opponent would cost energon. The more deastating)
the more energon it costs. &ome e"amples would beS attribute damage !10 points per dice#) robot
speed halfed !1A points#) communications broadcasting access !1A points#) ehicle speed halfed !90
points#) loss of tools !90 points#) loss of integrated weapons systems) physical state weapons !90
points#) complete lock up !<0 points#. .n the upside) a >A bonus to the uploader is granted during a
successful sneak attack !rollOs difficulty is the targetOs perception skill ersus the uploaderOs
perception roll#
;arrior 1
+rere;uisites: This is a special ability that makes tools under warrior tool packages operate more
efficiently.
+o1er Description: Tools that use energon for stunning) ammunition sensors) autoloaders) and
een laser and utility tools within a warrior package) etc.S donOt e"pend energon as they normally
would...in fact) the energon e"penditure is half.
%neron %&penditure: none) basically this power makes tools for soldiering much more efficient
in their energon e"penditure.
<<
Disabilities#
I4e receied a few '%s regarding using -"p 'oints to gain e"tra abilities. $s it is stated in the
rules(
If a character has 2ero in a specific field) it would cost 100 e"perience points to
raise it to a 1...the same as for raising it to 8 !100 points#....raising it to 9 would
cost 800 e"perience points and so on....
This means that if your character has 6 points worth of special abilities and wants to hae a =th
point of special abilities !and hence another ability#) this character would hae to cough up 600
e"perience points. $ lot of you are probably thinking) I6osh) that4s 3ust not going to happen.J
There may be a way around all of this. -en though I think that these checks were put in place for
good reason !of course they were) I put them there#) some players may want to round their
characters out a bit more?and now they can?for an additional price !but one that can actually be
fun#.
;ith abilities there can come disabilities?and of course) there are more guidelines.
3uidelines *
6%s set the limit a player can hae in disabilities) and hae final say oer disabilities to be
added. 6enerally speaking I would do so by looking at the amount of special abilities that
e"ist and not allow the player to pick beyond half the amount for disabilities. :or e"ample)
if the player has four special abilities) I would allow 8 disabilities. .ne has to be fle"ible
with this) but thatOs what IOd look at first.
$ character cannot take disabilities that don4t affect e"isting systems. :or e"ample) a
character cannot take :ast 5urn if they don4t hae an integrated energy based weapon.
$ character cannot take disabilities that are a specific anti-ability if they hae the ability. :or
e"ample) a character cannot take ;eak if the character has super-strength.
$ disability is worth a one point for one point trade for abilities) or it can be matched for
other points as well. :or e"ample(
$ +lass I character can select one pick of a disability and get an ability) add to one ability !if it
allows#) or add one to such categories as Integrated ;eapons) 'hysical &tate ;eapons) etc.
$ +lass II character can select one pick of a disability and get an ability) add to one ability !if it
allows#) or add two to such categories as Integrated ;eapons) 'hysical &tate ;eapons) etc.
$ +lass III character can select one pick of a disability and get an ability) add to one ability !if it
allows#) or add three to such categories as Integrated ;eapons) 'hysical &tate ;eapons) etc.
Disability Descriptions
$ccident 'rone 9
+orresponding $bility( 1sually goes with &uper &peed.
&tory :actor( This disability is a combination of seeral factorsS lack of impulse control and being
<A
uncoordinated usually at the most inopportune times. .n running) driing and piloting checks)
difficulties are raised one leel per pick of this disability.
-"ample( $n ordinarily easy run check becomes moderate with one pick) difficult with two picks)
and ery difficult with three picks.
$chilles4 ,eel 9
+orresponding $bility( none
&tory :actor( $ certain part of the character is specifically ulnerable to attack. 'er pick of the
disability) a specific region is one character si2e smaller in resisting damage. Regions are either
chosen randomly or by the character !the choices can be as follows( head) neck) chest) right arm)
left arm) right wrist) left wrist) groin) right thigh) left thigh) right shin) left shin#.
-"ample( $ class IN combiner4s face is its $chilles4 ,eel. ;ith one pick) any damage receied to its
face can only be resisted by class III modifiers. ;ith two picks) it would be class II modifiers. ;ith
three picks) class I modifiers.
5leeder !up to fie#
+orresponding $bility( none
&tory :actor( &ome in3uries will cause a +ybertronian to leak energon. If you4re a bleeder) then that
means that usually any in3ury receied makes you leak energon?and we all know what happens
when you run out of energon. Damage receied dictates the amount of energon lost. Differences in
damage receied is multiplied by the number of picks in this disability.
-"ample( Roadrash is a bleeder. ,e is hit by a missile and rolls his armor and resistance to soak the
damage but it doesn4t completely soak all of it. The difference in damage he takes is <. $t one pick)
he loses < points of energon. $t two picks) he loses 7 points of energon. $t three picks) he loses 18
points of energon?This can get e"pensie.
+hronic %alfunction 9 !per tool or integrated weapon#
+orresponding $bility( none
&tory :actor( It doesn4t matter how many maintenance checks are done) there is some fundamental
flaw that will not go away that inoles a key system. This is not a disability specifically geared
towards the senses of a robot. This inoles tools and or integrated weapons !the player must pick a
specific tool or weapon#. 5asically) the way it works is anytime a roll is made inoling the specific
integrated weapon or tool) the wild dice will be the determinant on whether there is a 3am?or
worse. :irst thing is first though( the player must determine which system is affected !I;-+)
I;:+) '&;) IT&#. .nce that is done) it is all up to fate.
&ystem
Type
;ild Dice Results - 'ick
1
;ild Dice Results - 'ick
8
;ild Dice Results - 'ick 9
I;:+
1 e"plosion) 8
irreparable) 9 3ammed
1-8 e"plosion) 9
irreparable) < 3ammed
1-9 e"plosion) <
irreparable) A 3ammed
I;-+
1 e"plosion) 8
irreparable) 9 3ammed
1-8 e"plosion) 9
irreparable) < 3ammed
1-9 e"plosion) <
irreparable) A 3ammed
'&;
1-8 irreparable) 9
3ammed
1-9 irreparable) < 3ammed 1-< irreparable) A 3ammed
IT&
1-8 irreparable) 9
3ammed
1-9 irreparable) < 3ammed 1-< irreparable) A 3ammed
/ote( Irreparable means that the deice or weapon is irreparable for the duration of the combat and
<6
will need to be taken apart and looked at after the battle. Lammed means that the deice or weapon
can be cleared and repaired with an easy Technical check !takes up one round#. -"plosion !only for
the propellantB ranged weapons systems# means e"actly that. The shooter takes the intended
weapons damage in the e"plosion and then has an irreparable weapons system for the duration of
the combat.
-rror 'rone 9
+orresponding $bility( 1sually goes with &uper &peed
&tory :actor( This disability is a combination of seeral factorsS lack of impulse control and being
uncoordinated usually at the most inopportune times. .n any skill that the 6% beliees re*uires
precision) difficulties are raised one leel per pick of this disability.
-"ample( $n ordinarily easy demolitions check becomes moderate with one pick) difficult with two
picks) and ery difficult with three picks.
:ast 5urn 1
+orresponding $bility( 1sually goes with +harger or Tempered ;eapons.
&tory :actor( This disability doubles the amount of energon that is taken per the usage of an
integrated energy weapon. It4s penalty stacks with +harger or Tempered ;eapons.
:law B 'sychosis 0 !comple"#
+orresponding $bility( /one
&tory :actor( /o one is perfect) certainly not the +ybertronians. -en heroes can be flawed by bad
character traits) personality disorders and psychosis. This disability must be left open due to the
sub3ectiity that goes into a bad trait) personality disorder or pyschosis. %any psychosis) flaws and
personality disorders inole how a character interacts with others. &ome are more internal in
nature and inole how a character reaches decisions andBor reacts to his or her enironment.
This can be ery comple") so we4re simplifying matters for sanity4s sake. 'enalties will be
associated with three factors( social) ob3ect) and enironment.
Social . he personalit# disorder or bad character traits affect one/s relations &ith others.
Penalties are to the social skills under the Perception skill.
0b"ect . hose &ho are obsessi%e compulsi%e, &ho are phobic, or are addicted ma# find themsel%es
faced &ith an ob"ect that &ill test their abilit# to make decisions for the ,ood of themsel%es and
others.
En%ironment . here are some mental issues that are so se%ere that the# affect both personalit# 1
social issues, as &ell as decisions due to an ob"ect or focus of the character/s obsession. hese
disabilities are &orth double the amount than social or ob"ect.
:law 1 pick 8 picks 9 picks < picks
&ocial -8D to social skills -<D to social skills -6D to social skills -7D to social skills
.b3ect -8D to willpower -<D to willpower -6D to willpower -7D to willpower
-nironment
-8D to willpower)
-8D to social skills
-<D to willpower)
-<D to social skills
-6D to willpower)
-6D to social skills
-7D to willpower)
-7D to social skills
Examples of fla&s and ps#chosis2
+rro,ant - 3illpo&er is needed to o%ercome the ur,e to not listen to others and do thin,s strictl#
<=
the character4s &a#. here ma# be social penalties if the character is enou,h of a "ackass.
Co&ard- 3illpo&er is needed to o%ercome the ur,e to run from a dan,erous situation.
(arcissist - 3illpo&er is needed to o%ercome the ur,e to onl# think of oneself. +,ain, if the
character is a real "ackass, there ma# be some social penalties.
Phobia- 3illpo&er is needed to resist lea%in, the area in &hich there is a certain 5insert noun6.
+nti-Social- 3illpo&er is needed to resist beatin, people up 5or committin, other crimes a,ainst
people that #ou don4t like6, social factors are likel# to be penalized as &ell.
7ementia- 3illpo&er attempts can be made to stabilize oneself, but one can bet that most of the
time, there &ill be social penalties.
:ragile 9
+orresponding $bility( It is the opposite of Quadratanium &kin !cannot be taken with Quadratanium
&kin#.
&tory :actor( This disability drops a character4s armor rating down one class si2e per pick. It is
similar to $chilles4 ,eel) e"cept that it is a reflection of the entire body and not 3ust one weak point.
-"ample( $ class III robot with one pick would hae an armor rating of a +lass II robot !-8D#. $
class III robot with two picks would hae an armor rating of a +lass I robot ! -<D#. $ class III robot
with three picks would hae an armor rating of a ,uman !-6D from a normal +lass III robot#.
,eay 1
+orresponding $bility( 1sually goes with Quadratanium &kinS cannot be taken in con3unction with
&uper &peed.
&tory :actor( 5eing heay isn4t always a disadantage. ,aing one4s weight doubled allows one to
ad3ust one4s lifting to meet new lifting standards. Disadantages come into the picture when it
comes to moement. In combat and prolonged periods of moement) a heay $utobot or
Decepticon needs to make &tamina rolls each round they4re inoled in combat or on the moe at
high speed. -ach se*uential e"isting round increases the difficulty of the stamina check. It starts out
easy. /e"t round is moderate) and then difficult for the ne"t round. -entually) if the combat lasts
longer than thirty seconds and the rolls are set against a ,eroic difficulty) if the checks aren4t met.
The combatant4s moement speeds are haled) and the heay combatant performs as if da2ed.
Irreparable &ensory Damage 9 !per system#
+orresponding $bility( none
&tory :actor( 'ick a sense !optical sensors) auditory sensors) olfactory sensorsS this also includes
ocabulators#. The sensor either has some limited problems) has serious problems) or doesn4t e"ist
at all.
-"ample( :ishtail was at ground 2ero in an e"plosion seeral centuries ago. %ost of his systems
hae been repaired) but some things een though repaired are 3ust not the same as they used to be.
,e has one pick of Irreparable &ensory Damage to his auditory sensors. This disability hinders
listening IspotJ checks and can also hinder appropriate social skills at 08D. Two picks would bring
the penalty to 0<D. Three picks would bring the penalty to 06D. .nly three picks can be applied per
system.
<7
Dearning Disability !unlimited#
+orresponding $bility( none
&tory :actor( Turns certain skills into adanced skills in terms of adancement.
-"ample( The skill Iprimitie constructionJ is a regular skill that re*uires 9 e"perience points to
raise 9D in the skill to 9D>1. ;ith a Ilearning disabilityJ in primitie construction) any training
time for primitie construction doubles) and it would cost 6 e"p to raise 9D in the skill to 9D>1.
Dow 'ain Tolerance 1
+orresponding $bility( none
&tory :actor( The combat and in3uries table that shows how wounds are handled is in +hapter 6.
5elow is a modified showing of that table if a player character takes the low pain tolerance. 'ain
and in3uries cause much more suffering and disorder than the ne"t person or +ybertronian who is
hardier for not haing this disability.
Damage
Difference
,uman
'enalty
+ybertronian
'enalty
Die and $ction 'enalties
1-< ;ounded &tunned -8D to actions
A-M Incapacitated
Diodes &crambled)
special ability that
re*uires energon is
now inoperable
,umans fall prone unable to act for 10D
minutes) and +ybertronians are at -9D for
actions
10-1<
%ortally
;ounded
;ounded B Doss of
Tool :unction
,umans are knocked unconscious and
must roll 8D at the end of each round. If
the number they receie is less than the
number of rounds theyOe been
unconscious for) then they perish) and
+ybertronians are at -9D for actions
1A> Death
;ounded Twice B
Doss of Integrated
;eapon 1sage
,umans at this point would perish if they
sustain more than 1A points difference
worth of damage...+ybertronians are at
-<D to all actions.
16-1M -
Tripple ;ounding B
Doss of
Transformation -
stasis shock
+ybertronians are at -AD for all actions
80-8< - Deactiation
+ybertronian has sustained enough
damage to where he or she canOt canOt act)
but will reboot after 10D minutes...and
recoer into being in stasis shock after a
moderate &tamina roll
8A-90 - &park -"tinguished death
90> - - -
<M
&hort 5attery 1
+orresponding $bility( Is the opposite of Resere !cannot be taken with Resere#.
&tory :actor( Instead of haing 100 points of -nergon) the character has A0.
Top ,eay 1
+orresponding $bility( 1sually goes with Quadratanium &kin.
&tory :actor( 5ig guys with broad shoulders and armor as heay as they are?The bigger they are)
the harder they fall) but it4s also hard for them to get back up again. &o much so that they need to
roll a ery difficult stamina roll in order to Ilift themseles back up onto their feetJ within two
rounds !ordinarily) it takes a round to go from prone to standing and without a roll#.
;eak 1
+orresponding $bility( Is the opposite of &uper &trength !cannot be taken with &uper &trength#.
&tory :actor( Think &uper &trength) e"cept backwards. $ +lass III Transformer with 9D in &trength
who is I;eakJ is at ma" +lass II standards for lifting and does 9D +lass II damage with his
punches and kicks.
;orn .ut 1
+orresponding $bility( none) usually corresponds to the +ybertronian4s or human4s age.
&tory :actor( +haracter is usually old or older and parts are wearing out. $nyone who is old will tell
you IDon4t get old.J Then the elder usually will proceed to tell you about how he or she can4t
bounce back from illness) their 3oints and muscles ache) and in order to remain actie) the elder
really has to remain limber and stretch?but that only limits the risks of in3uries and pain?it
doesn4t make them immune.
;orn .ut :actors(
7ouble -ealin, ime . $or humans and C#bertronians. $or humans, take the number of da#s that
is needed to mo%e from &ound le%els and double them. $or C#bertronians, time in the rechar,e
tank takes double that of #oun,er C#bertronians &ho are in"ured. *ost of the time, for rechar,e it is
8-9 hours. $or elders, it is :;-:8 hours.
*o%ement -indered . <nless one runs re,ularl#, runnin, isn/t pleasant. It is especiall# unpleasant
&hen all of #our "oints are ti,ht and ache from arthritis. *o%in, speeds for humans and
C#bertronians are = pace 5both %ehicle and runnin, for robots6.
ransformation ime -indered . >oints aren/t as flexible an#more as the# used to be, so double
ransformation time in order to a%oid in"ur#. ransformation time can be done at half-speed
5normal speed for #oun,er robots6 &ith a difficult 7exterit# roll.
A0
+,$'T-R T,R-- 0 ;-$'./&) T..D&) $/D -Q1I'%-/T
Dike the toys) there are a lot of !accessories# integrated weapons) tools) and payload deices that are
a part of the robot that need to be taken into consideration. These items can sae a robot and
comrades in the heat of battle) but are worthless if they are not employed or are forgotten. 'layers
are encouraged to draw their characters out and place all of the ob3ects around them that apply. It
doesnOt matter how rough it is as long as it is functional.
A1
HThe nameOs ;heel3ack) and IOll be taking you through the list of typical weapons and tools
encountered on the battlefield.H
Chapter Three * ,eapons and Tools
These weapons are all aailable in non-integrated form) but some of them are aailable in integrated
form !where the dice from integrated weaponry determines their damage output#.
4aned ,eaponry #
Con6entional +istol 'istols of -arth) some are reolers) many are autoloaders in modern times.
%ost are only accurate up to 8A yards and do appro"imately 8D to <D damage) human scale.
Con6entional 4ifle Rifles of -arth) improed range and ammo capacity) and general oerall
firepower) conentional rifles tend to be used for hunting and sport. %ost do in between <D and 6D
damage) human scale
Con6entional .ssault 4ifle The most distinguishing feature between a conentional rifle and an
assault rifle is the assault rifleOs ability to fire on full automatic or burst. %ost do in between <D and
6D damage) human scale.
Hih Heat Saber 4ounds Depleted uranium rounds that eat through Tri-tranium and Quadratanium
armor. .nly aailable in =D damage .A0 caliber round capacity. +onsidered to be dealing out =D
+lass 1 damage.
Cybertronian +ulse 4ifle-'ulse rifles can fire on single shot mode or at a three round burst setting.
Damage is always AD) but the pulse rifleOs oerall damage is offset by scale. The weapon is made in
three aailable models( +lass I) +lass II) and +lass III. If carried by a +ybertronian) it takes up 8
spaces in payload. ItOs most uni*ue feature is the burst option. ;hen firing on 5urst) it is firing 9
high energy bolts. Damage on 5urst is =D. Due to the recoil of the weapon firing on burst) it is -8D
to strike...The good news is that it allows three shots in one action. The blasts cannot be spread out
amongst multiple targets) but are focused in on one target at =D. It fires A0 shots before it needs a
energon clip) each single shot counts as one shot. If fired on burst) it counts as 9. $ttack is linear.
These are almost always carried as non-integrated weapons by $utobot soldiers.
A8
Cybertronian 5ini#uns: %ini-guns are not conseratie when it comes to saing ammunition.
Typically) unless the character has hooked up a ery large ammunition belt) these weapons only
allow 1A bursts. The weaponOs selling point is that it can fire in a linear pattern !where a target is
actually aimed at#) or in a fashion where it lays waste to an area !spread out#...by sweeping the
weapon. &ometimes +ybertronians hae one attached that does full damage for linear) and half
damage for spread. &ome hae had two mini-guns installed - the dual mini-gun feature where if
they fire with both arms at a linear target) they do full damage. If they fire one arm at a linear target)
they do half damage. If they fire both arms by sweeping the weapons) they do half damage) and if
they fire one arm sweeping) they do 1B< damage. The dual %ini-gun option is often used primarily
to hae more ammunition to use. %ini-guns are usually integrated weapons) but can be carried.
&ingle mini-guns take up 1 point of -') and dual mini-guns take up 8. Integrated mini-gun users can
use their -' to carry ammunition belts. Darge belts of 100 shots take up 8) while half-belts take up 1
-'...they contain A0 shots. $ttack is linear and spread.
Cybertronian -usion Cannon: The :usion +annon is the less conseratie ersion of the pulse
rifle. The drawback of the :usion cannon is that it uses up power ery *uickly) but the damage
output is 6D>8. -ach shot it fires uses up 8 energon charges) and most of the weaponOs housing is
used to fire the tremendous blasts. It is fully charged at A0) but uses two charges per shot...allowing
only 8A shots before it needs recharging. Rarely are these cannons used as integrated
weapons...They use up a robots core power to *uickly if used in battle) but characters who want a
super powerful ranged shot with each blast) this weapon is for them.
Cybertronian +ulse Carbine - Damage is same) less ammo and range than the rifle.
Cybertronian Laser 4ifle - Range is ery impressie with this energy weapon) damage output is
less intense than the high energy plasma bolts the pulse rifle or the blasts of -%' that the Ion
weapons fire. Daser Rifle damageS 9D $mmo capacity( 1A0
Cybertronian Laser +istol- Daser pistol damageS 8D) ammo capacity 18A
Cnote - Dasers are aailable as integrated weapons. Dice set by integrated weaponry sets damage
and range accordingly.
Cybertronian +lasma ,a6e 3un - The plasma e3ector and plasma wae gun are ery similar in
ammunition and range) and energy e"penditure. The only difference is how the round is applied to
the target. The plasma wae gun fires a plasma round at a much slower rate. The reasoning behind
this is that the intent is for the round to hit an area and burst. Damage is typically low for the scale
of the shooter) but high for enemy smaller craft) ehicles) robots and personnel. This is a faorite
casualty inflicting weapon amongst larger robots who usually lose out to fighting smaller more
manueerable opponents...;ith the wae gun) een a near miss can be fatal. The weapon typically
has a ammo capacity of 1A) and as non-integrated weapon) it would take up 8 slots of -'. :or non-
integrated weapons) damage is typically between 8 to 9D.
Cybertronian +lasma %@ector - The plasma e3ector was created to counter-balance the pulse rifle
and fusion cannonOs offsets. .ne would only get one shot !no oerwhelming damage bonuses and
no multi-shot penalties) same range as cannon and pulse rifle#) but the damage would be AD>8.
$mmo capacity is A0. This weapon is aailable as a non-integrated weapon and costs 8 -'.
Cybertronian 4oc$ets - Rockets are used to similar effect as the plasma wae gun) e"cept that
A9
rockets are typically >8D to strike targets or areas of effect if they are precision guided or heat
seeking. Damage is usually low yield for the shooter) but for the intended targets) damage is
moderate to seere. $s non-integrated weaponry) ammo is usually A) and this counts as 8 slots of
-"tra 'ayload. Damage is typically 1D to 9D.
Cybertronian Null 4ays - /asty weapons created by the Decepticons to mock the $utobotOs ion
weaponry. /ull rays hae lower damage output than pulse rifles) fusion cannons or plasma e3ectors)
but if they successfully strike any target) they will do damage to anything non-liing) biological) or
mechanical) and are especially deadly to mechanical beings...forcing the target to roll an additional
&trength check -1D ersus the damage of the weapon. If unsuccessful on the sae) the target will
lose usage of one of their systems !i.e. tools) integrated weapons) the ability to transform# for 1d6
rounds. Damage .utput for a null ray is typically <D for a non-integrated weapon. $mmo capacity
is 100.
Cybertronian Ion +istol - The $utobots hae fought Decepticons on +ybertron and across
countless worlds oer the eons...and seeing the destruction their war has caused hae made many of
them choose to carry and use ion weaponry. 1nlike the plasma) high elocity pro3ectile and laser
weaponry that the $utobots use to fight Decepticons on open ground with) ion weaponry only does
damage to mechanical opponents in a linear single shot burst. Damage from an ion pistol is <D)
range is half of that of its laser pistol cohort. $mmo is 100
Cybertronian Ion 4ifle - ,alf the range of the laser rifle) AD in damage. $mmo is 18A
Cnote - Ion weapons are aailable as integrated weapons. Dice set by integrated weaponry sets
damage and range accordingly. Remember) ion weaponry and null rays ignores armor.
Cybertronian 4ail 3un - Rail guns fire high elocity pro3ectiles in single linear shots. They can be
used as integrated weapons. The weapon properties are further e"plained in the :$Q description
below and their stats are posted in the chart.
;hat kind of damage would a rail gun doP $ny idea on its statsP
$s an integrated weapon) damage would be something determined by the
player character !i.e. I;&:+ < would be <D damage#. $s a payload weapon) I
would say that it would hae the range of a laser which is e"cellent) hae an
ammo capacity of =A shots...which is decent !not as good as ion and laser
weaponry) but better than fusion and pulse weapons#) and it would do <D>1
damage !physical#. /ot as powerful as a fusion cannon) pulse rifle) or ion
rifle...It would be a weapon that would capitali2e on its e"cellent range and
fairly decent ammo capacity. I added that >1 to the <D because een though it
is a phyiscal attack) the high energy magnet within the gun tends to cause
higher elocity impacts than a conentional firearm.
A<
;eapon $mmo
Integrated B
/on-integrated
+lass
&i2e
Damage
-"tra
'ayload
Range
'ulse Rifle A0 /on 1) 8) 9
ADS =D
burst
8
9-90B100B900 ) 6-
60B800B600) M-
M0B900BM00
'ulse
+arbine
<0 /on 1) 8) 9
ADS =D
burst
1.A
9-8ABA0B8A0) 6-
A0B100BA00) M-
=AB1A0B=A0
Ion Rifle 18A 5oth 1) 8) 9 AD robot 8
9-A0B1A0B900) 6-
100B900B600) M-
800B<00B=A0
Ion 'istol 100 5oth 1) 8) 9 <D robot 1
9-8AB=AB88A) 6-
A0B1A0B900) M-
=AB88AB9=A
:usion
+annon
8A /on
1) 8) 9)
<
6D>8 8
9-90B100B900 ) 6-
60B800B600) M-
M0B900BM00
'lasma
;ae 6un
1A 5oth
1) 8) 9)
<
8D to 9D 8
9-8AB=AB88A) 6-
A0B1A0B900) M-
=AB88AB9=A
Rockets A 5oth
1) 8) 9)
<
1D to 9D 8 for A
9-100B900B600) 6-
800B600B1800) M-
<00B700B1A00
Daser Rifle 1A0 5oth 1) 8) 9 9D 8
9-100B900B600) 6-
800B600B1800) M-
<00B700B1A00
Daser 'istol 18A 5oth 1) 8) 9 8D 1
9-A0B1A0B<A0) 6-
100B900B600) M-
1A0B<A0B=A0
'lasma
-3ector
A0 /on
1) 8) 9)
<
AD 8
9-90B100B900 ) 6-
60B800B600) M-
M0B900BM00
%ini-gun 1A 5oth
1) 8) 9)
<
8D to <D
1 per
minigun
9-90B100B900 ) 6-
60B800B600) M-
M0B900BM00
/ull Ray 100 5oth 1) 8) 9 <D 1
9-90B100B900 ) 6-
60B800B600) M-
M0B900BM00
Rail gun =A 5oth
1) 8) 9)
<
<D>1 8
9-100B900B600) 6-
800B600B1800) M-
<00B700B1A00
+an a class I Transformer carry a class II or class III weapons !like 'ulse
RifleP#. +an a class III carry a class IN 'ulse Rifle - you get the picture...
AA
Kes) it is possible for a character to use a different si2e class weapon !difference
of 1 class si2e#...though there would be drawbacks. The si2e doubles the
payload cost...or it hales the payload cost. :or e"ample) a +lass II character
using a +lass 9 pistol would hae to use up two slots of payload. Dikewise a
+lass II character could carry a class one rifle for a payload of 1. &maller class
weapons and larger class weapons are also a pain to hold onto. Darger weapons
would re*uire two hands) especially rifles !which probably would only allow
pick up and fire and not actual payload action#...smaller weapons are harder to
grip and trigger guards and other functions of the weapon may make handling it
frustrating. -1D to firing actions.
I was considering a 3ackhammer as a weapon) and I was also wondering if I
could hae a rail gun type weapon !I;-+ or I;:+P# that was kind of Riet
6un themedP &o superhard peices of metal flung at sonic speeds - fun stuff.
$ 3ackhammer would actually be considered a tool !could be used as a
weapon#...listed in +hapter Three. $s for a rietBrail gun) that would be a :uel
consuming weapon !weapons that fire rockets) bullets) pro3ectiles) gas)
li*uid....anything besides plasma or intense light are fuel consuming#.
The 'ulse Rifle says it is a -8d to hit due to recoil when firing the multi-shot
burst... if a large class III is firing a class II 'ulse Rifle would that penalty still
be applicableP
$s for the pulse rifle one class smaller haing no recoil) I would hae to say
that the recoil would be reduced. &o what would be figured as the oerall
awkwardness !big hands) smaller weapon#..and recoil of -1D would come out
to -8D to hit. Darge caliber weapons still hae recoil whether your hands are big
or small...so I wouldnOt eliminate recoil completely.
.@) so if the Hsmaller weapons B bigger handsH is part of the issue on 'ulse
Rifle recoil on a smaller scale weapon) would the fact that my character has the
&TR of a class IN !due to &.$. &uper &tr# reduce or eliminate the recoil on the
class 9 !proper hand si2e# pulse rifleP
/o. It is a single action) but at the same time) it is a burst that causes a large
amount of recoil...and no matter how strong you are) there has to be a
distinguishing factor between a single aimed shot and a recoil inducing burst. I
think IOe reduced the penalty enough) but if you want to try to grip the weapon
using a +lass IN grip in order to eliminate recoil...that could get e"pensie and
dangerous to smaller allies around you.
I want my integrated rockets do 8d !class III# and I want them to be guided or
heat seeking to help me in hitting those darn flying robots !and smaller robots
in general# Is there anything I need to know about guided rockets) are they
different in any way other than a bonus to hitP
They are guided....and the >8D is all IOm prepared to do at this point. Rockets)
een if they are heat seeking or precision guided) are moing at such a fast rate
of speed that I donOt feel it is necessary to hae it to where they are actiely
A6
flying around doing loopty loops until they finally hit the target originally
intended !if all dodges had been successful to that point#. Kou fire the rockets)
theyOre able to ad3ust somewhat to moement of the target) but nothing super
fancy...
Do any of the robot damage only weapons hae an area effect !besides ion
grenades#) I guess I am talking about ranged weapons - like an ion wae gun
that hits an area with lesser damage rather than 3ust one targetP
/o) they are all pretty much direct weapons) though perhaps you can speak
with ;heel3ack in the future about what his thoughts on this *uestion are.
;hat skill does the Rail 6un fall underP Ranged -nergy ;eapon looks to be
the closest fit !it is energy powered#
5ut it shoots high elocity pro3ectiles...not high energy plasma or lasers !as the
skill description mentions#. The correct skill would either be ,eay ;eapon or
Integrated ;eapons &ystem Ranged.
&o let me get this straight...an ion weapon) laser) and null ray donOt do
concussie damage...$rmor) strength) and si2e bonus applies to saing against
them in addition to the H6roundH tool) correctP
This was something that I forgot to enter in earlier) but was considering much
earlier...considering it to the point of creating the 6round tool. If one is struck
by an ion attack) or null ray attack( that attack damage ignores armor !including
Quadratanium skin#. .ne would only be rolling &trength of defender against
the damage of the weaponOs ion or null output. ;ith this considered) the null
ray and ion weapons are much deadlier than was mentioned preiously...but
these were the intended effects !no concussie blast) but they ignore armor#. I
thought it had been entered and it was oer-looked. The only saing tool factor
for ion and null weapons are the 6round tool.
The laser weapons only real bonus is there range and ammo. They hae weak
output) and since the attack isnOt part of an electrical charge B or -%') but
instead intense light) armor is applied to saing) but not the ground tool.
;eapon range e"planation( $-5B+BD
$( 'oint blank range( ery easy to hit a target
1p to 5( +lose range( easy to hit a target
'ast 5 and 1p right before +( %edium Range( moderate to hit a target
'ast + and 1p right before D( Dong Range) difficult to hit a target
D( %a"imum -ffectie Range( ery difficult to hit a target
A=
5elee ,eapons
;eapon Damage 'ayload +lass
$utobot Defender @nife &TR>1D>8) %a" AD 0.A $ll
$utobot Defender 5lade &TR>9D) %a" 6D 1 $ll
$utobot Defender $"e &TR><D) %a" =D 8 $ll
Decepticon %arauder %ace &TR>1D>8) %a" AD 0.A $ll
Decepticon %arauder ,ammer &TR>9D) %a" 6D 1 $ll
Decepticon %arauder :lail &TR><D) %a" =D 8 $ll
-nergy @nife 9D) 80 strikes 0.A $ll
-nergy 5lade <D) 80 strikes 1 $ll
%elee ;eapons that can be carried as payload weapons hae limits as to how much damage they
can do !unlike physical state weapons#. -ach weapon type has its adantages and disadantages. $
physical weapon is aided by the wielderOs strength !but does physical damage#. $n energy weapon
doesnOt incorporate a wielderOs strength) but it does energy damage. -nergy weapon blades cannot
break) but physical weapon blades) hafts and chains can be shattered) bent) dulled) and cracked.
'hysical weapons donOt run on power) energy weapons only lose power when they strike a target
!this includes being parried by a physical weapon#. &trong characters tend to faor physical
weapons) whereas weaker characters rely on the energy weapons.
Indirect ,eaponry
;eapon Damage 'ayload +lass
'lasma %ine 6D 1 for 1 1)8)9
:ragmentation %ine AD 8 for 1 1)8)9
Ion %ine <D 9 for 1 1)8)9
Ion 6renade <D A for .A $ll
:ragmentation 6renade AD 9 for .A $ll
'lasma 6renade 6D 1 for .A $ll
$re the indirect thrown weapons - like grenades - class rated as wellP &ame rule
on class higher E double payload.
Kep. If a +lass 8 wants to carry +lass 9 grenades or mines) better be prepared to
hae e"tra space !double#...but if the class II wants to carry +lass I mines or
grenades...they can carry double the amount they could if they picked grenades
or mines for their class.
%uch like the ranged weapons of the same name) these indirect weapons rain
out damage in all direction !blast radius rules are in +hapter 6#. 'lasma is the
most destructie) :ragmentation is almost as lethal) and ion mines and grenades
are specifically used to fight robotic enemies.
A7
Anorthodo& 4aned ,eaponry
;eapon Damage 'ayload +lass Range $mmo
6as 6un aries 1 1)8)9 9-8AB=AB88A) 6-A0B1A0B900) M-=AB88AB9=A 90
Di*uid 6un aries 1 1)8)9 9-A0B1A0B900) 6-100B900B600) M-800B<00B=A0 1A
There are weapons that fire solid pro3ectiles and high energy plasma) why not weapons that shoot
li*uids and gasesP $utobots tend to faor these types of weapons for their usages as tools as well as
their non-lethality !at least in most applications#. 'ayloads can be as simple as riot gas !for
biologicals#) glass gas !which turns metal brittle#) and acid gas !which damages eerything
downwind#. Di*uids can be 3ust as impressie...li*uid nitrogen free2es so fiercely that it burns. Tar)
glue) water and een foam can be fired out of these giant s*uirt guns. $s one can see though) the
ranges of these weapons arenOt noteworthy) but up close they can be ery useful. 6as has the
shortest range) but due to the payload being lighter and less dense than most li*uids) one can fire
more shots with a gas canister mag than a li*uid canister maga2ine.
%nineer Tool +ac$aes
Tool 'ackage
Deoted
'oints
Items included
+hemistry 1
%icro .ptical -nhancer) +orrosie Inhibitor) $cid
Dispenser
6eology 1 Radiation Tester) Daser cutter) %ining Drill
5iology 1 %icro .ptical -nhancer) Daser +utter) 5io-comp
$stronomy 1
%acro .ptical -nhancer) Image Distancer) astro-
comp
5asic %edical
Diagnostic
1 Daser +utter) 5io-comp or Robo-comp) +ircular saw
5asic %echanical 1 %acro .ptical -nhancer) math-comp) laser distancer
5asic Technical 1 'atch cords) 6round) 'rogram-lock
+onstruction 1 Daser welder) 'ower &eros) Daser cutter
%imicry 1 Digital Recorder) $mplifier) &crambler
'hysics 1 Daser distancer) radar) %acro .ptical -nhancer
:ire Rescue 1 ;ench-line) :oam Dispenser) Lack-hammer
;ater Rescue 1
;ench-line) $rmored Intertube) %agnesium ;elderB
+utter
$ir Rescue 1 ;ench-line) 'arachute) :oam Dispenser
6round Rescue 1 ;ench-line) 'arty 'oppers) &ignal :lares
&urial 1 &olar 'ort) Daser cutter) &ignal :lares
Demolitions 1
&tructural Integrity +omputer) A00 m remote line)
wire assembly tool
AM
,arrior Tool +ac$aes
Tool 'ackage Deoted 'oints Items included
&oldier 1 ;eapon &cope) $uto-loader) ;eapon Drain &ensor
$rmorer 1 Daser cutter) laser welder) %olten 'atch
-spionage 1 Tranceier) 5ugs " 9) %acro--nhancer
Recon 1 %acro-enhancer) signal flares) caltrops
$ssassin 1 $cid dispenser) foot pads) corrosie inhibitor
-scape $rtist 1 Daser cutter) key molder) micro-enhancer
-lectrical Intelligence 1 Lammer) Daser cutter) cable bug
Daw -nforcement 1 /ueral charger) Ion charger) cable cuffs
&cout 1 ;eapon scope) macro B micro enhancer
;hat happens if a character selects indiidual tools !i.e. ones that arenOt a
warrior or engineer package#. ,ow would he or she assign a bonuses from the
;arrior or -ngineer special abilityP
If a character selects indiidual tools that are outside a set package) he or she
should take those tools and designate those tools to a specific package that they
designed. It would then be decided whether or not it would be a warrior or
engineer package.
Tool Descriptions
Tool 'ackage
+omponent
+ost Description
-nergon
.utput 'er
use
%icro .ptical
-nhancer
0.99 >1D to &pot) &can and &earch Rolls under 1 meter away
1 point per
round
%acro .ptical
-nhancer
0.99
>1D to &pot) &can and &earch Rolls oer 100 meters
away
1 point per
round
+orrosies
Inhibitor
0.99
>1D to armor roll to aid in protection against corrosie
substances) primarily acid
1 point per
use
$cid
Dispenser
0.99 $cid e3ecter that shoots 1-10B80B<0) 8D damage !class#
1 point per
use) fie
shots ma"
Daser +utter 0.99
1-9 " class) 9D damage class) a standard laser as a tool.
Damage is that of a laser rifle) but range only 9 meters
per class.
1 point per
use) A per
round
%ining Drill 0.99
1-9 " class) 8D damage?when used as melee weaponS
&tr >8D>8
1 point per
melee use) A
per round
+omp 0.99 $ computer that proides >1D to its related skillS I.e.
astro comp >1D to astrogation) bio-compS first aid)
1 point per
use
60
medicine >1D
Image B Daser
Distancer
0.99
6ies appro"imate distance of an ob3ect up to two miles
away
1 point per
use
+ircular &aw 0.99
1-9 " class) 8D damage?when used as melee weaponS
&tr >8D
1 point per
use) A per
round
'atch cord 0.99
$llows a robot to patch into 3ust about any ,%I or R%I)
aids in computer programming) operation and repair)
>1D to those three skills
none
6round 0.99
-lectrical damage) including ion weapons) and null rays
are haled
none
'rogram Dock 0.99
1sed to safeguard a program by encrypting it. $
characterOs computer programming skill roll sets
difficulty >10
1 point per
use) 1 use at
a time
Daser ;elder 0.99 1-9 " class) 1D damage) used to fuse metals together
1 point per
use) A per
round
'ower &eros 0.99 The skill of Difting is granted >1D
1 point per
use
Digital
Recorder
0.99
Record sounds) use them for fun or to distract) humiliate)
or terrify your enemiesS 7 hours record time
1 point per
use
$mplifier 0.99
Recorded sounds can hae their decibals boosted to the
point of annoyance) and possibly as a weaponS may
cause aalanches) or for organics to cup their ears) and
robots to cup their audio receptors
1 point per
use) A per
round
&crambler 0.99
$llows a character to modify a digital recordingS game
master discretion adised
1 point per
use) A per
round
Radar 0.99
$ character is granted >1D to spot rolls to detect moing
ob3ects within 100 meters per class
1 point per
use) A per
round
;ench Dine 0.99
A0 meters per class of tow line. +an be used as a
grappling hook for climbing !>1D to climbingB3umping#)
or as a rope to pull a friend out of a bind
1 point per
use)
:oam
Dispenser
0.99 AD damage to firesS flame retardant
1 point per
use) A shots
ma"
Lack ,ammer 0.99
1-9 " class) 9D damage) when used as a melee weapon)
&tr >9D
1 point per
use) A per
round
$rmored
Intertube
0.99
Intertube built for character only?flotation deice 9D
class strength
1 point per
use) 1 use at
a time
%agnesium
+utter
0.99
&ame as laser welder) e"cept 8D damage and works
underwater
1 point per
use) A per
round
'arachute 0.99 If you fall out of the sky and canOt turn into a 3et) plane or 1 point per
61
helicopterS you may need one of these
use) 1 use at
a time
'arty 'oppers 0.99
+an be deployed as an actionS and be used to bring a
robot in transformed mode to half-speed?safely
1 point per
use) 1 use at
a time
&ignal :lares 0.99
&ignal flares) 8D class damage as weapon) range 1-
9BA0B100) ammo 10
1 point per
use
&olar 'ort 0.99
$llows a character to charge weapons and gear through
solar energyS 18 point per energon per hour
none
&tructural
Integrity
+omputer
0.99
6rants >8D to demolitions rolls by estimating best area
of placement of e"plosies on structure
1 point per
use
A00 %eter
Remote Dine
0.99
ItOs good to be seeral hundred meters away from a +lass
II or III e"plosion?Do things remotely
none
;ire
$ssembly
Tool
0.99
+ut your wires for demolitions or computer purposes
without fraying or frying them
none
Lammer 0.99
;hen used) it adds >10 to the difficulty of enemy
communications rolls
1 point per
use) A per
round
+able 5ug 0.99
1sed to intercept enemy communications oer
communications linesS I.e. wire tappingS >1D to
computer operation and security rolls for interception of
data
1 point per
use) A per
round
+able +uff 0.99
1sed to cuff disabled opponents. 10D for breaking with
opposing &trength roll
none
/eural
+harger
0.99 AD stun damage to biologicals) 1-9 range " class
1 point per
use
Ion +harger 0.99 AD stun damage to robots) 1-9 range " class
1 point per
use
;eapon
&cope
0.99
%edium range e"tended by A0W) Dong Range e"tended
8AW) %a" effectie Range e"tended by 10W
none
+altrops 0.99
:ie caltrops can be tossed from robot form) or deployed
from ehicle. +haracters that donOt make a Difficult spot
check that are moing in their paths roll 8D class
damage) damge is doubled if they are a wheeled ehicle.
1 point per
use
5ugs 0.99
-spionage agents typically carry tranceiers) they can
use bugs to listen to other areas as far as A miles away
!allows carry of 6 bugs#
none
@ey %older 0.99
&ome locks are non-electronic and re*uire a physical
key. This tool deploys a li*uid metal polyalloy that can
harden in any lock to render it useless or turn to open it.
>8D to security for the purposes of opening non-electric
locks
1 point per
use
%olten 'atch 0.99 ,igh tech energy weapons blow big chunks in robots.
Daser cutters) welders) and new wires can only do so
much. %olten patch replaces armor integrity so a robot
1 point per
use
68
soldier can get back into the swing of things?without
his parts showing.
$uto Doader 0.99
-"tra energon clips !A# can be locked onto a robotOs arm)
and when the ;eapon drain sensor deploys) it can reload
a weapon without the robot spending an action to do so
1 point per
use
;eapon Drain
&ensor
0.99
&enses when a weaponOs ammo is at 10W and gies the
wielder a warning or reloads if autoloader tool is
e*uipped.
1 point per
use
Run :lat Tires 0.99
Rubber tends to puncture when shot or stabbed or melt
when hit by intense heat...this tool allows a character to
upgrade their tires. $imed shots at tires) spike strip stop
attempts and caltrop assaults are rolled against a
characterOs $rmor rating !whether it be physical or
energy attack) roll accordingly# but with run flat tires)
they receie a bonus of >1D to their armor rating when
soaking damage to tires. 8 applications of this tool makes
the damage soaking bonus 8D) 9 applications makes the
bonus 9D.
none
.ffset
Targeting
&ystem
0.99
This tool is a targeting system that allows a +ybertronian
the ability to offset some of the ranged Hto hitH modifiers
against smaller opponents. 1 pick of the tool will grant
>1D to aimed shots against &%$DD-R opponents
./DK. Two picks will grant >8D) and Three picks will
grant >9D.
1 per use
&o with the Tires. Do they resist damage as strP $nd what are the penalties for
running on flatsP
$nytime one rolls to resist damage) he or she would use strength plus armor
rating !a combined armor rating#. Tires are part of the robot) so in effect run flat
tires would be &TR>$rmor>bonus from run flat tires. This bonus would only
apply to when the integrity of the tire was in *uestion !on the road and tires
take damage#. If eeryone starts hiding behind their tires) I may get upset.
'enalties for driing on flats...damage suffered from caltrops) spike strips
would warrant one tire being flat for a difference of 1-<) A-M difference E two
tires flat) 10 to 1< would warrant three tires flat) 1A> warrants all tires flat.
!keep in mind that if damage is done to tires in ehicle form) the robot if
transformed would be healthy still...and 3ust in need of spare tires or a patch
3ob#.
'enalties(
-1D to ehicle operation B easion per tire and >A to difficulty check per rate of
speed.
&o a ehicle that has two flats traeling at all out would be at -8D for all ehicle
stunts and dodges due to missing two tires) and !A for cautious) 10 for cruising)
1A for high speed and 80 for all out# >80 would be added to the difficulty of the
stunts due to the rate of speed.
69
This may not be a big deal if a character has a place to pull oer if they skid out
of control...on the other hand) if they go off a cliff or a bridge and fall 900
feet...and there isnOt robot flight or a parachute...its really gonna hurt.
/otes( It is important to understand that most tools within a package re*uire energon for their
usage. %ost only re*uire 1 point) which is 1W on aerage oerall of a robotOs total. The numbers
add up though when integrated weapons systems that re*uire energon are used though. 6%s are
urged to keep tally of energon e"penditure during combat and on missions in between chargings.
In the aboe chart) one can see that each tool is worth .99 points. In most of the tools packages)
there are three tool components in the named packages. Tools can hae their abilities increased with
a little help from a technician and proper parts. &ome tool components can be refitted to be super
tool components which take up .66 of a total designated slot for tools. .thers can be re-fitted to a .
MM for an ultra tool. $s the last note hints at) one is not limited to haing any set tools packageU Kes)
this means that one can pick and choose among the components) and een interchange them
between missions if others are aailable. This means that one could select laser distancer) wench
line) and ground een though they donOt belong to a particular package.
&ince the li*uid and gas guns hae tool and weapon uses is it safe to assume
that they can be carried as I;& or IT& or in -' P
Kes...they can be carried as weapons apart from the transformer) one could be
considered a tool) though the tool would %$K be considerably less powerful
than a weapon that was integrated and could improe in time !with e"perience#.
It would certainly be less powerful !the tool# than a payload gun.
The acid shooter does 8d damage class. Is that cumulatieP If you get hit with 9
shots in a round is it 6d) A shots E10dP If it is cumulatie) how long between
shots before the ne"t shot starts oer rather than adding !if not cumulatie the
acid seems weak unless used on smaller enemies#
The acid shooter is a tool. The damage is not cumulatie. /or is high energy
plasma...or laser burns...or gun shots. $lthough you raise a good point about
things like fire and acid...things that continue to burn after theyOe been released
for some time. I would hae to say that the acid or fireOs potency would
continue to delier its full damage until it is cleaned off !in the instance of acid#
or put out !in the instance of fire#. The ictimBtarget would continue to roll
against damage eery round until the acid or fire was dealt with.
In regards to the acid shooter itself) keep in mind that acid shooter is a tool.
$cid shooters are used to melt locks) bars) things of that nature. If you want a
more powerful acid firing item...one that could be counted on as a weapon) you
hae to pay for it through either using up payload to carry a s*uirt gun...or use
up point to create a s*uirt gun thatOs integrated fuel consuming.
6<
In the weapons section it says H%elee ;eapons that can be carried as payload
weapons hae limits as to how much damage they can do !unlike physical state
weapons#.H ;hat about integrated tools that are a part of the robot but that can
be used for combat as well - the 3ackhammer - is there a limit to its damage or
does it work like an integrated '&;P
Kes...it is limited by the amount of damage that is listed for that tool. ;hat
makes 'hysical state weapons special is that you can use e"perience to increase
your leels in those categories. :or e"ample...letOs say that you hae an physical
state weapon of dual smoke stacks...when transformed into a robot) they smoke
stacks can be combined together with a chain granting a pair of heay duty
nunchuks...'hysical state weaponry for that character could hae a listing of 1.
In time) the character could use 100 e"perience points to raise the listing in
physical state weaponry to 8. The nunchuks would do 8D in damage) and
perhaps hae another application like forming a staff) or using the chain and
two smoke stacks to form a flail...'hysical state weapons grow with the
character and become more powerful...tools donOt.
.@ so I understand that my integrated 3ackhammer will not be improed with
time) but does it hae a ma" damage like the payload melee weapons. The
$utobot Defender $"e has a damage of &tr><d with a ma" of =d. If my
character has a str of A !considered class IN because of &.&tr# does the
3ackhammer do 7d damage !class IN# or does it ma" out at =d like the autobot
a"e. The '&; weapons donOt hae a ma") so my plowBslasher would not hae
that ma" damage issue !rightP#) but would the 3ackhammerP In the 3ack hammer
description is says &tr>9d but it doesnO list a ma".... I guess you need
3ackhammers that can cut through super tough +ybertronian structures and
metal) so maybe it doesnOt hae a ma"... or maybe it does.
ThatOs a good *uestion. .riginally the plan was to hae tools be used as
tools...&ure someone can use a 3ackhammer or a drill in combat) but youOre
using it in an unorthodo" manner...I would hae to say it makes sense to hae
ma" limits to damage that can be done in melee combat sense one is using a
tool) and not something built primarily for the purpose of war...but IOm also
considering the fact that tools are ery rugged) theyOre using up energon with
their usage) and it is conceiable that a character with AD in &trength with a
Lackhammer would do 7D damage in their +haracter scale...consider the
energon e"penditure e"tra power added to the attack...meaning no ma" damage
amounts...per se. The fact that one is using a tool for a weapon poses a problem
when it comes to %urphyOs law. There will be a rule where if you roll a 1 on a
wild die !for damage# when using the tool as a weapon and your combined
strength and the toolOs damage is more than three times greater than the tool) it
will break.
Tool Damage
%ining Drill 8D>8
Lackhammer 9D
+ircular &aw 8D
6A
&o) if one is strong enough) he or she can get away with doing more damage
than what is safe to do) but as luck would hae it) if you bash a tool hard
enough...it will break.
;hat is the Ion +harger tool systemP Is it a ranged weaponBtool or is more of a
mine type thing that is placed somewhere before it blows) or is it a grenade type
thing...
It is kind of like an ion taser !the robot ersion of the neural charger or
taser#...If you check the range of the weapon) it is 1-9 m " class) so it would
e"tend in range out to M-10 meters away from your position.
/ot that I need it with my guys enhanced str) but maybe the power seros tool
would be more tempting to others if it offered 8d to lifting - since it only
enhances lifting I donOt see much of a game balance issue with people who can
simply lift a lot !but you hae a better iew what the skill could do#
It can offer 8D to lifting if players choose two applications of it. @eep in mind
that the characterOs weight sets the difficulty for lifting...seros can always
come in handy with helping to lift.
66
+,$'T-R :.1R 0 %.N-%-/T $/D &+$D-
Remember) there is no penalty for a Transformer changing from ehicle to robot while the ehicle is
moing up to the robotOs $ll-.ut run speed. :or +lass II characters) that is right around A< mph.
Table B#"! Types of 5o6ement /Typical 4obot0
+haracter &cale +autious Tactical ,igh &peed $ll-.ut
,uman Am 10m 80m <0m
+lass .ne 10m 80m <0m 70m
+lass Two 1Am 90m 60m 180m
+lass Three 80m <0m 70m 160m
+lass :our 8Am A0m 100m 800m
Definitions:
Cautious 5o6ement: :light) driing and moing by foot can be done ery slowly when either
trying to park somewhere) land) or while using the sneak skill. ;hen moing cautiously) one traels
at one half their base tactical moement.
Tactical 5o6ement: This is the standard speed for a cruising ehicle or tactical moement on foot.
%ost of the time) it seres as the character4s base moement speed for their ehicle and on foot !i.e.
they will hae two separate base speeds and the number listed will be the tactical moement speed#.
Hih Speed 5o6ement: $ character can spend one round of moement to go from tactical
moement to high speed moement. If a character is moing at 10 meters per round in the first
round) the second round will hae the character moing at 80 meters per round. It is double the
tactical speed.
.ll#)ut 5o6ement: $ character can spend one round of moement to go from high speed
moement to all out moement. If a character is running at 80 meters per round in the first round)
6=
the second round will hae the character sprinting at <0 meters per round. It is *uadruple the tactical
speed.
4each( This is the hand to hand combat range for humans) $utobots and Decepticons. It is strictly
based on si2e. %elee weapons can increase these ranges) and those listings will be indicated in the
e*uipment sections.
There is a great need for caution for $utobots traeling through residential
neighborhoods in ehicle form) and especially while on foot. ;e are giants amongst humans) and
their structures aren4t meant een for a near miss from one of our knees or hips. They hae
powerlines) cable) telephone wires and other trip ha2ards that can snag us and cause millions of
-arth dollars in property damage?and sadly enough we could kill humans and their pets 3ust by not
being as careful as we can be to aoid accidents. I stress that any who sere with me moe
cautiously and tactically through residential neighborhoods. :or any player who wishes to find out
their moement speeds miles per hour) or kilometers per hour) use the following formulas(
mph( moement speed " 18 " 60 B 1600
@ph( moement speed " 18 " 60 B 1000
-en a little guy like myself running all out through a residential neighborhood can do lots
of damage to cars) houses and most importantly) innocent humans. ;hen I run all out) I4m moing
at 96 mph. That4s enough speed built up to where if I bump a car with my weight) I could send it
spinning?and to who knows where it might stop?Dittle kids) dogs and cats could be hurt?and I
will not stand for thatU
.ne of my faorite things to do when s*uaring off against the $utobots?and the
human militaries !snickers# is to partially transform in flight. I will die and fly low at my all out
speed) stick a leg out and kick cars) trucks) buses) trees) and sometimes people. These flying ob3ects
can proe deadly against $utobots and their human allies.
&poken like a true moron?;hile it is *uite destructie and impressie to watch) a
Decepticon or $utobot warrior who decides to use his surroundings as weaponry in a manner that
my idiot wing commander describes could find themseles ripped out of full speed moement to a
standstill. They could end up without an arm or leg if they end up meeting up with a man-made
structure that they underestimated. 5ridges and buildings with thick reed-bar are poor choices for
fragmentation kicks. 6oing from =00 mph to 0 mph from crashing) or =00 mph to <00 mph while
67
spinning out of control without wings) rudders) or arms or legs is 3ust foolishness) especially for
those of us who hae been around for thousands of years and should hae all the hotdogging out of
our circuitry. 1se your common sense) your ranged armaments and hands and feet while firmly on
the ground) and not your body while moing at high speed against your foesU
Si:e and Scale on 5ap Screens
In order to understand how moement works in game) one first has to understand how large their
character is in reference to other characters and the surroundings. The picture below illustrates what
a character4s reach in melee or hand to hand combat is. The map shows that large characters don4t
hae to coer much ground in a round if they don4t wish to because if they are fighting against
smaller characters) they come into physical range of their enemies sometimes long before that target
would be able to strike them !i.e. the +lass :our Transformer ersus a ,uman si2ed target#. ;hether
or not the much larger opponent would be able to strike something as fine as a human opponent is
still up for debate !remember the scale offset modifier#. .ne thing should be made clear though by
the map below( most robots between +lass II and IN can go 3ust about anywhere on the board by
making a simple moe action at a tactical pace( that is) when a 8 " 8 meter board is being used
!typically used in close *uarters areas or when mostly ,uman and +lass 1 si2ed characters are the
ma3ority#.
&pecial /ote( /otice how +lass II and III Transformers hae the same map icon si2e. This is
because the main difference between the two is usually based on height) not particularly on width.
5ased on their taller frames though) a +lass III Transformer can still coer more ground than a
+lass II on foot !een though they hae the same reach#.
5ap B#"! 4each
In the aboe e"ample) the grids are two meters by two meters. &ometimes this map type doesn4t
work out ery well) for e"ample in instances where there battles in the air) in space) or inoling
mostly large opponents. In some instances) it is wiser to use maps where the scale of the s*uare can
be as high as 100 meters !when large and fast moing ehicles are inoled#. Typically though)
what is suggested is the usage of multiples. The basic map for when eeryone is inoled in ground
combat is 8 by 8 m. If eeryone inoled is a Transformer) it may be better to get a relatie count of
who4s inoled and find out who will set the stage. I would suggest using the smallest scale as a
reference point) but then again) ma3ority can sometimes be easier to go with. If most of the
characters inoled are +lass I or smaller) I4d go with 8 by 8 m. If most of the characters are +lass
II or III) < to 6 meter s*uares may be in order. This will keep players from running off screen. .f
course) the surroundings must change in si2e to make up for grid s*uares being changed. ,ere4s an
6M
e"ample of the 8 meter s*uare map(
5ap B#'! The ' meter 5ap
There can be lots of detail in this map) but a two meter map doesn4t account for much when trying
to get an idea of what the big picture is. $ four meter map does a better 3ob showing that a battle is
about to begin.
=0
5ap B#(! The B meter 5ap
In each map) the characters still hae the same reach for hand to hand combat that corresponds to
their scale) but the lines are a little blurred as the < meter map only gies an appro"imate location
and not an e"act one !$ +lass Three Transformer still has an 6 meter reach) which means that they
can strike one s*uare and partially into the ne"t s*uare#. Decisions on whether or not a target is in
=1
reach will depend on scale when the lines are blurred !and of course?the dreaded 6%#.
Transformation Si:e and Heiht:
;hen Transformers change from robot form to ehicle form) they can take up lots of space
hori2ontally. $ class II Decepticon that turns into a 3et fighter) or an $utobot that turns into a tank or
tractor trailer can take up much more area on the map than as they had preiously while standing in
Robot form. Letfighters can be 1A meters long or more) and tractor trailers can be almost as large. If
a Transformer is in ehicle mode and engaged in a fight) there is a possibility that their scale can be
offset for the purposes of combat in regards to their defense !i.e. the robot can become a smaller or
larger target when it transforms#.
;hen a robot transforms) what changes) and what stays the sameP
Table B#'! Statistical Differences ,hen Transformed
+hange &ame
$ +haracter4s defensie rating changes. If a
robot turns into a larger scale ehicle) it is a
bigger target. If a robot turns into a smaller scale
ehicle) it is a smaller target.
$rmor Rating doesn4t go up in scale
regardless of a robot turning into a larger
scale ehicle) nor does it decrease if the
robot turns into a smaller scale ehicle.
$rea taken up on map
&kill bonusesBpenalties remain at Robot
scale. -en if a +lass II robot becomes a
+lass IN ehicle) he or she still attacks
with +lass II bonuses and or penalties.
'ayload will not decrease !if ehicle is smaller#)
but it can increase !if ehicle is larger#. This is
referred to as Xally loaded4 payload.
&kill knowledge and awareness.
.ne of the only adantages to turning into a
larger ehicle !i.e. a +lass II robot turning into a
+lass III si2ed ehicle# is that the ehicle can
ram a target as if it were a class III robot. Targets
should be chosen wisely) for a ramming initiator
must roll against collision damage !target4s
&trength and scale modifier#. $ class II robot
who turns into a class III ehicle would be wise
to try to ram other class II robots or smaller) but
not wise to slam into +lass IN robots or larger.
Ranged ;eapon damage and range
remains the same. :or instance) a robot
has an integrated energy weapon that they
wish to !if they can# use in ehicle formS
it remains with the same damage output
as in robot form.
There are limitations on what a Transformer can change into without the possession of a special
ability !%acro or %icro-changer#. $ Transformer can transform into a ehicle or ob3ect at one scale
si2e aboe or below its own) or the same scale !without any special ability#. In the e"ample below)
.ptimus 'rime) a +lass III Transformer transforms into a tractor trailer that e"ceeds the <7 feet but
not 100. $s a tractor trailer) .ptimus 'rime is a +lass :our si2ed ehicle !his defensie modifiers
are changed to +lass IN) but his ramming damage is +lass :our now as well#. .ptimus 'rime
doesn4t need the %acro-changer special ability) but &kywarp does. &kywarp is a +lass II
Decepticon) meaning that he is shorter than 8< feet in height. ,oweer) he does transform into a 69
foot long :-1A 3et !greater than <7 feet) less than 100#) so he too is a +lass IN ehicle. $s a +lass II
robot) he re*uires the minor ersion of %acro-changer in order to assume the form of the :-1A
=8
because he is 3umping from +lass II robot to +lass IN ehicle. 5umblebee) a +lass 1 robot changes
into a Nolkswagon 5ug) a +lass I ehicle.
5ap B#B! ' 5eter 5ap! Hori:ontal Transformation Displacement
Transformin from 2ehicle to 4obot and 2ice#6ersa /The Hih#Speed Transformation0
In the Introduction) it was mentioned that transforming from robot to ehicle and ehicle to robot
didn4t re*uire a roll?that is unless a player wanted to double his transformation speed. ;hen this
was mentioned it was under the understanding that this was while the robot or ehicle was either
moing at a cautious pace) a tactical pace) or holding completely still. Things are much different
when it concerns transforming at high speeds.
Keah) I can run all out at a pace of about 96 mph) which isn4t too fast?and I can handle
transforming into a car with no problem while running all out. I4d end up in car mode at 96 mph)
which actually is about the safe driing speed through fairly busy intersections. Transforming from
car to robot is a bit trickier?$s a N; bug) my top speed is right around 100 mph. There is no real
way for me to transform at this speed safely. I would hae to slow down to around 96 mph in order
to safely transform back into my robot form?and I would do so at an all out running pace.
=9
&afety is ery important?;e are guests on -arth) and I am ashamed that we ended
up bringing our war upon these people. ;e need their help) and in order to aoid damage to you as
a player) human property) and human death tolls?watch your speed while transforming.
The little $utobot is worried about speeds of 100 mph?5oo-hoo?%y fellow
Decepticons who transform into 3ets think of 100 mph as practically being parked. It4s plain and
simple?if you are moing faster than you can run) you will not land ery well if you transform.
That is why we Decepticons often circle) or transform in mid-air and drop to the ground after we4e
decelerated. ;e often transform in the air at greater rates of speed than we can run so we can float
down to the ground with our superior ability of wingless flight. I4ll gie the little $utobot credit
though?transforming on the ground while moing faster than one can run is a bad idea?Its still
possible) but e"tremely dangerous to the +ybertronian who tries it.
&tarscream?!sighs#?:irst you talk about kicking ehicles with an e"tended leg in
mid-flight?3ust waiting to be tripped or clipped?and then you lecture to us about safety?That4s
pretty inconsistent?Kou4ll neer lead the Decepticons?!looks sad#?'rime speaks the truth. I care
little about the human germs one might crush by miscalculating in mid drie or mid flight
transformation) but I do care about haing to spend precious time away from con*uering and
murdering to replace warriors who were stuck on stupid mode and crashed while trying a mid air to
ground transformation. Do that) and pray that the crash depletes your life force?because you can
bet that I will?it4s *uicker and cheaper than getting you repaired.
/one of the transformers) both good and bad) think it4s a good idea to transform from ehicle to
robot at a pace faster than one can run all out?but it still can be done. $ character &tarscream4s
si2e?a class II Transformer) he or she can transform while in ehicle form to robot while on the
moe at a rate of A< mph or !180 m# per all out round speed. This is safe for most cars and trucks
that are +lass II) but for 3ets) &tarscream speaks from e"perience) wingless flight of the Decepticons
does hae its adantages in efforts to slow them down for landing.
;hat are the penalties for transforming from ehicle to robot faster than one can runP
There are no penalties for a Transformer transforming while on the moe up to their base all-out run
speed.
Table B#(! %&ample of a Class I Transfomer /4obot and Car Speed 4anes0
=<
&peed %eters 'er Round In Robot :orm %eters 'er Round in Nehicle :orm
+autious 10 !<.A mph# 90 !19.A mph#
Tactical 80 !M mph# 60 !8= mph#
,igh &peed <0 !17 mph# 180 !A< mph#
$ll-.ut 70 !96 mph# 8<0 !107 mph#
The aboe speed grid shows that this transformer can transform from ehicle form to robot form at
the tactical driing speed of 8= mph safely. It cannot cross the high speed threshold without
suffering penalties !>9 to a moderate difficulty for anything beyond the 96 mph point up to 10 mph
!increments#) and >A to a moderate difficulty for eery 10 mph oer that 96 mph point. &o) if the
+lass 1 transformer goes from ehicle to robot at <A mph !the difficulty is moderate >9#?at <6
mph and beyond !>A to the difficulty#?at A6 mph !>10 to the moderate difficulty#?and so on. This
kind of transformation can be attempted) and $utobots often use it for ramming attacks if on open
ground) but it should be aoided if one is a 3et or an e"tremely high performance car !especially
when at speeds nearing all-out#. %ost 3et-transforming robots hae class II robot ratings
!1AB90B60B180# for speed. They can run all out at A< mph. %ost 3ets fly faster than the speed of
sound?i.e. faster than =00 mph !1AAA m per round#. ;ith the >A per 10 mph oer the all-out run
speed) in order for a 3et moing at =00 mph to transform and land all in one action would hae a
difficulty score of 989>U If a high speed transformation must be attempted) the transformer should
make sure that he or she is high enough to aoid crashing into buildings or the earth) because he or
she will lose control momentarily as their physical shape alters and physics and graity grip them. $
trick that Decepticon 3et fighters do is they fly at the low end of high speed) transform and then use
their wingless flight to do aerial combat as they spin to regain control and shoot !&tarscream did this
in the lie action moie#. The $erialbots are also known to use this trick?as they4e been upgraded
to wingless flight as well.
It might seem odd that the larger one is) the higher the rate of traeling speed at which they can
transform from ehicle to robot) but one has to remember that the larger they are) the faster they can
run as a robot !typically#?and they can bear the strain of 6-:orces much better during the
transition.
:or how long does one lose control if they attempt a mid-drie or mid-flight transformation into
robotP The simple answer is howeer long it took them to transform( remember in the introduction4s
transformation speedsP The smaller one is) the faster one can recoer while in a spin. $ class II
transformer will be spinning out of control for three seconds if it attempts a mid-air transformation
from 3et to robot?this means that it will be transforming and recoering from the process for one
round) attacking the ne"t with a few actions !hopefully with wingless flight or it will continue to fall
until it transforms back to 3et or plane mode#) and then transform in the following round within 9
seconds time.
&o) to summari2e( a robot can run all out and transform into their ehicle form with no problem)
proided that they are prepared to at least be moing in their ehicle form as fast as they can run?
%ost Transformers?if not all of them?can do this without suffering any penalties or rolling unless
they want to double their transformation speed. 6oing from ehicle to robot can be ha2ardous if the
ehicle is traeling faster than the robot can run. :or a safe ehicle to robot transformation)
transform at a speed at which your robot can gain footing at a running pace?anything faster than
that can cause him or her to trip) or spin out of control during a 3et or copter landing.
=A
+,$'T-R :IN- 0 +,$R$+T-R +R-$TI./ ;$D@T,R.16,&
;hen making an $utobot or Decepticon from scratch) you may already hae a notion of how you
picture them being in comparison with some of their $utobot or Decepticon peers. The picture
aboe gies three e"amples of the old decoder toy bo" stats for the first three $utobots that will be
coered in this walkthrough. The patterns between the +lass I and +lass III robot flu"uate) but one
can see that theyOre all the same rank !as starting characters# and are as skilled as one another in
their professions. I worked backwards with these e"amples to formulate the decoder stats) but one
can use the decoder stats for official characters to get an idea of how that Transformer may look in
D6. I arried at the conclusions in the picture aboe by following these formulas(
&trength( &trength $ttribute > &uper &trengthC!1 to 8# > +lass &i2e
Intelligence( @nowledge $ttribute > Technical $ttribute
&peed( 'ereception $ttribute > De"terity $ttribute
-ndurance( &trength $ttribute > $rmor !counts as 1# > Quadratanium &kin !1 to 8# > +lass &i2e
Rank( $erage of $ll &kills
+ourage( FDice in +ommand > Dice in ;illpowerG B +lass &i2e
:irepower( .utput of an integrated or physical state weapon !ma"imum# > +lass &i2e
&kill( The dice amount in the highest achieed skill.
=6
In the introduction chapter) three separate $utobots were mentioned( Tor*ue) 6oat) and /ightlife.
-ach one of them was distinctly different) namely the fact that each one was a different class of
+ybertronian. &ome of their stats were mentioned) and they were only mentioned hypothetically.
/ow) we will see what their true stats are as they are designed.
Step )ne in Character Creation: Determine +hysical .ttributes
;e4ll start with /ightlife( ;e4re going for moderation here with him. 17 dice hae to be distributed
between the si" attributes. $ character must hae at least 1D in eery attribute. It is up to the player
to distribute the dice wisely.
De"terity 9D
@nowledge 9D
%echanical 9D
'erception <D
&trength 8D
Technical 9D
4eference: $ttributes are coered in +hapter Two
Step T1o in Character Creation: Determine S$ills
3eneral 4ule: &kills are determined by multiplying the attribute dice number by 8. This means that
/ightlife could hae up to si" De"terity skills) si" @nowledge skills) si" %echanical skills) eight
'erception skills) four &trength skills) and si" technical skills.
The following skills were selected for /ightlife(
De"terity 9D
Ranged -nergy ;eapons) Integrated ;eapons &ystems( Ranged) Dodge) &neak) Run) ,ide
==
@nowledge 9D
$strogation) 5ureaucracy) Danguages) &urial) &treetwise) ;illpower
%echanical 9D
$uto -asion) ,igh Technology .peration) Nehicle +ommunications) Nehicle &ensors) $rtillery)
5east Riding
'erception <D
5argain) +ommand) +on) &earch) &pot) &can) Inestigation) 'ersuasion
&trength 8D
5rawling) &tamina) &wimming) +limbingBLumping
Technical 9D
-ngineering) &ecurity) :irst $id) Demolitions) -nergy ;eapon Repair) 'rimitie +onstruction
4eference: &kills can be found in +hapter Two.
.f the skills picked) =D can be added for improements. 9 speciali2ations can be bought at the price
of 1D.
The following improements were made(
Ranged -nergy ;eapons <D) Integrated ;eapons &ystems( Ranged <D) Dodge <D) Inestigation
<D) 'ersuasion AD) +limbingBLumping( acrobatics !s# 9D) &ecurity( sonic alarms !s# <D) -nergy
;eapon Repair( -%' 'istol !s# <D
Step Three in Character Creation: Determine .rmaments
+lass .ne +ybertronians(
Integrated ;eapons -nergy +onsuming or I;-+ !1#) Integrated ;eapons :uel +onsuming or
I;:+ !8#) 'hysical &tate ;eapons or '&; !1#) -"tra 'ayload or -' !8#) Integrated Tool &ystems or
IT& !1#) &pecial $bilities or &$ !1#
$d3ust the aboe to( I;-+ !9#) I;:+ !0#) '&; !0#) -' !1#) IT& !8#) &$ !8#
4eference: $llowances for ;eapons systems) payload) tools) and special abilities are mentioned in
+hapter .ne. ;eapon &ystems and Tools are in +hapter Three. &pecial
$bilities are located after skills in +hapter 8.
Translation: /ightlife has an Integrated ;eapons &ystem that does 9D +lass .ne +ybertronian
damage. ,e has no fuel consuming or physical state weaponry. ,e has 1 slot for e"tra payload at
+lass .ne leel. ,e has two slots for integrated tool systems) and he has 8 slots for a special ability.
,e chooses an integrated blast ray in his right forearm) has the option to carry an -%' pistol !his
choice) but any energy pistol for a class one +ybertronian would fit#) can choose the recon tool
system) as well as the basic medical diagnostics kit) and has chosen acrobatic and inisible 1 for his
special abilities.
Step -our in Character Creation: Determine 5o6ement .d@ustments
/ightlife is a +lass .ne Transformer) who when in robot form stands about twele feet in height.
,is weight is appro"imately 8<00 lbs. ,is tactical moement speed is 80 meters per round and can
=7
run all out at 70 meters per round. ,is top speed in ehicle form is 1A0 mph B 8<0 kph) or at a moe
of 999.
4eference: References to moement e*uations are in +hapter :our.
:inished product(
Code Name: /ightlife
.ffiliation: $utobot B Recon $gent
3ender: %ale
.e: +ybertronian $ge( Koung
4an$: %ost of /ightlife4s skills are in between 8D and AD) so his rank is appro"imately a 9
Heiht: 18 feet
,eiht: 8<00 lbs.
De&terity (D
Ranged -nergy ;eapons <D) Integrated ;eapons &ystems( Ranged <D) Dodge <D) &neak) Run)
,ide
Kno1lede (D
$strogation) 5ureaucracy) Danguages) &urial) &treetwise) ;illpower
5echanical (D
$uto -asion) ,igh Technology .peration) Nehicle +ommunications) Nehicle &ensors) $rtillery)
5east Riding
+erception BD
5argain) +ommand) +on) &earch) &pot) &can) Inestigation <D) 'ersuasion AD
Strenth 'D
5rawling) &tamina) &wimming) +limbingBLumping( acrobatics !s# 9D
Technical (D
-ngineering 1D) &ecurity( sonic alarms !s# <D) :irst $id) Demolitions) -nergy ;eapon Repair(
-%' 'istol !s# <D) 'rimitie +onstruction 9D
5o6e 74obot8: 80
5o6e 72ehicle8: 99B6=B199B999
%neron Supply: 100
%&istin .rmor:&trength of 8D>1D against physical attacks) and >8 against energy attacks.
%&perience +oints: A
Disposition Numbers: =B=B=
Spar$ 7Life8 +oints: 8
Interated ,eapon: %nery F9G 5last Ray !9D) +lass .ne) one point of energon per shot#
Interated ,eapon: -uel Consumin F0G
+hysical State ,eapons: F0G
%&tra +ayload: F1G !-%' 'istol) <D +lass .ne?-lectronic deices only#
Interated Tool System: F8G !recon) basic med diagnostics#
Special .bilities: F8G !$crobatic) Inisible 1#
4e: Chapter -i6e # Character Creation ,al$throuh
'ost by admin on %ar 90) 8007) 9(AMpm
Chapter -i6e # Character Creation ,al$throuh: Class II Transformer %&ample
Step )ne in Character Creation: Determine +hysical .ttributes
=M
/e"t is 6oat( 6oat is a soldier) so we4re aiming for him to be rugged and tough. 17 dice hae to be
distributed between the si" attributes. $ character must hae at least 1D in eery attribute. It is up to
the player to distribute the dice wisely.
De"terity <D
@nowledge 8D
%echanical 9D
'erception 9D
&trength <D
Technical 8D
4eference: $ttributes are coered in +hapter Two
Step T1o in Character Creation: Determine S$ills
3eneral 4ule: &kills are determined by multiplying the attribute dice number by 8. This means that
6oat could hae up to eight De"terity skills) four @nowledge skills) si" %echanical skills) si"
'erception skills) all &trength skills) and four technical skills.
The following skills were selected for 6oat(
De"terity <D
Dodge ) 6renade) I;&R) %elee ;eapons) Ranged -nergy ;eapons) Run) &neak) Thrown ;eapons)
70
@nowledge 8D
Danguages) &treetwise) Tactics) ;illpower
%echanical 9D
$rtillery ) $uto -asionB.peration )5east Riding ) Nehicle +ommunications ) Nehicle &ensors )
Nehicle ;eapons
'erception 9D
+ommand ) Inestigation ) 'ersuasion ) &can ) &earch ) &pot
&trength <D
5rawling ) +limbingBLumping ) Difting ) &tamina ) &wimming
Technical 8D
+omputer .perationBRepair ) Demolitions ) -nergy ;eapon Repair ) 'rimitie +onstruction
4eference: &kills can be found in +hapter Two.
.f the skills picked) =D can be added for improements. 9 speciali2ations can be bought at the price
of 1D.
The following improements were made(
Dodge AD ) 6renade AD ) I;&R <D( %iniguns AD ) %elee ;eapons <D( -nergy 5lade AD ) Ranged
-nergy ;eapons <D( 'ulse Rifle AD) Thrown ;eapons AD ) Danguages 9D ) Tactics 9D )
;illpower 9D
Step Three in Character Creation: Determine .rmaments
+lass Two +ybertronians(
Integrated ;eapons -nergy +onsuming or I;-+ !8#) Integrated ;eapons :uel +onsuming or
I;:+ !8#) 'hysical &tate ;eapons or '&; !8#) -"tra 'ayload or -' !8#) Integrated Tool &ystems or
IT& !8#) &pecial $bilities or &$ !1#
$d3ust the aboe to( I;-+ !0#) I;:+ !<#) '&; !0#) -' !8#) IT& !8#) &$ !8#
4eference: $llowances for ;eapons systems) payload) tools) and special abilities are mentioned in
+hapter .ne. ;eapon &ystems and Tools are in +hapter Three. &pecial
$bilities are located after skills in +hapter 8.
Translation: 6oat has an Integrated ;eapons &ystem that does <D +lass Two +ybertronian
damage. It is a fuel consuming weapon that has the ability to fire straight or fire as a spread weapon.
,e has 8 slots for e"tra payload at +lass Two leel. ,e has two slots for integrated tool systems) and
he has 8 slots for a special abilitiesr !remember that a class two transformer would hae to spend
two of their points from I;-) I;:+) '&;) -') or IT& to make up one point of special abilities#.
,e chooses duel integrated miniguns in his right and left forearm) and the option to carry a +lass
two pulse rifle !his choice) but a class two pulse rifle would fit#) can choose the soldier system as
well as the basic medical diagnostics kit) and has chosen the Quadratanium $rmor 1 and -"tra
'ayload for his special abilities. This effectiely grants him the ability to add an e"tra dice to his
&trength rolls for soaking damage) as well as the ability to carry another small weapon?his choice
is an energy blade.
Step -our in Character Creation: Determine 5o6ement .d@ustments
71
6oat is a +lass Two Transformer) who when in robot form stands about eighteen feet in height. ,is
weight is appro"imately <A00 lbs. ,is tactical moement speed is 90 meters per round and can run
all out at 180 meters per round. ,is top speed in ehicle form is 100 mph B 160 kph) or at a moe of
888.
4eference: References to moement e*uations are in +hapter :our.
6aot is beginning to take shape(
:inished 'roduct(
Code Name: 6oat
.ffiliation: $utobot B +ombat Neteran
3ender: %ale
.e: +ybertronian $ge !middle aged#
4an$: 9
Heiht: 17 :eet
,eiht: <A00 lbs.
De&terity <D
Dodge AD ) 6renade AD ) I;&R <D( %iniguns AD ) %elee ;eapons <D( -nergy 5lade AD ) Ranged
-nergy ;eapons <D( 'ulse Rifle AD) Run <D ) &neak <D ) Thrown ;eapons AD )
Kno1lede 8D
Danguages 9D ) &treetwise 8D ) Tactics 9D ) ;illpower 9D )
5echanical 9D
$rtillery 9D ) $uto -asionB.peration 9D )5east Riding 9D ) Nehicle +ommunications 9D ) Nehicle
&ensors 9D ) Nehicle ;eapons 9D
+erception 9D
+ommand 9D ) Inestigation 9D ) 'ersuasion 9D ) &can 9D ) &earch 9D ) &pot 9D
Strenth <D
5rawling <D ) +limbingBLumping <D ) Difting <D ) &tamina <D ) &wimming <D
Technical 8D
+omputer .perationBRepair 8D ) Demolitions 8D ) -nergy ;eapon Repair 8D ) 'rimitie
+onstruction 8D
5o6e 74obot8: 1A ( 90 ( 60 ( 180
5o6e 72ehicle8: 99 ( 66 ( 198 ( 888
%neron Supply: 100
%&istin .rmor: <D >9D against physical attacks) and >8D>8 against energy attacks
%&perience +oints: A
Disposition Numbers: 7 B A B 7
Spar$ 7Life8 +oints: 8
I,%: F 0 G none 0 D
I,-C: F < G Dual %iniguns) Dinear and &pread -ffect) 1A shots < D
+S,: F 0 G none 0 D
%+: F 8 G 'ulse Rifle !AD +lass 8 &cale# A0 shots) -nergy 5lade !<D +lass 8 &cale# 80 &trikes
ITS: F 8 G &oldier) 5asic %edical Diagnostics
S.: F 8 G Quadratanium $rmor) -"tra 'ayload
78
Chapter -i6e # Character Creation ,al$throuh: Class III Transformer %&ample
Step )ne in Character Creation: Determine +hysical .ttributes
$fter 6oat is Tor*ue( Tor*ue is a laborer and combat engineer) so we4re aiming for him to be able
to lift heay loads?een while flying. 17 dice hae to be distributed between the si" attributes. $
character must hae at least 1D in eery attribute. It is up to the player to distribute the dice wisely.
De&terity: 9D
Kno1lede 8D
5echanical 9D
+erception 9D
Strenth AD
Technical 8D
4eference: $ttributes are coered in +hapter Two
Step T1o in Character Creation: Determine S$ills
3eneral 4ule: &kills are determined by multiplying the attribute dice number by 8. This means that
Tor*ue could hae up to si" De"terity skills) four @nowledge skills) si" %echanical skills) si"
79
'erception skills) all &trength skills) and four Technical skills.
The following skills were selected for Tor*ue(
De&terity: 9D
Dodge) 6renade) I;&%) I;&R) %elee ;eapons) Ranged -nergy ;eapons
Kno1lede 8D
/aigation) &cholar( +onstruction) Tactics) ;illpower
5echanical 9D
$rtillery) ,elo -asionB.peration) ,igh Technology -asionB.peration) Nehicle +ommunications)
Nehicle &ensors) Nehicle ;eapons
+erception 9D
5argain) +ommand) 'ersuasion) &can) &earch) &pot
Strenth AD
5rawling) +limbingBLumping) Difting) &tamina) &wimming
Technical 8D
+omputer .perationBRepair ) Demolitions ) :irst $id )'rimitie +onstruction
4eference: &kills can be found in +hapter Two.
.f the skills picked) =D can be added for improements. 9 speciali2ations can be bought at the price
of 1D.
The following improements were made(
Dodge AD ) I;&% 9D( Rotary 5lades <D ) I;&R 9D( 'hased 'lasma 5eam <D )%elee ;eapons
9D ( &words <D ) /aigation <D ) ,elo -asionB.peration AD )
Step Three in Character Creation: Determine .rmaments
+lass Three +ybertronians(
Integrated ;eapons -nergy +onsuming or I;-+ !9#) Integrated ;eapons :uel +onsuming or
I;:+ !9#) 'hysical &tate ;eapons or '&; !9#) -"tra 'ayload or -' !9#) Integrated Tool &ystems or
IT& !9#) &pecial $bilities or &$ !1#
$d3ust the aboe to( I;-+ !8#) I;:+ !8#) '&; !8#) -' !9#) IT& !9#) &$ !8#
4eference: $llowances for ;eapons systems) payload) tools) and special abilities are mentioned in
+hapter .ne. ;eapon &ystems and Tools are in +hapter Three. &pecial
$bilities are located after skills in +hapter 8.
Translation: Tor*ue has Integrated ;eapons &ystems that do 8D +lass III +ybertronian damage.
,is wrist mounted 'hased -nergy 5eam is an energy consuming weapon that he uses for clearing
construction debris?or Decepticons. ,e also packs a spread weapon( the dreaded shoulder
mounted 'lasma wae gun that has an area effect. The plasma wae gun is fuel consuming. Rotary
5lades from helicopter form can be duel wielded as swords that the young $utobot has wisely
deoted with two slots for 'hysical &tate ;eaponry?.along with years of familiari2ing himself
with the blades he feels are now e"tensions of his arms. ,e has 9 slots for e"tra payload at +lass
Three) in which he carries a 'ulse Rifle and $utobot Defender 5lade. ,e looks up to .ptimus
'rime) and feels that the payload choices that sered the $utobot commander for so long should
7<
sere for him as learning from great e"perience. Tor*ue chose 3ob related tool systems
!+onstruction) Recon) and Demolition#) and for special abilities) the %agnetic :orce and Tempered
;eapons special abilities help him on the 3ob) and in combat.
Step -our in Character Creation: Determine 5o6ement .d@ustments
Tor*ue is a +lass Three Transformer) who when in robot form stands about twenty-eight feet in
height. ,is weight is appro"imately 7<00 lbs. ,is tactical moement speed is <0 !human characters
would hae to run all out in order to keep up with his normal walking speed# meters per round and
can run all out at 160 meters per round. ,is top speed in ehicle form is 1A0 mph B 8<0 kph) or at a
moe of 999.
4eference: References to moement e*uations are in +hapter :our.
:inished 'roduct(
Code Name: Tor*ue
.ffiliation: $utobot B +onstruction ;orker
3ender: %ale
.e: +ybertronian $ge !young#
4an$: 9
Heiht: 87 :eet
,eiht: 7<00 lbs.
De&terity: 9D
Dodge AD ) 6renade 9D )
I;&% 9D( Rotary 5lades <D ) I;&R 9D( 'hased 'lasma 5eam <D )%elee ;eapons 9D ( &words
<D ) Ranged -nergy ;eapons 9D
Kno1lede 8D
/aigation <D ) &cholar 8D ) Tactics 8D ) ;illpower 8D
5echanical 9D
$rtillery 9D ) ,elo -asionB.peration AD ),igh Technology -asionB.peration 9D ) Nehicle
+ommunications 9D ) Nehicle &ensors 9D ) Nehicle ;eapons 9D
+erception 9D
5argain 9D ) +ommand 9D ) 'ersuasion 9D) &can 9D) &earch 9D ) &pot 9D
Strenth AD
5rawling AD ) +limbingBLumping AD ) Difting AD )
&tamina AD ) &wimming AD
Technical 8D
+omputer .perationBRepair 8D ) Demolitions 8D ) :irst $id 8D ) 'rimitie +onstruction 8D
5o6e 74obot8: 80 ( <0 ( 70 ( 160
5o6e 72ehicle8: 99 ( 66 ( 199 ( 999
%neron Supply: 100
%&istin .rmor: AD >1D against physical attacks) and >8 against energy attacks
%&perience +oints: A
Disposition Numbers: = B = B =
Spar$ 7Life8 +oints: 8
I,%: F 8 G 'hased -nergy 5eam 8 D) +lass III scale
7A
I,-C: F 8 G 'lasma ;ae 6un) $rea -ffect 1A shots 8 D) +lass III scale
+S,: F 8 G Rotary 5lades) &tr> 8 D
%+: F 9 G 'ulse Rifle) AD +lass 9 &cale) A0 shots) $utobot Defender 5lade !&tr > 9D#
ITS: F 9 G +onstuction) Recon) Demolition
S.: F 8 G %agnetic :orce) Tempered
The preious three e"amples hae been standard $utobots?In the following e"amples to come)
we4ll e"plore the construction of Decepticons !&nakespit#) +ombiners !both $utobot and
Decepticon#) Lunkions) Dinobots) and maybe?3ust maybe) Quintessons.
4e: Chapter -i6e # Character Creation ,al$throuh
'ost by admin on $pr 9) 8007) A(A0pm
Chapter -i6e # Character Creation ,al$throuh ( +reation of a +lass II Decepticon
1nderstanding the principles of assigning attributes and skills under the attributes) followed by
weapons) tools) and special ability picks is about ninety percent of the battle when it comes to
character creation. The other ten percent is in understanding how Decepticons differ from $utobots.
Remember) the Decepticon loses one tool slot for the ability of Robot :light. Decepticons were built
for con*uest and warfare. :ew of them eer were artisans) engineers) or anything but warriors
before the war) and not many of them eer seem to follow pursuits other than warfare and the
gaining of power since the war. This might seem like an oerpowering adantage) the ability of
flight in combat in or out of transformation) but in some ways) it4s not. $utobots hae the choice of
haing an e"tra point for tools) or switching it oer to something else. Decepticons don4t hae that
choice of haing that e"tra point for the tools) in fact) +lass I Decepticons hae to borrow from
Integrated ;eaponry) 'ayload) or 'hysical state weapons to gain tool packages at all.
Step )ne in Character Creation: Determine +hysical .ttributes
&nakespit probably wouldn4t hae olunteered for a full breakdown of his schematics to be brought
before characters most likely wanting to play $utobot characters) but considering that
reconnaissance Decepticons hae been captured in the past) most of knowledge gained by iewing
76
his stats isn4t anything new to eteran $utobots( $ Recon Decepticons speciali2es in spying) stealth)
and if they need it) speed. There is a trade off between characters like &nakespit and the rest of the
&eekers that follow &tarscream and %egatron. &nakespit doesn4t turn into a 3et) so he looses the
oerwhelming air superiority that 3ets hae oer the skies) and in trade) he can fly slower and
maneuer in much tighter spaces) allowing him to get a better understanding of enemy plans.
&nakespit is %oderation in Decepticon form. 17 dice hae to be distributed between the si"
attributes. Decepticons must hae at least 1D in eery attribute) 3ust like their beneolent $utobot
counterparts. It is up to the player to distribute the dice wisely) and as said before) moderation was
used. &nakespit is a warrior) but he isn4t oerpoweringly suited for attacks. ,is 3ob is to report on
enemy actiity and make it back to %egatron alie. :or this purpose) he4s been made more
maneuerable than strong) tough) or heaily powered in weaponry.
De"terity <D
@nowledge 8D
%echanical <D
'erception 9D
&trength 9D
Technical 8D
4eference: $ttributes are coered in +hapter Two
Step T1o in Character Creation: Determine S$ills
3eneral 4ule: &kills are determined by multiplying the attribute dice number by 8. This means that
&nakespit could hae up to eight De"terity skills) four @nowledge skills) eight %echanical skills)
si" 'erception skills) si" &trength skills) and four technical skills.
The following skills were selected for &nakespit(
De&terity: <D
Dodge) ,ide) I;&R) %elee ;eapons) Ranged -nergy ;eapons) &neak)
Kno1lede 8D
/aigation) &treetwise) Tactics);illpower)
5echanical <D
$rtillery) 5east Riding) ,elo -asionB.peration) ,igh Technology -asionB.peration) Let
-asionB.peration) Nehicle +ommunications) Nehicle &ensors) Nehicle ;eapons
+erception 9D
5argain) +on) Inestigation) &can) &earch) &pot
Strenth 9D
5rawling) +limbingBLumping) Difting) &tamina) &wimming
Technical 8D
+omputer .perationBRepair) Demolitions) -nergy ;eapon Repair) 'rimitie +onstruction)
4eference: &kills can be found in +hapter Two.
.f the skills picked) =D can be added for improements. 9 speciali2ations can be bought at the price
of 1D.
The following improements were made(
Dodge 6D ) I;&R <D( Rotator Daser AD) Rockets AD) Ranged -nergy ;eapons <D( /ull Ray AD)
7=
/aigation 9D) ,elo -asionB.peration 6D) Inestigation <D
Step Three in Character Creation: Determine .rmaments
+lass .ne +ybertronians(
Integrated ;eapons -nergy +onsuming or I;-+ !8#) Integrated ;eapons :uel +onsuming or
I;:+ !8#) 'hysical &tate ;eapons or '&; !8#) -"tra 'ayload or -' !8#) Integrated Tool &ystems or
IT& !8 F-1 DecepticonG#) &pecial $bilities or &$ !1 F>Robot :lightG#
$d3ust the aboe to( I;-+ !8#) I;:+ !8#) '&; !1#) -' !1#) IT& !1#) &$ !8#
4eference: $llowances for ;eapons systems) payload) tools) and special abilities are mentioned in
+hapter .ne. ;eapon &ystems and Tools are in +hapter Three. &pecial
$bilities are located after skills in +hapter 8.
Translation: &nakespit has an Integrated ;eapons &ystems that do 8D +lass .ne +ybertronian
damage. ,e has one slot for physical state weaponry. ,e has 1 slot for e"tra payload at +lass .ne
leel. ,e has one slot for integrated tool systems) and he has 8 slots for a special ability.
,e chooses an integrated rotator laser integrated into his right arm that does 8D in damage to a
single target) or shoulder mounted rockets that do 8D in +lass II scale damage to an area. ,e has the
option to carry a single /ull Ray !his choice) but prefers to hae at least one powerful weapon that
can be used without tapping into his special abilities#) has the recon tool system and has chosen
+harger and Resere for special abilities) allowing him to hae more energon to feed his other
special ability) the charger ability which adds more power to his blasts as two points of energon are
used !as opposed to one# for his integrated rotator laser) adding an e"tra dice of damage to the
weapon.
Step -our in Character Creation: Determine 5o6ement .d@ustments
&nakespit is a +lass Two Transformer) who when in robot form stands about 88 feet in height. ,is
weight is appro"imately AA00 lbs. ,is tactical moement speed is 90 meters per round and can run
all out at 180 meters per round !or fly at 180 meters per round#. ,is top speed in ehicle form is 8M=
mph B <=A kph) or at a moe of 660.
4eference: References to moement e*uations are in +hapter :our.
&nakespit is finished(
Code Name: &nakespit
.ffiliation: Decepticon B &cout
3ender: %ale
.e: +ybertronian $ge !young#
4an$: 9
Heiht: 88 :eet
77
,eiht: AA00 lbs.
De&terity: <D
Dodge 6D ) ,ide <D )I;&% <D ) I;&R <D( Rotator Daser AD) Rockets AD )%elee ;eapons <D
)Ranged -nergy ;eapons <D( /ull Ray AD) &neak <D )
Kno1lede 8D
/aigation 9D ) &treetwise 8D ) Tactics 8D ) ;illpower 8D)
5echanical <D)
$rtillery <D ) 5east Riding <D ) ,elo -asionB.peration 6D)
,igh Technology -asionB.peration <D ) Let -asionB.peration <D )
Nehicle +ommunications <D ) Nehicle &ensors <D ) Nehicle ;eapons <D )
+erception 9D
5argain 9D ) +on 9D ) Inestigation <D ) &can 9D ) &earch 9D ) &pot 9D
Strenth 9D
5rawling 9D ) +limbingBLumping 9D ) Difting 9D )
&tamina 9D ) &wimming 9D
Technical 8D
+omputer .perationBRepair 8D ) Demolitions 8D ) -nergy ;eapon Repair 8D) 'rimitie
+onstruction 8D)
5o6e 74obot8: 1A ( 90 ( 60 ( 180
5o6e 72ehicle8: 90 ( 7A ( 800 ( 660
%neron Supply: 100
%&istin .rmor: 9D >1D against physical attacks) and >8 against energy attacks
%&perience +oints: A
Disposition Numbers: < B < B 9
Spar$ 7Life8 +oints: 8
I,%: F 8 G Rotator Daser 8 D
I,-C: F 8 G Rockets 8 D
+S,: F 1 G Rotator 5lades 1 D
%+: F 1 G /ull Ray !<D +lass 8 &cale# 100 shots)
ITS: F 1 G Recon
S.: F 9 G Decepticon Robot :light) +harger) Resere
4e: Chapter -i6e # Character Creation ,al$throuh
'ost by admin on $pr 1M) 8007) =(17pm
,unk-Lunk is a +lass Two Transformer) who when in robot form stands about nineteen feet in
height. ,is weight is appro"imately <=A0 lbs. ,is tactical moement speed is 90 meters per round
and can run all out at 180 meters per round. ,is top speed in ehicle form is 800 mph B 980 kph) or
at a moe of <<<.
7M
H5ah ;eep 6rah /ah ;eep /ini 5ongH
Code Name: ,unk-Lunk
.ffiliation: Lunkion - $utobot Technician
3ender: %ale
.e: +ybertronian $ge !young#
4an$: 9
Heiht: 1M :eet
,eiht: <=A0 lbs.
De&terity BD:
Dodge <D ) 6renade <D ) ,eay ;eapons <D ) %elee ;eapons <DS %otorcycle $"le-$"e AD )
Ranged +onentional ;eapons <D )
Run <D ) &neak <D ) Thrown ;eapons <DS %otorcycle $"le-$"e AD )
Kno1lede 'D:
5usiness 8D ) Danguages 8D ) &treetwise 8D ) Intimidation 8D
5echanical (D:
$rtillery 9D ) $uto -asionB.peration 9DS %otorcycle <D )5east Riding 9D ) 6round +ombat
Nehicle -asionB.peration 9D) ,igh Technology -asionB.peration 9D ) Nehicle ;eapons 9D )
M0
+erception (D:
5argain 9D ) +on 9D )6ambling 9D ) Inestigation 9D ) &earch 9D )&pot 9D
Strenth 'D :
5rawling 8D ) +limbingBLumping 8D ) Difting 8D ) &tamina 8D )
Technical BD:
+omputer .perationBRepair AD ) +onentional Nehicle Repair AD ) +onentional ;eapon Repair
AD )
Demolitions AD ) -ngineering 1D ) :irst $id AD ) %edicine 1D ) 'rimitie +onstruction AD
5o6e 74obot8: 1A ( 90 ( 60 ( 180
5o6e 72ehicle8: 90 ( 66 ( 888 ( <<<
%neron Supply: 100 !>A0 Resere#
%&istin .rmor: 8D >1D against physical attacks) and >8 against energy attacks
%&perience +oints: A
Disposition Numbers: = B 8 B =
Spar$ 7Life8 +oints: 8
I,%: F 0 G none 0 D
I,-C: F 0 G none 0 D
+S,: F 9 G %otorcycle ;heel $"le-$"e) &TR > 9 D
%+: F 8 G Lunk 5laster !<D +lass II Damage) 1A shots#
ITS: F 1 G %imicry
S.: F 9 G Lunked 8) Resere
,unk-Lunk is made the same way a +lass II Transformer is made) and since there are two e"amples
with &nakespit and 6oat already for reiew) we can go right into the nitty-gritty( &kills are selected)
e"tra dice are assigned) speciali2ations are added) but the robotOs emphasis on certain skills and
weapons is ery dramatic...as well as the special abilities.
;ith ,unk-Lunk) there are no energy weapons) both as carries or integrated. The two main weapons
are a Lunk gun which is a conentional pistol !more or less a 3unk musketoon#...a ery large one)
and an a"e fitted into his forward motor-cycle wheel. ,e can wield it and throw it with professional
accuracy. $lso) when figuring Lunked energon e"penditures) the Lunkion has a large resere of
energon to keep him healthy in long dragged out battles.
The attributes of the ,unk-Lunk are to specification for a fast) maneuerable !hard to hit in robot
and motorcycle form#) de"terous !can hack) parry) and throw his melee weapon#) and technically
inclined character !he can make wonders out of 3unk#.
,is selection of the %imicry tool-kit allows him to record oices !mainly for reciting TN-lines#)
emulate oices) and gies him adantages in speaking alien languages.
,is 'erception is aerage) and his &trength is fairly unremarkable....but thatOs okay...een for a
Lunkion warrior. The way a player can figure is that ,unk-Lunk may go down) but it is impossible to
keep him down for long with his special ability of Lunked 8. &ince no energon is e"pended with
integrated weaponry or other special abilities) his entire resere is ready to assist him in putting him
back together.
0ther considerations....
;hile the young Lunkion rider is aligned with the $utobots) and a pretty noble guy) his eyes glow
red) and his distinctie eyebrows and the mustache and goatee he has ac*uired in honor of ;reck-
M1
6ar gie him a unsaory and intimidating presence...especially among those who donOt know him.
,is Disposition codes are at =B8B=.
Creation of a Dinobot: The Not#so 5echanically Inclined ,ar 5achinesC
4ules for Dinobot Creation:
Three 5a@or Dra1bac$s:
Dinobots are not scientists) pilots) doctors) technicians) mechanics) nurses) paramedics)
engineers) etc. They are fighters...plain and simple) arguably they are built more for war than
the Decepticons. his means that their +ttributes are %er# limited in *echanical, echnical,
and ?no&led,e. Each attribute &ould be maxed out durin, character creation at :7@;.
Dinobots can grow a bit in these areas !8D would probably be the e"tent for +lass III robots)
and 8D>8 would be acceptable for +lass II robots and smaller#) but are ery limited in their
deelopment in these areas simply from lack of interest !reading seems to cause intense pain
for them# and limited mental capacity.
$s stated) there arenOt any professional technicians) artisans) medics or surgeons within the
Dinobot community. +s a result, the# &eren4t ,i%en the abilit# to use tools. Tools would only
confuse a Dinobot) in fact) tools would make the Dinobots assume that they could build
something...which would be horrible.
Dinobots about as fast as they are smart. This means they canOt moe ery fast at all.
;hether in Robot or Dinosaur form) they moe at the same speed. In other words) some
cars) motorcycles) boats) and especially 3ets can moe hundreds of miles an hour. 7inobots
mo%e at their all out runnin, pace, &hether in 7inosaur or Robot form.
Three 5a@or <onuses:
Dinobots can only hae a ma"imum of 1D>8 in @nowledge) Technical and %echanical
$ttributes. his means that if these deficient attributes are maxed out, the lo&est a 7inobot
&ould ha%e for their outra,eous 7inosaur stren,th, their natural 7exterit# and primiti%e
animalistic Perception is A7@: a piece. It gets better...especially with the &trength $ttribute.
/o tools for the Dinobots...what to do with the character creation points for the toolsP I
know) spread them out all oer. + 7inobot can add a special abilit# 5usuall# the tool points
&ould reflect the amount necessar# to bu# an extra special abilit#6 or add the extra points to
Ph#sical state &eapons, or inte,rated &eapons rolls 5"ust not to pa#load6.
;ith the cost of losing out on speed like most $utobots and Decepticons seem to en3oy) the
Dinobots when transformed into Dinosaur form change their +lass si2e for the figuring of
damage resistance) Damage Dealt with hand to hand attacks) and their Intimidation skill
increases from its base an additional <D. So, a Class II 7inobot &hen transformed &ho had
an Intimidation skill of ;7, &ould be at Class III dama,e resistance modifier, Class III
dama,e &hen attackin, in hand to hand, and at Intimidation 87. This is regardless of the
dinosaur si2e. ;hen %egaton said words to the effect of Hwait until the Dinobots are in
robot mode) then theyOre ulnerable to attackH) he meant 3ust that. ;hen looking at
6rimlock) &lag) and &ludge standing ne"t to .ptimus 'rime) theyOe got a few feet of height
on him. TheyOre +lass III transformers) and in dinosaur form) theyOre +lass IN for figuring
damage) and taking punishment...and this is why %egaton doesnOt go hand to hand against
6rimlock. The guy may hae a hard time with pronoun usage) but he can cause some serious
M8
problems een for the near-indestructible %egatron.
;ith 5ashOs case) heOs a +lass II Dinobot. ,eOs smaller than most Dinobots as a +lass II) but for
some reason) heOs more loyal !not prone to fits of rage and smashing anyone who is perceied as
weaker...which means Decepticons and $utobots#...and smarter...or at least) has more potential to
learn skills than some of the earlier Dinobots. ;hen transformed into his Dinosaur form) he
becomes a +lass III robotic $nkylosaur that can take a heck of a pounding for the si2e of the robotOs
frame) and it can deal out a hefty tail bashing...especially for the robotOs si2e.
+haracter +reation is easy !since there isnOt likely to be anymore than two %echanical) Technical
and @nowledge skills#. Dike the Decepticon &nakespit) character creation is pretty much done along
the same guidelines as what was done with 6oat...only thing that would differ is the restriction on
attributes !noted#) and the loss of all tool points !to be spread out oer other areas#.
;e select attributes and skills for the Dinobot) keeping in mind the restrictions on the more
scientific attributes.
De"terity( <D
@nowledge 1D>8
%echanical 1D>8
'erception 9D>1
&trength AD>8
Technical 1D>8
Then the amount of skills allotted under the attribute dice are chosen...
De&terity: <D
Dodge <D ) 6renade <D ) ,eay ;eapons <D )I;&R <D ) %artial $rts 1D ) %elee ;eapons <D )
Run <D ) Thrown ;eapons <D)
Kno1lede 1D>8
M9
&urial 1D>8 )Intimidation 1D>8
5echanical 1D>8
$rtillery 1D>8 ) 5east Riding 1D>8
+erception 9D>1
5argain 9D>1 ) +ommand 9D>1 ) Inestigation 9D>1 ) 'ersuasion 9D>1 ) &can 9D>1 )
&pot 9D>1
Strenth AD>8
5rawling AD>8 ) +limbingBLumping AD>8 ) Difting AD>8 ) &tamina AD>8 ) &wimming AD>8
Technical 1D>8
Demolitions 1D>8 )'rimitie +onstruction 1D>8
Then) =D are added. In this e"ample) 6D were added) along with three speciali2ations...
De&terity: <D
Dodge AD ) 6renade <D ) ,eay ;eapons AD )I;&R <D( /apalm /ostrils AD ) %artial $rts 1D )
%elee ;eapons <D( +lub Tail AD )
Run <D ) Thrown ;eapons <D( $utomobiles AD
Kno1lede 1D>8
&urial 8D>8 )Intimidation 8D>8
5echanical 1D>8
$rtillery 1D>8 ) 5east Riding 1D>8
+erception 9D>1
5argain 9D>1 ) +ommand 9D>1 ) Inestigation 9D>1 ) 'ersuasion 9D>1 ) &can 9D>1 )
&pot <D>1
Strenth AD>8
5rawling AD>8 ) +limbingBLumping AD>8 ) Difting AD>8 ) &tamina AD>8 ) &wimming AD>8
Technical 1D>8
Demolitions 8D>8 )'rimitie +onstruction 1D>8
Completed Dinobot <ash:
Code Name: 5ash
.ffiliation: Dinobot ;arrior
3ender: %ale
.e: +ybertronian $ge !young#
4an$: 9
Heiht: 81 :eet
,eiht: A8A0 lbs.
De&terity: BD
Dodge AD ) 6renade <D ) ,eay ;eapons AD )I;&R <D( /apalm /ostrils AD ) %artial $rts 1D )
%elee ;eapons <D( +lub Tail AD )
Run <D ) Thrown ;eapons <D( $utomobiles AD
Kno1lede "DD'
&urial 8D>8 )Intimidation 8D>8
5echanical "DD'
$rtillery 1D>8 ) 5east Riding 1D>8
+erception (DD"
M<
5argain 9D>1 ) +ommand 9D>1 ) Inestigation 9D>1 ) 'ersuasion 9D>1 ) &can 9D>1 )
&pot <D>1
Strenth EDD'
5rawling AD>8 ) +limbingBLumping AD>8 ) Difting AD>8 ) &tamina AD>8 ) &wimming AD>8
Technical "DD'
Demolitions 8D>8 )'rimitie +onstruction 1D>8
5o6e 74obot8: 1A ( 90 ( 60 ( 180
5o6e 72ehicle8: 1A ( 90 ( 60 ( 180
%neron Supply: 100
%&istin .rmor: AD>8 >9D against physical attacks) and >8D>8 against energy attacks
%&perience +oints: A
Disposition Numbers: 6 B A B A
Spar$ 7Life8 +oints: 8
I,%: F 0 G none
I,-C: F < G /apalm /ostrils) +lass II < D
+S,: F 8 G $nkylosaur Tail) &trength +lass III > 8 D
%+: F 8 G 6renade Dauncher) 10 grenades) AD +lass II
ITS: F 0 G /one
S.: F 8 G Robot :light) Quadratanium &kin
5ash is a +lass Two Transformer) who when in robot form stands about twenty-one feet in height.
,is weight is appro"imately A8A0 lbs. ,is tactical moement speed is 90 meters per round and can
run all out at 180 meters per round. In Dinosaur form) he is limited to his speed on foot as a robot.
,e has three modes of trael( foot as a robot) foot as a dinosaur) and by air as a robot !robot flight#.
,is melee weapons are figured in with the &trength bases being at +lass III. &o) for hand to hand
combat damage) and or the usage of his tail as a melee weapon) or as a tail bash is figured at AD>8
for hand to hand) and AD>8 > 8D. This is figured as =D>8 +lass III damage) MD>8 +lass II damage)
11D>8 +lass I Damage) and 19D>8 ,uman scale damage. !in robot form) his melee attacks are
AD>8) =D>8 for tail club#
Ranged /apalm /ostril attacks are +lass II scale as normal.
Damage resistance is figured at AD>8 >9D for physical and >8D>8 for energy damage. 7D>8 B
7D>1 +lass III protection) 10D>8 B 10D>1 +lass II protection) 18D>8 B 18D>1 +lass I protection)
1<D>8 B 1<D>1 protection from ,uman scale weaponry. Dinobot armor abilities plus Quadratanium
&kin can make a character near indestructible !,eay +lass III or +lass IN weaponry would be all
that 5ash would really come to fear#.
4e: Chapter -i6e # Character Creation ,al$throuh
'ost by admin on $ug <) 8007) 6(06pm
Creatin a Human Character
&heOs not 6I-Loe) sheOs not the daughter of some &pecial :orces 6eneral) on the other hand) sheOd
probably kick the liing daylights out of &pike ;itwicky. I created a starting character who is a high
school athleteS part of the rifle club) does archery) does fairly well in school) participates in
gymnastics and has done gymnastics for years) is naturally de"trous and perceptie) and has aboe
aerage technical aptitude. 5elow is the basicsS
Name: .licia <arnes
MA
$ffiliation( $utobots) doesnOt know any of them) but would certainly help them against the
Decepticons if called upon
6ender( :emale
$ge( 1=.A years
Rank( ,ighschool Lunior
,eight( AO8H
;eight( 11A lbs.
De"terity <D
Ranged +onentional) Ranged $ncient) %elee ;eapons) Thrown ;eapons) &neak) ,ide) Run)
Dodge
@nowledge 8D
5usiness) Danguages) &treetwise) ;illpower
%echanical 8D
$uto -asion B .peration) 5east Riding
'erception <D
5argain) +ommand) +on) &earch) &pot) Inestigation) 'ersuasion
&trength 9D
5rawling) +limbingBLumping) Difting) &wimming) &tamina
Technical 9D
'rimitie +onstruction) -ngineering 1D) :irst $id) +omputer .peration B Repair) &ecurity)
+onentional Nehicle Repair
%oe( 10
-"isting $rmor( /one
-"perience 'oints( A
Disposition /umbers( 7B7B=
Dife 'oints( 8
&pecial $bilities( $crobatic
$licia can add =D to her e"isting skillsS
De"terity <D
Ranged +onentional( rifle AD) Ranged $ncient( bows AD) %elee ;eapons) Thrown ;eapons)
&neak AD) ,ide AD) Run) Dodge AD
@nowledge 8D
5usiness) Danguages) &treetwise) ;illpower
%echanical 8D
$uto -asion B .peration 9D) 5east Riding 9D
'erception <D
5argain) +ommand) +on) &earch) &pot) Inestigation) 'ersuasion
&trength 9D
5rawling) +limbingBLumping( acrobatics <D ) Difting) &wimming) &tamina
Technical 9D
'rimitie +onstruction) -ngineering 1D) :irst $id <D) +omputer .peration B Repair) &ecurity)
+onentional Nehicle Repair
%oe( 10
-"isting $rmor( /one
-"perience 'oints( A
Disposition /umbers( 7B7B=
Dife 'oints( 8
&pecial $bilities( $crobatic
M6
,er moe is a standard moe of 10. &he has no armor and cannot transform !an e"o-suit would
change all of this#. /otice that she doesnOt hae any integrated weaponry) payload) or anything that
the robots usually rely on. Instead) she has to carry e*uipment.
%;uipment: +ell phone) purse) Y100) %ace !AD stunBincapacitation to biological targets) range A
meters#) has access to mothers purse !which contains compact .9A= magnum) A rounds) <D>8
,uman scale) 1-9 B 10 B A0#) keys to 1MM7 :ord Taurus.
+ertainly not enough to stare down a Decepticon...but with some determination and helping
$utobots in need) that may change.
4e: Chapter -i6e # Character Creation ,al$throuh
'ost by admin on $ug M) 8007) 8(<Apm
Creation of an Insecticon: Those 1ho Cra6e %nery 5ore than 5eatronC
4ules for Insecticon Creation:
Three 5a@or Dra1bac$s:
-nergy +raers 0 The Insecticons are energy craers?almost to the point where feeding on
something for energy takes precedence oer 3ust about anything e"cept self-preseration.
5ecause of this) they) like the Dinobots are rarely trusted with assignments that re*uire
discretion. -ery hour) they must make a difficult willpower roll to aoid haing to feed.
The check is modified by the sources of energy aailable. If there are electrical lines) power
plants) huge power generators) etc.) then the Insecticon will almost certainly find the need to
feed oerwhelming. $lso) if they are low on energon) the difficulty will be much greater.
$fter gorging to the point of energon replenishment) the roll is moderate to resist.
,ate of $ll 'esticides 0 .ne of the best ways to keep Insecticons away from an area is to
spray it with pesticides. They will not feed) and hate the smell of it. $ll actions taken within
a pesticide sprayed area will be at 01D.
+ompact 0 Insecticons were built to be lightweight and resourceful users of their
enironment and what is at hand. Due to their insecticon bonuses) their energon battery
systems and payload room may hae scrimped on purposely to make they feel like they4re
always hungry and to limit the amount of items they can take with them to feed on. Their
energon supply is A0) and they cannot take the resere special ability. &ince they are
Decepticons they lose one tool for Robot :light) but in addition) they lose one point of
payload.
Three 5a@or <onuses:
&uper -nergon Nampire - They4re always hungry and they4e got small stomachs. Their
need to feed though powers them) and as long as there are things to feed on) they don4t need
to recharge. They4ll eat anything that has electrons in it?which is 3ust about anything. They
prefer a high concentration of electrons) or sources that are already rich in energy) but they4ll
also eat wood) concrete) and een opponents. They receie the special ability of -nergon
Nampire 1 for free) but the ability is supercharged) allowing them to gain energy from 3ust
about any source. The ability of feeding is a 1 point of energon per 10 point gain for
M=
materials such as wood. 'ower cables and walls of generators may generate more?
Drone -"plosion 'ods 0 ;hile they hae limited payload) insecticons can fire a surprisingly
deastating weapon to use against opponents. ;hen their energon limit reaches A0) they can
launch an e"plosie pod that releases 80 times their number of drones !the e"plosion itself
does no damage#. $ll of which appear to be identical to the Insecticon) but hae their
attribute scores for all of their skills. .nly one can be fired at a time) and another drone
e"plosion pod cannot be fired until all remaining drones are dispatched. The drones are
completely loyal to the master insecticon and they are linked as if they are an e"tension of
the master insecticon. ;hat they see) the insecticon sees.
&i" Degged $ttackers 0 In robot or insect mode) an attempt can be made to grapple with two
robot or insect appendages?if successful) the Insecticon can strike with up to two other
arms or legs at once at the opponent. ;hile the attack may at 01D for accuracy) the damage
is >8D.
;ith 'ilfer4s case) heOs a +lass II Insecticon. ,eOs on par with 5ombshell) @ickback) and &hrapnel
in regards to his si2e and he transforms in to a %oth.
+haracter +reation is fairly easy and would follow much of the same path as what was done with
the Decepticon &nakespit...e"cept an additional point of payload would be taken out to make room
for the &uper -nergon Nampire $bility and Insecticon Drones.
%oderation was the idea with 'ilfer.
De"terity( 9D
@nowledge 9D
%echanical 9D
'erception 9D
&trength 9D
Technical 9D
Then the amount of skills allotted under the attribute dice are chosen...
Code Name: 'ilfer
M7
.ffiliation: Insecticon &abotuer
3ender: %ale
.e: +ybertronian $ge !young#
4an$: 9
Heiht: 17 :eet
,eiht: <A00 lbs.
De&terity: 9D
Dodge AD ) ,ide 9D ) I;&R 9D S %ini-guns <D ) %artial $rts 1D) Run 9D ) &neak <D) Thrown
;eapons 9D
Kno1lede 9D
5ureaucracy 9D ) 5usiness 9D ) /aigation 9D ) &urial 9D ) ;illpower 9D S Resisting :eeding
:ren2y <D ) Intimidation 9D
5echanical 9D
$rtillery 9D) ,igh Technology -asionB.peration 9D ) Nehicle +ommunications 9D ) Nehicle
&ensors 9D ) Nehicle ;eapons 9D
+erception 9D
+ommand 9D ) +on 9D ) Inestigation 9D ) &can 9D) &earch 9D) &pot 9D
Strenth 9D
5rawling AD ) +limbingBLumping 9D) Difting 9D ) &tamina 9D) &wimming 9D
Technical 9D
+omputer .perationBRepair 9D ) +onentional Nehicle Reapair 9D ) +onentional ;eapon Repair
9D S ,eay %achine 6uns <D ) Demolitions 9D ) -ngineering 1D ) 'rimitie +onstruction 9D )
&ecurity 9D
5o6e 74obot8: 1A ( 90 ( 60 ( 180
5o6e 72ehicle8: 90 ( 7A ( 800 ( 660
%neron Supply: A0
%&istin .rmor: 9D >1D against physical attacks) and >8 against energy attacks
%&perience +oints: A
Disposition Numbers: < B 9 B 9
Spar$ 7Life8 +oints: 8
I,%: F 0 G none 0 D
I,-C: F < G Dual %iniguns) Dinear and &pread -ffect) 1A shots < D
+S,: F 8 G $ppendage ,ooks 8D
%+: F 1 G 1 5elt !A0 shots %inigun#
ITS: F 1 G +hemistry
S.: F 9 G Robot :light) &uper -nergy Nampire) Insecticon Drones) -ngineer
'ilfer is a +lass Two Transformer) who when in robot form stands about eighteen feet in height. ,is
weight is appro"imately <A00 lbs. ,is tactical moement speed is 90 meters per round and can run
all out at 180 meters per round. In Insect moth form) he can trael as fast as an attack helicopter !see
&nakespitOs ehicle speed#. 'ilfer is conseratie in his energon output. ,e wants it to where after a
few seconds of feeding) he is ma"ed out in energon sees to it that he doesnOt use weapons that would
make him hungrier than he and his Insecticon breathren usually are. ,is weapons are fuel
consuming and he uses his limited payload to carry e"tra ammunition for the mini-guns he has on
his arms. ,is 'hysical &tate ;eapons are his hooked appendages he uses for grappling onto the
sides of buildings or structures in %oth :orm. ;hen in Robot form) he will use his 5rawling
%artial $rts skill to grapple with opponents. ,is &trength of 9D) coupled with the hooks
!&TR>8D#) and the double hook attack can add up to a whopping =D melee attack.
MM
Creation of a Combiner /estalt0F 4obots not in disuiseG
5embers of the Team: Typically there are fie members of the teamS i.e. one class III robot who
represents the body and head of the combiner robot) and four class II robots to represent the
combiner robot4s limbs. .ccasionally) the team consists of si" class II robots) two of which must
hae the +ombiner 5ody speciali2ation in order to form the body.
-iurin Stats for the 3estalt:
Step )ne: Turn all attributes for the team members into their pip count !i.e. 9 E 1D) < E 1D>1) A E
1D>8) 6 E 8D) etc.#
100
The .;uabots
%ember De"terity @nowledge %echanical 'erception &trength Technical
Riptide M M M M 18 6
6ust 18 6 M M M M
101
;hirlpool 18 M 6 18 M 6
'ontoon 1A 6 6 M 18 6
Trident 18 M 6 6 M 18
- 0 0 0 0 0 0
Totals 60 9M 96 <A A1 9M
Step T1o: :ormula for 6estalt $ttributes E +ombined $erage of &tats for Team
Take the totals for the team and diide the totals by the amount of members of the team in order to
get the aerage. Round to the closest whole number when diiding. .nce aerages hae been
figured) put them back into dice form to see attributes for the +lass IN robot.
De"terity E 60 B A E 18 !<D#
@nowledge E 9M B A E !rounded up to 7# !8D>8#
%echanical E 96 B A E !rounded down to =# !8D>1#
'erception E <A B A E M !9D#
&trength E A1 B A E !rounded down to 10# !9D>1#
Technical E 9M B A E !rounded up to 7# !8D>8#
Step Three: &kills are figured normally for the +ombiner. The $*uabot 6estalt Typhoonicus would
hae up to eight De"terity skills) four to si" skills under @nowledge and Technical) around four
skills under %echanical) and around si" skills in 'erception and &trength.
Step -our: %oement is figured normally for a +lass IN robot as wellS 8A m cautious) A0 m
tactical) 100 m high speed) 800 m all out.
Step -i6e: -nergon supply is figured to be at 100 points unless the Resere special ability is
chosen.
Step Si&: -"isting $rmor is figured to be the normal &trength of robot >1D against physical attacks)
>8 against energy !it is at +lass :our scale though#.
Step Se6en: -"perience points start out at A the first time there is a merging. The giant robot gains
e"perience only when the others are combined to form it. In other words) e"periences points from
team members are not used to buy and improe skills or other robot traits of the gestalt robot. .nce
the team has merged into the gestalt) it has its own separate pool of e"perience points. These points
are kept track of separately by the 6% or by the leader of the team who has the +ombiner 5ody
special ability.
Step %iht: Disposition numbers are up to the players or the 6%. %any times though) they can be
an aeraging of eeryone in the group4s disposition numbers. .n the other hand) characters within
the grouping of +onstructicons and &tunticons are pretty benign in general?but they are absolutely
terrifying as Deastator or %enasor.
Step Nine: Integrated ;eapons) 'ayload) 'hysical &tate ;eapons) Tools) &pecial $bilities?all of
these are figured as if one is creating a class < robot. .ne thing of note is that a +ombiner doesn4t
need the combiner special abilities. Those special abilities were already paid in full by the combiner
team.
108
%&o#Suits! Taretmasters! and Headmasters
Important &kills(
Reiew the skills I$rmor ;eaponsJ and I'ower $rmor -asionB.peration.J These are skills that
human characters who are going to be piloting e"o-suits must hae if they are to surie combat.
It4s been shown aboe how to make a +lass I robot and a ,uman character. ;hen -"o-suits are
inoled) blending of two characters is made?The character uses the human4s skills and special
abilities) but within the +lass I suit) the armor rating of the suit) the suit4s special abilities) integrated
weapons) tools) payload and physical state weapons are all at the human character4s disposal.
&uit R1 - 5asic Roer -"o-&uit
Dimensions 0 Typically M to 11 feet !, height > A feet# tall
Typically A to = feet wide
$dantages( The 5asic Roer -"o-&uit allows a human character to transform into a ehicle
capable of speeds up to 800 mphU !use appropriate skill for dodging?i.e. if a land ehicle) most
likely the appropriate skill is auto easionBoperation#. The wearer is typically M to 11 feet tall within
the suit and en3oys the abilities of a +lass I +ybertronian in addition to any special abilities the
human may hae.
&uit R8 0 Targetmaster -"o-&uit
Dimensions 0 Typically A to 6 feet in height
Typically 1.A to 8.A feet in width
$dantages( The Targetmaster -"o-&uit does seeral thingsS the wearer of the suit has a higher
armor rating) and the integrated weapons and special abilities that a 5asic Roer or ,eadmaster
-"o-&uit may hae) but in addition) the Targetmaster -"o-&uit allows a human character to
transform into a +lass I weapon. 1sually enough points towards I;:+ or I;-+ can allow this
weapon to do moderate to seere damage in +lass II damage !as the wielder of the Targetmaster
weapon will be a +lass II Robot#.
:or e"ample) a Targetmaster -"o-&uit that transforms into a ion rifle capable of 6D in +lass I
damage can do <D in +lass II damage.
$nother huge adantage is that the +lass II wielder of the Targetmaster weapon is not burdened by
action penalties when firing his or her gun. The accuracy of the shots from the Targetmaster weapon
109
are based off of the human character4s armor weapons roll. &ince the character inside the armor is
human and the armor is +lass I) all armor weapons rolls are at a 08D penalty when firing at scale
si2es smaller than +lass I.
:or e"ample) a human character operating a power armor suit that is a +lass I suit. The human
character in class I armor has 7D in armor weapons. $gainst human si2ed targets) he or she is at 6D
for accuracy. $gainst +lass I targets) 7D for accuracy. $gainst +lass II targets) 10D for accuracy.
$gainst +lass III targets) 18D for accuracy and so on.
Targetmasters are e"cellent shots) and the Targetmasters are selected from occupations amongst the
humans that do a lot of weapons training and shootin.
&uit R9 0 ,eadmaster -"o-&uit
Dimensions 0 Typically A to 6 feet in height
Typically 1.A to 8.A feet in width
$dantages( The ,eadmaster -"o-&uit is similar in design and ability to the Targetmaster) e"cept
instead of turning into a weapon) the suit transforms into the +lass II robot4s head that the
,eadmaster seres with. The Targetmaster comes into his or her own usually when the +lass II
robot is in robot form?it seres as a weapon. The ,eadmaster comes into his or her most of the
time as the +lass II robot is in ehicle form. They free up the +lass II robot to perform weapons)
communications) and sensor rolls without haing to worry about pilotingBdriingBand ehicle dodge
rolls. ,eadmasters are e"cellent pilots?,eadmasters are selected from occupations amongst the
humans that doa lot of flying and or driing.
10<
+,$'T-R &IT 0 +.%5$T $/D I/L1RI-&
+ybertronians are a tough species. $ robot can be all but dead and as long as materials and parts are
around) a weak spark can be brought back online in a ery short time. The trick is that you need
someone around who knows what steps are needed to complete the repairs and in what order they
must be done. .ne deiation from treatment can turn a patient into a bomb when it comes to
+ybertronians.
10A
Combat
IOm a soldier) first and foremost. I can be ery blunt) so youOll hae to e"cuse me. I
donOt want to start off insulting anyoneOs e"perience in battle) so weOll start off with 3ust the basics.
4aned Combat
If youOre attacking at a target that you canOt reach out and touch with your fists) sword)
club) baton...etc.) then youOre fighting an enemy at range....or distance. -ach round of combat that
you enter) you hae the opportunity to select howeer many ranged attacks you wish to take against
opponents. %y adice is to do simulation e"ercises against multiple opponents before going up
against the Decepticons...e"perience in simulations will wisen you young fellows up to sae some
of your dice for dodging.
4aned Combat S$ills: Ranged +onentional ;eapons) Ranged $ncient ;eapons) Ranged
-nergy ;eapons) Integrated ;eapons &ystems( Ranged) ,eay ;eapons) Thrown ;eapons)
6renade....
106
4aned <asics:
'oint 5lank Range( Nery -asy
&hort Range( -asy
%edium Range( %oderate
Dong Range( Difficult
If you look closely) youOll see that most of the skills say Ranged in them....that
eliminates the guessing for some of us non-science wi2ard types...
5elee Combat
If youOre attacking with your fists) your feet) doing choke-holds) pins) using trees as
clubs) etc. you are attacking in melee range. ,ere) things are up close and personal) and until youOe
e"perienced combat first hand) all I can say is keep in mind that not all attacks hae to be
simultaneous strikes...one can parry with the melee weapons skill as well as attack) and donOt forget
5rawling and the adanced skill %artial $rts can be used to parry attacks as well.
5elee Difficulty <asics:
5rawling( Nery -asy
%elee ;eapons !simple#( -asy
%elee ;eapons !bladed#( %oderate
%elee ;eapons !moing parts#( Difficult
%elee ;eapons !-nergy#( Nery Difficult
4eaction S$ills:
$s Ironhide was saying) most attack skills hae counterpart defensie skills. &kills that
keep me from haing to patch $utobots together from out of the scrap yard. Dodge is used to aoid
ranged attacks) from ducking under a thrown tree or boulder to aoiding a blast from %egatronOs
fusion cannon. %elee ;eapons allows one to parry incoming melee attacks) proided that you are
carrying a melee weapon. If not) one would use their brawling skill to parry incoming melee
weapon attacks...or hand to hand attacks. Remember that anytime during a round) one can use these
defensie reaction skills.
.ne can een go a full step further and initiate a full dodge or full parry. It would be
10=
the only action one could take for a round. 5asically what would happen is one would take their full
dice roll for that one action and add that to the difficulty of each opponentOs difficulty to hit them.
,eapon -ields of -ire
In +hapter 9) ;heel3ack e"plained that between $utobot and Decepticon weaponry) it
is skys-the-limit in what can be accomplished in battle. &hrink-rays) incapacitation rays) de-
atomi2ers) plasma-e3ectors) shell pro3ectile weapons) gas weapons...and of course my faorite)
follow up shots from a plasma rifle to a Decepticon who has been fro2en solid by my li*uid
nitrogen dispensersU $ lot of this might not make sense yet) but as .ptimus 'rimeOs master at arms)
its my 3ob to make sure you get you through your weapons training. KouOll understand by the end of
it that there are three primary modes of ranged weaponry. :eel free to ask *uestions) because thereOs
no such thing as a dumb *uestion around ordinance....
-ach weapon type) whether it falls in one mode or another can be nasty. Dinear
weapons do damage in a direct line of fire. &pread weapons do less damage to targets) but do
damage oer a much greater area in a designated path. 5last Radius or $rea -ffect weapons strike a
specific area and shoot out shrapnel or high-energy plasma bursts in all directions. $ll cause
horrible wounds to treat...$s the $utobotOs chief medical officer) I canOt say which is worse to
treat...all are e"tremely nasty...especially the larger the scale.
I think a little demonstration of weapon types is in order. :or the purposes of a better
understanding of weapon types) we hae had a small cease fire with the Decepticon &nakespit.
;hile 6oat fires his mini-guns in spread and linear modes) &nakespit fired one of his rockets. Dook
at the areas of effect....and the damage they cause.
;hen 6oat concentrates his firepower at one target) he does full damage. ;hen
concentrating his firepower on a specific area) heOs able to cause damage to multiple targets) but the
bullet saturation isnOt as heay....causing lighter damage. /otice that eery ten meters) the weapon
spray effect fans out an e"tra two meters. 6oatOs whole frontside dictates the initial spread of the
weapon) but after ten meters of distance) the spread goes from 6 meters across to 10 meters
across...then from 10 to 1< meters across....then from 1< meters across to 17 meters across....
107
&nakespit aimed his rocket to strike the ground appro"imately A0 meters away from
his location. ,is rockets do 8D worth of damage in +lass II scale. /ot enough to een singe my
surface) but what is taken into account on the map is what could happen to human soldiers who dare
to face Decepticons without our help. The center area...or red area is 8D +lass II scale damage) or
6D in ,uman &cale...enough to kill the toughest humans who arenOt wearing heay blast armor....not
to mention) it could cause massie amounts of damage to someone like /ightlife or my friend
5umblebee....It would do <D damage to them. The yellow area wouldnOt hurt a +lass II Decepticon)
but it would do <D damage to a human) and 8D damage to a +lass I Transformer. .utside that area)
where it is pro3ected as orange) it could still knock down or in3ure a ,uman...doing 8D worth of
damage to any human character caught in that blast area.
'rime has 2ero tolerance for accidental discharges. -erytime we roll out) we hae a
*uick safety brief and reminder. It is dangerous enough with us 3ust moing through neighborhoods
outside of ehicle form....ne accidental discharge from most +lass II or +lass III $utobots can
destroy houses...or streets. ;eapons should be on safe) or at least pulse rifles should be off burst
unless youOre being fired upon.
Runaway mini-guns can be aimed upward incase of a cook-off...'lasma e3ectors and
rockets...well) those are a different story. If those are discharging without actiation) you should be
checked out immediately) and leae the area from where you may harm humans.
10M
$s shown) blast radius or area effect weaponry is figured in terms of human scale. $
+lass III impact of <D would do 10D damage at ground 2ero to a human) 7D at the ne"t four meter
span) 6D at the ne"t four meter span) <D at the ne"t four meter span) and 8D at the fourth meter
span beyond that. 6round 2ero for a +lass I transformer would be 7D) and for a +lass II transformer
it would be 6D.
Kes...thatOs true...ery nasty. Darger Decepticons and $utobots donOt need to aim for a
direct hit...They can do massie amounts of damage 3ust by firing a near miss...This is why it is
ery important that smaller $utobots and humans understand their enironment and where their
allies are....and also...the importance of coer and concealment.
Co6er and Concealment
+oer most often hides you and most importantly offers protection from impacting
rounds) blasts) or energy bolts. +oncealment only hides your location. ,iding behind a reedbar
enforced steel and concrete structure will proide you with coer from 3ust about all human
110
conentional weaponry) most +lass I weaponry) and *uite a few indirect +lass II weapons. ,iding
in amongst a groe of trees will not protect you from Decepticon weapons) but instead will mess
with their aiming computers. If you canOt be seen) youOre harder to hit...and less likely to end up on
my operating table.
,ow do you know what to hide behind or what is ade*uate coerP This is where the
skill O&canO comes in handy...if you donOt hae it) you can use a 'erception check to get a good
estimate of the structural capacity of what youOre using for coer...say for e"ample) I see a human
$rmy tank....The humans hae made war machines that are immune to all human small arms fire.
Tanks are only ulnerable to large scale tank busting bombs) rockets) and artillery. ,uman rifles do
about < to AD in damage in human scale. ,eay human weapons do about double that. Tank busting
shells) rounds) and rockets do about 10D to 18D in damage...This is human scale. &o) tanks are right
around MD to 18D in human scale in the amount of &trength protection they offer....
Thick human armor of 10D would be 7D +lass I protection) 6D +lass II 'rotection) and
<D +lass III 'rotection. ,uman tanks would not be a good thing to hide behind if Deastator or
%enasor was firing at you....
ThatOs right...no one would call you a tinfoil turkey for ducking away from a +lass IN
weapon assault. Kou can think of coer in terms of your class scale) or you can always start at the
human scale base) since weOre on their world and they made most of the structures around you.
Think of what the structure you hide behind was intended for. If itOs made of decoratie
wood) chances are there isnOt much backing it up. If it is built for war or to secure aluables
inside...say like a bank ault or an armory wall) itOs most likely substantial enough protection to
repel most +lass I and II weaponry for a while...
Concealment 5odifiers /Neati6e Dice are added to attac$erHs rolls0
Dight &moke) -1D
Thick &moke) -8D
Nery Thick &moke) -<D
'oor Dight) -1D
%oonlit /ight) -8D
+omplete Darkness) -<D
Co6er 5odifier
111
1B< coered) -1D
1B8 coered) -8D
9B< coered) -<D
:ully +oered) no shot aailable !coer takes full brunt of assault#
Human Scale Item +rotection
Dry ;all) :limsy ;ooden Door) 1D
;ooden Door !regular#) 8D
5rick ;all) %etal Door) 9D
+oncrete ;all) Reinforced Door) <D
+oncrete ;all with reedbar) 5last Door) 6D
Nault Door) 7D
;hat are the penalties for being knocked prone...or perhaps hae dropped
proneP
If the defender is knocked prone) they are at a -<D to melee attack actions while
on their stomach or their back. They can roll their full melee) brawling or
martial arts to roll out of the way of an incoming melee attack.
$ttackers are at a -<D to attack at a range beyond point blank. Defenders are
granted a >8D stability bonus to ranged attacks while in the prone...>1D if they
take a knee while firing !in which case the their attackers would be at a -8D to
strike them at a range beyond point blank#
118
Damae! Healin! and 4epairs
If a Target-%aster or ,ead-%aster is struck in combat) how is damage appliedP
If the weapon character or head character is connected to the main robot) the
main robot would take the brunt of the damage. If a called shot is taken against
the Target %aster itself !as a weapon#) or the ,ead %aster itself !main robot4s
head#) then damage would be applied to the smaller character.
$re +ybertronians immune to the effects of cold) heat) poison) disease) psychic
attacks) and magicP
In comparing resistance limits of +ybertronians with humans) the robots are far
superior. ,oweer) +ybertronians can still be fro2en !ask %egatron#) burnt
!most weapons used by the robots are high heat energy weapons#) poisoned
!electronic infections) iruses#) diseased !cosmic rust) hate plague#) and may be
affected by certain psychic and magical attacks !especially psychic attacks that
concern a Transformer4s spark or telekinetics?and magical attacks that are
electrical#. %ost of the time the reason why they seem so resilient is because
they rely on their strength and back-up systems to sae themS but getting struck
by 3ust about anything still hurts.
$ class II character with AD in &trength that has Quadratanium &kin 8 can resist
+lass II damage at 10D physical and MD>8 energy. This seems to be a bit
unbalanced...$re these characters meant to be indestructibleP
/o) they arenOt meant to be indestructible) and beleie me when I say that there
are weapons that could melt them pretty *uickly...unfortunately aailability is
limited. These characters are tough to bring down) there is no *uestion in
that...or better phrased) theyOre difficult to hurt) but not nearly as difficult to
bring down as one may think. Due to the popularity of the &pecial $bility
Quadratanium &kin) and due to the ariety of class si2es) IOe deised a new set
of rules concerning knock downs.
If a character failed to dodgeBblock properly or failed to dodgeBblock at all) he
or she must(
a# roll against the initial damage !&tr > armor > class si2e bonus > any bonuses
from Quad skin# ersus the attackOs damage.
b# if struck by a physical impact weapon !ion is too weak to be considered a
physical impact weapon) and a laser is light...so they donOt count# such as a
pro3ectile weapon) ranged plasma weapon) or any kind of weapon where there
would be a concussie stream or blast) they must roll their strength ersus the
damage to stay upright. This is also so for melee. The &trength check is done
without armor bonuses) and class bonuses to si2e do apply 3ust as they do with
damage.
&o) in effect) a character may receie no damage from an attack...but they may
119
be knocked off their feet...or off a ledge topling to the street...80-90 stories
below. %ost falls are seere enough that een armor wonOt sae a character
from catastrophic damage.
This is really the only way to beat up on +ombiners...unless battling another
combiner) the smaller robots under leadership must combine fire with weapons
that hae a concussie blast...knock the super robot oer !usually the fall causes
them to break apart#...roll up on the pieces while they are collecting themseles
and kick the crap out of them.
Note( Remember that there are weapons that e"ist that do less than physical
damage) but are a hindering agent. 6lue or cement guns !concussie stream
may ery well knock the target oer...and then the target has to roll strength
without armor to aoid being trapped by the gunk or cement#
+an a robot drownP
The immediate answer is no...but that is only if the robot is in good health
without damage. Think of a submarine. It doesnOt need to breathe !the crew
needs to recycle the air) but the machine is immune#. &o) robots) as long as
there isnOt breach in their alloyed skin) theyOre fine. If they are damaged and
water gets into their system) this can short out their energon conduits...causing
an energon bleed...uh-oh....causing them to eentually loose power and sink to
the bottom...and possibly die if not found by allies to 3ump start that spark.
&o...in effect) they arenOt really drowned) but more or less flooded. It can be
*uite seere) and can sere as a good resting place for Decepticons who are
known for their ability to cheat death.
11<
&o there I was....in the field. I had +liff3umper) ,ound) ;heel3ack) ;indcharger) and
5luestreak with me...;e were sneaking up on %egatron and his Deceptigoons who were helping
themseles to energy at a power plant...+liff3umper) like always) has absolutely no patience. ,e
fired a shot at %egatron and missed. ,e was too far away...and firing a rifle that was too large for
him to fire anyway...when I get patched up) IOll be sure to discuss matters with him...but anyway) to
make a long story short) %egatron growled for his goons to kill the Ored-oneO. ;eOe been fighting
the Decepticons for millions of years and they donOt een know our namesU /eedless to say though)
I ordered +liff3umper to take coer) and when Dirge) Ram3et) &tarscream) &kywarp) Thrust and
Thundercracker were upon us) they targeted me...the larger Ored-oneO. I was hit by &tarscreamOs null-
ray in my right shoulder) and &kywarpOs shot I couldnOt duck away from but parried it with my left
arm...both of those are still si22ling a bit) Thundercracker managed to get a sidekick in on my chest
11A
while I was returning fire) and as Thrust was strafing away) he fired wild and hit me in my left
shin...that wound is still on fire..../eedless to say) IOe been better off) but I can tell you that those
fools know that there is a big difference between $utobots that are red...Today) they remember the
name Ironhide....
IronhideOs damage is primarily cosmetic) but more than likely) his targeting sensors
arenOt working ery well right now and he may hae lost the ability to use some of his tools.
.erall) heOs suffered right around 19 - 16 points difference worth of damage...IOll know better after
looking at him back at base) but for right now) he seems to be able to still transform) and his
integrated weapons systems seem to still work...so) weOre not at anything life-threatening yet. If he
were human and sustained this much damage) IOd be worried. 19-16 points difference in damage
spells serious mortal trauma...and death is likely for humans...
The +ybertronian body is a rough and tough machine) so much to the point where we
can take damage up to past 90 points of difference. IOm not ready for the scrapheap yetU
Kou may want to consider a desk 3ob for a while old buddyU $t least until we get you
patched up....IOm going to be discussing now how much damage humans and +ybertronians can
withstand) and how healing takes place.
Definitions:
Damae Difference: $ damage roll is totalled) and a &trength roll with armor is rolled to resist
damage. If the &trength roll is higher) there is no damage. If the Damage roll is higher than the
&trength roll...then there would be a difference between the two) and that would signify the amount
of damage suffered. 1-< points isnOt ery serious) but beyond that) it can get get serious.
Human +enalty: ,umans donOt hae any subsystems that could fail) so the state of their well being
as penali2ed is primarily to determine how much dice they will be losing while in combat and how
fast they will be recoering from their wounds.
Cybetronian +enalty: +ybertronians can take much more damage than a human) but they also
hae subsystems that fail. These are listed on the chart.
Dice and .ction +enalties: &ummari2es the loss e"perienced by a human or a +ybertronian after
sustaining a certain amount of damage difference. ,umans tend to collapse) while +ybetronians
remain functional longer but lose their abilities due to short-outs.
Damage ,uman +ybetronian 'enalty Dice and $ction 'enalties
116
Difference 'enalty
1-< &tunned Da2ed
5oth ,umans and +ybertronians at -1D
for actions
A-M ;ounded &tunned
5oth ,umans and +ybertronians at -8D
for actions
10-1< Incapacitated
Diodes &crambled)
special ability that
re*uires energon is
now inoperable
,umans fall prone unable to act for 10D
minutes) and +ybertronians are at -9D for
actions
1A>
%ortally
;ounded
;ounded B Doss of
Tool :unction
,umans are knocked unconscious and
must roll 8D at the end of each round. If
the number they receie is less than the
number of rounds theyOe been
unconscious for) then they perish.
+ybertronians are at -<D to all actions.
16-1M Death
;ounded Twice B
Doss of Integrated
;eapon 1sage
,umans at this point would perish if they
sustain more than 1A points difference
worth of damage...+ybertronians are at
-AD for all actions
80-8< -
Triple ;ounding B
Doss of
Transformation -
stasis shock
+ybertronians are at -6D for all actions.
8A-90 - deactiation
+ybertronian has sustained enough
damage to where he or she canOt canOt act)
but will reboot after 10D minutes...and
recoer into being in stasis shock after a
moderate &tamina roll
90> - &park e"tinguished death
$fter checking his systems) IOm 3udging that Ironhide is at ;ounded. Integrated
weapons still work) no sign of stasis shock...he can still transform...but he is most likely at -<D for
dodging and attack actions. ,eOs also at -<D for stamina rolls. The one thing that he isnOt at a
negatie at is rolling &trength attribute dice to resist damage. &kills suffer) but actions decided by
the 6% to where an attribute is used donOt suffer damage dice penalties.
&o howOre you going to patch me upP +ould you hurry upP I hae Decepticons to beat
down...
11=
Rest and recharge for now. Rest works for both humans and +ybertronians. ,umans
re*uire time for their body to heal naturally. Treatment options are best figured by rolling first
aid...:irst aid works for both ,umans and +ybertronians. $ctually performing the act of repairing
the bodies is where Robotics and %edicine come into play. ,umans always re*uire rest and are
natural healers. Their natural healing is often assisted with medicine to help them beat dire recoery
odds from grieous in3uries. +ybertronians re*uire parts for full healing. 5oth +ybertronians and
,umans can naturally heal in3uries) and weOre also the same in that sometimes systems lost canOt be
fi"ed without replacing them. ,umans get prosthetics in some cases) and we +ybertronians get
replacement parts to fi" damaged systems. If one is damaged badly enough to lose systems like
their special ability or tools) or integrated weapons) chances are those systems will need to be
replaced...but for now) lets get back to how humans naturally heal...
,umans who are listed as ;ounded) Incapacitated) or %ortally wounded all must go through a
healing process before they can fully recoer. 1sually is done with the aid of a nurse) and the
character must do nothing but rest.
&trength is rolled after 9 days of rest to see how the ,uman character improes in status !for
wounded#. If the ,uman is wounded) a strength roll of 9 or less worsens the character to
incapacitated. $ roll of <-6) the character remains the same. $ roll of = or higher) and the character
fully recoers.
&trength is rolled after two weeks of rest to see how the ,uman character improes in status !for
incapacitated#. If the ,uman is incapacitated) a strength roll of 9 or less worsens the character to
mortally wounded. $ roll of <-7) the character remains the same. $ roll of M or higher) and the
character improes to wounded.
&trength is rolled after fie weeks of rest to see how the ,uman character improes in status !for
mortally wounded#. If the ,uman is mortally wounded) a roll of 9 or less and the character dies. $
roll of <-7) the character remains the same. $ roll of M or higher) and the character improes to
incapacitated.
DoesnOt medicine really help humans healP
Kes) I already mentioned that...,owOs your hearingP ;hat I discussed was that with
natural healing in humans) it is ery slow for without full medical assistance !sometimes they donOt
improe...or they get worse#. -en with medical help) the process is slow. %edicine rolls really only
help make sure that the character who is suffering is better able to make his or her &trength checks
by boosting their recoery strength. Rarely does it allow them heal much faster though....:or
+ybertronians) natural healing takes place as well) but weOd re*uire a full recharge and a check to
make sure all energon lines are properly flowing to all our basic sensors...this would take care of
117
any dice penalties that may hae been e"isting from in3uries...$ +ybertronianOs system would
almost perform this task as soon as it was out of immediate danger...,oweer) replacing parts for
systems lost can get e"pensie and tricky. :or e"ample) I can ensure that the recharge process for
Ironhide is going smoothly and bring his -<D to no penalty. The problem is that if he lost tool
functions) IOd hae to replace the circuitry for the blown ones suffered in battle. Damage is
cumulatie) and systems seem to fail in a certain order. :or e"ample) if Ironhide were to sustain 8<
points difference in damage) heOd hae lost his special ability if it relied on an energon flow) heOd
hae lost his tools) heOd hae lost his integrated weapons systems) and heOd hae lost the ability to
transform.
IOe been worse off.
$nd I bet you remember how long it took to get you functional again. -ach of those
systems has to be reconfigured and installed practically at the same time...in other words) it is far
more difficult to repair serious damage than light damage as in your situation now. Replacing these
systems re*uires the usage of Robotics....Replacing one system is moderate. Replacing two is
difficult. Replacing three is ery difficult) and replacing four is heroic.
;hat about fieP
.nly really are four things that can fail besides your spark with massie amounts of
damage. The special ability) tool systems) integrated weapons) and then the ability to transform. If
there was a fifth system to replace) IOd say it was probably a lost cause. The only ones I know who
would be able to fi" that mess would be $lpha Trion) Nector &igma) or possibly the Quintessons.
ItOd be out of my hands...een with ;heel3ackOs ideas of other life support solutions....
Lust thought IOd ask. ;hat about costP +ost of replacement partsP
;heel3ack and I pretty much make all of the replacement parts...but some hae to be
bought from humans for us to modify. ;heel3ack has more business saay than I do) and plus) he
11M
still has a large warehouse of supply parts on +ybertron that on rare occassions we send strike
teams back home to raid...
Stun Damae %&plained #
;hile the Decepticons donOt seem to be in faor of it) we $utobots use stun weapons.
It regulates damage to keep collateral damage to 'rimeOs 2ero tolerance leel. DonOt be thinking that
it is a bunch of sissy stuff. &tun weaponry can render an opponent completely helpless on the
battlefield.
Depending on the seerity of stun damage receied) the longer its effects last. ,uman beings) near
humans S organic creatures can be stunned to death !i.e. a +lass III neural inhibitor) set to full used
on a human being#...+ybertronians can take a lot more stunning punishment but may need to be
brought back online with assistance.
Damage
Difference
,uman +ybertronian -ffects
1-< &tun lasts 1d6 rounds
&tun lasts 1d6
rounds
drop prone) unmannedC
A-M &tun lasts 9d6 rounds
&tun lasts 1d6
rounds
drop prone) unmanned
10-1< &tun lasts 1d6 minutes
&tun lasts 9d6
rounds
drop prone) unmanned
1A> &tun lasts 1d6 hours
&tun lasts 1d6
minutes
drop prone) ,uman
helplessCC) +ybertronian
unmanned
16-1M &tun lasts 1d6 days
&tun lasts 1d6
hours
drop prone) helpless
80-8<
&uffers 1B8 damage from
dice of stun attack) class
included
&tun lasts 1d6
hours
drop prone) helpless
8A-90
&uffers full damage from
stun attack) class included
&tun lasts 1d6
days
drop prone) helpless
90> Death
&tun lasts 1d6
days
drop prone) helpless
C 1nmanned means that the character is still awake) but because of the stunning is paraly2ed)
deafened) or blinded from the stunning attack. 1sually this effect is short term) and the character
could be considered helpless...but due to the short term effect of the stunning) they arenOt
automatically considered helpless
CC,elpless characters hae been stunned unconscious. They are asleep) and will be so usually long
enough to administer a coup de grace.
CCCThe aboe chart is for +oncussie and -lectrical stun. $coustic stunning rolls are only rolled to
see if enemy becomes unmanned and drops...not to see how long the effect is. The effect of the
180
acoustic stun will end once the source of the noise stops.
Three Types of Stun Damae
%lectrical - 1sually suffering from limited range) this type of stunning is most preferred due to its
ability to penetrate armor. .nly &trength is rolled against it. 6rounding is the best type of protection
from it. -ffects are paralysis if one is rendered helpless.
Concussi6e/2isual- Decent range) but sometimes hard to direct) concussie damage is done by
blast weaponry. %ost of the time) a character suffers damage from blasts and blast weaponry) but
there are grenades and missiles designed specifically to cause concussie damage. %ost of the time)
these come in the form of concussion grenades. $rmor is the best protection from concussie blasts.
-ffects are paralysis and blindness if one is rendered helpless.
CCC.coustic - 5est range) difficult to control because it blasts in all directions from its source)
armor and grounding hae no effect against this type of stunning. Damage is often times limited to
only dropping a ictim prone) rarely would a target be considered helpless. $lso) the acoustic stun
must be upheld...If the source of the noise stops) the stun effect stops.
1nderstanding the types of stun damage one could receie on the battlefield will teach
you how to protect yourself...and at times) how to defeat your enemies.
Knoc$#Do1ns %&plained #
:or those of you out there like myself with a double coat of Quadratanium
armor...This is usually what happens to us when struck by weaponry within our class group. ;e
donOt take damage) but we sure can get knocked on our rear ends from the blasts. -ach time we get
popped) a roll is made to see if weOre damaged) and then again with the weapon damage ersus our
&trength to see if weOre still on our feet. If youOre in ehicle mode that has wheels) or you hae
muliple legs) youOd count your wheels as your legs. :or each leg or wheel oer two) youOd get a
stability bonus to assist you in these rolls. :or e"ample) I roll my <D>8 &trength to resist getting
knocked oer in robot form) but transformed into ehicle mode) I am at 6D>8 due to haing four
wheels. Those $utobots that transform into motorcycles would keep their &trength roll...but
$utobots or Decepticons that transform into four legged creatures...why) they would hae an
adantage in being able to resist knock down effects.
Damage
Difference
,uman +ybertronian -ffects
1-< &tumble &tumble
,it hard enough to where oneOs aim and
concentration suffered) -1D to remaining rolls for
the round.
181
A-M :umble :umble
,it hard enough to where whateer you were
holding is knocked from your hands) -1D
remains for the rest of the round
10-1< Tumble Tumble
Dropped item and hit hard enough to be knocked
to oneOs knee or on their rear end !closer to 10)
knee) closer to 1<) rear-end#) -1D to remaining
rolls for the round.
1A> :loored :loored
Dropped item and hit hard enough to be knocked
flat on oneOs back) -1D to remaining rolls for the
round.
16-1M 5lasted 5lasted
Dropped item and hit hard enough to where one
is tossed nearly one tactical moement away
from whateer one was holding) -1D to
remaining rolls for the round.
80-8<
&tun lasts
8d6 rounds
&tun lasts 1d6
rounds
5lasted) but suffers from minor concussiesS
unmannedS tactical moement away from blast
point.
8A-90
&tun lasts
<d6 rounds
&tun lasts 8d6
rounds
5lasted) but suffers from moderate concussiesS
unmannedS tactical moement away from blast
point.
90>
&tun lasts
6d6 rounds
&tun lasts 9d6
rounds
5lasted) but suffers from ma3or concussiesS
unmannedS tactical moement away from blast
point.
C.nly applies to weapons or attacks with mass !lasers and ion weaponry donOt apply#
Kes) een though one may not suffer actual damage from being knocked down) one
can be knocked out...or depending where youOre at) knocked off something ery high. IOll be
discussing falling damage ne"t) and for those of us who are $utobots who donOt take to the skies) it
may make you want to pack a parachute.
188
-allin Damae %&plained #
Do the &eekers and the rest of the Decepticons from time to time snag a smaller
$utobot and drop him to the ground below for kicksP Kes) they do. ;hich is why one should only
patrol in groups) and should carry a chute) 3et pack) or be able to transform into something that can
help them glide if they decide theyOre bad enough to work alone...I know that last one sounds awful)
but IOe seen it work...:alling is serious business for us $utobots. 'ay close attention to the chart
below.
:alling ,eight ,uman +lass I +lass II +lass III Damage &ustained
9-6 m "1 "8 "9 "< 9D
=-18 m "1 "8 "9 "< <D
19-17 m "1 "8 "9 "< AD
1M-90 m "1 "8 "9 "< =D
1M-90 m "1 "8 "9 "< MD
91-A0 m "1 "8 "9 "< 11D
A1m> "1 "8 "9 "< 19D
%ost strong humans) if he or she is lucky) can surie a fall of 9-6 meters if one lands
on something soft...+lass I +ybertronians can surie twice that distance) +lass II three times the
distance) and +lass III four times the distance...so in other words) if I fell M to 17 meters off of a
building or some other structure) it would likely not kill me if IOm fairly sturdy...which I am...thank
goodness. I wouldnOt tempt fate with saying that I wouldnOt be in3ured...9D damage is still a solid
punch with armor. Remember that the damage listed on the chart corresponds to the characterOs
class si2e. $ human falling A0 meters is the same as a +lass III +ybertronian falling 800 meters.
They would both roll against 11D worth of damage.
;hat Ratchet said a moment ago about armor is true...though I think most $utobots
with $rmor can soak 9D or een AD worth of damage from a fall) can they soak MD or 11DP 5e
careful if you plan to go anywhere besides the ground.
Lust about anything greater than falling from your height is a trauma fall. 5e safe) and
be prepared.
189
5artial .rts %&plained * Ho1 To Not <e The .6erae <ra1ler
;hat does the adanced skill of %artial $rts doP It costs double the amount of e"p per die code. Is
it worth getting) or is one 3ust better off with a high brawling skillP
&hort answer?%artial $rts is ery important to anyone who is going to engage in melee or
brawling combat. It is ery necessary if one hopes to stand a chance against multiple adersaries in
an up close confrontation. It makes a brawler or combatant hit harder) more accurately) and
effectiely faster. ,ow does it do thisP There are simple rules to remember in how %artial $rts can
benefit an $utobot) Decepticon or human. These rules and e"amples are below.
%a"imi2ing Damage 0 -ery three die in %artial $rts increases a character4s brawling !or specific
melee# damage by 1D. This is not done in pips. It is a straight 9D in the skill for 1D of e"tra
damage. $ character who does &TR of <D in damage through brawling who has 9D in %artial $rts
can hit with AD in damage when using brawling. 6D in %artial $rts E 6D in damage) MD in %artial
$rts E =D in damage?and so on.
0ptimus Prime deli%ers a ri,ht cross to *e,atron4s "a& and is preparin, to follo& throu,h &ith a
left "ab...Combinations...
+ombination %astery 0 -ery one die in %artial $rts allows an e"tra action when parrying or
striking with brawling > %artial $rts. $ character who has 6D in 5rawling and 9D in %artial $rts
who is only going to engage in martial arts actions for the round !punches) kicks) parrying) etc.# can
add the 6D and the 9D together for a total of MD and perform up to 9 actions !punches) kicks)
parrying) etc.# without being penali2edU Three hand to hand actions at MD) or four hand to hand
actions at 7D) or fie hand to hand actions at =D?and so on.
;hat types of %artial $rts are thereP
There are countless open-hand martial arts and weapon martial arts. .rdinarily) %artial $rts effects
5rawling. If there are no speciali2ations inoled) then %artial $rts is added to brawling. If there is
18<
a weapons martial arts speciali2ation under martial arts) it would effect the base skill of melee
weapons.
&peciali2ations in martial arts usually determine how the skill is used.
:or e"ample) a speciali2ation in @ung fu would be rolled as such( 5rawling AD > %artial $rts <D(
@ung :u AD E 10D. Dikewise) a speciali2ation in @endo would look as such( %elee ;eapons <D(
@atana 6D > %artial $rts 9D( @endo <D E 10D
$re there +ybertronian %artial $rtsP
Kes) there are four mentioned !speciali2ations#) and are aailable for use if one meets the pre-
re*uisites for them.
+ircuit-&u is a martial art that can be used in con3unction with the special ability I+hargerJ to
unleash deastating IchargedJ attacks with their hands and feet at the e"pense of a +ybertronian4s
energon count.
'rere*uisites( %ust hae the +harger &pecial $bility or %utant &park allowing similar effectsS %ust
hae %artial $rts $danced &kill to get the +ircuit-&u speciali2ation. %ust find a teacher.
+yber-/in3itsu is a form of martial arts that focuses on easion) deceit) acrobatics) and ma"imi2ing
adantages with the goal to be either to escape or destroy an opponent at all costs. .ne of the most
deastating aspects about +yber-/in3itsu is that it is a speciali2ation that affects both 5rawling and
a wide ariety of martial arts weapons !hands) feet) short blade) medium blade) long blade)
grappling weapon#.
'rere*uisites( %ust hae %elee ;eapons at <DS %ust hae 5rawling at <DS %ust hae %artial $rts
at 1DS %ust be accepted as a +yber-/in3a.
%etallikato is a martial art that draws from +ircuit-&u) +yber-/in3itsu) and +rystalocution and in
many instances) it uses seeral different martial arts at the same time. It is said to be ery rarely
encountered) as most +ybertronians do not hae the capacity to be able to harness a 3ack-of-all-
trades martial arts form. Those who use it are ery dangerous and usually hae ions of training.
'rere*uisites( %ust find a teacher willing to teachS %ust hae two other +ybertronian martial arts
speciali2ations !i.e. in the e"ample below) the $utobot +yber-/in3a has +ircuit-&u and +yber-
/in3itsu which are combinable through %etallikato#
18A
+n +utobot C#ber-(in"a sneaks up on t&o 7ecepticon ,uards and la#s &aste to them &ith a
*etallikato Buadra-slash. Since he studies *etallikato, he is able to incorporate a melee &eapon
from C#ber-(in"istu in a martial-arts strike and combine it &ith the deadl# effects of Circuit-Su in
char,in, his blade.
+rystalocution is a martial art in which targets are blown apart at their seams. It re*uires anatomical
and engineering e"pertise !-ngineering and Robotics skills are re*uired#. $ practicioner of this
martial art must study an opponent for A rounds at 1D with the +rystalocution speciali2ation !<
rounds at 8D) 9 rounds at 9D) 8 rounds at <D) 1 round at AD and beyond#. $fter the si2ing up of the
opponent for the time period) the +rystalocution student must roll his or her -ngineering or
Robotics skill !whicheer is higher# ersus the target4s 'erception. If the +rystalocution user is
successful) he or she can delier punches and kicks at double the normal damage with the special
knowledge gained at where connection points are within a target4s structure. !i.e. a character that
can delier a blow at &TR>8D damage can delier a blow at &TR><D#.
'rere*uisites( %ust find a teacherS %ust hae 5rawling at <DS %ust hae %artial $rts at 8DS %ust
hae -ngineering at 8DS %ust hae Robotics at 8D
186
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