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A B C D E F G H I J L M N O P Q R S T U V W X

TRANSFORMERS
TRANSFORMERS
The Roleplaying Game
A B C D E F G H I J L M N O P Q R S T U V W X
The Transformers, and the characters, terms and concepts expressed therein (Optimus Prime, Energon,
Cybertron, etc.), are creations and the intellectual property of Hasbro. This roleplaying game is not an official or
licensed product of that company, or of any of its subsidiaries or associated companies (including Wizards of the
Coast). Its in no !ay "official# or recogni$ed. This game is a fan creation, essentially no different than Transformers
fan fiction or art!or% & its a larger body of !or%, granted, but its an entirely independent pro'ect and not a challenge
to Hasbros copyrights or trademar%s. Its a labor of lo(e and a tribute to the better than )* years of great ideas
they(e gi(en us.
+nd I hope Hasbro, should they become a!are of this modest creation, !ill accept this in the spirit in !hich
its !ritten. If youre reading this, Than% you for inspiring me. Please accept my humble tribute.
What's a Roleplaying Game?
This is the obligatory introduction that explains !hat roleplaying games (-P.s) are to the uninitiated. If
you/re already familiar !ith -P.s, feel free to s%ip this page (unless you happen to en'oy dissertations). 0o!e(er, if
youre ne! to this gaming thing, its a good idea to read this so the rest of this stuff !ill ma%e sense.
-oleplaying (-P) is pretending. That/s it in a nutshell. 1eyond all the rules and dice, roleplaying is someone
pretending to be someone or something else. If you e(er ran around as a %id and pretended to be a Transformer, ..I
2oe, super hero, co!boy or !hate(er, you(e roleplayed. In a roleplaying game, the players assume the role of
characters in an imaginary setting. The game master (%no!n as the Controller in this game) de(elops this imaginary
!orld and e(eryone and e(erything in it & except the player characters, !hich players create and control. The
Controller sets the stage, upon !hich players act out the roles of their characters. Together, the player characters tell
stories and create legends.
Why Play This?
The same may be as%ed of any hobby or pastime & !e do it because it/s fun. 3ometimes it/s nice to get a!ay
from the humdrum of e(eryday life, and be a hero, a brooding (igilante, or (!hat !ere doing here) a Transformer.
-oleplaying lets us do that. 4e transcend mundane limitations and flex our imaginations in !ays that other forms of
entertainment don/t allo!.
5ost forms of entertainment aren/t (ery interacti(e. 4hen !e go to the theater or !atch T6, !e let others
tell us stories and gi(e us information. 0o!e(er, !e cant meaningfully interact !ith the characters on the screen (use
of psychoacti(es aside). 6ideo games aren/t much better, 4e can only control the characters in predetermined !ays.
5ost of the time this in(ol(es %illing, and thats about it. In those games !here you can do other things, li%e tal% to
game characters or sol(e pu$$les, all this is coded into the game7 you can/t enter your o!n dialogue or alter the !ay
the game interacts !ith you. (5ultiplayer games are no exception to this rule & !hen you chat on 4orld of 4arcraft
or use teamspea% on 0alo -each, youre interacting !ith other people and are still confined to acting in the game
through limited rules.) 1oo%s and !ritten stories engage the imagination more than T6 or computer games, but still
they arent dynamic. They pro(ide setting, plot, characters and so on, and !e use our minds to (isuali$e them. 1ut
you ha(e no control o(er the story or !hat the characters7 all this is determined by the author. Though good stories
dra! you in and allo! you to experience the setting through the characters, you can/t act through them. +ll these
forms of entertainment are passive consumption.
1ut !hen you roleplay you/re an active part of the story. +s an +utobot you can attempt to ma%e peace
!ith the 8ecepticons instead of ma%ing pieces of them, play 3tarscream and successfully !restle leadership a!ay
from 5egatron, play .rimloc% as the cunning and brutal !arlord he !as meant to be (and not the annoying dumbass
from the cartoon), e(en ma%e up your o!n Transformer. The possibilities here are endless. I(e al!ays !anted to be
able to tell my o!n stories !ith the Transformers, to %no! !hat its li%e to be a robot, transform into a 'et or explore
Cybertron. This game allo!s me to do that, and I hope it inspires you other fans as !ell.
There are rules to consider !hen playing this game (discussed belo!), but e(en !ithin these rules you ha(e
almost limitless freedom. The Controller creates the !orld and allo!s players to de(elop and explore this imaginary
uni(erse through their characters. Together, she and the players create episodes as they interact !ith the game !orld
and play off one another. This hobby, I feel, is more conduci(e to creati(ity and imagination than any other form of
entertainment. 1ut I admit my bias.
+lso, roleplaying game is a social medium. It in(ol(es at least t!o people (a Controller and a player, though
three to fi(e players is ideal in my experience), and re9uires that the participants interact !ith each other. Other than
roleplaying, the participants tal%, 'o%e, culti(ate friendships outside the game, and consume copious 9ualities of 'un%
food. +nything that encourages positi(e social interaction is, in my mind, + .ood Thing.
What's Up With All These Rules and Dice?
That/s a fair 9uestion. It all boils do!n to fairness.
-emember !hen you used to play:pretend as a child, either !ith toys or acting out the game yourself; <ou
had lots of fun !hen e(eryone played fair. 1ut of course, not e(eryone did. 3o lets say you !ere pretending to be
5egatron. 8idn/t it suc% !hen you aimed your fusion cannon at Cliff'umper and blasted him to bits, but he absolutely
refused to fall do!n and play dead; +nd then hed shoot at you and claim he hit you, !hen you %no! he missed by a
mile= +nd remember !hen he !ould do unfair stuff, li%e drop mountains on your head and teleport, e(en though
Cliff'umper couldn/t do that; Its right there in the tech specs= (Or maybe you !ere the brat playing Cliff'umper.) 1ut
the point is, e(eryone got mad and !ent home.
Truth is, !e really aren/t much better at resol(ing conflicts than !e !ere as little %ids. 4ithout some sort of
system in place to resol(e conflicts and dramatic situations, game sessions can degenerate into >8id not= 8id too=>
arguments. This is !here game rules and dice come into play. -ules put limitations on characters, and define !hat
they can and can/t do & people can/t ma%e up po!ers on the spot and ruin e(erything. 8ice are used to determine the
results of actions that ha(e a probability of failure, and the rolls are based on the capabilities of the character (unli%e
arbitrary methods such as coin tosses or roc%:paper:scissors). Characters ha(e ad(antages and disad(antages,
depending on their stats, The bigger and stronger your character the more punishment he can dish out and shrug off,
!hile smart characters learn faster and sol(e problems. .ame mechanics and dice rolls simulate character aptitudes,
ho! hard a particular tas% is, and ho! much damage a particular !eapon does. They also help players (isuali$e their
characters7 so instead of a character being this nebulous being that can potentially do anything or nothing, a one !ith
set strengths and !ea%nesses becomes more real and personali$ed.
Though rules are important, it/s more important to understand that rules aren/t the game itself & unli%e
board games, po%er, chess or other such games, in !hich the game is defined by its rules. 5ost of the time you spend
playing Transformers is narration, and character sheets and dice don/t come into play. <oure the one that breathes
life into your character. <our character isn/t a 5ass of ?, or his gun that does such:and:such damage, or e(en !hat he
turns into. 0e has a name, a personality, a history, and an existence separate from the numbers on the character
sheet. There are no rules to go(ern characteri$ation, !hat your Transformer says and does and gro!s. This depends
solely on you.
Arent Gamers Geeks?
Probably. +nd youre a fan of Transformers because youre o(erly concerned about social status and fitting
into the mainstream, right;
I mean, honestly, Transformers fandom ranges pretty !ell into gee%dom as it is. -oleplaying games suffer
e(en more of a social stigma7 admit you play 8@8 publicly and listen for the snic%ers. 4hen you combine the t!o (li%e
!hat Im doing here), youre li%ely exponentially decreasing the chance someone of the opposite sex !ill e(er tal% to
you. People you pass on the street, they !ill know you play this game, and theyll point and laugh.
0a(e fun=
Character Creation
Players ha(e build points & build, for short & !ith !hich to buy attributes, forms and assets for their robots.
+ttributes cost A build each & so an Intellect of B costs B build. 3%ills are bought separately !ith s%ill points, e9ual to
CIntellect x DE. DF build reflects an "a(erage# Cybertronian thats been on Earth for a short time, relati(ely inexperi:
enced but competent. <ou .5s can hand out fe!er build points or more, depending on the game you !ant to run.
Attributes
+ttributes are the core 9ualities of your Transformer, the foundation upon !hich other traits are built. They
measure ho! big, fast and intelligent you are. + robot can get by !ithout assets, other forms or e(en s%ills, but cant
exist !ithout attributes. The "a(erage# attribute rating is ?:B7 lo!er than that represents lo!er than the Cybertronian
a(erage, !hile higher ratings represent a superior specimen.
Non-Transformers: Gleshlings ha(e a 5ass of A (and ne(er more than that), !ith a(erages in Intellect and
5obility from D:?. (3ee pg. DH for more rules for humans.) 6ehicles, machines, buildings and the li%e ha(e 5ass (if
they/re big enough to ha(e a rating). They lac% Intellect except in the cases of intelligent computers, sentient craft and
the li%e. Immobile structures lac% 5obility.
Intellect
This measures your reasoning and logic processing. +ll Transformers ha(e supercomputers for brains, able
to perform astounding mathematical feats, calculate tra'ectories and comprehend technical readouts, but not all of
them think that !ell (such as 3corpono% and 5udflap).
Initial Skills: <ou get a number of points to distribute among s%ills e9ual to CIntellect x DE.
Learning Skills and Improving Intellet: <ou gain one third your Intellect (rounded do!n) in s%ill points each
session7 this means your Intellect must be at least D for you to be able to learn. -ules for s%ill impro(ement are on the
next page. 3%ill points can also be used to "upgrade# Intellect, 3pending AF s%ill points impro(es that attribute by A.
This costs no Energon nor ta%es any appreciable time, and reflects learning on by your character. This option applies
to no other attribute or trait.
Linked Skills: +stronomy, 1iology, Chemistry, Computer, Communications, Engineering, Ino!ledge, Jangu:
age, 5aterial 3cience, Ka(igation, Persuasion, Physics, 3can.
Mass
5ass is ho! big and po!erful you are. It determines your strength, durability, and ability to lift and haul
loads. 5ore than any other attribute, it determines your o(erall effecti(eness in a fight. 1ut !hile being as big as a
semi truc% can be useful, it caps 5obility and reduces Energon efficiency.
Close Combat !amage "#ass $ %&: 0alf your 5ass (rounded up) is ho! much base damage you do in close
combat. (The 5elee +ttac% asset increases this.)
Str't're "(#ass ) *+ , *&: 3tructure determines ho! much punishment you can ta%e. 4hen you suffer any
damage, its ta%en to your 3tructure. 3tructure is e9ual to C5ass x BE L B. Cybertronians ha(e autorepair systems,
!hich allo! "healing#, Each Energon spent restores a point of 3tructure. -obots dont heal !ithout Energon.
Weight: <ou can lift or haul anything !ith a 5ass e9ual to or less than your o!n 5ass7 anything abo(e that
re9uires you ma%e a 5ass test. +s far as ra! !eight goes, you can lift or haul roughly C5ass x )E in tons.
#ass
F
A
)
D
?
B
#ovie CharaterM
Gren$y, 4heelie
"Pretender#
+rcee, -a(age
3%ids, 5udflap
1umblebee, 2a$$
-atchet
-)ample
gun, cat, child
human, scooter
motorcycle, golf cart
small car
mediumNlarge car
(an, pic%up, 3O6
#ass
*
H
P
Q
A)
AB
#ovie CharaterM
Ironhide
3tarscream
1lac%out, Optimus
5egatron, 2etfire
8emolishor
".estalt# 8e(astator
-)ample
0um(ee, large 3O6
'et aircraft
semi truc%
semi plus trailer
CI)BFF Truss Crane
cargo ship
M These character examples use the 1ay mo(ies characters as references, and Transformers from other series may (ary. Gurther,
Controllers may opt to use different 5ass scales for certain series (such as 1east 4ars)7 see page ?D for more on this.
Mobility
This attribute co(ers speed, agility and maneu(erability. It allo!s you to dodge fire, mo(e 9uic%ly, perform
stunts, and to stri%e accurately and often. 0o!e(er, 5obility can be no higher than CA) : 5assE (minimum rating of A)7
being really big can slo! you do!n. (Jarge robots can offset lo! 5obility !ith good s%ill ratings and assets.)
Linked Skills: +thletics, Close Combat, 8ri(e, E(asion, Initiati(e, Pilot, 3tealth, Targeting, Transform.
Energon
+ll Cybertronians ha(e Energon, pro(ided by internal fusion reactors that regenerate Energon and pro(ide
po!er. Energon points allo! you to acti(ate certain assets and to heal damage. The bigger you are (i.e., the more
5ass you ha(e) the more po!er you can hold and the harder it is to affect !ith you E5P attac%s, %noc%do!n attac%s
and the li%e. 1ut big Transformers need more Energon and reco(er it slo!ly.
-obots can freely trade Energon bet!een them and can tap friendly Energon batteries, but they cant steal
Energon from one another !ithout the 3iphon asset.
Spending -nergon: Op to D Energon points may be spent per phase7 Energon 3urge allo!s you to exceed
this rate. 3pending Energon is a reflexi(e action.
-nergon Capait. "/0 , #ass&: The maximum number of Energon points you can contain at a time is CAF L
5assE. (The -eser(es asset can increase this.)
-nergon 1eover. "/* - #ass&: <ou reco(er CAB : 5assE in Energon per day, minimum of A per day. Certain
assets, li%e Glight and 3tealth Tech, tax your energy reser(es and so reduce your Energon -eco(ery. Energon doesnt
reco(er in combat or !hile tra(eling at more than a leisurely pace, 1umblebee cant reco(er Energon !hile speeding
do!n the high!ay, but does if hes 'ust cruising. (The Energon -egeneration asset hastens Energon reco(ery.)
-nergon Save "#ass&: Energon 3a(es must be made to resist attac%s that specifically target your Energon
reser(es or systems. The sa(e bonus is e9ual to your 5ass. (The Energon 3hielding asset impro(es this.)
-nergon Starvation: If your current Energon reser(e is less than your 5ass, you dont ha(e the po!er to
function nominally. Gor e(ery point of Energon less than 5ass you ha(e, you suffer a 5obility penalty of A, to a
minimum 5obility rating of A. (3o if youre 5ass * and ha(e only D Energon, you suffer a :D penalty to 5obility.) <ou
cant use any assets !ith Energon costs or that negati(ely impact Energon -eco(ery (including E5P +ttac% and Glight).
Ginally, you cant perform multiple actions. <ou can ignore these penalties for a single phase by spending a point of
Energon, but this only exacerbates the problem on follo!ing phases. 3tar(ation effects subside once you reco(er the
necessary Energon. (The Efficiency asset mitigates Energon 3tar(ation.)
2o3ering !o3n: 3ometimes you may !ant shut do!n your systems, !hich is li%e entering "sleep mode# for
a PC. This can be useful for passing long periods of inacti(ity, and for going unnoticed7 its more difficult to detect you
if youre not acti(ely using Energon (see Energy 3ignatures, pg. DF). Po!ering do!n is a form of (oluntary Energon
star(ation7 your 5obility becomes A and you cant perform multiple actions. It ta%es less than a phase (six seconds) to
enter the lo! energy mode, but po!ering bac% up ta%es a number of phases e9ual to half your 5ass (round up)7
spending a point of Energon !ill po!er you bac% up immediately ho!e(er.
Mass Reerence Table
#ass Str't're Close !amage #obilit. Cap -nergon Capait. -nergon 1eover.
0 B A A) AF ABNday
/ AF A AA AA A?Nday
% AB A AF A) ADNday
4 )F ) Q AD A)Nday
5 )B ) P A? AANday
* DF D H AB AFNday
6 DB D * A* QNday
7 ?F ? B AH PNday
8 ?B ? ? AP HNday
9 BF B D AQ *Nday
/0 BB B ) )F BNday
// *F * A )A ?Nday
/% *B * A )) DNday
/4 HF H A )D )Nday
/5 HB H A )? ANday
/* PF P A )B ANday
Skills
3%ills are learned abilities, as opposed to inherent 9ualities or built:in assets. Cybertronians learn (ery much
as humans do, through practice and experience. If youre smart (read, high Intellect), you learn s%ills more readily.
3cience s%ills are particularly (aluable, as they allo! Transformers to research assets and upgrade themsel(es o(er
the course of the game.
Linked :ttrib'tes: +ll s%ill tests are either Intellect or 5obility tests, !ith the s%ill in 9uestion added to the
test. 3o learning a ne! language re9uires an CIntellect L Jinguistics testE. The attribute thats listed !ith a s%ill reflects
the most common use of that s%ill. 0o!e(er, alternati(e uses are possible7 examining a !eapon for 9uality !ould fall
under Intellect rather than 5obility, and !ould use an CIntellect L Targeting testE. Expertly handling a dangerous
concoction might fall under C5obility L ChemistryE. +nd threatening someone !ith sheer bul% may call for C5ass L
PersuasionE, probably the only time 5ass !ould be used in a test. 1ut the default attribute listed for a s%ill !ill
probably be used for most tests that come up.
Charater Creation: <ou ha(e CIntellect x DE in s%ill points to spend on s%ills at character creation.
Learning Skills: +t the end of e(ery game session you gain one third your Intellect (round do!n) in points to
spend on impro(ing s%ills you acti(ely used during gameplay7 each s%ill point spent adds A to a s%ill. The Controller
must appro(e s%ill gains, and a s%ill can only increase by one rating point at a time. 3%ill points need not be spent !hen
gained7 they can be held in reser(e until you !ant to spend them.
:stronom. (Intellet+: Co(ers %no!ledge of stars and celestial phenomena and space tra(el. 4hen in outer
space, this s%ill stands in for Ka(igation.
:thletis (#obilit.+: Climbing, 'umping and other feats in robot form. 3ee Physical Geats, pg. DA.
;iolog. (Intellet+: + rare discipline among Transformers, his s%ill is the study of (!hat passes for) life on
Earth. -ather than focusing on abstracts li%e human beha(ior, the s%ill focuses on the body and biological processes.
Chemistr. (Intellet+: +n area of study that co(ers a !ide range of sciences, including petrochemicals:to:
Energon con(ersion and the creation of acids.
Close Combat (#obilit.+: <our test bonus !hen attac%ing !ith blades, cla!s, !rec%ing balls and other non:
ranged !eapons. <our base unarmed damage is e9ual to half your 5ass (rounded up).
Comp'ter (Intellet+: <our ability to operate, understand and hac% computer systems, both human and
Cybertronian. This includes e(erything from simple PCs and cell phones to defense systems and !eather satellites.
This specifically does not include the ability to hac% the minds of Cybertronians or other sentient machines7 that
re9uires the Cyonics asset (pg. AD).
Comm'niations (Intellet+: <our ability to send, recei(e and interpret communications7 a Cybertronians
broadcastNreception range is about AFF miles. <ou can freely access your faction/s subspace carrier !a(es7 +utobots
and 8ecepticons each ha(e their o!n fre9uencies. <ou can also access all radio fre9uencies, digital transmissions, and
other human communication mediums. (3ee the Transmission assets.)
!rive (#obilit.< or speial+: <our "dri(ing# s%ill in your land (ehicle form7 any form of stunt or tric% dri(ing
re9uires tests. 8ri(e co(ers !ater tra(el as !ell. This s%ill may also be used to pilot other craft as !ell. <ou may use
8ri(e in place of E(asion (CAF L 5obility L 8ri(eE) to determine your 8efense !hile in landN!ater (ehicle form.
-ngineering (Intellet+: This (aluable s%ill allo!s you to modify and upgrade technological de(ices, both
Cybertronian and Terran. <ou can upgrade or repair yourself and other robots, or adapt Earth technologies to fit your
needs. This also measures your ability to repair yourself, other robots, or mechanical de(ices7 see 3tructure, pg. DD.
-vasion "speial&: This s%ill isnt used in tests, but modifies a target. CAF L 5obility L E(asionE is your
8efense, the target for attac%s made against you. +ny attac% test that exceeds the 8efense total hits. The 8ri(e or
Pilot s%ill ratings may be used instead of E(asion !hile in appropriate modes.
Initiative (#obilit.+: 0o! fast you react to danger. 3ee the combat section (pg. DB) for more on Initiati(e.
=no3ledge (Intellet+: This is your understanding of a particular field of study7 each %no!ledge discipline is
ta%en as a separate s%ill. Examples, 0uman Culture, Cybertronian 0istory, 5ilitary Tactics.
Lang'age (Intellet+: <our ability to learn ne! languages. +ll Transformers %no! Cybertronian, but a robot
!ith this s%ill also %no!s either one human language or Prime (players choice). Jearning a ne! language re9uires
exposure to it (at least a day) and an extended test7 see pg. )P for rules on extended tests. 3pea%ing, reading or
!riting a language re9uires no test once its learned.
#aterial Sienes (Intellet+: The study of matter, including the ability to alter its properties. The creation
of alloys, polymers and superconductors fall under this science.
Navigation (Intellet+: <our ability to get !here you need to go, using landmar%s, .P3 and magnetic senses.
2ers'asion (Intellet+: This is your ability to influence, decei(e, interrogate and manipulate others. It also
reflects ones political ability, allo!ing you to curry influence and fa(ors from others !ithin your faction.
2ilot (#obilit.< or speial+: This is your ability to fly and perform aerial maneu(ers, either !hile flying or
controlling a flying (ehicle. Pilot is also used for space tra(el. +crobatic flying, a(oiding structures and other craft and
the similar feats re9uire Pilot tests. <ou may substitute Pilot for E(asion (CAF L 5obility L PilotE) to determine your
8efense in aerial (ehicle form.
2h.sis (Intellet+: This is the study of energy, molecular properties and the fundamental la!s of the
uni(erse. One popular application is nuclear theory, including fusion and fission, and their con(ersions to Energon.
0o!e(er, 9uantum physics, space tra(el, gra(ity and other disciplines also fall under physics.
Stealth (#obilit.+, <our ability to mo(e unseen, hide and a(oid notice. This doesnt th!art scans and other
such sophisticated forms of detection, but its good for getting around optical and audio sensors.
San (Intellet+: <our ability to examine and process your surroundings. <ou can use 3can to analy$e and
instantly understand Earth machines, electronics and structures (see Terran Technology, pg. D?). Cybertronian tech
can also be scanned, but is harder to figure out (re9uiring high targets andNor success le(els). 4hen scanning another
Transformer, hell %no! youre scanning him if your 3can success le(el fails to exceed his Intellect. 3ee rules for
energy signatures, pg. DF.
Targeting (#obilit.+: This s%ill reflects your accuracy !ith ranged !eapons, from plasma rifles and machine
guns to tan% cannons and grenades. 0ea(ily fa(ored by many Transformers.
Transform (#obilit.+: Ose re9uires an alternate form. 5ost transformations can be made !ith no test at all
(and are either basic or full actions, depending on 5ass), but tests are re9uired to shift 9uic%ly !hile fighting or
mo(ing, and during other stressful situations. +lso, for e(ery point in Transform, you may ha(e one form beyond your
primary (robot) form. (Impro(ing Transform doesnt a!ard ne! forms, it simply gi(es you the potential to attain
them.) 3ee rules for Transforming, pg. D?.
Forms
+ll characters ha(e a robot form (ob(iously). This form often resembles a standard "humanoid# robot, !ith
the compliment of t!o arms, t!o legs, a torso and a head. 1ut you may ha(e !heels or treads for legs ( ala +rcee and
8emolishor), cannons for arms, or some other !eird configuration. Or you might resemble an animal, li%e 3corpono%
or -a(age. 4ant to play a mechanical (elociraptor that turns into a dune buggy; .o nuts. 0a(e fun describing your
robot, e(en the process by !hich you folds into different shapes.
3imilarly, alternate forms are left to your imagination. Gor practical reasons, at least one Terran form !ould
be a good choice for utility and blending in. + (ehicle is the ob(ious default choice, but many others are possible. This
includes alternate robot forms !hich resemble creatures (li%e the classic 8inobots or Insecticons), !hich dont blend
in !ell at all but are often intimidating and great for combat. The most po!erful forms arent necessarily the best
choices, 4hile an G:)) -aptor is an a!esome form, its certainly not unobtrusi(e.
+lternate forms must be appropriate for your 5ass>. + motorcycle isnt a good choice for a 5ass B robot,
nor is a battleship. 5ass:matching neednt be precise, as 5ass and apparent 5ass arent al!ays the same, + robot
can fold do!n a little and become more compact, or "inflate# into a large form !ith hollo! spaces hidden !ithin. 1ut
actual 5ass remains consistent, so a 3i$e ? robot that transforms into a 0um(ee !ill loo% li%e the real deal but !ill be
lighter than a real (ehicle of that type.
> For games in which Transformers can shrink and expand as they transform, like in the cartoon and comic books, see the Mass
Shift asset on pg. 20.
!uildin" the #orm
:ssets: +lternate forms normally ha(e the same attributes as your robot form (5ass and Intellect al!ays
remain constant), they but dont ha(e its assets. Exceptions are noted for assets that offer partial benefits to other
forms (li%e -einforcement or Temper) or assets that apply to all forms (li%e Efficiency and 3ealed 3ystem).
+ll forms (!hether pic%ed up during character creation or in play) ha(e one free asset, appropriate to its
configuration. Choose from the follo!ing list, +cceleration ), +cceleration A (Off:-oad), -einforcement ), Kautics ),
Glight ), and Glight A (6TOJ). +dditional assets for that form must be gained (ia upgrades or build points.
Onless stated other!ise, assets must be bought per form, and an assets benefits only apply to that form.
Gor example, you can buy +cceleration for your car form, but you dont go that fast as a robot unless you purchase
that asset for it as !ell. Exceptions to this rule exist, and are noted under those assets.
2akage !iso'nt: +n asset you ha(e for one form can be built into an alternate form at half the normal
upgrade success cost (rounded up), up to the original asset rating.
Sideswipe has Acceleration 4 in his car form. Acceleration 2 for robot form would only cost him 5 upgrade
success levels (not 1!" and Acceleration 4 would only cost 1 success.
?orm 1estritions: 3pecial restrictions can be bought for a form to reduce its total build (1) or asset upgrade
(O) cost, to a minimum of F (basically, a free form). Examples include reduced 5obility (:A1N:BO per point reduced,
maximum :) penalty or rating of A), no land mo(ement (:A1N:BO), immobile (:D1N:ABO), and unearthly form (:A1N:BO).
Charater Creation: If you ha(e a rating of at least A in the Transform s%ill, you get one alternate form for
free at character generation (in addition to robot form). Theres a build cost of A for e(ery additional form pic%ed up
during character creation, but you cant ha(e more extra forms than your rating in Transform7 see pg. * for more on
the Transform s%ill. These forms get the free asset, as described abo(e.
Learning Ne3 ?orms: <ou can pic% up additional forms during gameplay if your Transform s%ill permits7 you
cant ha(e more additional forms than your rating in Transform. Jearning a ne! form re9uires a successful 3can test
on a machine or structure of roughly e9ual 5ass. If this succeeds, you must spend Energon points e9ual to your 5ass
to "loc%# the form into your structure. Once you learn a form, you can transform into it normally. The ne! form
automatically comes !ith a free asset, as described abo(e.
Cosmeti Changes: 5ere superficial changes to a form (changing your color, design or model) can be done
!ith A Energon and a Transform test (target A)). +n example is the 9uic% shiny upgrade 1umblebee pulled in the first
#ransformers mo(ie. Onder no circumstances !ill this gi(e you an asset or any mechanical ad(antage.
$ample #orms
The sample forms belo! include the appropriate assets, the total build point costs for character creation,
and the total upgrade costs for gaining the form in:play7 the bonus asset for the form isnt included in these costs.
0o!e(er, extra forms during character creation (beyond the free one) cost an extra build point, !hich isnt factored
into the costs belo!.
?orm ;'ild @pgrade :ssets
1asic car, pic%up, semi F F +cceleration )
3ports car, race motorcycle ) AF +cceleration ?
2eep, 3O6, dirt bi%e A B +cceleration ) (Off:-oad)
Gire truc% D AB +cceleration D, 8ispenser ) (Compartmental Tan%) (!ater, fire suppressants)
5A +brams (tan%) H DB +cceleration ) (Off:-oad), 1allistic +ttac% D (turret), 5issile +ttac% ) (3al(o)
(mini:missiles), $2 %obility, -einforcement )
Exca(ator D AB +cceleration A (Off:-oad), Exca(ate ), 5elee +ttac% ) (sho(el), -einforcement,
$2 %obility
Ci(ilian helicopter A B Glight D (6TOJ), no land movement ($1!
G:)) -aptor (fighter 'et) DB DB Glight ? (3upersonic Glight )), Joc%, 5issile +ttac% D
3pace shuttle H DB Glight ? (3upersonic Glight ), Escape 6elocity), Temper D (for reentry)
3peedboat ) AF Kautics ) (1oost), 3ealed 3ystems
-obotic !olf or tiger * DF +cceleration ) (Off:-oad), 0op ), 5elee +ttac% ) (cla!Nbite), unearthly ($1!
-obotic beetle ? )F Glight A (6TOJ), 5elee +ttac% A (pincers), -einforcement, unearthly ($1!
-ealistic elephant or bear D AB +cceleration A (Off:-oad), 1iograft, 5elee +ttac% A (e. tus%s or b. cla!Nbite)
Jaser cannon, plasma rifle D AB Energy +ttac% B (+rea +ttac%, 3cope), immobile ($&!, unearthly ($1!
8rin% machine F F Iinetic 4eapon ) (3cope) (drin% cans), immobile ($&!
Assets
+ssets reflect the special capabilities of Cybertronians. They arent learned li%e s%ills or inherent li%e
attributes7 they reflect hard!are and soft!are specific to the character. Kot e(eryone has hea(y armor plating, or a
po!erful plasma cannon, or internal radar. +ssets offer characters distinct ad(antages, and means by !hich they can
be distinct. Ironhides tough armor, 3%y!arps teleportation, Optimus Primals biological gorilla form, 1lac%outs
energy attac% at the 3OCCEKT +ir 1ase, e(en flight and dri(ing speed & all these are assets.
These assets arent the only ones. This list is pretty long, but its not exhausti(e, and it doesnt reflect all the
po!ers seen in toy tech specs, cartoons and other media. Geel free to come up !ith your o!n assets, using !hats
here as guidelines7 if it needs to be said, all homebre!ed creations ha(e to be appro(ed by the Controller.
'(amples of assets are offered in this font" using both e(isting #ransformers and made$up ones. )haracters
from multiple continuities are used" which can get confusing" as there are multiple versions of many characters
floating around out there. So the following tags denote which continuity from which a given character hails* +1 ,
+eneration -ne. /A , the live action movies. 01 , 0east 1ars. 2obots with the additional tag 30 are homebrews"
meaning they are author creations and don4t e(ist in any continuity.
Charater Creation: 8uring character creation you buy assets !ith build points. +n asset costs its rating in
build, or ) build for closed assets. +t least a third of your build points (AF out of DF for the a(erage build) should be
in(ested in assets. Ko asset can start !ith a rating higher than B. 3ee character creation, pg. ?.
:sset -ffets: +ssets are listed !ith their game effects. 3ome offer passi(e effects, re9uiring no tests or
acti(ation and are continually acti(e7 examples include Temper (adds to -esistance) and -eser(es (increases Energon
capacity). Other assets are acti(e, !hich means you must a conscious decision to use them7 you may ha(e to spend
Energon, andNor ma%e tests, to use them. Each asset is !ritten !ith the rules for its use. 4hile youre limited by your
rating, you can al!ays opt to dial do!n your effect, If you ha(e 5unitions D, you can create a land mine thats less
damaging7 but to create a more po!erful one, you need to upgrade 5unitions.
The asset descriptions are brief and co(er normal use and conditions. Pages could be de(oted to co(ering
alternate uses for assets, special circumstances and the li%e, and it still not come close to being airtight. 4hat
happens !hen you use an energy !eapon under!ater; (Gire !ould probably be extinguished, !hile electricity could
ha(e a radius effect.) 4hat %ind of 6TOJ flight can be used in outer space; + Controller !ill ha(e to ad'udicate asset
effects, e(en during standard use of those po!ers7 better to %eep asset descriptions open:ended, and not tie hands
!ith lots of special case rules.
1ated and Closed :ssets: 5ost assets ha(e ratings (li%e attributes and s%ills), !hich reflects the ad(antage
they offer, E5P +ttac% B is more potent than E5P +ttac% A, for instance.
Caps, +ll assets ha(e caps, and can/t be impro(ed beyond this rating. Ko asset may exceed AF. 3ome assets
ha(e lo!er caps7 many of such cases are limited by 5ass (since smaller Transformers ha(e less space for components,
generators and the li%e), !hile other assets 'ust ha(e flat caps. +ssets !ith special rules for caps !ill list them7 if no
cap is specifically listed, it/s AF. (The AF cap doesn/t apply to Cybertronian craft, bases or certain KPCs.)
8istribution, 3ome assets ha(e an asset rating that must be di(ided bet!een different 9ualities7 youll see
this setup !ith !eapons particularly, but se(eral other po!ers as !ell. Gor example, Energy +ttac% creates an attac%
!ith the base effect damage A, range AFF yards7 if you ha(e Energy +ttac% D, you can ha(e the follo!ing possible
combinations, depending ho! you choose to di((y up your asset rating, 8amage ?, range AFF yds7 dam D, )FF yds7
dam ), DFF yds7 dam A, ?FF yds. <ou cant change this up7 once you choose a particular asset di(ision, its set from
then on (5ode Con(ersion not!ithstanding). Examples of asset point distributions are gi(en under some assets.
Closed assets ha(e no rating at all, and offer a flat benefit that cant be upgraded7 these are tagged, A
S'bassets: Onder some assets are subassets, !hich modify the base asset in some !ay. Gor example, under
Transmission there is Code, 8uplication, Intercept, 2am and 3atellite Jin%. Each subasset has an upgrade success
re9uirement of B7 they usually dont ha(e ratings of their o!n, and use the rating of the base asset !here applicable.
They dont increase the rating of the asset, but are purchased separately.
?orms: +ssets must be bought per form unless stated other!ise, and their benefits apply only to that form.
Efficiency, Energon -egeneration, Energon 3hielding, -eser(es, 3ealed 3ystems, and Jo! 3ignature are exceptions,
and function for all forms. -einforcement and Temper for one form offer reduced (alues to other forms.
-nergon Cost: 3ome assets cost Energon points to use. These are tagged (B-), !ith R denoting the Energon
you must spend to use the asset7 so "%-& means a cost of ) Energon. (>-) indicates that a (ariable number of Energon
points are spent to use the asset, as described in the asset. Energon expenditure in itself is reflexi(e and can al!ays
be done at any time, !ithin your ability to spend Energon in a phase of course. If for some reason you cant co(er the
entire Energon cost of an asset, you can pay its cost o(er t!o or more phases7 the asset ta%es effect on the phase you
finish paying its Energon cost.
1ed'ed -nergon 1eover.: +ssets in rimson reduce your permanent Energon -eco(ery. + character can
ne(er ha(e an Energon -eco(ery of less than A per day7 if purchasing an asset !ould reduce that (alue to F or belo!,
you cant ta%e it. (3int* in(est in Efficiency.)
@pgrades: +ll assets are gained and impro(ed through upgrades, they dont ad(ance on their o!n. The s%ill
tag tells you !hat s%ill is used in !hen upgrading that asset. 3ee upgrades, pg. D?.
1esearh: The Controller decides !hat assets are a(ailable at character creation, appropriate to the game
she !ants to run. 1ut some assets re9uire ad(anced technology and scientific ad(ancement, and may not be a(ailable
until successfully researched7 the Controller decides the success le(el needed. Once thats happened, that asset can
be built into you or another Transformer normally. 3ee -esearch, pg. D).
Limitation: <ou can lo!er the build or upgrade cost of an asset by accepting a limitation on it, so that it only
functions under certain circumstances or has a narro!er range of effect. Examples, Only being able to use +ugment
!hen po!ered by sunlight7 +cceleration suffers off:road penalties unless on rails or ice7 accepting an Energon cost is
attached to an asset that doesnt normally cost Energon. The limitations details are !or%ed out bet!een you and the
Controller7 some might not ma%e sense or are silly (being unable to fire a !eapon unless death metal is playing), so
Controllers ha(e the final say on !hat goes. + limitation reduces the upgrade cost of the asset in 9uestion by B build
or A build7 a AF upgradeN) build reduction is possible for se(ere limitations.
!evies "-)ternalized :ssets&: +ssets are usually built into you, and this is the default assumption for a
gi(en asset. 1ut some assets are external, ta%ing the form of an item or tool one carries around. Examples include a
machine gun not built into its o!ner, a detachable 'et pac% or tool%it. These externali$ed assets are %no!n as de(ices.
3ome assets may be ineligible as de(ices, such as -einforcement or Cyonics. The Controller should decide on a case:
by:case basis !hat assets ma%e sense as de(ices. <ou can denote an asset as a de(ice, and define !hat form it ta%es
(a gun, melee !eapon, sensor unit, etc.). 8e(ices are easier to build than other assets7 reduce upgrade costs by B (to
a minimum of B), or build cost by A (min. of A). They/re considered Integrated !ith you as dormant parties, per the
Integrate asset, as long as you remain in contact !ith the item. 1ut a de(ice can be dropped, lost or ta%en a!ay & at
!hich point you lose the asset unless you find a !ay to get the thing bac%. +nd it/s 9uite possible to ha(e your (ery
o!n de(ice used against you if it/s ta%en a!ay.
%uick Asset &ist
:eleration
0oost" 3over" -ff$2oad" Sudden Acceleration
:dvaned 1epair
:larit.
:'gment
;allisti :ttak
Armor 5iercing" Autofire" '(plosive Ammunition" %ode )onver$
sion" Scattershot" Scope
;inar. S.mbiote
;iograft A
C.onis A
0iocyonics" 2eprogram" Scramble" #elecyonics
!ispenser
)ompartmental #ank" %ode )onversion" Splatter" Spray
!ivision A
-ffiien.
-#2 :ttak
-nergon 1egeneration
-nergon S'rge
-nerg. :ttak
Area Attack" 'nergy Spray" +ra6e" %ode )onversion" 5enetra$
tion" 5ersistent 7amage" Scope" Stun
-nhaned Sensors
'nergon Sensitivity" 'nergy and 8orce Analysis" 'nhanced Audio
7etection" 'nhanced )hemical Sensors" 'nhanced -ptics" 'n$
hanced #actile Sensors
-)avate
?light
Escape 6elocity, 3upersonic Glight, 6TOJ
Cestalt A
Hologram
3ologram 'cho
Hop
Integrate A
Internal Catal.st
Lok A
Lo3 Signat're
#agnetism
#ass Shift A
#elee :ttak
Armor 5iercing" 'nergy Attack" +rapple" 9nockback" 2each" 2end
#issile
Armor 5iercing" +uided %issile" 3eat$Seekers" %ode )onversion"
%ultitargeting" 5enetration" Scope" Salvo
#'nition
0urrowing" 8ragmentation" 5enetration" 5ro(imity" Scatter"
Shaped )harge
Na'tis
Amphibious" 0oost" Submersible
D'ake
1adar
1adiating ;last
1einforement
1eserves
Sealed S.stems A
Shielding
Siphon
Impro(ed 3iphon
Sonar
Soni :ttak
0lanket Attack" Silent 7oom
S'rge 2rotetion
Temper
Toolkit A
Transmission
)ode" 7uplication" :ntercept" ;am" Satellite /ink
Warp
Weight 1ed'tion A
Asset Descriptions
+ brief description of the po!ers Transformers ha(e.
Cap: The assets maximum rating7 no asset rating may exceed AF, e(en if the listed cap is higher.
A S Closed asset.
">-& S denotes the Energon cost for that asset, !ith M denoting the number.
+ssets in rimson reduce your Energon reco(ery by A.
Kumbers in steel gra. is the total success le(el needed to successfully research the asset.
Acceleration
-ngineering
<ou ha(e a maximum ground speed of C+cceleration x DFE mph. 3tunt dri(ing and other maneu(ers in your
(ehicle form re9uire 8ri(e tests, !hile doing the same in robot mode (including "beast# forms) calls for +thletics tests.
Test targets depend on !hat youre trying to do and ho! fast youre going, !ith more outrageous stunts andNor
greater speeds increasing the target. 5obility is reduced by ) !hile off:road or on rough surfaces (li%e ruined
pa(ement) in (ehicle forms7 robot mode doesnt suffer this restriction.
T Boost !"#$ 4hile at top speed, you can spend a point of Energon to increase your speed by *F mph. This
lasts only three phases, and your 5obility is reduced by A during this time (to a minimum 5obility of A).
T %o&er$ -e9uires Off:-oad. <ou ho(er on 'ets of compressed air, 'ust a fe! feet off the ground, and can
tra(el at half normal speed o(er any sort of terrain and !ater.
T 'ff()oad$ <ou suffer no 5obility penalty !hen tra(eling off:road and on rough surfaces, and you ha(e no
fear of blo!outs, damaged feet or similar damage from such tra(el. (<our robot form en'oys the benefits of this
subasset, e(en if you dont ha(e the +cceleration asset.)
T S*dden +cceleration$ Kormally it ta%es one phase per point of 5ass for one to attain maximum speed,
but you can reach top speed in one third this time (round do!n, minimum of one phase).
0luestreak (+1! is well$known for his propensity for speed" and rules the highways in his Subaru :mpre6a
form. he can hit 1< mph in =ust seconds. Acceleration >* 21 mph. Sudden Acceleration.
0rawl (/A! doesn4t care so much about speed" he =ust wants to get from 5oint A to 5oint 0 with as few things
obstructing his progress as possible. Acceleration 2* ? mph. -ff$2oad.
#imber (30! prefers to get around in his wolf form" loping through the #erran wilderness in search of 7ecep$
ticons. 3e assumes his #oyota #acoma form on the open road. 1olf form Acceleration 2* ? mph. automatically gains
benefits of -ff$2oad" as this is his robot form. #ruck mode* Acceleration &* @ mph. -ff$2oad (purchased).
Ad'anced Repair
-ngineering
<ou can repair yourself and other Transformers more easily. Girst, you can spend a number of Energon up to
your +d(anced -epair rating per phase for purposes of repairs, and this isnt counted to!ard the D Energon you can
normally spend per phase. 3econd, you can spend Energon to repair other robots if youre in physical contact !ith
them, by effecti(ely acti(ating their autorepair systems for them. Ginally, your +d(anced -epair rating adds to all
3tructural diagnostic and repair:related tests, and each repair test can be made e(ery fi(e minutes (instead of the
standard fifteen). 3ee 3tructure, pg. DD.
Alacrity
Cap %E "/-&E -ngineering
4hen acti(ated, this asset gi(es you a L) 5obility bonus per point of +lacrity7 you may ta%e +lacrity t!ice
(but no more) for a L? 5obility bonus. This effect costs A Energon point, and lasts fi(e phases7 spending additional
Energon extends the boosts duration. +lacrity can potentially increase 5obility rating beyond your 5ass cap, albeit
temporarily. +cti(ating +lacrity is reflexi(e.
Au"ment
Cap %E "/-&E -ngineering
<ou can temporarily amplify your strength, letting you inflict more damage in close combat and lift hea(ier
loads. <ou gain a L) 5ass bonus per point of +ugment for these purposes only7 you may ta%e this asset t!ice (but no
more) for an effecti(e L? bonus to 5ass. This effect costs A Energon point and lasts fi(e phases7 spending Energon
extends the duration of the boost. Kote that this doesnt affect your actual 5ass (you dont become magically bigger),
nor does it affect 5obility, 3tructure or Energon stats. +cti(ating +ugment is reflexi(e.
!allistic Attack
Taken per 3eapon or attak modeE -ngineering
1allistic !eapons include bullets, shells, launched blades, rail guns and other physical pro'ectiles. They ha(e
the ad(antage of energy:efficiency and superior range, though many opponents and ob'ects are resistant to %inetic
damage. 1ase effect, Iinetic damage ), range DFF yds. <our rating in this asset is di(ided bet!een base damage (LA
per point in(ested) and range (LABF yds. per point in(ested). Extra attac% success adds to damage. Transformers
create pro'ectiles from their o!n bodies as needed, and so ammo usually isnt an issue unless autofire is used (see
subasset belo!).
1allistic attac%s are basic actions unless stated other!ise, and follo! the normal rules for attac%s.
T +rmor ,iercing$ <our ballistic attac% ignores ) points of +rmor7 this effect doesnt add to damage.
T +*tofire$ <ou can choose to fire hails of pro'ectiles instead of single shots, increasing your chance to hit
enemies !hile sacrificing precision. <ou can attac% one target or tight cluster of them, or spray a !ide area. 4hen
attac%ing foes, add a LD bonus to your attac% test, but only half your success (rounded do!n) is counted to!ard
damage. 4hen spraying a !ide area, add LD to your attac% test and compare result to the 8efense ratings of all in
that area (friends and foes ali%e) to determine !ho is hit, but the attac% success doesnt affect damage & those hit
only suffer base damage. Only three autofire attac%s can be made before it depletes your ammunition entirely, but a
point of 3tructure can be spent to "refill# your ammo (as you create more pro'ectiles from your body). +utofire
attac%s are full actions.
T "xplosi&e +mm*nition$ 0alf the damage done by the attac% is %inetic, the other half energy (rounding
fa(ors %inetic)7 energy damage is sub'ect to reduction by -esistance, but not +rmor.
T Mode -on&ersion$ <ou can s!itch the settings of your !eapon to gain range at the cost of damage or (ice:
(ersa, <ou can re:in(est up to half your 1allistic +ttac% asset rating (rounded up) among damage and range. (3o if you
ha(e 1allistic +ttac% ?, you can s!ap t!o points of range for damage.) This re9uires a basic action and a point of
Energon. + !eapon al!ays returns to its base settings after combat.
T Scattershot$ <ou can attac% foes in a small (BF yard:!ide) cone7 your range is reduced to BF yds (and this
cant be impro(ed), but you gain a L) bonus to your attac% tests.
T Scope$ +imed shots gain an additional L) attac% test bonus. +imed shots are full actions.
Scorponok (/A! doesn4t say much. 1hen he does e(press himself" it4s through his claw$mounted chain guns.
in this medium he is a poet" composing sonnets and haiku that bring tears to the eyes of sadists everywhere. 0allistic
Attack ?* damage ?" range 45 yards. Autofire" Scattershot.
%irage (+1! has decided he prefers killing enemies without having to endanger himself or face them. #o this
end 1heel=ack created a powerful rifle for him that can be Auickly converted from sniper to assault settings. 0allistic
Attack 5* damage &" range @ yards. Armor 5iercing" %ode )onversion (damage ?" range ? yds.!
!inary $ymbiote
AE ;iolog.E reF'ires Integrate
<ou/re binary:bonded !ith a cybernetically enhanced human or humanoid, !hich grants potent ad(antages.
(-obotic symbiote:type relations are co(ered by .estalt rules.) To ha(e a symbiote, you need the Integrate asset, as
the human combines !ith you and at the (ery least has her brain hoo%ed into your CPO. -eflecting your combined
brainpo!er and reaction time, you gain a LA bonus to all Intellect and 5obility tests !hile connected !ith your binary
symbiote7 this 5obility bonus isn/t sub'ect to 5ass caps. <ou can substitute your symbiote/s s%ill ratings for your o!n
!hen appropriate, if theyre superior to your o!n. 5ultiple action penalties are reduced by half & its easier to split
your attention !hen you ha(e more than one mind at !or%. +nd finally, you can potentially gain the ad(antage of
your partners assets.
The symbiote only offers these enhancements !hen physically connected to you. 3he may transform into a
body part (li%e your head, auxiliary engine or internal component) or a de(ice. Or she could remain safely inside you
!hile hoo%ed up !ith !ires, perhaps helping pilot you in your (ehicle form. 3he might e(en transform into a !eapon
or other de(ice, but it must be attached to you in some !ay. This means you can/t gain the ad(antages offered by the
binary symbiote unless shes present, hoo%ed into you and (this is important) cooperating & !hich is usually a safe
assumption, but if you mistreat or dont appreciate your fleshling partners you can find her rebelling at the most
inopportune timesU
3ee pg. DH for more on cyborg characters and humans in general.
-esearching Cyborg 3ymbiote only re9uires AF success le(els if your faction has already researched 1iograft
and you ha(e access to the data.
3ighbrow (+1! is a 3eadmaster. 3e has +ort as a symbiote partner" who transforms into 3ighbrow4s head in
robot mode. +ort offers 3ighbrow the Alacrity and /ock assets" as well as his superior #argeting skill.
#ired of not being able to hit anything" but too obstinate to train his firearms skills" #riggerhappy (+1! has
the conniving 0lowpipe as a cyborg symbiote. 0lowpipe transforms into the #argetmaster4s compressed air cannon
and gives him 0allistic Attack 2 (on top of the upgrades the 7ecepticon has invested in that weapon!.
!io"rat
Cap *E ;iolog.
Considered bi$arre by Transformers and humans ali%e, 1iograft combines Cybertronian technology !ith
biological life to create a hybrid being= .enerally, this asset in(ol(es li(ing tissue being grafted o(er parts of the body
!hile circuitry and internal components remain intact, though bone and other tissues might be used for some parts.
<our 1iograft rating determines the degree of integration bet!een your mechanical and biological parts and ho!
much of your body is organic, open to your (and the Controllers) interpretations. 1iografts ad(antages include being
better able to pass for a li(ing creature, assuming your form and mass are appropriate & if youre 5ass B, you !ont
pass for human, though a !hale or elephant form is possible (and a dinosaur form, but at that point youre not fooling
anybody). <our biological parts are more durable than natural tissue (so your 3tructure is normal), but still more
(ulnerable to damage than metal or other materials and tissue re9uires special nutrients to maintain. On the plus
side, li(ing organic tissue foils Energon signature diction and reading and is naturally resistant to Energon attac%s,
Treat half rating in 1iograft (rounded up) as Jo! Profile and 3urge Protection. +nd biological components heal
naturally !ithout Energon expenditure, at a rate of A 3tructure per day.
-esearching 1iograft only re9uires AF success le(els if your faction has already researched Cyborg 3ymbiote
and you ha(e access to that data.
#errorsaur (01! has an especially potent biomechanical beast form" a pteranodon" letting him spy on and
attack %a(imals from the skies.
#he Autobot Seaspray (+1! wants to e(plore the depths of the ocean more than the limitations of his
watercraft would allow. So Seaspray has become a 5retender" and chose a killer whale as his 5retender shell. the
biological grafts and subsystems are grafted onto Seaspray4s shell component instead of his main body. (See the
7ivision asset.! -n top of being unobtrusive" it4s useful for scouting the sea and ocean floor.
(amoula"e
AE #aterial Siene
<ou can change the color, degree of reflecti(ity and e(en texture of your exos%eleton7 this could be a
physical change, or you might ha(e fiberoptics in your armor that bend photons around you and manipulate ho! light
bounces off you. <ou can perform cosmetic changes to your appearance (as described under forms) at no Energon
cost, though you must still ma%e a Transform test (A)). Gurther, by spending a full action and ma%ing a Transform test
(AB), you can ma%e your armor appearance and temperature match your en(ironment7 this affects all !a(elengths of
light, and you gain a LB bonus to 3tealth tests to hide. <ou must remain still to gain this bonus, as mo(ement spoils
the effect and ma%es you (isible again. This doesnt hide your Energon signature or muffle any sounds you ma%e.
(yonics
AE Comp'terE reF'ires Intellet *< Comp'ter 4
The Cyonics asset gi(es you the ability to read the CPOs (brains) of other Cybertronians, though you cant
affect your sub'ect or alter their data !ith the basic po!er. <ou must be attached to the sub'ect through data cables,
so enemies must be restrained someho!. Cyonics re9uires an extended Computer test and a full action. The base
target is AB, plus the sub'ects Intellect if he attempts to resist your efforts (!hich he !ill do unless he trusts you a
lot). The re9uired success le(el is based on !hat youre trying to do, -eading data the sub'ect is acti(ely processing
(basically, his surface thoughts) re9uires a success le(el of B. +naly$ing the stored andNor application data from his
CPO programs (useful for reading memories, or determining the assets he has) re9uires AF success le(els. 8el(ing
deeper & detecting and analy$ing hidden programs, loo%ing into core subproccesses, and the li%e & is difficult, and
re9uires AB success le(els.
T Biocyonics$ -e9uires 1iology D. Come to find out, the thoughts and directi(es of humans are electrical
impulses that emanate from a mass of gelatinous meat they call a "brain.# 8isgusting to be sure, but you understand
those signals !ell enough to read and possibly manipulate them. The 1iocyonics asset allo!s you to employ Cyonic
assets on humans, though 1iology replaces Computer for re9uirements and tests. (To memory:!ipe a human enemy
sympathi$er through -eprogram, you must ha(e 1iology B, and you use extended 1iology tests instead of Computer.)
-esearching 1iocyonics only re9uires B success le(els if your faction has already researched 1iograft or Cyborg
3ymbiote and you ha(e access to the data.
T )eprogram$ -e9uires Intellect H, Computer B. This allo!s you to actually alter the data in a sub'ects CPO,
!hich is difficult (target )F L (ictims Intellect and re9uiring a lots of success le(els) but is potentially de(astating. This
insidious asset is fairly open:ended, <ou can !ipe data, including memories (success AB per bloc of info), reprogram
personality and moti(es (success )F), introduce hidden programs ala The 5anchurian Candidate (success AB), damage
the data associated !ith programs (deleting points in certain "non:physical# assets) (success AF per point), acti(ate
the "pain# receptors in your sub'ect (thus allo!ing torture), introduce (iral programs (success AF) and the li%e.
0o!e(er, you can also use -eprogram to undo others reprogramming (negating their success le(els by the ones you
attain), a beneficial use of this abusi(e po!er7 if your sub'ect cooperates !ith your efforts, your test target is )F and
his Intellect isnt added to the target.
T Scramble "/-&$ -e9uires Telecyonics. <oure able to o(erload the CPO of an enemy !ithin your Telecyonic
range !ith blasts of corrupti(e data and reboot commands, forcing him to shut do!n e(en in mid:battle. <our
Computer test is C)F L (ictims IntellectE, and this is a full action7 if your test succeeds, your foe po!ers do!n (see
Energon rules, pg. B) and must po!er up to function nominally. This tric% is particularly useful against foes that fly or
that are really big.
T Telecyonics$ -e9uires Communications B. <oure able to use Cyonics on a sub'ect at short range (Intellect
x B yards).
Dispenser
Taken per 3eapon or attak modeE Chemistr.
This type of de(ice s9uirts li9uids, !ith a (ariety of effects depending on the chemical. Po!erful acids, bases
and other corrosi(es ma%e potent !eapons, though dispensers ha(e applications beyond direct damage. -egardless
of the chemicals used, all dispensers !or% on similar principles. 1ase effect, -ange BF yds, deli(ers up to t!o doses
per use, capacity C5ass L BE doses. +sset rating is split bet!een range (L)B yds. per point in(ested), the doses
deli(ered per use (LA dose per point in(ested), and the assets capacity (LD doses per point in(ested). +ttac% success
doesn/t increase the damage or effect, it 'ust puts the li9uid !here you !ant it & the o(erall effect depends on the
doses deli(ered.
8ispenser attac%s are usually basic actions (unless stated other!ise) and follo! the normal rules for attac%s.
T -ompartmental Tank$ <ou can store different chemicals and deli(er !hich one or ones you !ant to at any
gi(en time, e(en mixtures.
T Mode -on&ersion$ <ou can s!itch your dispenser settings to gain range at the cost of dosage or (ice:
(ersa, <ou can re:in(est up to half your 8ispenser asset rating (rounded up) among dose and range. (3o if you ha(e
8ispenser ?, you can s!ap t!o points of range for dose.) This re9uires a basic action and a point of Energon. +
dispenser al!ays returns to its base settings after combat or other situation.
T Splatter$ <ou can opt to attac% a small area !ithin range !ith li9uid chemicals or mist instead of firing
single shots, practically guaranteeing a hit against e(eryone there but diffusing the effect. The area is a sphere AF
yards per dose deli(ered. E(eryone (including friendlies) in the area is hit7 no attac% test is needed. Those hit suffer
half the chemical/s damage or other effect (sub'ect to Controller ad'udication). 3platter attac%s are full actions.
T Spray$ <ou can attac% foes in a small (AF yard:!ide) cone7 your range is reduced by half, but you gain a L)
bonus to your attac% tests. Gurther, your attac% hits e(en !hen it misses, If you fail an attac% test by D or less (for
instance, if your foe has a 8efense of AH and your attac% test result is A?, AB or A*), you inflict half the base damage of
the !eapon (rounded do!n). This last asset effect only does damage on near:misses, direct hits do normal damage.
#he Autobot :nferno (+1! uses the latest in fire$fighting technology" as fires are annoying common in human
cities and wherever 7ecepticons happen to be. 7ispenser 5* dose 4" range 1 yards" capacity 15 (B < %ass >!.
)ompartmental #ank" Splatter and Spray. :nferno normally deploys water" fire retardants and coolants.
8ar more concerned with destruction than preservation" the 5redacon :nferno (01! has a new acid blaster C
kinda like a Supersoaker from hell. 7ispenser 4* dose 4" range 125" capacity @ (5 < %ass 4!. :n theory" less malignant
chemicals could be delivered through the acid rifle. 9nowing :nferno" that4s unlikely.
Chemistr. /0/
0ere is brief list of broad chemical types that can be applied through the Chemical 8ispenser asset. The
effect described is for a direct "s9uirt# attac%7 the effects !ill ha(e to be altered to account for spray or splatter
attac%s. Creati(e players and Controllers are free to thin% up more insidious chemicals.
Corrosi(e, Corrosi(es include caustics li%e acids or highly ioni$ed salts, rapid oxidi$ers, li9uid nitrogen, e(en
radical catalytics and sprays that cause metal to crystalli$e. These compounds !or% in different !ays, but function by
compromising the integrity of any materials they contact. 4hile they cause little damage on their o!n, their primary
effect is to !ea%en the targets chassis, ma%ing it easier for other attac%s to damage him. Each dose of corrosi(e
reduces +rmor and -esistance by A, and inflicts ) points of 3tructure damage. Once both +rmor and -esistance are
reduced to F, further corrosi(e doses cause ? points of direct damage per dose. (3pray and splatter deli(eries cause
only half these effects, but often affect multiple enemies and co(er more of the (ictim.) 3ome substances are resistant
to certain types of compounds & synthetic parts dont rust, !hile anyone built for oceanic ad(enture !ont be as
affected by high:p0 salts. Controllers and players can ad'udicate special cases as they crop up.
Propellant, + flammable li9uid, usually sprayed as its ignited & a flamethro!er, basically. Each flaming dose
does t!o points of energy (fire) damage on the first phase, and half that (rounded up) per phase for three phases
(-educed by -esistance)7 spray and splatter attac%s inflict A 3tructure per dose to all in the area, and A per phase
thereafter. Of course, you can choose not to ignite the propellant and lea(e the possibility as an open threat...
Jubricant, This creates pools of oil, or perhaps fast:free$ing ice slic%s. The idea is to ma%e your enemy fall,
slide out of control or other!ise foul up. On each phase he remains !ithin the lubricant, the (ictim must ma%e an
+thletics test to remain on his feet or a 8ri(e test to retain control !hile dri(ing. One dose blasted directly on the
ground creates a small slic% that sets a target of AB for these tests7 each additional dose increases the target by B.
3platter and spray attac%s spread the lubricant thinner and so reduce the target by B (so its easier for those in contact
to maintain control), but they affect a much greater area.
3uppressant, This sort of chemical suppresses something, as you might imagine7 usually fire, but electricity
and radiation are other possibilities. The chemical reduces energy damage of the targeted type by ? points per dose,
or ) points per dose for sprays and splatters7 this is cumulati(e. The energy damage or effect must be ongoing to be
targeted for suppressants7 once a plasma cannon blast has ta%en off ones arm, its too late to try and counter it. This
sort of chemical is best used for putting out fires, clearing an area of radiation, and so forth.
Di'ision
AE -ngineeringE reF'ires #ass 4< Intellet *< TransformG
<ou can brea% do!n into t!o autonomous modules, both under your control. Essentially, this asset gi(es
you an extra mode, !ith the ability to access that mode and one other mode simultaneously. <ou can choose to
di(ide or not di(ide !hen you assume the form in 9uestion, though this may be unfeasible for some configurations (in
!hich case appropriate limitations can be ta%en to reduce the 8i(ision assets cost). The additional "8i(ision mode#
must be attached to an existing mode, and is only accessible !hen you assume that form7 you can purchase 8i(ision
more than once, applying it to another form each time. Gor instance, ha(ing a robot module for your (ehicle mode
allo!s you to transform from a bigger robot into a smaller one plus a (ehicle7 pic%ing up 8i(ision again allo!s you to
apply it to your base robot mode, in effect letting you di(ide into t!o smaller robots.
4hen you di(ide, you ha(e full control o(er both modules. Only the primary one houses your CPO (brain).
<ou can suffer the loss of the secondary module, but not the primary one, and transforming to other modes may
pro(e problematic until the secondary module is repaired, reco(ered or replaced (depending on your configuration).
<ou act as multiple characters during this time, and each module functions on its o!n & the actions of one module
doesnt affect the other, and multiple action penalties dont apply to actions modules ta%e indi(idually (but a module
that performs multiple actions in a phase follo!s normal rules for that). 5odules can ne(er tra(el further from one
another than your communications range7 anything that affects communications can affect the lin% bet!een you and
your components (for example, shutting do!n communications bet!een modules renders the secondary one inert).
8i(iding is a basic action, li%e a standard transformation. 4hen both modules act especially s%illfully in tandem, the
Controller may a!ard a small situational bonus to a test or 8efense.
1oth modules retain your 5obility, and the secondary module has your Intellect and s%ill ratings. <our
C5ass LAE is di(ided bet!een the modules (since 5ass doesnt scale linearly). +ssets are purchased for the module as
if it !as an additional form, and normal rules apply, li%e as pac%age discounts7 the pac%age discount rule does apply.
+ssets that normally affect all forms, li%e 3ealed 3ystems, apply to both modules. The Energon capacity, sa(es and
star(ation tolerance of the modules reflect their 5ass, though Energon reco(ery uses the larger base 5ass. Energon
points are di(ided bet!een the modules as you !ish !hen you transform, !ithin their capacity.
5odules can transform, if forms are purchased for them. -emember that the secondary module itself
counts as a form, and so an alternate mode for either it or the main form counts as a third form7 a second mode for
both modules count as four forms total7 and so on.
8i(ision decreases your Energon reco(ery by A permanently.
-ptimus 5rime (+1! has named his secondary component 2oller" which spends most of its time deactivated.
#he little guy has proven useful on several occasions as a spy or distraction. 2oller is %ass 1" and has Acceleration 2
(-ff$2oad!. -ptimus can attach his laser rifle to the 2oller module" but it doesn4t come with its own weapons.
#he 7ecepticon Splitscreen (30! splits into a light helicopter (the primary module! and a motorcycle. he must
divide when he converts" so this is taken as a limitation. Splitscreen distributes si( points (%ass 5 < 1!" between the
copter (4! cycle (2!. 'ach module has its own assets (8light & < D#-/ for the copter" Acceleration & for the bike!" but his
/ow Signature asset applies to both.
Seaspray (+1! has become a 5retender with an orca whale as his shell. #his (and any 5retender! is handled
as a combination of the 7ivision and 0iograft assets. #he combined techno$organic shell and robot is the base form"
which splits into the primary robot component and whale shell. Seaspray4s main module transforms into a watercraft.
)iciency
2h.sis
Each point in(ested in this asset reduces your effecti(e 5ass for purposes of Energon star(ation, though
this asset can only grant you a minimum effecti(e 5ass e9ual to half your actual 5ass (round up). Efficiency applies
to all forms.
)MP Attack
Taken per 3eapon or attak modeE "/-&E 2h.sis
E5P (electromagnetic pulse) attac%s dont inflict 3tructure damage, but temporarily disable Transformers
and other machines. 1ase effect, -ange AFF yds, resist target AB. -ating points are split bet!een range (LBF yds. per
point in(ested) and the resist target for Energon 3a(es (LA per point in(ested). + robot hit by this attac% must ma%e
an Energon 3a(e against the resist target, + successful sa(e means theres no effect7 a failed sa(e means the target is
rendered inacti(e for the duration of the phase and must ma%e an Energon 3a(e each successi(e phase (same target)
to reacti(ate. Earth electronics suffer a :B penalty to sa(es, and shut do!n until manually rebooted or repaired7 some
sensiti(e items may e(en be destroyed. Each extra Energon point pumped into an E5P attac% increases the resist
target by A, to a maximum of LB.
E5P attac%s are basic actions unless stated other!ise, and follo! the normal rules for attac%s.
StarscreamEs (+1! null ray is one of an array of attacks in his arsenal" and he often uses it to debilitate
particularly tough enemies before missile and cluster bomb strikes. '%5 Attack B* range & yds" save target 1@.
)ner"on Re"eneration
Cap *E 2h.sis
Each point in(ested increases your daily Energon reco(ery by A. This asset can be used to offset reduced
Energon reco(ery imposed by other assets (such as 8i(ision, Glight and 4arp). Efficiency applies to all forms.
)ner"on $ur"e
Cap 4E 2h.sis
Transformers can normally only spend D Energon per phase. <our rating in this asset adds to the number of
Energon points you can spend per phase.
)ner"y Attack
Taken per 3eapon or attak modeE 2h.sis
Energy damage co(ers a huge range of energy:based effects, 3uperheated fire, plasma, electricity, lasers,
radiation and similar attac%s. (Iinetic energy is specifically not included in this.) Energy !eapons arent as accurate as
ballistics !eapons at long range and are less energy:efficient, but fe!er things are protected against that sort of
damage & all Transformers, ho!e(er, ha(e some inherent -esistance. 1ase effect, 8amage ), range )FF yds. -ating is
di(ided bet!een base energy damage (LA per point in(ested) and range (LAFF yds. per point in(ested). Each point of
Energon spent to!ard an energy !eapon attac% (per attac%) increases damage by ), up to its base damage. +ttac%
success adds to damage.
3ome targets may be more or less resistant to certain forms of energy. Jead is especially resistant to
micro!a(e and x:rays, !hile much of a lasers heat energy !ill bounce off a reflecti(e surface. Controllers can call
cases li%e these as they come up.
Energy attac%s are basic actions unless stated other!ise, and follo! the normal rules for attac%s.
T +rea +ttack !"#$ <ou can opt to attac% a small area !ithin range (and all in it) instead of firing single
shots, practically guaranteeing a hit against enemies but diffusing the !eapons damage potential. The area is a
sphere Cbase damage x BE yards across. E(eryone in the area is hit (friendlies too) and suffer half base damage of the
!eapon (rounded up). +rea attac%s are full actions.
T "nergy Spray$ <ou can attac% foes in a small (AF yard:!ide) cone7 your range is reduced by half, but you
gain a L) bonus to your attac% tests.
F .ra/e$ <our attac% hits e(en !hen it misses. If you fail an attac% test by D or less (for instance, if your foe
has a 8efense of AH and your attac% test result is A?, AB or A*), you inflict half the base damage of the !eapon
(rounded do!n). This asset has no effect on an opponent !hen the attac% actually hits.
T Mode -on&ersion$ <ou can s!itch the settings of your !eapon to gain range at the cost of damage or (ice:
(ersa, <ou can re:in(est up to half your Energy +ttac% asset rating (round up) among damage and range. (3o if you
ha(e Energy +ttac% ?, you can s!ap t!o points of range for damage.) This re9uires a basic action and a point of
Energon. + !eapon al!ays returns to its base settings after combat.
T ,enetration$ <our energy attac% ignores ) points of -esistance7 this doesnt add to damage.
T ,ersistent 0amage$ <our energy attac% continues burning, shoc%ing or other!ise damaging your foe for
three phases after the initial shot successfully hits7 the enemy ta%es only the base damage of the !eapon, reduced by
-esistance.
T Scope$ +imed shots gain an additional L) attac% test bonus. +imed shots are full actions.
T St*n$ <ou add a number of points of "phantom damage# to your attac%s e9ual to half their base damage
(round do!n) & this isnt actual 3tructure damage, and its only counted to!ard 8ysfunction or shutdo!n. If your
ad'usted energy damage (actual damage plus the bonus for this asset) exceeds the (ictims C5ass L BE or half his
current 3tructure, a 8ysfunction sa(e is forced7 if the ad'usted damage brings the (ictim to $ero 3tructure or belo!,
he shuts do!n. If the damage you cause isnt sufficient to cause either result, this asset has no effect at all. In no case
is the stun damage you do recorded as 3tructure damage7 it disappears immediately.
8ew fires are hot enough to bother #ransformers. 0ut Slag (+1! breathes fire that hot" able to melt metal
and fuse components. 'nergy Attack 5* damage >" range 2 yards. 'nergy Spray" 5enetration" 5ersistent 7amage.
A standard issue laser rifle (+1!* 'nergy Attack 4* damage 4" range 4 yards. Scope.
)nhanced $ensors
-ngineering
This asset suite expands and refines the already impressi(e sensory abilities of Cybertronians. + rating in the
core Enhanced 3ensors asset has no effect in itself, but instead determines the bonuses offered by subassets. 3ee
3ensory Po!ers, pg. DD, for more on basic Transformer senses.
T "nergon Sensiti&ity$ <ou gain your Enhanced 3ensors rating as a bonus to all 3can tests to detect and
interpret Energon signatures. Gurther, your detection range is increased by BF yards for e(ery point you ha(e in
Enhanced 3ensors. (3ee Energy 3ignatures, pg. DF.)
T "nhanced "nergy and Force +nalysis$ <ou ha(e a greatly augmented sensiti(ity to non:Energon energies,
!ea% forces and strong forces. <ou can detect and precisely measure magnetism, gra(ity, electricity, light le(els, heat
energy, micro!a(e radiation and %inetic force. Enhanced 3ensors adds 3can tests relating to these, diagnostic Physics
tests, and to Ka(igation tests on planets !ith magnetic poles (including Earth and Cybertron). <ou can detect radio
and subspace transmissions, but interpreting or affecting them falls under the Transmission suite.
T "nhanced +*dio 0etection$ <our hearing is phenomenal, and youre able to hear into the deep infrasonic
and highest ultrasonic range. <ou gain Enhanced 3ensors rating as a bonus to all 3can tests in(ol(ing sound. <ou can
use echolocation to na(igate, !hich reduces penalties for blindness by CEnhanced 3ensors x)E7 at rating D, you can
operate blind !ithout penalties except for long ranged combat.
T "nhanced -hemical Sensors$ +n uncommon but useful subasset, it allo!s you to detect, analy$e and
interpret chemicals, from fuel and smo%e to organic compounds. This includes senses li%e smell and taste, gi(ing you a
bloodhound:li%e ability to trac% odors and detect impurities in any substance. <our Enhanced 3ensors adds to any
3can tests related to this, as !ell to diagnostic Chemistry and 1iology rolls.
T "nhanced 'ptics$ <ou ha(e great (isual range and acuity, and can percei(e and process all !a(elengths of
light. Enhanced 3ensors is added to all purely optical 3can tests. +lso, !ith an Enhanced 3ensors rating of A your (isual
range is BF miles (instead of )B)7 each point beyond this doubles your sensing range again (AFF miles at rating ), )FF
miles at rating D, ?FF at rating ?, etc.). <oure also able to see microscopic details, scaling !ith your Enhanced 3ensors
rating.
T "nhanced Tactile Sensors$ <our sense of touch is far more acute than that of other Transformers. -efined
surface receptors grant you possess superhuman sensiti(ity to pressure, temperature, texture and touch. Gurther,
youre able to expertly read the (ibrations in any material or surface, and e(en locate others based on the (ibrations
they ma%e !here they step or mo(e on the ground, as !ell as determine si$e, form, speed and the li%e7 all related
tests gain your Impro(ed 3ensor rating as a bonus. This ad(antage ma%es it next to impossible to surprise you. It also
allo!s you to effecti(ely fight blind against ground opponents, Penalties associated !ith blindness are reduced by
CEnhanced 3ensors x)E, and a rating of D or more lets you fight !ithout penalties !hatsoe(er as long as your foes are
on the ground and mo(ing around.
)*ca'ate
-ngineering
<oure designed for digging. <oure can dig holes and tunnels (ery 9uic%ly (able to displace an amount of dirt
e9ual to C5ass L +thletics L Exca(ateE in a minute)7 this is a basic action. If your 5ass is ? or lo!er and your 5obility is
at least *, you can burro! under the earth at a rate e9ual to C5obility L Exca(ateE mph & !hen combined !ith
3tealth, this is great for surprise attac%s and infiltrating enemy facilities. These figures assume a(erage soil density7
roc%y earth or pa(ement reduces exca(ation, !hile loose sand allo!s digging to go faster.
#li"ht
-ngineering
<ou can fly at a speed of C5obility x BFE mph. +erial maneu(ers in aircraft form uses the Pilot s%ill, !hile
flying in robot form uses +thletics. 0a(ing the Glight asset reduces Energon -eco(ery by A7 this doesnt scale !ith
Glight rating, and is a one:time penalty. Ta%ing off !ithout a run!ay re9uires a Glight test (target CAF L 5assE) and is a
full action7 using a run!ay ta%es a number of phases e9ual to your 5ass for ta%eoff, but the effort counts as a basic
action on those phases and so allo!s other actions to be performed.
T "scape 1elocity 2"#$ -e9uires 3upersonic Glight ). <ou can attain the speed and thrust necessary to lea(e
the Earths gra(ity, though this costs D Energon per trip.
T S*personic Flight !"#, cap 2#$ -e9uires Glight ?. <ou can fly at 5+C0 A (the speed of sound) in an
atmosphere. This subasset can be ta%en multiple times, !ith a speed increase of 5+C0 A each time. <our speed in a
(acuum is increased by a factor of AF. It costs A Energon per use of supersonic flight7 this speed lasts for an hour, or
one day in outer space.
T 1T'3$ The 6TOJ (6ertical JandingNTa%eoff) asset allo!s you to ta%e off and land (ertically !ithout a Glight
test and as a basic action, and grants you superior aerial agility, +dd a LA bonus to 8efense !hile airborne.
0lades (+1! isnEt that fast in helicopter mode" but heEs more focused on maneuverability and chopping his
foes to alloyed ribbons" anyway. 8light 2* 1 mph" D#-/.
Starscream (/A! transforms into an 8$22 2aptor" and is built for raw speed. 8light B* &5 mph. Supersonic
8light 2. 'scape Delocity.
Gestalt
AE ">-&< -ngineeringE reF'ires Integrate
.estalt technology allo!s se(eral Transformers to merge. + popular use of this asset is forming a large and
po!erful robot, though it can as easily allo! t!o or more Cybertronians to combine into a large (ehicle, !eapons
platform or a structure, or for a smaller robot to attach to a larger one. The follo!ing rules are complex, and
Controllers may need to fudge or t!ea% them for the sa%e of logic or simplicity. Each member of the gestalt must
ha(e this asset and the Integrate asset.
5ass doesnt scale linearly, so to determine the gestalts final 5ass, use the 5ass of the largest component
Transformer as a base and add half the 5ass of the other robots. +nything abo(e 5ass A) defaults to A). +(erage the
5obility and Intellect ratings of the component robots (though 5ass may cap 5obility). (+ll these a(erages and
di(isions are rounded do!n.) The gestalt has access to the s%ills of its component robots, but the only s%ills that come
into play relate directly to its function, + giant !arbot !ould ha(e Close Combat, E(asion, Initiati(e and Targeting7
mean!hile, a gestalt space shuttle !ould ha(e Ka(igation, Pilot, and possibly Targeting. These are the a(erages of the
component robots s%ill ratings (remember to factor in $eros), round do!n. Gor purposes of Energon star(ation, a
gestalt has current Energon e9ual to the sum of its component parts7 other than this, the great machine has no
Energon stats of its o!n.
+ gestalt is a separate form, one composed of se(eral robots, and assets are purchased for it as such. The
simplest !ay to do this is to pool each players upgrade test success le(els to!ard building the gestalt (and e(eryone
should chip in) and then spend from that pool. Kormally, the only assets a(ailable are ones someone in the gestalt
group has7 so if no one has E5P +ttac%, then the gestalt cant get it. 0o!e(er, Controllers may ma%e exceptions here
& Vua%e is easy to 'ustify for a big robot, for instance, e(en if no one has that asset. Pac%age discounts apply7 use the
most fa(orable rating in the group for determining asset costs and caps (the highest -einforcement, best !eapon,
etc.) .estalts should ha(e assets appropriate to their configurations and functions, 4ar gestalts typically ha(e big
!eapons, -einforcement, -adiating 1last and the li%e7 huge (ehicles should ha(e +cceleration and related subassets
and -einforcement7 aircraft !ill possess Glight (possibly supersonic) and li%ely -adar. +ll the players should ha(e some
input into the giant, !ith helpful o(ersight from the Controller. Certain assets arent applicable to or appropriate for
gestalts7 these include Efficiency, Energon -egeneration, 1iograft, 8i(ision and Jo! 3ignature7 any asset that doesnt
fit the concept can be red:lined by the Controller.
.estalts are expensi(e and not deployed !astefully. + number of Energon e9ual to half the total 5ass of
the gestalt (rounded up) must be spent to form it7 this cost is met by component robots as players choose. This cost
must be paid each t!el(e hours the gestalt form is retained. If this cost isnt spent, the gestalt cant be maintained
and 9uic%ly collapses. Kote that component robots do not reco(er Energon !hile part of the gestalt.
+estalts in play* The amalgamated robot doesnt ha(e a mind or identity of its o!n, but a rudimentary form
of intelligence and collecti(e memory. The a(eraged Intellect and s%ill ratings of its sum parts are used !hen tests are
necessary. The gestalts decision:ma%ing ability is a compromise of the minds that form it & e(ery choice is made by
committee. +t the beginning of each phase, all players !rite do!n (or text) their "(otes# for !hat the gestalt should
do next, and gi(e them to the Controller. The Controller tallies the (otes, and the gestalt acts on the !ishes of the
ma'ority. 3o if most of the group !ants to fire at an enemy, then thats !hat the big guy does. 3ometimes different
directions can be gi(en to no bad end (attac%ing !hile bac%ing up is doable), but ties that in(ol(e conflicting directi(es
means the gestalt does nothing or acts at random. +t no point during the time the gestalt is formed should players
discuss battle strategy or confirm (otes7 they can only (ote and !itness the results, but cant metagame their gestalt
into effecti(eness. This is the essential !ea%ness of gestalt robots, The internal conflicts of its team members can
compromise its effecti(eness. It !ould ser(e a group !ell to ha(e a game plan and learn to !or% intuiti(ely as a team
before they go a:merging.
+olo"ram
2h.sis
<ou can pro'ect simple holograms, usually the image of a human passenger, !ithin or on you. + lo!
0ologram rating allo!s you to create static illusions that can pass cursory inspection but not close examination7
higher ratings indicate increasingly con(incing images, complete !ith realistic mo(ement, and e(en the ability to
pro'ect illusions a short distance from you. <our 0ologram rating can be added to Intellect tests, li%e a s%ill, !hen
youre attempting to create a particularly intricate ruse7 your test result is opposed by (ie!ers 3can tests. These
images ha(e no substance, and cant be felt7 any scans of a hologram !ill re(eal its illusionary nature. Creating and
maintaining static holograms is reflexi(e, !hile ha(ing one !al% around and do stuff re9uires a basic action.
T %ologram "cho$ <our holograms gi(e off an energy signature and register as "there# to detection 3cans
and other sensors (though you can choose not to imbue your holograms !ith this ad(antage). This !ont fool close
scrutiny7 3can tests to examine the reading !ill read the hologram as of an inconclusi(e type or (if a success of DL is
attained) as a hollo! energy matrix.
+op
Cap H *E -ngineering
<ou may ha(e superbly designed legs that allo! astounding leaps, a (ehicle design that allo!s short glides,
or maybe a roc%et booster that can launch you for distance. Gor e(ery point in(ested in this asset, add AF to rele(ant
multipliers7 see Jeaping and -amping, pg. DA. +lso, youre built for landings, so subtract t!ice your rating in 0op from
landing damage after hopping7 if you manage to land properly (on your !heels, feet, etc.) you can apply this damage
reduction to incidental fall damage as !ell.
Inte"rate
AE -ngineering
Transformers can lin% to others !ith this asset7 offers no benefit unless one or more parties are po!ered
do!n, only one lin%ed party can be acti(e at any time, and Integrate cant be used !ith Cybertronians that dont also
ha(e that asset. <ou can choose be either acti(e or inacti(e !hen connecting !ith other Cybertronians. Integrate
typically sees use !hen one Transformer carries a smaller passenger inside or on him7 the small guy is typically
acti(ated and "popped out# !hen needed, "Jaserbea%, E'ect=# is a classic example, another is 1lac%out releasing
3corpono% at the Vatar air base in the first mo(ie. (3ee Passengers and Cargo, pg. DA.)
Communication bet!een participants is possible, but inacti(e characters cant perform other actions until
acti(ated, !hich they can do at !ill (they follo! the rules for reacti(ating from star(ation mode, see Energon).
0o!e(er, the acti(e party can acti(ate a dormant ally at !ill, and can opt to po!er them up immediately if he spends
A Energon on their behalf (instead of their ha(ing to po!er up themsel(es). Ginally, inacti(e Transformers passi(ely
gain the benefits of the acti(e ones assets, if the user desires, if the asset is a personal effect and applicable to the
dormant robot. The Controller is the final arbiter of !hat assets apply or dont.
0oth Soundwave and /aserbeak (+1! have :ntegrate. 1hile /aserbeak is within Soundwave" he doesn4t gain
the benefits of Soundwave4s concussive cannon or Augment (since he4s inactive and can4t perform any sort of actions!.
3owever" the avian robot does gain Soundwave4s Surge 5rotection.
Internal (atalyst
2h.sis
If resource con(ersions ha(e been successfully researched and you can access that data, you can perform
con(ersions !ithin your o!n body. (3ee -esource Con(ersion, pg. DD.) <ou can con(ert -esource points to Energon
points, at the ratio allo!ed by your le(el of energy research. <ou gain your Internal Catalyst rating as a bonus to all
tests for con(erting resources internally7 each attempt ta%es about six hours. <ou can store resources inside of you
!ithout harm, !hich is necessary if you !ant to con(ert it internally. -esource points count to!ard Energon capacity
and are considered "dead space# & if youre 5ass H, ha(e B Energon and * -esources, youre in Energon star(ation
until you con(ert those -esource points.
&ock
AE -ngineering
-e9uires a ranged !eapon. + successful 3can test allo!s you to loc% onto an enemy !ithin sensor range
(including Enhanced 3ensors, Enhanced Optics, -adar and 3onar). Once loc%ed on, you can fire at that enemy !ith no
range penalties, as long as its !ithin maximum !eapon range (xB basic range). Targets !ill be alerted by internal
sensors that you ha(e a loc% on them, and can choose to brea% the loc% by confounding your sensors7 this re9uires a
8ri(e or Pilot test ()B).
&o, $i"nature
Cap *E 2h.sis
Jo! 3ignature diffuses your Energon signature, ma%ing it more difficult to detect or read you. Its rating is
added to the targets of Energon signature 3can tests directed at you or that target the area youre in, including
Enhanced 3ensors and -adar. <ou can drop the effects of Jo! 3ignature temporarily to allo! friendly scans.
Ma"netism
2h.sis
<ou can create and negate magnetic fields, allo!ing you to manipulate iron, most forms of steel and other
magnetic metals (nic%el and cobalt). <ou can lift and le(itate things !ith this asset alone, or use it to augment your
o!n lifting ability by creating magnetic fields under !hat youre lifting. 1ase effect, 5ass ) (!hich is a measure of
ho! much material you can lift or affect, and doesnt affect your actual 5ass), 5obility (a measure of ho! s%illfully
you can control items), range AF yards. The assets rating is di(ided bet!een strength of the magnetic field you can
create or suppress (L) 5ass per point in(ested), 5obility (LA per point in(ested), and the range of the effect (LAF
yards per point in(ested).
There are numerous applications of 5agnetism. <ou can lift or toss things !ith it, ob(iously. Jaunching a
cloud of steel ingots or a one:ton car chassis also can inflict considerable damage, 5a%e a Targeting test against the
targets 8efense, using the 5obility granted by this asset (rather than your true 5obility), !ith the base damage of
the attac% e9ual to the 5ass of material youre tossing (and attac% success le(els roll into more damage). Je(itation
through 5agnetism is possible, assuming you generate a field strong enough to support your 5ass (see belo!), !ith
this assets 5obility replacing your o!n during liftoff. <ou can e(en rip magnetic materials apart & this costs Energon
and is considered inefficient, yet it can be de(astating. 3pend A Energon per attac%, <our attac% is automatically hits a
single target !ithin half normal range for 5agnetism, and its 5ass is inflicted as 3tructure damage (no attac% test and
so no extra damage from that)7 ho!e(er, neither +rmor nor -esistance protects against this damage. 5agnetism
doesnt affect Cybertronian CPOs, circuitry and mediaU so !hile Terran hard dri(es hate you, you cant memory !ipe
other Transformers by use of this asset.
:mportant note* Transformers bodies are composed of almost entirely of metal (!ith the exceptions of the
bioengineered and those that ha(e replaced much of their bodies !ith synthetics), but most of those metals arent
affected by magnetism. +s a rule of thumb, about a third of a gi(en robots 5ass (rounded do!n) !ill be (ulnerable
to magnetic fields. This means you must exert about three times as much 5ass (ia 5agnetism as a Cybertronians
5ass to lift him (i.e., 5agnetism D gi(es you the ability to lift * 5ass of magnetic metal, or a Transformer of 5ass ) or
lo!er). Earth (ehicles and machinery ha(e a much higher ironNmagnetic steel ratio than this (about half to t!o thirds
their 5ass), and certain ferrous structures li%e scaffolding and train trac%s are sub'ect to the full force of 5agnetism.
1indcharger (+1! has powerful ferro$cobalt magnets located in his arms and chest" which create powerful
magnetic fields. %agnetism >* %ass B" %obility 4" range 2 yards. 3e can control tons of ferrous metal or magnetic
metal parts at a time" with some skill.
Mass $hit
AE /-E 2h.sis
This asset allo!s you to transform into a smaller or larger form by displacing your 5ass into subspace or
dra!ing from it to become larger. <ou can be as small as 5ass F, but you can ne(er expand to a 5ass more than t!o
points higher than your true base 5ass or AB (!hiche(er is higher).
5ass 3hift is al!ays assigned to a specific form thats not your base robot mode (its not eligible for pac%age
deals), and must be brought separately if you ha(e multiple alternate forms that ha(e different 5ass ratings. The
5ass 3hift asset associated !ith a form has a specific 5ass it permits you to assume, and doesnt allo! you to assume
5ass ratings outside that. If you can assume a (ariety of si$es in an alternate form (li%e 5egatron becoming a robot:
si$ed gun or a human:si$ed gun), you must buy the 5ass 3hift asset separately for those different 5ass ratings. <ou
can opt not to shrin% or expand !hen you transform (and sa(e yourself a little Energon), but if you do choose to
acti(ate 5ass 3hift you can only become the assigned 5ass.
4hen you transform into a form !ith 5ass 3hift, you temporarily adopt the 5ass rating of that form. <our
+rmor, 3tructure, !eight, 5obility caps and other traits reliant on 5ass are prone to change. (This means those in
diminuti(e forms are 9uite (ulnerable to damage.) 0o!e(er, your Energon capacity and traits remain the same as
your core form, and dont change. 5ass 3hift permanently reduces your Energon reco(ery by A, and costs A Energon
!hene(er you acti(ate that asset7 changing bac% to your "normal:si$ed# robot form doesnt cost an Energon point.
8amage done in one form transfers as a rough percentage to others, if youre at half 3tructure in one form youll be at
half 3tructure in all your forms.
(+ame designer4s commentary* I !as reluctant to add 5ass 3hift to the list. 4hile its not "imbalanced# it is
a fairly fantastic effect, more appropriate for the cartoon and comic physics than the continuity presented in the 1ay
mo(ies or a realistic setting. 1ut its more important that your game (ision be reali$ed than mine, and its easier for
you to pare do!n the list than ha(e to !rite house rules to add !hat I didnt. Controllers are free to categorically
disallo! this asset if theyre trying to enforce a certain feel or degree of realism in their games.)
Shockwave (+1! (%ass B! has found himself on 'arth" and his %ass 1 7ecepticon$si6ed plasma blaster form
wonEt cut it here. 3e chooses an unobtrusive form that offers mobility. a %ass 4 purple %a6da 2G$B. (SweetH! 3e has
the %ass Shift asset twice" once for his gun form and once for his car form. 3e canEt choose to be %ass 4 in gun mode"
or a %ass 1 car. those formsE si6es are already Ilocked.I Shockwave could choose to not activate his %ass Shift asset
and assume a %ass B version of either form" though a car that big isnEt fooling anyone. 3is %ass remains B for
'nergon purposes" no matter how big he is.
Melee Attack
Taken per 3eapon or attak modeE #aterial Siene
+dd your rating in this asset to your C5ass W )E !hen determining the base %inetic damage you inflict to
opponents in close combat7 extra success adds to damage. 5elee !eapons include s!ords, bladed chains, huge cla!s
and pneumatic pistons.
4eapon attac%s are usually basic actions (unless stated other!ise) and follo! the normal rules for attac%s.
T +rmor ,iercing$ <our attac% ignores ) points of +rmor7 ho!e(er, this effect doesnt add to damage.
T "nergy +ttack$ <our !eapon or implement heats up, carries an electrical current or other!ise deli(ers
energy damage. 0alf the damage done is %inetic, the other half energy (rounding fa(ors %inetic)7 energy damage is
sub'ect to reduction by -esistance, but not +rmor.
T .rapple$ <ou gain a LD bonus to all grapple tests !ith this !eapon.
T 4nockback$ 4hen performing the %noc%bac% maneu(er, your foes 5ass is considered A lo!er.
T )each$ <ou ha(e a long !eapon, such as ra$or chains or a polearm, and can stri%e enemies before they
close on you. 4hen engaged in close combat !ith a foe, you gain a LD initiati(e bonus. -each doesnt help you against
opponents !ielding ranged !eapons.
T )end$ If your attac% test indicates you inflict CD L (ictims 5assE in damage or more, you can instead
reduce your damage by B and rip a!ay one point of +rmor from your foe instead. The (ictim loses that +rmor (alue
until repaired. 3omeone !ith no remaining +rmor cant be targeted by this effect. +rmor damage can be repaired
!ith Energon li%e normal damage. This attac% is a full action.
#imber (30! has diamond$tipped bladed chains that he uses to entrap his 7ecepticon foes and then rip them
to screaming pieces. %elee Attack 4* damage ? (%ass 4!. +rapple" 2each" 2end.
2umble (+1! has pneumatic piston$driven piledrivers installed in his arms. 3is close combat strategy is to run
up and punch enemies to scrap. little finesse" but potent effect. %elee attack 4* damage 5 (%ass 2!. 9nockback.
Missile
Taken per 3eapon or attak modeE "/-&E -ngineering
5issiles, personal roc%ets and grenade launchers are popular. They cause significant damage and ha(e
superior range. 1ut they lac% the finesse other ranged !eapons do & you can hit foes, but not al!ays control exactly
!here. 1ase effect, 8amage D, range )FFF yds. 5issile rating is di(ided bet!een damage (L) per point in(ested) and
range (LAFFF yds. per point in(ested). 0alf the damage done by missiles is energy damage, the other half %inetic
(rounding fa(ors energy)7 %inetic damage is sub'ect to +rmor reduction, !hile energy is reduced by -esistance. Only
half your attac% success (round do!n) adds to missile damage. 5issiles ha(e a damage radius e9ual to Cbase damage
x B yardsE, reduced for distance. Each missile ta%es A Energon and se(eral minutes to create7 thus, its !ise for missiles
to be stoc%piled ahead of time for use.
4eapon attac%s are usually basic actions (unless stated other!ise) and follo! the normal rules for attac%s.
T +rmor ,iercing$ <our missiles ignore ) points of +rmor7 this effect doesnt add to damage.
T .*ided Missile$ -e9uires Joc%. Once loc%ed onto a target !ith Joc%, you can fire missiles at it !ith no
range penalties as long as its !ithin sensor range. -ange is no! considered e9ual to sensor range.
T %eat Seekers$ The missile automatically treats the nearest significant heat source as if you had used Joc%
on that target7 Cybertronians normally dont gi(e off the sort of heat that attracts these missiles, but they !ill if they
use thrusters, fire energy !eapons or produce a lot of friction.
T Mode -on&ersion$ <ou can reprogram your missiles to gain range at the cost of damage or (ice:(ersa, <ou
can re:in(est up to half your 5issile asset rating (rounded up) among damage and range. (3o if you ha(e 5issile ?,
you can s!ap t!o points of range for damage.) This re9uires a basic action and a point of Energon. + missile al!ays
returns to its base settings if not fired after being reprogrammed.
T M*ltitargeting$ <ou can launch missiles at multiple foes !ithin your line of fire. -esol(e each attac%
separately !ith a :A penalty to your attac% tests7 this counts as one full action. 5ultitargeting cant be used !ith Joc%,
.uided 5issile or 3cope.
T ,enetration$ <our missiles ignore ) points of -esistance7 ho!e(er, this effect doesnt add to damage.
T Scope$ +imed shots gain an additional L) attac% test bonus. +imed shots count as full actions.
T Sal&o$ <ou can unload se(eral missiles at once at a single foe or group of ad'acent ones, increasing your
chance to hit enemies. 4hen attac%ing a target or tight cluster of them, add a LA bonus to your attac% test for each
missile fired and to damage & o(erlapping blasts are hard to a(oid and can inflict substantial in'ury7 the maximum
attac%Ndamage bonus you can gain is LB. This is a great !ay to create massi(e damage, but mind the Energon expense
of missile replacement. This is a full action.
:ronhide4s (/A! stinger missiles don4t do as much damage as some of his other armaments" but are accurate
and difficult to avoid. %issile 4* damage >" & yds.. %ultitargeting" Salvo.
Skywarp (+1! is less in$your$face than some other #ransformers" and en=oys delivering his e(plosive$tipped
guided missiles at long rangeJ then getting the bla6es out of there if his enemies counterattack. %issile 5* damage 5"
range ? yds. +uided %issile" 5enetration.
Munition
Taken per t.pe of m'nitionE "/-&E -ngineering
5unitions are explosi(e de(ices that detonate !hen triggered. This trigger can be pressure, impact, time,
remote detonation, e(en light le(el. <ou choose !hat the de(ices triggers !hen you set it, !hich you can calibrate
precisely !ith an Engineering test (AP) & for instance, a pressure trigger can be set to ignore anything under or o(er a
certain !eight. 4hen the trigger occurs, the munition explodes. Jand mines are one example of explosi(es, as are
those used in demolitions. Explosi(e munitions can be set on the ground, attached to a surface, placed in the !ater,
and so on. +nother is bombs, dropped from abo(e. Characters that see set explosi(es can simply choose not to get
near them7 ho!e(er, a 5obility test (using 8ri(e or Pilot if appropriate) may be necessary to a(oid munitions (li%e
dodging a mine !hile speeding on the surface of the !ater), !ith the target set by the Controller. 1ase effect, Energy
damage ?, !ith rating adding L) damage per point in(ested. The explosi(es blast radius is its Cbase damage x BE in
yards, and damage is reduced for distance (the Controller scales damage do!n proportionally for distant targets).
Only the munitions base damage is done !hen it explodes7 !hen attac% tests are made, success le(els dont add to
damage. Each explosi(e de(ice re9uires A Energon and se(eral minutes to create.
0iding munitions re9uires se(eral minutes and that you (the creator) ma%e an Intellect L 3tealth test. Others
must ma%e a 3can test against your test result to detect the de(ice7 failing this test doesnt in itself trigger the
munition, but (for example) someone !al%ing o(er a mine because they didnt see it !ould certainly be bad for him.
Osing an explosi(e as a grenade re9uires you attac% !ith it, This is a Targeting test, and you can thro! it
C5ass x BFE yards. 8ropping them re9uires the same test, !ith a target based on ele(ation, Ose 8efense for mo(ing
targets, and AB for a house:si$ed target, at an ele(ation of BFF ft & add A to the target for each AFF ft. increase in
ele(ation. + failed test may still hit some!hat, if the explosi(e lands close enough to catch the target in the blast
radius7 this is up to the Controller. The trigger is typically impact.
F B*rrowing$ The munition can hide itself by digging into the ground or structure onto !hich its placed.
This adds a LD bonus to Intellect L 3tealth tests to hide it.
F Fragmentation$ The munition damages foes !ith shrapnel, tiny blades or other ob'ects. 0alf the damage
done is energy, the other half %inetic (rounding fa(ors energy)7 %inetic damage is sub'ect to reduction by +rmor, but
not -esistance.
T ,enetration$ <our explosi(e ignores ) points of -esistance7 ho!e(er, this effect doesnt add to damage.
T ,roximity$ <our munition has detection proximity e9ual to its blast radius7 !hen it detects something
!ithin that range, it explodes. It has a 3can test bonus e9ual to your 3can (but it has no actual Intellect or 3can of its
o!n). Proximity:acti(ated explosi(e munitions can be programmed to ignore you, "friendlies# or non:combatants.
T Scatter$ The blast radius is Cbase damage x AFE yards, !ith damage reduced for distance.
F Shaped -harge$ <ou can create charges that apply their energy in a precise !ay, rather than exploding out
and causing massi(e damage7 these ha(e small blast radiuses, if any. 3haped charges are typically used against doors,
structures and the li%e instead of offensi(ely.
Starscream (+1! drops cluster bombs in =et mode" carpet$bombing an area before he descends to finish off
his foes. %unition ?* damage ?" blast area ? yards. Scatter.
0onecrusher (/A! prefers to be there when his enemies e(plode into flames" but en=oys leaving behind mines
for both humans and Autobots. %unition 4* damage 1" blast radius 5 yards. 0urrowing" 8ragmentation.
-autics
-ngineering
Onli%e most Transformers, you dont sin% li%e a stone in !ater. <ou can tra(el on the surface of !ater at a
speed of C+cceleration x DFE mph. 3tunts and other maneu(ers in your !atercraft form re9uire 8ri(e tests, !hile
doing the same in robot mode (including "beast# forms) calls for +thletics tests. Test targets depend on !hat youre
trying to do and ho! fast youre going, !ith more outrageous stunts andNor greater speeds increasing the target.
4atercraft 5obility on land is F7 robot modes that ha(e the Kautics asset dont suffer this restriction.
T +mphibio*s$ <ou either ho(er on 'ets of compressed air, or ha(e retractable !heels7 you can tra(el at half
normal speed o(er any sort of land terrain.
T Boost !"#$ 4hile at top speed, you can spend a point of Energon to increase your speed by *F mph. This
lasts only three phases, and your 5obility is reduced by A during this time (to a minimum 5obility of A).
T S*bmersible$ <ou can tra(el at normal speed under!ater. (The 3ealed 3ystems asset is strongly
recommended.)
)ybershark (01! is one of =ust a few oceanic %a(imals" and is well$adapted to an aAuatic environment in
both forms. 2obot mode* Kautics 1" & mph. Submersible. 3ammerhead shark* Kautics 2" ? mph. Submersible.
%uake
"%-&E 2h.sis
<ou can create locali$ed seismic disturbances as concussi(e force radiates from you. Ko attac% test, as all
characters and structures in the area are affected, friend and foe ali%e7 this is a full action. 1ase effect, <our 5ass in
%inetic damage, affected area is a circle C5ass x AFE yards !ide. +sset rating is di(ided bet!een damage (LA per point
in(ested) and range (LAF yds. per point in(ested). Gurther, all in the area must ma%e a 5ass test (target AB L damage
inflicted) to remain standing7 a failed test indicates a fall, inflicting their o!n 5ass in damage. <ou, of course, dont
ris% falling from your o!n 9ua%e attac%.
#he 2umble (+1! Special" coming to a location near youH Luake >" damage 5 (%ass 2!" area 4 yd. radius.
Radar
2h.sis
<our radar system broadcasts radio !a(es and interprets the echo, allo!ing you to detect all mo(ing
ob'ects !ithin a radius or cone. This re9uires a 3can test. The range is BF miles of airspace (or open !ater) per point
of rating, though this range is greatly reduced close to the ground. The data gained is based on the 3can success le(el
attained7 a success of A re(eals the positions and altitudes of targets, !hile greater success can determine air speed,
tra'ectory and e(en shape. -adar signatures allo! use of Joc%. Osing and maintaining radar are basic actions.
Radiatin" !last
"%-&E 2h.sis "*&
<ou can release an energy !a(e that spreads out from you, inflicting energy damage to ground:bound
indi(iduals and structures. Ko attac% test is necessary, as anyone and anything in the area is hit & including allies. 1ase
effect, ) energy damage, BF yd. circle). -ating is di(ided bet!een damage (L) per point in(ested) and range (LBF yds.
per point in(ested). Each point of extra Energon spent !hen ma%ing a -adiating 1last attac% increases damage by ),
up to its base damage. -adiating 1last attac%s are full actions.
Reinorcement
Cap H #assE #aterial Siene
This asset increases your natural +rmor (alue (characters of 5ass A:D ha(e an inherent +rmor rating of A,
and those of 5ass ? or more ha(e +rmor )). <our inherent +rmor doesn/t count to!ards your maximum rating in this
asset. +rmor rating subtracts from most %inetic damage (!ith the possible exception of falls), but not energy damage.
+s !ith other assets, -einforcement is purchased for a specific form, but half its (alue (rounded do!n) is applied to
other forms. -einforcement can ne(er exceed your 5ass rating.
Reser'es
Cap *E 2h.sis
Each point in this asset increases your Energon capacity by )7 this benefit applies to all your forms, not
indi(idually to each form.
$ealed $ystems
AE -ngineering
<ou suffer no ill effects from prolonged exposure to (acuums or immersion in !ater. This asset applies to all
forms.
$hieldin"
Cap *E ">-&< 2h.sis
<ou can create a force field immediately around your body, !hich protects you and all !ithin it from all
forms of incoming damage. Only damage from sources outside of your force field is reduced7 things !ithin your force
field inflict damage normally. +cti(ating and maintaining a shield counts as basic actions and costs A Energon. 1ase
effect, ) is subtracted from damage, force field radiates up to AF yards from your body. -ating points are di(ided
bet!een increasing the amount of damage reduced by the shield (:) per point in(ested) and expanding the maximum
area protected by the shield (AF more yards from you). Each Energon point spent beyond the initial cost increasing
the damage reduction by ) or the range by AF yards, up to :*NL*F7 this assets effects persist for one minute but may
be acti(ated consecuti(ely. 0a(ing 3hielding reduces your Energon -eco(ery by one permanently.
Trailbrea%ers (.A) force field taxes his already strained Energon reser(es, so he doesnt use it often, but its
sa(ed his alloyed hide (and that of his friends) on more than one occasion. 3hield B, 8amage reduction, :P, shield
radiates DF yards from his body.
$iphon
Cap *E 2h.sis
This attac% re9uires physical contact !ith a (ictim (usually necessitating a close attac%), after !hich point
drain Energon from your foe7 this is a basic action. 1ase effect, 8rain A Energon per phase, Energon sa(e target AB.
+sset rating is split bet!een the number of Energon points you can drain per attac% (e9ual to points in(ested) and the
resist target for enemy Energon sa(es (points in(ested increase sa(e target by LA). + robot targeted by 3iphon must
ma%e an Energon sa(e against the resist target7 a successful sa(e means he %eeps all his Energon, !hile a failed
Energon sa(e means you steal Energon from him. Energon in excess of your Energon capacity bleeds off immediately,
but e(en so you can continue suc%ing the life out of your enemy if you 'ust !anna get puniti(e !ith it. 3iphon reduces
your Energon reco(ery by A.
T 5mpro&ed Siphon$ <ou can use siphon to drain any sort of resource, from gasoline to electricity.
2atbat (+1! is a sneaky little bastard" more devious than Soundwave and greedier than -ctane" and prefers
to drain 'nergon directly from helpless or preoccupied Autobots. #his strengthens him at the same time it weakens the
opposition. Siphon 5* drain & points per turn" 'nergon save target 1B.
$onar
2h.sis
3onar is similar to radar, but uses sound instead of radio !a(es, and so is also effecti(e in !ater and belo!
the ground. 0o!e(er, it/s completely ineffecti(e in a (acuum. <ou can ma%e a 3can test to detect all ob'ects (or (oids)
!ithin a radius or cone7 the range is )B miles under!ater, fi(e miles in the air, and one mile underground7 these scan
ranges scale !ith asset rating (3onar ) S BF miles under!ater, 3onar D S HB miles, etc.). The information gained is
based on your 3can success le(el7 a success of A re(eals the positions of targets and ob'ects, !hile greater success can
determine speed, tra'ectory and shape. 3onar signatures allo! use of Joc%. Osing and maintaining 3onar are basic
actions.
$onic Attack
"/-&E 2h.sis
<ou create a sonic blast in a cone in front of you, li%e a sonic boom or thunderclap but much more po!erful.
Ko attac% test is re9uired, as it impacts all characters and structures in the area of effect, friend and foe ali%e. It
shatters glass and rattles structures, bursts human eardrums, can damage or disrupt audio sensors, and e(en damage
less sturdy Transformers. 1ase effect, A point of %inetic damage, affected area is a cone a 9uarter mile long and one
9uarter that !ide at the base (a little more than AFF yds), !ith the damage being reduced by half (round do!n) at the
last half of the range. The asset rating is di(ided bet!een damage (LA per point in(ested) and range (another 9uarter
mile per point in(ested, !ith a proportionally expanding base). 8o note that obstructions !ill diffuse or stop sound
!a(es, depending on their density7 the range of the sonic attac% isnt absolute, simply the maximum range of effect.
3o a sonic attac% aimed at nearby buildings !ould shatter !indo!s and maybe e(en crac% the mortar, but !ont
simply pass through unimpeded to the other side.
3onic damage that gets through +rmor !ill blo! out audio sensors, though these can be restored through
autorepair in a minute or so7 someone a!are the attac% is coming can a(oid this effect by shielding their sensors.
3onic +ttac%s can be heard for many miles beyond the area of effect.
3onic +ttac%s are effecti(e under!ater, but not in a (acuum.
T Blanket "ffect "%-I4-&$ <our sonic attac% creates a APF degree area of effect instead of a cone7 this is
either a QF degree !edge (!hich costs ) Energon) or a APF degree hemisphere (D Energon). E(erything in that area is
fully affected by the sonic attac%.
T Silent 0oom !"#$ 1y spending an extra Energon you can emit a single sonic attac% in either high ultrasonic
or lo! infrasonic ranges (choose one !hen ta%ing this subasset). The sound is higher or lo!er than the human range,
but it still can be heard by Transformers7 due to the unusual fre9uencies of the attac% +rmor is reduced by ) against
this attac%. This means you can damage or %ill people using a sound they cant e(en hear. <ay.
#hundercracker4s (+1! low$freAuency sonic booms aren4t as precise or deadly as his wing$mounted missiles"
but he4s good at stunning the opposition for immediate follow$up attacks. his sonic attack is powerful enough to cause
fatal internal hemorrhaging in e(posed fleshlings" stun smaller Autobots and damage sensitive eAuipment. Sonic
Attack ?* damage 4 (2 beyond half$mile!" range one mile. 0lanket 'ffect.
$ur"e Protection
Cap *E 2h.sis
+sset rating adds to your Energon sa(es to a(oid the effects of assets li%e E5P +ttac% and 3iphon, as !ell as
to dysfunction sa(es. Gurther, you may spend A Energon to increase your sa(e bonus further by LD7 this is a reflecti(e
action, and the sa(e bonus lasts for one phase. This asset functions for all forms.
Temper
Cap H #assE #aterial Siene
This asset impro(es your natural -esistance rating7 robots of 5ass A:D ha(e an inherent -esistance rating of
A, !hile those of 5ass ? or more ha(e -esistance ). <our inherent -esistance doesn/t count to!ards your maximum
rating in this asset. -esistance subtracts from energy damage, including fire, plasma and lasers, but not from %inetic
damage. +s !ith most assets, the benefits granted by Temper applies to a specific form, but half your Temper (alue
(round do!n) is applied to your other forms. Temper can ne(er exceed your 5ass rating.
Toolkit
AE -ngineering
<oure possessed of speciali$ed e9uipment that offers a LD bonus to specific s%ill tests related to a discipline
or theme, assuming those tools can be acti(ely employed. This is a fairly open:ended asset, and is left largely in the
hands of the Controller.
Examples, -atchets (J+) tool%it includes sensors to diagnose Cybertronians and laser scalpels and sealants
to repair them, and he gains the LD asset bonus to Engineering tests related to this7 ho!e(er, the bonus !ouldnt
apply to Engineering research for a ne! !eapon or for upgrading an asset. +nother is the Constructicon 5ixmasters
(.A) chemical engineering %it, !hich adds a LD bonus to Chemistry or 5aterial 3cience tests to create ne! chemical
compounds or substances, though other upgrades or operations dont gain the bonus. Other possible tool%its might
offer bonuses to materials sal(age, chemical engineering, Energon signature detection, infiltration and the li%e. In all
cases the focus should be narro! and not offer the same range of effects as a s%ill does, nor offer any benefits that a
s%ill test !ouldnt.
Transmission
2h.sisE reF'ires Comm'niations 4< Comp'ter /
Transmission increases your broadcast and reception range, granting AF,FFF miles per rating point
(Transmission ) S )F,FFF mile range)7 further, spending A Energon allo!s the transmission and reception message
across a potentially infinite distance for up to fi(e minutes, though this re9uires you concentrate on the effect for the
entire time (!hich is a full action). <ou can also ser(e as a relay station, %eeping members of your faction !ithin your
broadcast range in communication !ith one another (e(en if this exceeds their personal communications ranges).
T -ode$ <ou can transmit secret communi9ues to one or more Cybertronians !ith a Communications test
(s. target AP7 coded transmissions arent broadcast on the faction carrier, and only the intended recipient(s) can
recei(e them (unless the message is hac%ed (ia Intercept). This is a full action.
T 0*plication$ <ou can copy anothers signal if you(e made a successful 3can test to read it (target )F),
allo!ing you to send false messages !ith a Communications test (target )B). <ou can imitate either friends or foes,
though you ha(e to first successfully use Intercept to do the latter. This is a full action.
T 5ntercept$ <ou can listen in on the opposing factions subspace carrier or messages sent as coded
transmissions (Communications test against target )B). This is a full action.
T 6am$ <ou can stop all enemy communications in the immediate area (Intellect L Communication x AF
miles), communications cant get in or out (Communications test against target )F for opposing faction, A) for
humans). This is a full action.
T Satellite 3ink$ If a friendly or controlled satellite is !ithin communications range, you can lin% to it !ith a
Communications test. <ou can borro! its "senses# and ea(esdrop on its transmissions7 this re9uires a test against )F,
or AB if a physical lin% can be managed. (3atellites can be hac%ed, and be made "friendly,# through use of the
Computer s%ill.) Establishing the lin% is a full action, though maintaining it for up to )? hours is passi(e.
Soundwave (/A! is the 7ecepticon communications master" and he keeps his fellows in contact with one
another C making him incredibly valuable. 3owever" he very well knows that" and he4s able to e(tort pretty much what
he wants from them. #ransmission @ (@" mile range!. )ode" 7uplication" :ntercept" ;am" Satellite /ink.
Warp
">-&E 2h.sis
This po!erful asset allo!s teleportation by creating !ormholes in spaceNtime (ia !hich you can tra(el. <ou
cease to be in one place, and !ithin seconds (the next phase) you reappear. This re9uires an CIntellect L 4arpE test.
3ee !here youre !arping is suggested (!hich gi(es you a target of AB), or you should at least be familiar !ith the
area (target )F)7 areas seen through Enhanced Optics or satellite lin%s count as line of sight. 1lind 'umps can be made,
but are not recommended, as its (ery possible to hop into an ob'ect or terrain feature and destroy oneself instantly.
E(en !hen popping into areas !ith !hich youre familiar, its not a bad idea to pee% ahead any!ay, 'ust in case
someone or something is no! !here you !ant to be. There/s no range for 4arp7 if you can see or remember it, you
can hop there. + test that exceeds AF allo!s a successful !arp, e(en if it doesnt exceed the desired targetU you end
up somewhere, ideally close to !here you !anted to be, !ith the margin of error depending on ho! far belo! the
target you roll and ho! far youre !arping. + near:success for an area you can see might put you !ithin a fe! miles of
your destination, !hile a test result of AA for a blind hop from Cuba to 3ri Jan%aU !ell, best of luc%= 4arp is (ery
draining7 it reduces Energon reco(ery by A permanently, and it costs Energon e9ual to half your 5ass (rounded up)
!hene(er attempted, successfully or not. 4arping is a full action.
Wei"ht Reduction
AE #aterial Siene
<ou replace metal armor and parts !ith hard plastics, polymers or other substances, reducing your !eight
!hile losing none of your resilience or po!er. This asset follo!s special rules. It re9uires materials (namely that !ith
!hich youre replacing your metal parts), and the Energon cost is C5ass x AFE. Once 4eight -eduction is ta%en, your
effecti(e 5ass is decreased by A for purposes of 5obility caps, Energon reco(ery and Energon star(ation. Other!ise
youre considered your true 5ass (including 3tructure, close combat damage, !eight tolerance and Energon capacity
and sa(es). <our effecti(e 5ass cant be reduced to less than half your true 5ass (rounded up).
If you ta%e 4eight -eduction a second time, you must research it all o(er again. This counts as a ne! asset,
not an upgrade. <ou cant research 4eight -eduction more than t!ice.
Mltra %agnus (+1! is great warrior" but his huge si6e (%ass @! slows him down and is inefficient. that caught
up with him in a bad way when the Auicker and more mobile 1ildrider and 7ead 'nd scrapped him in a recent fight.
1heel=ack and 2atchet have decided to apply polymer science to %agnus while rebuilding him" swapping out heavy
alloy parts for molded composite aerogels and carbon nanotube plates. -nce the repairs are completed" Mltra %agnus
emerges five tons lighter. 3e4s %ass @" but his %obility cap is 4 (up from &!" enters 'nergon starvation at > 'nergon"
and recovers > 'nergon per day (instead of ?!. 3owever" %agnus retains the Structure (5!" close combat damage (4!"
lifting power (%ass @!" 'nergon capacity (1@! and 'nergon save bonus (<@! of a %ass @ robot.
/ater" Mltra %agnus undergoes the process again" en=oying the greater agility and efficiency his previous
upgrade offered him. %agnus remains %ass @" of course" but functions at > for %obility (capped at 5!" 'nergon
starvation (at > 'nergon points!" and 'nergon recovery (B per day!. #he Autobot can never get any lighter than this"
heEs lighter and more efficient and not complaining at all.
Systems
Onder most circumstances, your Transformer can do !hat he !ants. 8ri(ing, !al%ing, tal%ing and the li%e
happen !hen you say so. Ko need for game mechanics or die rolls. 5ost of the time spent playing Transformers !ill
in(ol(e this sort of acti(ity, and the systems presented in this chapter !ill ta%e a bac% seat to roleplaying.
0o!e(er, !hen youre trying to do something that has a chance of failing, trying to act during a stressful
situation (such as combat), or !hen action is in(ol(ed, mechanics are used to resol(e the situation. -ules and die rolls
help determine !hat you can do and the conse9uences of your actions.
!ie: +ll you need to play is a single t!enty:sided die (Ad)F). 4hene(er a test roll is called for, you roll this.
In almost all cases, numeric modifiers are added to tests (more on this later). 3imply add the ad'ustments to
the total rolled on the dice. 3o, a test !ith a L* ad'ustment means your die is rolled and * is added to the result. It/s
al!ays better to roll high. Certain special case rolls may be called for !hich dont follo! this format or aren/t tests7
these exceptions are explained !hen they come up.
1o'nding: Onless stated other!ise, fractional (alues are rounded do!n, If B is hal(ed, it becomes ). 1ut
fractions added together may become !hole numbers, D.B counts as D, but D.B x ) S H. 4hen in doubt, the Controller
calls ho! something is rounded.
Tests
The test is the foundation of the system, allo!ing you (the player or Controller) to perform actions and
determine a characters success or failure, and degree thereof. 5assive actions (most of !hat one does in his day:to:
day existence) dont re9uire tests, such things include !al%ing, tal%ing, dri(ing and most other acti(ities. 0o!e(er,
tests ha(e a chance of failure, no matter ho! adept you are, these include attac%s, transforming during combat,
putting together a demolished ally, and detecting ambushes. In such circumstances, a test is made to determine
success or failure of an attempt, and (if you succeed) to determine ho! successful you are. E(en passi(e actions may
become tests in certain circumstances7 dri(ing on a road is difficult for anyone to scre! up, but dri(ing along a narro!
ledge !ould re9uire a test to determine if the you fall.
+ test is made by rolling a die (Ad)F) and applying rele(ant ad'ustments to the result of the dice roll. This
final result is compared to a target number, and if the result e9uals or exceeds the target, you succeed. This basic rule
is further refined belo!, but if you understand this basic concept then you understand the games basics !ell enough
to play.
Ad.ustments
+d'ustments modify the result on the die roll. They apply specifically to you and reflect your capabilities7
circumstances that assist or hinder an attempt (li%e rain, distractions or dar%ness) ad'ust the target and not the test.
+ positi(e ad'ustment (one that adds to a test) is %no!n as a bonus. 1onuses are noted !ith plus ( ,) sign. +
negati(e one (one that subtracts from a test) is a penalty, and is noted !ith a minus sign (-). 3o a LB bonus adds B to
the die roll, and a :) subtracts ) from the roll. 4hen both a bonus and a penalty apply to the same test, they cancel
each other !ith the remainder being the final ad'ustment, + LB and a :) end up as a LD bonus.
5ost tests use an attribute (almost al!ays Intellect or 5obility) plus a s%ill as ad'ustments. Giguring out
some aspect of fleshling society uses Intellect L 0uman Culture, !hile %ic%ing someone is 8exterity L Close Combat.
5ost tests follo! this format. 4hen theres no applicable s%ill, use the attribute alone and adds no s%ill. Its (ery
unusual for more than one attribute or s%ill to add to a test7 !hen in doubt about !hich trait applies in a gi(en roll,
apply the most fa(orable.
Tar"ets
Targets determine ho! hard it is to do something. The higher the target is, the more difficult the attempt is,
and (as you might guess) the lo!er the target the easier. The default target for a test is AB7 !hen a specific target isnt
listed or gi(en by the Controller, AB is the target. 4hen a specific target applies to a test, it !ill often be listed in
parentheses. Gor instance, "Pilot test (AP)# means you test against target AP. 3pecified targets include 8efense, and
that target is used unless theres a good reason that !ouldnt be the case.
+ target AB of indicates an attempt of "a(erage# difficulty, !ith a reasonable chance of success or failure for
the "a(erage# Transformer. + target of A) is an easy tas%, !hile (Q) is elementary. (1elo! this, !hy bother testing;)
Target AP is a harder than a(erage tas%, !hile ()A) is difficult7 targets can climb higher than this, !ith those of (DF) or
more indicating truly epic tas%s !orthy of the greatest Cybertronian heroes.
Confliting Targets: 3ometimes different targets apply to a roll. In this case, go !ith the highest target. +ny
factors that !ould increase the lo!er target may apply to the higher one, at the Controllers discretion.
Test Results
4hen ma%ing a test, compare the result to the target. + result under the target indicates a failure7 the
attempt doesn/t succeed. If the test e9uals or beats the target, your attempt succeeds.
?ail're: + failure means the attempt doesn/t succeed, The attac% misses, the asset doesnt function, or the
research attempt fails. If an asset:related test fails, any Energon spent to acti(ate the asset is still lost. Gailure can
entail !hate(er is appropriate for the situation. + failed attac% test !ith a firearm means you dont hit but can try
again (assuming youre not 'un%ed), !hile a failed 8ri(e on a narro! mountain road probably means you fly off the
edge and you get no do:o(er. + failed research attempt means progress on that asset or discipline has stalled, but you
can usually do more research later.
+ failure doesn/t ha(e to be spectacular or disastrous... unless you roll A or you attain a modified test result
of AB or more under the target (for example, a result of D or belo! (s. target AP). In these cases, a fumble occurs.
Gumbles are bad failures, and are li%ely to incon(enience or harm you in some !ay, <ou drop your !eapon, sides!ipe
a bride trestle and suffer structure damage, or dra! an erroneous conclusion !hile researching a fission reactor.
Gumbles !ont %ill or permanently impair you (in most cases any!ay), but they should be dramatic and memorable,
e(en amusing. Of course, in certain situations a simple failure can ha(e the same effect as a fumble, or e(en ha(e
fatal conse9uencesU such as failing to hang onto a cliff face and plummeting hundreds of feet.
S'ess: Ge! tests are hit:or:miss, simple success or failure. In most cases, the better you roll the better you
do. The amount by !hich your test result exceeds the target is %no!n as success level, success for short. The higher
the success, the more successful you are. 3o a success of ) is a moderate success, and success ? is a notable one.
Tas%s often ha(e guidelines for ad'udicating success, success adds to damage for attac% tests, determines asset
effects, and so forth. In cases !here rules for success aren/t gi(en, Controllers can ad'udicate the results of the test,
!ith the rule of thumb that the greater the success the better.
+ success of F is !hen you meet the target number but don/t exceed it. <our attempt is successful, but you
s%irt by, perform sub:par, or succeed but !ith a hitch. <ou may ha(e to test again to confirm success7 a success F
+thletics attempt means you hang onto the cliffs edge but ma%e no head!ay, and must try to climb again. If success
F means there !ould be no effect at all, then it defaults to success A. The exceptions to the success:F rule are
contested tests, as all ties go to the defender.
+ critical occurs !hen your test succeeds by AF or more, and is an exceptional degree of success. Often no
special rules are needed & attaining such a great number of successes is its o!n benefit. 1ut in certain cases you gain
an additional effect, either one described in the specific rule or a!arded off the cuff by the Controller.
$pecial Tests
Jpposed Tests: 4hen you acti(ely resist or oppose !hat other characters are doing (li%e !restling or
racing), e(eryone in(ol(ed ma%e tests and the results are compared. This is a contested test.
If any character fails, he fails !hile those characters that attain successes succeed.
If all characters fail, none succeed... unless one character is attempting to a(oid an effect, in !hich case you
(the defender) !in by default.
If t!o or more characters attain a success result, things get interesting. The one !ith the highest success
!ins, but his final success le(el is reduced by the opposing character/s7 !hen three or more characters compete, only
the character !ith the second highest success affects the !inners success. 3o the (ictor succeeds, but less than he
!ould ha(e had not the other characters been !or%ing against him. +ll ties go to the defender, or the contenders/
efforts cancel out.
2avage (+1! wants to sneak past :ronhide. 3is Stealth test success is ?" while the AutobotEs Scan success is 4.
#he feline 7ecepticon succeeds" attaining a net success of 2 C turning a possible critical into a minor success. So
:ronhide remains unaware of 2avage4s presence for the time being.
-)tended Tests: 3ome tas%s cant be resol(ed in a single test, and ta%e time and concerted effort. This
includes research, building structures, fabricating and hac%ing enemy Transformer databases. The Controller must
decide ho! many success le(els must be garnered before a tas% is complete7 a simple test may re9uire fi(e to ten
success le(els, !hile truly daunting ones might re9uire t!enty or more. <ou ma%e multiple tests, and the success le(el
you attain on each test is added to the total from pre(ious tests. Once the re9uired number of success le(els is
ac9uired, the effort is successful. If the re9uired success le(els aren/t attained, the tas% is either incomplete or a
failure (determined by the nature of the tas% and the Controller/s 'udgment). Controllers must decide ho! long each
tas% roll ta%es7 time can be measured in phases, minutes, hours, days or e(en longer increments. <ou might ha(e the
time to ma%e as many tests as you need to achie(e the proper success le(els, though if youre !or%ing against a
deadline you !ont ha(e that luxury.
Gailed tests add no success le(els to the tas% roll, and inflict a :A penalty to the next test7 the penalties from
multiple failures cumulate, ma%ing the tas% harder and harder as youre continually frustrated. 0o!e(er, the next
successful test negates that penalty. + fumble, ho!e(er, reduces the number of success le(els rolled so far by half7 all
subse9uent tas% rolls for the pro'ect suffer a :A penalty (cumulati(e !ith any penalties for failures), and any further
fumbles ruin the pro'ect altogether, forcing you to start o(er from scratch.
Cooperative -ffort: 3ometimes !or%ing !ith others can accomplish things more easily than you can by
yourself & for instance, information gathering, research and !hen building things. If the Controller decides that more
than one character can !or% on a pro'ect, he may allo! them to ma%e extended rolls and pool their successes, as per
the rules for extended rolls. Of course, !hen too many are !or%ing on a pro'ect, they can get in each others/ !ay and
actually hinder progress & as they say, too many engineers spoil the Energon.
Seret Tests: <ou normally ma%e your o!n tests, especially !hen your character is a!are of the situation
andNor success or failure is ob(ious. <ou %no!s if you attac% and miss, fail to clear the chasm !hile stunt dri(ing or
!hate(er. 1ut there are times your character !ont be a!are of certain threats, information, hidden clues or
!hate(er. +nd for suspense purposes the Controller may not !ant you to %no! a test is necessary, Once she as%s you
to ma%e a 3can test, for instance, you might assume theres probably something to be seen or heard. (+nd a
Controller can call for "fa%eout tests# only so much before aggra(ating the players and slo!ing do!n the game.)
3o the Controller can opt to ma%e secret tests for your character !hen appropriate, and report the results.
(<ou shouldnt e(en be a!are !hen she does this.) This are normally done for Intellect tests and related s%ills. 3can
tests are a good example of this7 the Controller !ont mention a failed test, but shell let you %no! if you see the clue,
hear mo(ement, etc. If she !ants to offer you a clue but not 'ust hand it to you, she may ma%es a secret Intellect test
for you and offer information based on the success of the test.
Of course, cle(er player that you are, you might assume something is up !hene(er the Controller starts
rolling dice out of the blue. 1ut bet!een the tests she ma%es in the process of being the narrator, as !ell as a fe!
false rolls here and there to %eep players guessing, secret rolls can be made !ithout gi(ing too much a!ay.
1o'tine Tasks: 3ometimes you can succeed on a test !ithout e(en ha(ing to roll. 3omeone unfamiliar !ith
computer espionage may not be able to hac% (ery easily, but an expert hac%er li%e Gren$y can do this as a matter of
course. 4hile the !annabe hac%er can/t rely on success all the time, Gren$y bree$es through except under the most
extreme circumstances (li%e hac%ing a highly encrypted +utobot database under a deadline).
If your ad'ustments for a test (including applicable s%ill le(els, situational modifiers, etc.) exceeds the test/s
Ctarget :BE, you can opt not to roll and assume you automatically succeed on the tas%. <oure treated as if you had
achie(ed a success le(el of A7 if you !ant a greater le(el of success you need to roll for it. Onder no circumstances can
opposed tests be made routine.
Actions
There are three different types of actions you can ta%e, 1asic, full and reflexi(e. Kote that this le(el of detail
is only important during dramatic scenes7 during passi(e scenes actions are 'ust actions.
;asi :tion: 1asic actions re9uire both intent and effort. These include transforming, attac%s, dra!ing a
!eapon, acti(e dri(ing or flying, running and using most acti(e assets. 5ultiple basic actions may be made in a phase
(roughly six seconds)7 see the multiple action rules, belo!. 5ost tests in the game are basic actions, though some
passi(e effects (those re9uiring no tests) fall into this category. Onless specifically stated other!ise, a gi(en action is
considered a basic action. + basic action follo!s normal initiati(e rules, meaning you can do them !hen its your turn
in the initiati(e countdo!n.
?'ll :tion: + full action follo!s the rules for a basic action, except that it re9uires an entire phase to do it.
Gull actions can ne(er be multiple actions, and basic actions cant be attempted in any phase during !hich a full action
has ta%en place. Gull actions include firing missile sal(oes, aimed shots, the full defense option, and acti(ating certain
demanding assets li%e Vua%e or 4arp. One reflexi(e action may be made in a phase along !ith a full action.
1efle)ive: + reflexi(e ta%es no effort and can be done !ith minimal concentration. This includes saying (or
shouting) something brief, dropping an item, ma%ing a 3can test, !al%ing, ho(ering in place or cruising on a stretch of
straight road. -eflexi(es may or may not in(ol(e tests, but usually dont. <ou can perform a single reflexi(e action per
phase !hen your initiati(e comes up, or maintain a reflexi(e effect from the pre(ious phase at the beginning of your
phase. Each reflexi(e action beyond the first one in a phase is treated as a basic action (and follo!s multiple action
rules)7 this rule doesnt apply to Energon expenditure or ending an asset effect. 3pending Energon, stopping an action
and dropping an asset effect you acti(ated pre(iously are al!ays reflexi(e actions, and dont count to!ard your single
free reflexi(e per phase7 you can do these as many times as you need to in a phase, !hene(er you choose.
#'ltiple :tions: Its assumed that most characters perform one basic or full action per phase. 1ut you may
!ant to do more than one thing in a phase, li%e transform into a truc% and ram an enemy or fire your gun t!ice. This
is possible, though it reduces your chance of success, E(ery action past the first on imposes a cumulati(e :) penalty to
every test you ma%e that phase, :) for t!o actions, :? for three actions, and to a maximum of :* for four actions. Ko
more than four actions can be attempted in a phase, and multiple actions must be announced before the character
acts that phase. Kote that multiple actions may only be done !ith basic actions (including extra reflexi(es), not full
actions.
Dramatic Systems
Ko! that !e ha(e grasp of ho! the basic system !or%s, lets see specific !ays its applied in the game. 1oth
players and Controllers should familiari$e themsel(es !ith this section, as the follo!ing rules co(er situations that !ill
probably come up often in Transformers games.
(alculation
In the "brain# of each Cybertronian robot is a processor far beyond Earths most po!erful supercomputers.
<ou can sol(e any sort of mathematical problem, from basic addition to strings of 9uantum physic formulae, in less
than a second. Kote that this doesnt translate to actual intelligence or reasoning ability, !hich is co(ered by Intellect7
sentience, consciousness and emotions ta%e up an enormous amount of a Cybertronian CPOs processing po!er. This
is !hy mere fleshlings are intellectually on par !ith robots & the latter cant de(ote all their brainpo!er to
outthin%ing people on every le(el=
(ommunication
+ll Transformers ha(e a subspace broadcastNreception range of about AFF miles. <ou can freely access your
faction/s subspace carrier !a(es7 +utobots and 8ecepticons each ha(e their o!n fre9uencies. <ou can access all radio
fre9uencies, digital transmissions, and other human communication mediums, and human encryption or carrier
messages are (ery simple for your ad(anced computeri$ed brain to crac% (Computer test (s. A), or AB for the high:
security stuff). The Transmission asset and its subassets offer more ad(anced communication capabilities (pg. )B).
)ner"y $i"natures
Each Transformer and functioning Cybertronian de(ice gi(es off an Energon signature. This harmless
radiation is a side effect of the Energon they consume and employ, and is as una(oidable as a person emitting carbon
dioxide and body heat. These signatures can be detected by those that loo% for them. They (ary bet!een types of
technological de(ices (so a Transformer registers as something different than a generator or plasma rifle), and e(en
indi(idual Cybertronians & though that latter distinction is fine, and only someone !ith sensiti(e sensors can tell
3tarscream/s emissions from 3%y!arp/s.
1oth Transformers and other technology are referred to as mechanisms, de(ices and the li%e in this section.
<eah, your character is something more than a generator ('ust li%e you/re something more than a tree), but ultimately
they/re all mechanical de(ices and are co(ered e9ually by the energy signature rules.
!eteting and Interpreting Signat'res: <ou can ma%e a 3can test to detect Energon signatures !ithin
normal sensor range, !hich is a AFF:yard radius from you. One test is allo!ed e(ery minute, !hich is a basic action.
The base target is )F. +s you might assume, big things are easier to detect than small ones, 3ubtract mechanisms/
5ass from your base target to detect them. Gurther, if a sub'ect is acti(ely spending Energon the target to detect him
is reduced by D. It/s possible to detect some things in sensor range and not others, based on the results of your test.
8e(ices that are completely inacti(e, li%e those !ith no po!er supplies or (ery damaged, !on/t sho! up on scans.
Other than 'ust detecting things of Cybertronian origin, your sensors can also interpret Energon signatures
and offer information about !hat you/re reading. (Of course, you ha(e to %no! something is there to read it.). This
re9uires a 3can test (AP) on a single target. The data you garner depends on your success. + basic success tells you the
item/s basic nature and function (useful for telling if something is a robot in disguise, among other things). 3uccess D
gi(es you more detailed info, such as ho! efficiently the de(ice processes Energon, the presence and general extent
of 3tructure damage, and details on its function (!hat sort of energy rifle you/re loo%ing at). + success of B gi(es you
the precise signature of the sub'ect, its Energon >fingerprint>7 henceforth you/ll recogni$e that particular Transformer
or item !hene(er you pic% it up on a detection 3can.
The Enhanced 3ensors asset Energon 3ensiti(ity (pg. AH) impro(es these capabilities.
:voiding !etetion: It/s possible to foil sensor detection and reading attempts, though you must po!er
do!n your systems and reduce your Energon emissions. <ou enter a (oluntary form of Energon star(ation, !ith your
5obility reduced to A. 0o!e(er, you increase scan targets against you by D. 3ee the Energon section, pg., B for more
on Energon, po!ering do!n and related matters.
#allin"
4hen giant robots fall, they hit hard. <ou suffer your 5ass in 3tructure damage e(ery AFF feet fallen (round
distances up to the nearest AFF), !ith the final damage reduced by +rmor7 terminal (elocity is reached after about
AFFF feet, so maximum fall damage is C5ass x AFE. + 5obility L +thletics test (target CAB L 5assE) allo!s you to
reduce fall damage by the success attained.
+ackin"
0ac%ing is either a piece of ca%e or difficult, depending on !hat youre trying to hac%. 0uman computers
and databases are easy. +ugmented by your Cybertronian capabilities, youre able to find any information you !ant
instantly, and brea% into pretty much any account or database regardless of encryption and alter or corrupt the data7
a successful Computer test (target P:AF) !ill usually get you !hat you !ant. Extremely high:end encryption (li%e O.3.
.o(ernment) might slo! you do!n, but your Computer tests !ill ne(er rise abo(e AB and a success le(el of B is all
you need.
Cybertronian technology is considerably more difficult to crac%, be it a database or a confiscated missile
launchers targeting soft!are. The target is usually around )F (and is rarely less), as anything encrypted is designed to
%eep snoops li%e you out. <oure programmed !ith pass!ords and access codes to your factions databases, though
the oppositions toys are al!ays !ell:defended. 0o!e(er, you may lac% security clearance for certain data !ithin your
o!n faction, !hile some things may be "friendly# but arent public access7 a good example are an allys de(ices or
personal 'ournal logs. In this case, youre treated as an unauthori$ed user and you must hac% it if you !ant to access
it. The success le(el you must accrue !hile hac%ing depends on !hat you !ant to do and to !hat extent7 'ust getting
a bit of data might be B success le(els, !hile reprogramming a computer to loc% out former friendlies and to only
recogni$e you should re9uire a success of at least AB. ("0ey Prime, !hy is Teletran A firing at us;=#) This applies to
basic computers and de(ices, !hich anyone !ith access to a terminal can attempt to hac%7 ho!e(er, you cant hac%
other Transformers or sentient machines !ithout the Cyonics asset (pg. AD).
+eat and (old
+s a Cybertronian, youre pretty !ell immune to all but the most extreme conditions. Only fires of )FFF
degrees Gahrenheit or more ha(e a chance of scratching you, !hile the free$ing cold of +ntarctic nights, (acuums, the
deep sea and e(en radioacti(e !astelands are no problem. <ou might suffer effects from prolonged exposure to such
ha$ardous en(ironments and elements if you dont ha(e 3ealed 3ystems, ho!e(er, ranging from dysfunctions to
actual 3tructure damage.
Passen"ers and (ar"o
+ Transformer can carry an amount e9ual to half his 5ass (rounded up) !ith no maneu(erability reduction7
this can be cargo, robot or human passengers, attachments or !hate(er. 3o it doesnt slo! +utobots do!n to ha(e
humans sitting behind the !heel, for example, !hile Optimus is fine dragging a trailer behind him. 0o!e(er, 5ass in
excess of this limit reduces 5obility by half (round up), and loads e9ual to your 5ass reduce 5obility to A. Excessi(e
loads also li%ely add to your o!n 5ass. <ou cant carry or haul anything that exceeds your 5ass.
Physical #eats
4hile technically a physical acti(ity, Transformations are co(ered on pg. D?.
Climbing: <ou can ma%e an +thletic test to climb slo!ly, at about half !al%ing speed. The target of the test
is based on the grade, and ho! hard and smooth the surface is. + cliff at a ?B:degree angle !ould be target AB to
scale, !hile a (ertical ascent up the side of a building is target )F. + surface too hard for you to dig into easily (li%e a
steel !all) !ould increase the target by at least B.
Leaping or 1amping: <ou can ma%e a running 'ump in robot mode, or ramp off something !hile in a surface
(ehicle form, a distance e9ual your C5ass L +cceleration x AFE7 this is your base 'ump increment. (If you dont ha(e
+cceleration in your current form, andNor youre ma%ing a standing 'ump, then 'ust use 5ass.) Trying to 'ump further
than this re9uires an +thletics or 8ri(e test (the s%ill determined by your form) (target S CAB L 5assE), !ith Csuccess
le(el x AFE being added to your base 'ump increment. 0o!e(er, this is ris%y, because if this test fails you only co(er
half your base increment and probably land poorly. E(en successful leaps and stunts !ill probably result in some
amount of 3tructure damage, though only a fe! points (hard landings inflict half the damage of a fall of the same
distance, rounded do!n). The 0op asset increases the abo(e x AF multipliers by a factor of AF each time its ta%en,
and reduces damage from controlled leaps, ramps or falls by t!ice its rating.
Autobot #imber (30! has %ass 4" %obility ? and Athletics 4. he also has Acceleration 2 in wolf form. 3e can
make a ?$ft. (N%ass 4 < Acceleration 2O ( 1! running leap without having to roll. :f he wants to e(ceed this" he can
attempt an Athletics test (<1 bonus vs. target 1@ N15 < %ass 4O!" multiply the success level by 1 and add it to ?4 to
get his final distance. :f #imber upgrades to 3op 2" the relevant multipliers become &4 C his base =ump increment
becomes 1B4" a standing =ump is 124" and the success level of his Athletics test is multiplied by &. 8urther" 4
Structure (3op ( 2! is subtracted from landing damage" as well as other falls if he manages to land on his feet.
?light: If you ha(e the Glight upgrade for one or more forms, you can fly. 5o(ement in the air ta%es place in
three dimensions, allo!ing for a (ariety of strategies and positions and granting a huge ad(antage o(er land:bound
opponents. Its also a great !ay to tra(el, as one can fly around or o(er obstructions. Gor dogfights, the relati(e
maneu(erability of aircraft forms might become rele(ant. Those !ith the 6TOJ flight asset can turn on a dime and
ha(e excellent agility, though must mo(e slo!ly to gain the ad(antage. Those !ithout 6TOJ flight ability must spend
an entire phase to ma%e a APF:degree turn7 this is a full action, though a basic action can be spent turning if the turn
is done in t!o phases. Turning !hile tra(eling at supersonic speeds is e(en more difficult, and it ta%es se(eral phases
to turn around.
Land #ovement: This isnt a strategic !argame or dungeon cra!l !here emphasis is placed on positioning,
troop mo(ement and the li%e, so exactly ho! far you can mo(e on foot in a phase is usually unimportant. -ule of
thumb, 8uring an encounter or situation, e(eryone should be !here(er its dramatically con(enient. This is inexact
but has the ad(antage of being 9uic% and play:friendly. Gor players and Controllers that !ant to trac% mo(ement
more precisely, assume your Transformer !al%s a number of feet per phase e9ual to C5ass L +thleticsE x AF and can
run fi(e times that speed. -unning can be maintained indefinitely, but (ehicle forms are a much better !ay to tra(el.
If you !ant to mo(e more than a fe! steps during combat, treat this as a basic action & meaning you must
perform multiple actions if you !ant to perform another basic action (!ith a limit of one other action).
S3imming: 3!imming follo!s the rules for flight, except that its under!ater. Onless you ha(e some sort of
roc%et propulsion or youre in a buoyant form (li%e a boat), you must ma%e a C5obility L +thleticsE test (AB) to stay
afloat. Its a good idea to ha(e sealed systems, as prolonged exposure can cause assets to short out (and force a
dysfunction sa(e).
Research
-esearch is important, as it allo!s Transformers to ma%e technological progress. E(olution doesnt happen
naturally for them, they must e(ol(e themsel(es and build their inno(ations into their bodies and circuitry. -esearch
is de(oted to a specific discipline, usually scientific, to!ard a specific ad(ancement, Gor example, researching the
4arp asset, or increasing solar energy to Energon con(ersion efficiency. Theres no "general# research that produces
useful results.
-esearch in(ol(es an extended s%ill test7 other characters !ith that s%ill can participate in the research (per
cooperati(e test rules on pg. )Q). Once you attain the needed success le(el, the desired ad(ancement is successfully
researched, 4arp becomes a(ailable for building into yourself or others, solar energy produces more Energon than
before, and so on. .enerally, each roll represents a !ee% of research (cooperati(e efforts are trac%ed simultaneously7
t!o Transformers each rolling once represents one !ee%, not t!o)7 Controllers are free to alter units of time.
The s%ills that support research, and the sort of things they can offer, follo! belo!. Jisted in parentheses is
the recommended success le(el needed to "unloc%# the ad(ancement7 Controllers are free to ad'ust this number up
or do!n, or to use that as a benchmar% for similar inno(ations. Kote that subassets al!ays use the success
re9uirement of the core asset, and the core asset must be learned first7 +d(anced 8i(ision !ould ta%e AB to unloc%,
'ust li%e 8i(ision did !hen you researched it before.
;iolog.: -esources, 1io:energy ()F). Though an unpopular discipline !ith Cybertronians, 1iology has some
remar%ably useful applications. It do(etails nicely !ith Chemistry and 5aterial 3cience in creating ne! chemical
compounds and organic materials, and Engineering for cybernetic organisms. Its also possible, but difficult, to dra!
Energon from biological processes.
Chemistr.: 2esources* fossil fuels (AF), natural gas (AF). Chemistry is popular for Transformers that !ant to
con(ert oil, gasoline and other petrochemical into usable Energon. Its also the means by !hich they create acids,
bases, chemistry reagents and the li%e.
Comp'ter: Computer research can be used to chec% databases, create programming languages, re!rite
code and impro(e +I.
-ngineering: The science most !idely practiced by Transformers, Engineering has medical and automoti(e
purposes beyond the ob(ious tech angle. Constant research is being done in to refine and ad(ance themsel(es, but
progress is rare7 Transformers long ago reached a technological plateau of sorts, not halting ad(ancement but slo!ing
it considerably. Perhaps inno(ations unco(ered on Earth can 'ump:start Cybertronian e(olutionU
=no3ledge: 8ont underestimate ho! useful %no!ing stuff can be. 3ure, its unli%ely ne! technologies or
assets !ill come from del(ing into academic disciplines, but by no means does that mean its a !aste of time. Gor
example, certain Transformers (I !ont name names here) dont bother learning about humans at all & their cultures,
political di(isions, moti(ations or anything else & and are ultimately gi(ing the ad(antage to those that do. 8edicated
students of Cybertronian history and !arfare become great generals and leader, !hile those that dont bother end up
as grunts. Politics, ecology, e(en human religion can yield useful information and any may hold the %ey to scoring a
decisi(e ad(antage on Terra and beyond.
#aterial Siene: -esearch in this area creates inno(ati(e metals and alloys, !ith superconducti(ity,
magnetism and other properties. 0o!e(er, e(en more promising is the array of synthetic materials Transformers
ha(e found on Earth, Ceramics, polymers, plastics and other substances una(ailable on Cybertron, offering 9ualities
the robots (alue at a fraction of the !eight.
2h.sis: 2esources* electricity (AF), fission (AF), solar po!er (AF). + di(erse school of study, physics research
co(ers e(erything from plasma energy and solar energy to nuclear theory and Energon, e(en the alteration of spaceN
time. 3ubspace communication !as built on the foundation of this science, along !ith recent brea%throughs such as
short:range teleports.
Resource (on'ersion
Petroleum products and other energy resources cant be processed by Transformers, but can be con(erted
to Energon if research is de(oted to the tas%. The con(ersion ratio of resources to Energon is (ery inefficient at first,
and the process must be further researched to attain a better con(ersion ratio.
Each potential source of energy is rated in -esource points. It ta%es a certain number of -esource points to
e9ual one point of Energon7 the base -esource (alue of the resource (!hen con(ersion is first researched) (aries, and
depends on the resource. Each successi(e one:point impro(ement of this ratio (H -esource points to A Energon, * to
A, etc.) re9uires a benchmar% research. The ideal ratio is a A:for:A con(ersion, but the ratio can ne(er be impro(ed
past this.
0o! much of a gi(en resource (in gallons, !eight, (olts, etc.) e9uals a point of resource is completely open:
ended, and is decided by the Controller.
The research s%ills, and the resources they apply to, follo! belo!. 3ee the -esearch rules, directly abo(e.
;iolog.: bio:energy (AFNA).
Chemistr.: petroleum and other fossil fuels (HNA), natural gas and propane (HNA), hydrogen (?NA).
2h.sis: nuclear fission (BNA), electricity (*NA), solar energy (HNA)
$ensory Po,ers
Transformers are physically (ery po!erful, but some of their most potent ad(antages come from their
sensory capabilities, !hich are in almost all cases superior to those of human beings and allo!s them to percei(e
things no person can. 4hat follo!s is a description of the sensory abilities most Cybertronians ha(e, though some
ha(e senses beyond these (see Enhanced 3ensors). +ll Transformers ha(e the option to reduce their sensiti(ity at !ill,
pre(enting light blindness, feeling pain at amputations, or damage from loud noises.
Energon:related senses are co(ered under Energon 3ignatures, pg. DF.
:'dio: <ou experience the full range of human hearing, plus can hear !ell into the infrasonic and ultrasonic
ranges7 your sensiti(ity extends from the lo! fre9uencies 'ust belo! an elephants hearing to the high pitches of dog
hearing, and all in bet!een. <oure about as good at hearing light sounds as a human, though not any better.
ChemialIJlfator.: <oure both a little better and a little !orse than fleshlings !hen it comes to smell. <ou
ha(e an enhanced ability to detect inorganic chemicals, electricity, o$one, smo%e, petrochemicals and other fuels, and
energy discharges. 0o!e(er, youre scent:blind to organic compounds outside of petroleum.
-nerg. and ?ores: <ou can detect non:Energon energy forms, and determine gra(ity and orientation. <ou
can sense magnetism, gra(ity, electricity, heat, and radiation, and measure them accurately. Transformers use their
sensiti(ity to magnetism to tra(el on Earth and Cybertron (!hich also has magnetic poles)7 see the Ka(igate s%ill.
Jptial: <our (isual range is )B miles, and you retain full clarity of detail for all but the final fi(e miles or so.
6ision extends into the infrared and ultra(iolet !a(elengths, and youre able to see the full range of color, though
humans ha(e a slightly superior ability to distinguish bet!een hue and shades. Optical technology ma%es optimal use
of a(ailable light, allo!ing you to see in near total dar%ness. 1lindness is rarely an issue for you, considering this
sensory pac%age (and most Transformers are e9uipped !ith lights any!ay). 0o!e(er, damage to your optic sensors
or other circumstances might blind you, causing you to suffer a :B penalty to all rolls re9uiring sight. Gurther, all basic
actions become full actions.
Tatile: This is one area !here humans ha(e a distinct ad(antage. <our tough exos%eleton is composed of
alloys and other materials that pro(ide great protection, but it doesnt offer much sensiti(ity. <ou can feel significant
changes in pressure and temperatures but little beyond that. <ou immediately register any 3tructure damage, and
that data can be interpreted as "pain# in a Cybertronian context7 ho!e(er, you ha(e the option to dial the sensation
do!n so that its only an alert in the bac% of your consciousness processors. This ma%es you (ery resistant to torture
and discomfort. 1ut the feel of a bree$e, the touch of sil%, the !armth of a human touch are all lost to you. (+t least
you can turn into a badass tan% or something, though, right;)
$tructure
3tructure is an abstraction that measures ho! structurally sound (or "healthy#) something is7 3tructure is
applied uni(ersally, from Transformers and their e9uipment to bric% building and fleshlings. 4hen something ta%es
damage, that damage is subtracted from its 3tructure7 the more 3tructure ta%en a!ay, the more dilapidated and
damaged the ob'ect appears (and bloody, if the ob'ect in 9uestion is a human). The bigger something it is, the more
damage it can ta%e & and dish out, if its in a position to do so7 3tructure is e9ual to C5ass x BE LB (or C5ass LAE x B).
0o!e(er, special rules apply for 3tructure as it applies to characters (li%e you).
1epairing !amage: <ou and your e9uipment dont heal damage naturally o(er time, but instead must be
acti(ely repaired. Juc%y, then, that you can infuse your nanotech autorepair mechanisms !ith Energon, !hich %nit the
damage. It cost one point of Energon to restore one point of 3tructure7 you can reco(er up to your maximum
3tructure this !ay. (Ko amount of Energon !ill allo! you to "pump# 3tructure abo(e its normal maximum.)
5anual repair is less effecti(e and ta%es longer, but is less Energon:consuming. <ou must spend at least
fifteen minutes on the attempt and ma%e an Engineering test ()F) and at least fifteen minutes7 half the success le(el
in structure is restored to !hate(er or !hoe(er youre fixing. + failure actually inflicts a point of structure damage as
you inad(ertently foul stuff up, !hile a fumble probably inflicts more damage and forces a technological sub'ect to
dysfunction (no sa(e allo!ed). Only one test is allo!ed e(ery AB minutes, and each successi(e repair attempt on the
same sub'ect in the same day increases the target by D.
;iologials: 0umans and other organic life only ha(e half the 3tructure their 5ass !ould normally indicate.
"-epairing# humans is (ery hard unless you ha(e the right s%ill (1iology)7 if so, a successful test !ill only restore a
single point of 3tructure to the patient (or ), if you attain a success le(el of AF or more). 0umans that lose all their
structure are dead, and cant be fixed. 3uc%s to be them.
Terran Technolo"y
0umans really are pretty primiti(e. <oure able to immediately gasp the details of anything they(e created
!ith a simple 3can test (target AF). <ou can memori$e e(ery function and capability of a human machine, for instance
(!hich you do before you try to mimic that form), as !ell as memori$e building layouts or determine !hat a gi(en
ob'ect is made from. This allo!s you to immediately operate pretty much any electronic or mechanical de(ice you
come across, or destroy it & since you gain intimate %no!ledge of its (ulnerabilities as !ell.
0uman computers and databases are easy to hac%. +ugmented by your Cybertronian capabilities, youre
able to find any information you !ant instantly, and brea% into pretty much any account or database regardless of
encryption and alter or corrupt the data7 a successful Computer test (target P:AF) !ill usually get you !hat you !ant.
Extremely high:end encryption (li%e O.3. .o(ernment) might slo! you do!n, but your Computer tests !ill ne(er rise
abo(e AB and a success le(el of B is all you need.
Time
4hen trac%ing time becomes important, remember that phases are about six seconds long, gi(e or ta%e a
second or t!o7 there !ill be ten phases per minute. +ll Transformers ha(e 9uantum chronometers that can measure
time to !ithin one hundred thousandth of a second.
Transormin"
The ability to shapeshift is the defining 9uality of Transformers, !hat defines them in the minds of us fans &
and !hat ma%es them so effecti(e. -ules for other forms are co(ered on page H. These rules co(er transforming itself,
something that applies uni(ersally regardless of !hat one turns into.
5ost transformations dont re9uire any sort of test7 you simply !ill yourself to do it. 0o!e(er, con(erting
during stressful situations (!hile fighting, flying, dri(ing, performing stunts and so on) re9uires a Transform test. The
target is CAF L 5assE7 transforming re9uires some effort, and bigger Transformers ha(e a lot more mo(ing parts and
components to shift. + failed transform test means youre still in mid:shift (and can perform no actions) until the end
of the phase, and its assumed you finish your con(ersion by the time your initiati(e rolls around on the next phase.
Transforming is a full action, though a success le(el of AF or more allo!s you change as a basic action. <ou can spend
a point of Energon to perform a near:instant shift as a basic action instead of ma%ing a Transform test.
Up"rades & Impro'ements
Ji%e biological organisms, Transformers e(ol(e, impro(ing o(er time in response to en(ironment, conflict
and other pressures. 1ut Cybertronians must acti(ely build their ad(ances into themsel(es. This pro(ides them !ith a
much accelerated de(elopment compared to us mere organisms. Instead of gaining a desired characteristic o(er
thousands of generations or getting stronger by strenuously !or%ing out o(er months, a Cybertronian can impro(e
himself or e(en unloc% entirely ne! capabilities in the span of !ee%s. 0o!e(er, this ta%es effort and speciali$ed
%no!ledge, and it ne(er happens on its o!n. + robot that "!or%s out# !ont gain 5ass or 5obility, and cant
spontaneously learn to fly or become better armored.
To reflect this, you must perform upgrades to impro(e your hard!are and assets. It ta%es time and Energon
to rearrange components, re!ire processors and the li%e. One upgrade test is allo!ed e(ery three days (about t!o
attempts per !ee%), and a player can only upgrade a number of times in a month e9ual to her Intellect7 any upgrade
attempts beyond this bear no fruit. (E(en mechanical bodies and computeri$ed brains need rest, you %no!.) 3ome or
all the Energon costs for upgrades can be met from other sources, such as the Energon reser(es on base or ship, e(en
other Transformers. 0o!e(er, robots that freeload excessi(ely arent regarded !ell, especially in slim times & and
among 8ecepticons this can be dangerous. There !ill usually be policies in place restricting ho! much Energon one
can ta%e from faction reser(es in a certain time period.
Improving :ttrib'tes: +ttributes are expensi(e and difficult to impro(e, <ou must attain AF success le(els
on an extended Engineering upgrade test to increase an attribute by A. In many cases you must also ha(e spare parts,
components, memory chips and the li%e to add to your body. Energon points e9ual to the ne! attribute rating must
be spent each day spent upgrading (e(en on days upgrade tests cant be made). +s stated under 5obility, this trait
cant be impro(ed beyond your 5ass cap.
(+ player can use s%ill points can be to "upgrade# his characters Intellect. Each AF s%ill points spent adds A
to that attribute7 this costs no Energon nor ta%es any appreciable time. This option applies to no other attribute, and
reflects the character learning to thin% better rather than an actual physical upgrade.)
Mltra %agnus (+1! is powerful but not as fast as he could be" and wants to improve his %obility (which is &!.
3e performs the 'ngineering tests himself" and over the course of four tests (about twelve days! he attains the
necessary 1 success levels. #his cost him 4 'nergon per day" or 4B points total. 3e emerges a Auicker robot" ready to
take the fight to the 7ecepticons.
@nloking and @pgrading :ssets: Each asset has a science s%ill associated !ith it, !hich is used in tests to
unloc% or upgrade that asset. Test targets are usually AP. The player must attain AF success le(els to unloc% a ne!
asset (one that he doesnt ha(e at all)7 the asset is gained at a rating of A, or 'ust gains it outright if its a closed asset
(in !hich case no rating applies). Impro(ing an existing asset by A re9uires B success le(els, but only up to a rating of
B7 for ratings * and abo(e, it re9uires AF success le(els per point. +n asset can ne(er be impro(ed beyond AF7 further,
some assets . -emember, an asset a Transformer has in one form can be incorporated into another form at half the
normal upgrade success cost (rounded up), up to the original asset rating. Energon points e9ual to the ne! asset
rating must be spent each day spent upgrading (as !ith attribute upgrades, this Energon must be spent e(en on days
no tests can be made).
@pgrading Jthers: Transformers can upgrade each another. To upgrade someone else you must spend the
normal time (three days) and effort associated !ith upgrades, and ma%e the necessary tests. The Energon costs can
be paid by you or your sub'ect, or split bet!een you. This ta%es three days and counts to!ard the maximum number
of upgrade tests you can attempt per month, so means helping out your brother reduces the potential impro(ements
you can perform on yourself. +utobots generally dont mind helping each other out !ith upgrades (though they dont
li%e being used), but !ith 8ecepticons this is almost al!ays a Auid pro Auo arrangement.
Cooperative @pgrades: Tests can be done cooperati(ely on the same upgrade, ma%ing the effort easier and
producing 9uic%er results7 only one robot can benefit from cooperati(e upgrades at a time, though characters can
ta%e turns upgrading one another !ith cooperati(e efforts. Ko more than three Transformers can participate in this
group effort per upgrade. The time inter(als bet!een tests, per:month upgrade limits and other rules are the same as
indi(idual upgrade attempts. The Energon cost can be paid by any participant or split bet!een them.
Soundwave (+1! decides to pick up Sonic Attack. Kot only is the asset appropriate to his moniker" it4s an
effective attack when facing multiple opponents by himself C something that4s been happening with increasing
freAuency. 3e and 0u66saw (one of the few allies Soundwave hasn4t back$stabbed! work together on the upgrades.
+aining Sonic Attack at 1 would take =ust 1 success levels" but Soundwave wants to increase its effectiveness and
upgrades to level &. All told" this asset upgrade takes a success of 2" lots of 'nergon and a full three weeks to
complete. /ucky for Soundwave that he and 0u66saw have the spare time to perform the upgradesJ
Learning Skills: 4hen a character uses a s%ill in a !ay that significantly impacts gameplay, ma%e a note of it7
the test doesnt ha(e to be successful, necessarily, but it must be an attempt to constructi(ely use the s%ill during the
course of the game. +t the end of e(ery game session the player gains one third the robots Intellect (round do!n) in
points to spend on impro(ing one of those s%ills7 each s%ill point spent adds A to its rating. + s%ill can only impro(e by
one rating point at a time. Ji%e upgrades, s%ill points need not be spent !hen gained7 they can be held in reser(e until
the player !ants to spend them.
Combat
In fights, things are rarely orderly. Its probably impossible to model realistic combat in a game format (and
too much realism isnt fun any!ay). 0o!e(er, this game offers a simple and dynamic approximation of that chaos.
(ombat Pro"ression
A. Initiati(e is determined at the beginning of combat7 this result is retained for the rest of the fight.
). Characters act in order of initiati(e, ma%ing attac%s or ta%ing other actions. 3uccessful attac%s typically inflict
damage, !ith attac% success adding to the base damage of the !eapon or attac% form. +rmor, -esistance and other
applicable (alues subtract from the damage ta%en. 8amage is recorded, andNor other attac% effects are noted. +
character that loses all his 3tructure can no longer act. If a Transformer suffers more damage than CB L 5assE or half
his current 3tructure, or is hit !ith a particularly successful E5P attac%, a dysfunction sa(e must be made.
D. Once all characters ha(e ta%en their actions in a phase, a ne! phase begins, !ith characters acting in order of
initiati(e.
Initiati'e
Initiati(e tests determine !hat order in !hich you act during combat or dramatic situations. +ll those
in(ol(ed in a fight ma%e Initiati(e tests (using the Initiati(e s%ill) at the beginning of combat. Ko target applies to
Initiati(e tests7 instead the total result of the test is used as the (alue. The Transformer !ith the highest result goes
first in the phase, performing his action(s). Then the one !ith the next highest Initiati(e result goes next, and so on,
!ith characters acting in descending order of current pools until the one !ith the lo!est Initiati(e test has gone.
Initiati(e tests are made at the beginning of combat, not at the beginning of each phase7 on subse9uent phases of the
fight combatants %eep their original Initiati(e results.
!ela.: <ou can opt to go later in a phase than your Initiati(e !ould indicate, letting you act tactically, but
your base Initiati(e drops by A on later phases each time you do this. <ou cant use delayed actions to interrupt
others actions or act on a specific trigger7 that re9uires a held action.
Held :tion: + (ariation on the delay rules, you can choose to hold an action until its triggered by another
action or circumstance. +t the beginning of the phase, you announce the trigger e(ent, "Im attac%ed,# "Optimus
transforms,# or "The enemy retreats.# <our action isnt ta%en until 'ust as or 'ust before the trigger e(ent occurs. 0eld
actions can be used to interrupt others actions or act right !hen the specified e(en occurs, unli%e delayed actions.
0o!e(er, if the specified trigger e(ent doesnt happen, you cant perform that held action and its !asted. +nothers
held action cant be used as a trigger for your o!n.
Attacks and /ther Actions
<ou act in combat in order of Initiati(e, as described abo(e. Osually (but not al!ays) this is some form of
attac%, such as firing your gun or s!inging at a close enemy. +ttac%s are made against the (ictims 8efense, a set
target number for attac%s.
T.pes of :ttaks: There are a (ariety of standard attac%s a Transformer can perform. 0ere are the tests you
need to ma%e for a certain attac%. +ssets that assault other Transformers may use different rules7 these special cases
follo! the rules gi(en under the asset.
-anged +ttac% (firearm, missiles, grenades), 5obility L Targeting.
Close +ttac% (punches, s!ords, uprooted lamppost), 5obility L Close Combat. Close attac%s performed
!hile in (ehicle mode may use the appropriate "control# s%ill (8ri(e or Pilot) in place of Close Combat, if the
substitute s%ill is higher.
!efense: <ou 8efense (alue is your ability to e(ade attac%s7 except in special cases li%e area effect attac%s
(!hich are noted), attac%s al!ays use 8efense as the target !hen ma%ing attac%s against you. <our 8efense (alue is
e9ual to CAF L 5obility L E(asionE. +s !ith close attac%s, you can opt to substitute 8ri(e or Pilot in place of E(asion
!hen determining your 8efense (alue.
Kote that 8efense implies youre maneu(ering around, duc%ing and !ea(ing and other!ise is trying to
a(oid being hit. If youre hindered so he can/t mo(e freely & flan%ed, pushed into a corner, or fighting !hile your leg is
mangled & you act at half 8efense. If youre completely immobili$ed you ha(e no 8efense at all. (This doesnt mean all
attac%s directed at you are automatic hits, but targets to hit you !ill be 9uite lo!.
?'ll !efense: <ou can opt to forgo all other action in the interests of preser(ing your chassis. <ou ta%e a full
action to add B to your 8efense for the entirety of that phase. This is a full action, <ou cant ta%e basic actions during
that phase, nor may you opt to perform a full defense action in any phase !hich you(e ta%en a basic action.
Dama"e and /ther )ects
Onless stated other!ise, a successful attac% test adds its success to the base damage done by that attac%.
Gor instance, a success of D made !ith an attac% !ith a base damage of B inflicts P damage, up to AF points abo(e the
base damage of the attac%. This amount (minus +rmor, -esistance andNor other applicable (alues or ad'ustments) is
subtracted from the (ictims 3tructure7 for all purposes, including determining dysfunction, damage al!ays ta%es into
account reduction from +rmor, -esistance and other sources.
:ronhide (/A! is %ass ? and has Armor ?. A kinetic attack that inflicts 1& damage only inflicts > Structure to
him after Armor" and so won4t force a dysfunction save. 0ut an 1B damage attack could cause a dysfunction" since it
does 12 damage after Armor which e(ceeds his N%ass <5O (11!.
:rmor: This (alue subtracts directly from %inetic damage, such as bullets, titanium cla!s and blunt impact.
+ damage result of less than F ($ero) means the attac% bounces off the (ictims armor plating and does no damage at
all. +rmor doesnt protect against energy damage or E5P attac%s.
1esistane: This (alue functions li%e armor, except that it is subtracted from energy damage instead of
%inetic damage. Energy damage includes fire, lasers, electricity, plasma and e(en extreme cold. -esistance doesnt
reduce %inetic damage, and doesnt protect against E5P attac%s (!hich assault circuitry and dont affect 3tructure).
!.sf'ntion: Transformers are sturdier than Terran machinery, but not in(ulnerable. Ji%e any mechanism, if
you ta%e enough abuse youll brea% do!n or perform poorly. 4hen you suffer your C5ass L BE in 3tructure damage or
lose half or more of your current 3tructure in a single attac% (ad'usted damage), you must ma%e a 8ysfunction sa(e,
This is an Intellect test (AB), and the 3urge Protection asset adds its rating to the sa(e7 no s%ill applies to this roll. +
successful sa(e indicates you continue functioning normally, !hile a failed sa(e means something goes !rong.
8ysfunction can ta%e many forms, and the Controller is free to ad'udicate the specifics based on circumstance and
!hats dramatically appropriate. If hed rather determine randomly, he can roll Ad)F on the table belo!,
/-% -endered inoperable for se(eral phases7 has a )BX chance (AB or better on d)F roll) to reacti(ate.
4-5 +ll Transform tests suffer a :B penalty for duration of combat7 any Transform test result under B indicates
character is form:loc%ed and cant transform at all.
*-6 +n internal short circuit inflicts one point of 3tructure damage each phase7 spending a point of Energon !ill
repair the short and arrest the damage, but other!ise short damage is ta%en for duration of combat.
7-8 -eactor suffers a hiccup, and the Transformer cant access his Energon for duration of combat. This means
certain assets become inaccessible, and repairing damage is impossible.
9-/0 -eactor lea%, A Energon is lost per phase for duration of combat, to a minimum of A.
//-/% Partial reactor explosion, 0alf current Energon (rounded do!n) is lost immediately, !ith the Cybertronian
and all !ithin )B of him ta%ing the expelled Energon in damage=
/4-/5 + type of sensors (i.e., sight, hearing, touch, energy sensiti(ity) is offline for duration of fight.
/*-/6 Communications are do!n for duration of combat.
/7-/8 + !eapon or other asset acti(ates and deacti(ates at random for the rest of the combat7 the asset has a BF:
BF chance of acti(ating or not, and the character (or player) has no control o(er this.
/9-%0 Jeg, axle or e9uilibrium damage7 5obility is hal(ed (round up) for duration of combat.
uman Characters
0umans can (and should) play important roles in Transformers games, but are inade9uately represented by
the rules presented. The problem is one of scale. +ttributes are meant to measure Cybertronian capabilities, as this
game features such characters. The 5ass differences bet!een a !eight lifter and an elderly !oman, for example, are
moot to a ten:ton robot. +ny system that !ould allo! realistic 9uantification of human abilities re9uires a far finer
statistical scale, little of !hich !ould be used in most Transformers games.
This doesn/t mean humans can/t be portrayed. In fact, people ine(itably appear as allies and antagonists in
most series. +ll humans default to 5ass A, and their 3tructure is hal(ed (round up, !hich comes out to D), !hile
unarmed damage has a base damage of F, Glesh and bone are !ea% against metal. 0umans ha(e no assets or Energon
traits. Ob(iously, there/s no realistic !ay for fleshlings to trade blo!s !ith big robots and not get smeared7 !hile not
necessarily helpless, people should probably stay out of the !ay !hen the serious fights start. 0uman Intellect and
5obility a(erage around D:?, but can go as high as AF, and generally function for humans li%e they do for robots.
0umans ha(e s%ills too, though they apply differently. 3omeone !ith 8ri(e ? can dri(e a car !ell, but unli%e
a robot !ith that s%ill, she re9uires a (ehicle to dri(e. Gleshlings arent familiar !ith Cybertronian technology (unless
theres a very good 'ustification for them to be), and cant apply their s%ills in that regard, +n engineer can apply her
Engineering s%ill to Earth machines, but !ouldnt ma%e heads or tails of an Energon processor. 3can permits only
basic perception, li%e sight and smell. Controllers should use common sense to determine !hat people can and cant
do, using real:life capabilities as a guideline.
Charater Creation: A) points to spread bet!een human characters Intellect and 5obility, and s%ill points
e9ual to CIntellect x )E to distribute among appropriate s%ills. 5ass, of course, is stuc% at A.
Improvement: 0umans cant upgrade themsel(es or be upgraded (unless cybernetics are brought into play,
!hich is a !hole other ball of !ax). 0o!e(er, they can learn and train. They gain one third Intellect (round do!n) in
s%ill points per episode, li%e Cybertronians. They can use these points to increase s%ill and Intellect, but (unli%e robots)
can also impro(e 5obility !ith s%ill points.
Kehiles: 4hen controlling a (ehicle or craft of some sort, a human retains her Intellect and s%ills, but uses
the machines 5obility, 5ass and assets. (This is also true of robots piloting craft.) 5achines le(el the playing field
some!hat, a souped:up car, ne!s copter, military (ehicle or other machine offers players the possibility of playing
humans in Transformers games, ala that 4it!ic%y %id.
-F'ipment: 0umans can gain benefits from tools. One !ielding a big melee !eapon, li%e a sledgehammer,
could do up to a base D damage !ith it. 0uman firearms are rarely up to the tas% of ta%ing on Transformers, but J+4
roc%ets and grenades sting a good bit more. 0ea(y:duty body armor (li%e full 34+T gear !ith riot shield or military
grade protection) pro(ides a single point of +rmor and -esistance, but thats it.
C.borg Charaters
+ cyborg is a human or other humanoid augmented by Cybertronian components fully integrated into her
body. Cyborgs conform to the rules for humans (including character creation) except as follo!s. + cybernetically
augmented organism is more durable than normal fleshlings, 3tructure and close damage aren/t hal(ed, and are e9ual
to that of a 5ass A robot. 1asic cyborgs can ha(e up to t!o points of assets, appropriate for !hat they are. They dont
process Energon, so cant ha(e assets that relate to Energon (li%e Efficiency or -eser(es), cost Energon points (li%e
E5P +ttac% or Vua%e) or reduce Energon reco(ery (li%e Glight or 5agnetism). They cant transform or ma%e radical
alterations to their bodies (so .estalt or 4eight -eduction are out). +nd finally, some things 'ust dont ma%e sense for
Cyborgs to ha(e, 1iograft is 'ust redundant, for example. The Controller is free to nay:say anything that doesnt fit,
since in all li%elihood hell be the one creating and playing the cyborg (though they ha(e potential as PCs).
;inar. S.mbiotes
1inary symbiotes are cyborgs are binary:bound to a Transformer partner7 see the 1inary 3ymbiote asset, pg.
A). The cyborg is a separate character from the host robot, created and played by the Controller, !hich conforms to
the rules for cyborgs except as follo!s. +ll symbiotes ha(e the Integrate asset, as !ell as t!o points of assets.
0o!e(er, the range of assets the cyborg can possess is greatly expanded, as her assets are "donated# to the host
robot rather than used on her behalf. The particular !ay the binary symbiote integrates !ith her Transformer partner
usually offers clues to the assets she offers, One that becomes or combines !ith a !eapon !ill li%ely offer 1allistic
+ttac%, Energy +ttac% or the li%e7 !hile a symbiote that hoo%s into the engine might offer Efficiency, Energon 3urge or
+ugment7 the classic "0eadmaster# style cyborg might offer Enhanced 3ensors, +lacrity or Joc%. 3ome donated assets
dont ma%e sense for symbiotes, li%e -einforcement or 4eight -eduction7 as al!ays, the Controller is free to accept
input but has the final say on !hat a symbiote can offer.
Its important to remember that binary symbiotes are indi(iduals !ith their o!n moti(ations, feelings and
desires. They dont exist as mere extensions of the Cybertronian. +ttempts to get around "the problem of free !ill#
!ith brain!ashing, frontal lobotomies and death threats lead to far less effecti(e symbiotes. Interaction bet!een the
cyborg and her host Transformer can actually ma%e gameplay more interesting & especially if the partners influence
one anothers personalities and perspecti(es. The Transformer character should al!ays be the dominant partner7 the
controller shouldnt use cyborgs to compete !ith players for control o(er their characters. 1ut simply dismissing the
symbiote altogether does the game an e9ual disser(ice.
Animals
+nimals !on/t play a (ery big role in most games (except for those based on the 1east 4ars series). If a Controller
!ants to stat out critters for his games, though, it/s easy enough to do so. Ji%e hominids, most animals can/t compete
!ith robots & e(en the meanest dog is no opposition for robots !ielding plasma grenades= 1ut animals li%e elephants,
rhinoceroses, !hales and other massi(e animals can present a challenge for a lone robot. 3uch creatures ha(e 5ass
ratings appropriate to the force they can bring to bear7 ho!e(er, 3tructure and unarmed damage are hal(ed (though
bull elephant tus%s or rhino horns should inflict full damage). 5obility reflects the animals natural speed and agility,
though this attribute is typically lo! in creatures big enough to threaten Cybertronians. Intellect is ne(er higher than
A or ). Jimited assets are possible (!ith a rating no more than )), li%e +cceleration to represent high running speeds,
or 5elee +ttac% for horns. +nimals !ill rarely ha(e s%ills beyond +thletics, Close Combat, E(asion and 3can (non:
electronic senses only).
Controller Chapter
This chapter deals !ith information pertinent to Controllers, the person running the game7 !hile the rest of
this netboo% is !ritten for player consumption, !hat follo!s is addressed to the Controller. Kothing here is off limits
to player eyes, but most of its not going to be that useful to you unless you plan to run games of your o!n.
Running Games
-unning a game is a special responsibility. +s a Controller, you need a good grasp of the game rules,
imagination, and the ability to con(ey the characters and setting. Impro(isation, good memory and acting s%ills are
also (aluable 9ualities. <ou ha(e more po!er than any other participant in the game, but that must be tempered !ith
respect for both the players and your episodes integrity. There are countless !ays for a game session or an entire
series to go side!ays, and there isnt any one set formula for running a successful game & that (aries from group to
group. 4ith no clear instructions on !hat to do right, it might seem easier to 'ust hand off the Controller title to
someone else and not deal !ith it. (+nd youre right, that is easier.) 1ut !hen you do run a game and it all comes
togetherU then its all !orth all the trouble and youre be hungry to run again. 5ore effort yields greater re!ards,
after all.
3o !hat follo!s is a description of game basics, and suggestions on !hat typically !or%s and !hat doesnt.
Its not a set of commandments, !ith 3halls and 3hall Kots, or a dissertation on high:minded game theory. This is
practical ad(ice thats (hopefully) directly applicable to your games. This ad(ice is li%e any other, of course, and you
can ta%e it or lea(e it. 1ut as a Controller you should at least read this chapter, e(en if youre an old hand at running
games & !ho %no!s, you might find something useful in all this.
Game #ormat
Session: The foundation of a game is the session, !here you and the players gather around to actually play
the game. 3essions typically last for a fe! hours, though they can be much shorter or go all night and into the !ee
hours. This depends on ho! much time, energy and caffeine (human Energon) is in(ested into the game.
-pisode: +n episode is a small story arc, similar to an episode of an animated series. +n episode has a plot
and a conclusion. It may last a single session or encompass t!o or three sessions (but rarely more than this). Once
one episode is concluded, the next one starts (usually !hen the game group meets again). Episodes may or may not
be lin%ed to form a story7 see belo! for more on this. 3%ill points are a!arded at the end of each episode.
9ayla runs an episode called P3ound4s 2escue"Q in which that Autobot has been captured by 7ecepticons and
the player characters are tasked with his rescue. -nce 3ound is rescued" or the 5)s fail in their attempt" that episode
is concluded.
Stor.: + story is a grouping of se9uential episodes that follo! a longer plotline7 thin% a miniseries, mo(ie or
boo% chapter. 3tories are more difficult to resol(e than a single episode, but they !ill li%ely offer greater re!ards for
the PCs, li%e a free upgrade handed out by superiors or a promotion. It can also reflect a period of personal gro!th or
change for one or more PCs.
:n P3ound4s 2escueQ the 5)s fail to rescue poor 3ound despite their best efforts" and as a result his )5M was
hacked by Soundwave. 9ayla decides to base the ne(t episode (PSaboteursQ! on that conseAuence" with a 7ecepticons
strike force using 3ound4s access codes to sabotage the Ark" attack Autobots and generally cause havoc. #he 5)s of
course must help put a stop to this. -nce ISaboteursQ concludes" PKo %an /eft 0ehindHQ details the 5)s4 renewed
efforts to rescue 3ound before he4s destroyedJ or worse. #he three episodes are connected and form a story.
Series: + series is the sum total of all the episodes and stories told around a particular group of players and
their characters7 for example, the entire run of 1east 4ars as a game !ould be considered a series. + series may be
short or long, and !ill chronicle the gro!th, changes, (ictories and defeats of the PCs and their allies o(er a span of
time. + series can span years or decades of game time, representing a year or more of real:life play as the players
extensi(ely de(elop their characters. Other series might be short by design andNor be "canceled# prematurely so the
group mo(e can onto the next game. This depends entirely on your groups gaming preferences.
!o3ntime: This is time spent outside acti(e play7 characters !ill spend most of their li(es in do!ntime. The
time bet!een episodes is do!ntime, and short periods of do!ntime can pass !ithin episodes. 8uring do!ntime,
Transformers shut do!n, perform repairs and upgrades, research, or do !hate(er they !ant as long as it shouldnt
re9uire acti(e play. Characters that ha(e hobbies or interests can pursue them7 2a$$ might 'ust par% outside clubs to
obser(e human culture and listen to music, !hile Tarantulas hunts and preys on animals. 8o!ntime can lasts hours or
months. 4hen do!ntime occurs, you summari$e the effects (and ma%e or allo! rele(ant tests).
4hene(er a dramatic e(ent re9uires direct participation from the PCs, do!ntime is interrupted and acti(e
play begins7 you shouldnt announce to the players, "Oh by the !ay, some humans snuc% into your undersea base and
no! youre all captured.# Kor should you permit players to announce, "3ince last session, I defeated Jugnut and too%
his guns.# <ou should al!ays gi(e players and KPCs a chance to react to pi(otal situations that directly impact them.
Part of being a good Controller is managing do!ntime. Too little do!ntime, and nobody has time to rest or
do anything not related to acti(e play7 this unfairly slo!s do!n their ad(ancement through upgrades. Too much
do!ntime, and characters ha(e huge stretches in !hich they do nothing or 'ust upgrade themsel(es until theyre
!al%ing gunships. Keither option is realistic7 characters should be neither harried nor complacent. + do!ntime
balance that permits limited upgrades paced by acti(e play is ideal. One to t!o !ee%s is a good "a(erage# do!ntime
period, !ith shorter or longer periods !hen appropriate.
-on0Player (haracters 1-P(s2
Players only get to control their characters, but you get all the rest. E(ery other Transformer, human and
!hate(er else is out there is yours to command. Juc%y you, huh; <es, this is great, but its also a big responsibility.
<ou need to %eep trac% of the personalities, moti(ations, and gro!th of cast characters, and be able to create extras
on the spot. Gurther, you ha(e to reign in the urge to do too much !ith your KPCs7 they may !ell be (ery interesting,
and you ha(e to care about your KPCs on some le(el to do 'ustice by them. 1ut dont forget that the PCs should
al!ays ta%e center stage, e(en if theyre not the primary characters in the canon series. 4hile 1umblebee is the
golden boy in the cartoon (so to spea%), unless a player is controlling that character he shouldnt hog the spotlight in
any series you run.
Cast: The cast are important characters, at least in respect to the game. 5ost of the PCs interaction !ill be
!ith cast characters. +ll Transformers that arent PCs are cast, except for drones and the li%e. 0umans that feature in
the series are cast too. The cast ha(e names, !ell:defined personalities and moti(ations, and !ill gro! and e(ol(e
during the series.
4ithin the cast category, a further distinction is made bet!een main cast and supporting cast. 5ain cast
interact more fre9uently !ith the PCs and are spotlighted fairly often. In a .A series, this !ill almost al!ays include
Optimus Prime, 5egatron, 1umblebee, 3tarscream and other high:profile characters. 3upporting cast may not be any
less important in an ob'ecti(e sense, but appear less in the series narrati(e. 3easpray, 0uffer, Gren$y, the 3tunticons
and a sle! of other robots had cameos and episodes in the .A series, but other!ise blended into the bac%ground. Of
course, your o!n choices of main and supporting cast might be different. <ou might choose to spotlight Transformers
largely o(erloo%ed or not included in official continuity series, and regulate 1umblebee, the 8inobots and other
robots to supporting cast. The distinction is a necessary one7 unless the cast is (ery small, you cant e9ually spotlight
e(eryone. 1ut the distinction isnt absolute. There should be times supporting cast !ill be acti(e in the narrati(e, and
main cast !ill ta%e a brea% from the stage.
KPC Creation, There really are no rules for ma%ing KPCs. They can be as po!erful or as !ea% as you need
them to be. In fact, some disparity bet!een KPCs, and bet!een they and PCs, is pretty much guaranteed. 8ont !orry
about "game balance# or being fair here7 the faction and team leaders, lieutenants, and other experienced robots !ill
be flat:out better than beginner characters, !hile humans !ill ne(er be as po!erful as Transformers. This doesnt
mean more po!erful robots are more important in the game narrati(e, or that humans are dismissible. 1ut Optimus
Prime is the +utobot leader for a reason, because hes trained and upgraded for a long time to be the best. This
principle applies to the opposition as !ell as allies, !hich means if fresh:from:character creation +utobot heroes try
to ta%e on 5egatron they will be spanked. -esist the temptation to ma%e e(eryone needlessly po!erful, or gi(ing a
fa(orite KPC an ad(antage he shouldnt ha(e 'ust to %eep him around7 you dont ha(e to follo! the rules, but you
shouldnt be gratuitous about it.
KPCs can ha(e assets and capabilities not included in the list, from the outset or spontaneously de(eloped
as a plot de(ice (li%e that .A episode !here 5egatron "borro!ed# all the 8ecepticons po!ers to duel Optimus). In
short, as extensions of you, KPCs dont ha(e to follo! the rules. 1ut you shouldnt abuse this pri(ilege. 5ost KPCs
should conform to the rules the PCs follo!, be they more or less experienced than the PCs, !ith the special:case
exceptions being only trotted out !hen dramatically appropriate.
.ro!th, KPC gro!th can be handled in se(eral !ays. The first is to hand out s%ill points each episode and
trac% upgrades and research by the normal rules7 effecti(ely, each member of the cast is treated as a player character
controlled by you. This is realistic and fair to the KPCs, but !or%s better for small casts7 the amount of boo%%eeping
this entails can be daunting if you ha(e a lot of KPCs. +nother option is to !ing it, adding points or assets as you feel
theyre needed7 !hile simpler, it might cause KPCs to either lag behind PCs or shoot ahead of them, depending on
ho! much you impro(e them and ho! central they are to the story. +gain, dont let your hands be bound by the
rules here, but at least honor them unless theres a good reason not to7 if the PCs nemeses gro! exponentially more
po!erful each time they meet and outpace the PCs, the players !ill probably (rightly) ta%e exception to that.
-)tras: Extras ser(e the same purpose in this game as they do in mo(ies and T6 sho!s, +s animate scenery.
Theyre minor KPCs, !hich dont ha(e stats or often e(en names. <our a(erage guy on the street is an extra, as is the
security guard outside the garage, the soldiers you face, and QQ.QQX of life on earth. Transformers are rarely extras in
most series, but they can be & for example, soulless attac% drones and minions on Cybertron are extras. Extras are
usually "on screen# for a short time and forgotten, or are set up to be %noc%ed do!n in fights. They rarely present
serious opposition to the PCs, but this isnt al!ays the case7 nameless soldiers in a tan% or an attac% 'et drone can be
as dangerous as cast KPCs.
Extras may not be fleshed out, but arent !ithout (alue. Ji%e other KPCs, they ha(e li(es, moti(ations and
feelings, e(en if those things are ne(er expressed. 1ra!n might ne(er %no! the names of all the people that perished
!hen Jaserbea% ble! up that bus, but that doesnt mean their li(es are insignificant to him or that e(en !ont impact
the series in a significant !ay. (Of course, Jaserbea% probably doesnt care.)
+nd extras can be promoted to full cast, if they appear fre9uently and gro! to occupy a place in the game.
+ detecti(e might report suspicious (possible 8ecepticon) acti(ity to Pro!l. 3ame !ith the street thug that tries to
steal 1rea%do!n in an episode, not %no!ing he !as an alien robot= If permitted to li(e, he might become a contact or
e(en a friend of the 3tunticon, and the t!o may hang out during "off time.# + Cybertronian re9uisitions officer can
become a (aluable ally for either side.
Game $tyles & Themes
Sripted vsG ?reeform: There are t!o styles of games that describe the Controllers and players control of
the plot and narrati(e, 3cripted and freeform. The plot hoo% method is a compromise.
Scripted games follo! a predetermined storyline. Predacons are destabili$ing the Energon fields in 5aximal
territories, and the PCs must respond7 +utobot meddlers are trying to liberate captured po!er stations7 mysterious
Transformers of un%no!n alliance ha(e landed on another continent, and the the PCs are sent to in(estigate. 3cripted
games ha(e the ad(antage of structure and a defined resolution, though offer the players less freedom than freeform
games. 1ut scripted games rarely !or% out exactly as predicted, e(en !hen they go !ell. Its an old gaming maxim
that no game session sur(i(es its players intact, since its hard to predict !hat PCs !ill do or ho! the dice !ill fall. <ou
shouldnt be controlling, and expect players to loc% step !ith your meticulously planned plots !hile gi(ing them no
freedom to ma%e their o!n decisions. Theyre acti(e participants in the game, youre better off !riting fan fiction
featuring your stories than forcing the PCs to conform to your (ision. 3o if the PCs find an ingenious resolution to the
dilemma you didnt expect (li%e tunneling into the po!er plant instead of fighting their !ay through the +erialbots),
thats your bad, not theirs & dont punish them by arbitrarily denying them that course of action, or ha(e +utobots
!aiting for them !ith the declaration, "They expected you to do that=# -e!ard their ingenuity, and be more on the
ball next time you design a conflict.
8reeform games ha(e no structure or established plot7 you gi(e initiati(e to the players, and they do !hat
they !ant. This is less !or% on you, the Controller, and offers players a lot of freedom. These games are often a lot of
fun for e(eryone, and the players can direct the narrati(e in !ays you cant predict7 it can be a challenge to %eep up
!ith them !hen they pull stuff !ay out of left field. This gi(es PCs the opportunity to explore the setting in a !ay
rele(ant to them !hile reducing your !or%load. 0o!e(er, this lac% of structure can lead a sense of purposelessness,
and the players may not ha(e any idea !hat to do !ith their Transformers. Its also fertile ground for intra:player
conflict, as they may fly to the four !inds to attend their o!n concerns and not remain a cohesi(e group (!hich !ill
increase your efforts as a Controller, as you either must shift the spotlight s%illfully to not lea(e anyone feeling left out
or find some !ay to le(erage them bac% together). 5ore than a story or t!o in the freeform style also isnt (ery
realistic (and !e all %no! ho! important realism is in a uni(erse of giant robot contortionists)7 the factions plan, do
things and ma%e mo(es, and Transformer goldbric%s that dont contribute to the cause !ont be tolerated for long.
3o the ideal game falls some!here bet!een these t!o extremes, ta%ing the benefits of both styles !hile
(hopefully) a(oiding the !orst. + basic compromise is scripting a basic plot for your series and running some
structured games, especially for the first fe! episodes of a series :: getting the ball rolling, so to spea%. Thro!ing in
freeform episodes let players stretch their legs and e(ents can alter the elements of the series/ plot. The ratio of
structure to freeform in a series !ill (ary based on group preferences. + more ad(anced tactic is the plot hook
method, in !hich multiple "teaser# plots are offered to the players. They can explore possible 8ecepticon acti(ity in
Otah, go help the +erialbots free the po!er station from tunneling saboteurs, or !or% co(ertly !ith .rimloc% to
undermine Optimus Primes authority. The PCs ha(e the option of follo!ing !hate(er plot hoo%s interest them or fit
their abilities. This pro(ides the ad(antage of structure !ith the freedom to let PCs do more !hat they !ant. The plot
hoo% style also allo!s a more complex (read, interesting) plot than other games7 'ust as PCs !ill act decisi(ely in the
furtherance of one plot hoo%, paths not chosen ha(e conse9uences as !ell. 0ad the PCs chosen to help the +erialbots
instead of po%ing about Otah, perhaps the flyboys !ouldnt ha(e been scrappedU but then no one !ould ha(e
disco(ered the Insecticons out in the 3alt Glats until it !as too late to foil their plot.
Series Styles ! Continuities
Theres no One True Transformers Continuity, as theres so many out there and e(eryone has their personal
fa(orite. There ha(e been no less than se(en animated series de(oted to the Transformers aired here in the O.3.
alone (more ran in 2apan), and se(eral different comics set in different time periods. +nd lets not forget the latest li(e
actionNC.I mo(ies that came out recently.
3o !or%ing off 'ust those, you ha(e a huge range of possibilities. Purists be!are, <ou may base your game
setting on your fa(orite Transformers storyline, but it will change by dint of player participation. The only !ay to
a(oid this is to tightly restrict !hat players can do and say based on !hat the cartoonNmo(ieNcomics !riters !rote
before you... !hich misses the point of gaming entirely. +s a Controller, you ha(e a lot of freedom. Mse it. <ou
determine !hen and !here the game is set. <ou decide !ho the cast is, their capabilities, and !hat they do. <ou
determine !hat !ill happen. <oure creating a ne! continuity, a uni(erse of your o!n creation, !hene(er you start a
Transformers seriesU the possibilities are endless. 3o dont feel confined by !hats come before, use those (isions as
inspiration to help tell your o!n stories, and to gi(e your players the freedom to tell their o!n.
Generation 1 & 2 Transformers
.eneration A (.A) is the classic Transformers that started it all. The closely lin%ed but distinct cartoon and
comics settings influenced my game design 9uite a bit7 I leaned to!ard the 5ar(el Comics series more as I !rote, as I
felt it !as some!hat grittier and had stronger characteri$ations than the animated series. (.eneration ) is technically
a separate and parallel continuity, but is a largely deri(ati(e rehash of the classic and has much in common !ith its
predecessor.)
It !ouldnt be difficult at all to model that sort of continuity !ith this game, as all the assets one !ould
need are here. This game system "out of the box# arguably most closely fits .A games. Gor authenticitys sa%e, you
might !ant to lea(e out the ability for Cybertronians to gain ne! forms or ma%e it harder to do so, as the .A robots
apparently didnt ha(e that ability.
Michael Bay s 1Live Action2 Transformers
Of all the Transformers properties, I(e been most influenced by 1ays (ision (notably the first mo(ie) as I(e
!ritten this game, reflected in the "gritty# semi:realistic treatment of the robots and their capabilities. The three
mo(ies present a stripped:do!n (ersion of the Transformers, a foundation upon !hich more can be built. Its a good
place to start for a beginning Controller, or one bringing people ne! to Transformers into the game7 fe!er characters
and less bac%story !ill get them into the game 9uic%er.
Of course 1ays continuity has a lot of campaign potential in itself. 5ichael too% a cartoony concept and at
times ho%ey (sorry, .A fans), and he made it into something dramatic and compelling. These arent the Technicolor
titans !e used to %no!. E(en the +utobots loo% badass, and the 8ecepticons are terrifying. +nd li%e the mo(ies did or
not, you gotta admit the special effects are awesome. The mo(ies bought many ne! fans into Transformers, many of
!hom !ere adults that !erent interested in the cartoon. Probably as many teens and %ids came into our extended
fan club !ere inspired by the mo(ie too.
To ma%e the game system better model the "reality# of the Transformers mo(ies, I recommend you remo(e
some of the more fantastic assets li%e 5ass 3hift, 1iograft and 1inary 3ymbiote. The mo(ies hea(ily fa(or ballistic
!eapons and had little in the !ay of plasma cannons, lasers and the li%e. To approximate this you might !ant to
increase build and upgrade costs for E5P +ttac%, Energy +ttac%, -adiating 1last and similar assets, andNor attach
greater Energon expense to them.
Beast Wars
This series, !hich is apparently a time:spanning continuation of the .A continuity, de(iates pretty radically
from traditional depictions of Transformers, The robots transform into biomechanical animals as a protection from
the dangerous Energon in the en(ironment. These rules can model 1east 4ars games easily !ith 'ust a fe! t!ea%s.
The 1iograft asset !ill be used extensi(ely. The robot mode is al!ays stronger than the animal form, and the animal
form !ill ha(e a limited range of assets. 5ost beast assets are related to basic animals, +cceleration, Glight (6TOJ for
insects), Enhanced 3ensors related to animal senses, Kautics, and 5elee +ttac% A for truly po!erful animal forms (li%e
a rhinoceros, moose or dinosaur)7 other assets must be appro(ed by the Controller and should fit the beast in
9uestion. -obot mode assets !ill li%e!ise be modest (no space flight), but include !eaponry, flight and the li%e.
-nergon Jverload: Transformers are unable to maintain robot mode for long, as the rich Energon deposits
present on the planet can short out and can e(en damage them. + fairly simple !ay to model this follo!s. 1eside the
name of each robot in(ol(ed in the conflict, record the number of phases that the robots remain in robot mode
(starting on the phase they change), counting up by A each phase7 this count is cumulati(e, not consecuti(e, so
con(erting to animal form and then bac% again doesnt "reset# the count. +t the end of each phase roll a die, using
the result for e(eryone7 this is the o(erload test. If the o(erload result e9uals or exceeds a Transformers phase count,
he can maintain his robot form. If the die results falls under a robots phase count, ho!e(er, he suffers Energon
o(erload and must assume animal form as soon as his turn comes up the follo!ing phase. If he doesnt or can/t
transform for some reason, the robot suffers D points of 3tructure damage (-esistance does not reduce this) and must
ma%e a dysfunction sa(e immediately (target AB)7 this happens each phase he remains in robot form. +ccumulated
phase counts bleed off by A point each hour (so it ta%es three hours to reco(er from three phases spent in robot
mode). Theres no !ay for a player to influence his phase count, or s!ing the o(erload test in his fa(or & other than
being being sparing !ith their use of robot mode.
5hase -ne* 1aspinator sees 2hino( in the =ungle" and in his great wisdom decides to =ump the %a(imal. 3e
assumes robot mode and fires at 2hino(" who retains beast mode and runs for cover. 2hino(Es phase count stays at
6ero" while 1aspinatorEs phase count is 1. #he )ontroller rolls a 5 on his overload test. no overload occurs (as it beats
1aspinatorEs phase count!.
5hase #wo* 1aspinator chases 2hino( through the thick foliage" cursing as his shots go wild. 5hase counts*
2" 12. overload test 14.
5hase #hree* )ornered at a rock wall" 2hino( decides to make his stand. 3e assumes robot mode while
1aspinator closes on him. 5hase counts* 21" 1&. overload test 1>.
5hase 8our* 2hino( throws a rock" forcing 1aspinator to dodge. #he %a(imal grins as the insectile robot
mocks him" as hitting him wasnEt 2hino(Es intent... 5hase count* 22" 14. overload test &.
5hase 8ive* 1aspinator almost falls to the ground" writhing as the accumulated 'nergon attacks his body.
he shifts to wasp mode while 2hino( laughs and fires his chainguns" gra6ing 1aspinator. 2hino(Es phase count is &.
overload test 11.
5hase 8ive* 2hino( briefly considers pursuing the now$fleeing 5redacon" but doesnEt want to test his luck. 3e
shifts back to rhinoceros mode and heads back to base.
Once Transmetal technology is introduced, Energon o(erload is no longer a concern. +t this point you can
pretty much do !hat you !ant as far as beast forms go and not ha(e to !orry about limited robot form durations.
(+nd it/s certainly not out of line to house:rule that little de(elopment out, if you !ant to retain the fla(or of >classic>
1east 4ars.)
4hile the 5ass chart might be sufficient for 1east 4ars games, it doesnt offer much range7 5aximals and
Predacons are animal:si$ed (5ass F to ?), considerably smaller than "classic# Transformers. Controllers can use the
5ass scale belo! instead of the default one on the table on pg. ?. -ules for 5ass dont change & a 5ass of B is still
has the appropriate 5obility caps and Energon traits. 1ut the scale is changed to fit 1east 4ars games, allo!ing for a
greater range of 5ass ratings for characters.
#ass
F
A
)
D
Sample :nimal
rat, insect
house cat, cobra
badger, bobcat, 'ac%rabbit
human, !olf, blac% bear, 'aguar
#ass
?
B
*
H
Sample :nimal
lion, stag, tiger, gri$$ly bear
buffalo, crocodile, rhinoceros
elephant, T:-ex, orca
!hale shar%
Beast Machines
This series follo!s 1east 4ars, !ith the 5aximals ha(ing returned to Cybertron. The 5aximals are techno:
organic, effecti(ely mechanical but yet someho! not7 5aximal transformations are tied to discipline and meditati(e
focus. The 6ehicons are (ehicles (ob(iously), mostly non:sentient drones and led by 5egatron, !ho attempts to
destroy anything organic on Cybertron. 5egatron spends most of his time hoo%ed into a control center (ia a cocoon
of cables, except !hen he loses control and transforms into a techno:organic dragonU this, despite the fact he !ants
to destroy e(erything organicU
+ny!ay. The series pretty much lost me after the first se(eral episodes, though I tried to follo! it, and I
admit my memory of it is rusty. 5y instinct is to say pretty much anything goes as far as forms and assets go, but I
cant really say !hats appropriate or not. If you li%e the series, you can pu$$le out !hat fits better than I can.

Trans"ormers# Arma$a% Energon% Cybertron ! Animate$
These series are li%e Transformers (some!hat), !ith a dash of 5ighty 5orphin Po!er -angers and a lot of
Po%emon. There are these %ids that run around !ith the +utobots and ride inside Yem and are in constant need of
rescue and are part of Team +utobot. In one or more of these series theres also something called 5ini:Cons, tiny
robotic po!er sources. +pparently you gotta catch Yem all, or something.
I sa! a fe! episodes of +rmada, and I confess I didnt e(en try to follo! it. 5aybe the follo!:up series !ere
better than +rmada, but by that point I ga(e up. Im certain you can adapt these rules to play games from these series
if you !ant, and I hope you can. Im trying hard not to rip on your sho!s, especially since youre being nice enough to
read and maybe play my game. I really am.
Its 'ustU Po%eformers; Elementary %ids as main characters instead of supporting cast; 8id !e need any of
this, really;
!eyond (ontinuity
There are many options for Transformers games that dont fit neatly (or e(en loosely) into established
cartoon, comics or mo(ie series. 0ere are a fe! ideas that might inspire you.
#i) Ln #ath: One possibility is to adopt elements from multiple continuities, allo!ing you to create a
setting that mixes the best of !hat you li%e and is familiar enough that you dont ha(e to start from scratch. 8o you
li%e the li(e:action mo(ie, but prefer the 6ol%s!agen:style 1umblebee that can actually spea% and classic 8e(astator;
8o it. 2ust ma%e sure the storyline is consistent for your !orld.
?leshling Cames: One option is to ha(e people play human characters, either normal or cybernetically
enhanced. This is a (ery challenging type of game, because Transformers are much more po!erful indi(idually than
humans. The humans must rely on team!or%, tools li%e !eapons and (ehicles, solid strategy and the li%e to succeed
against Cybertronians. They can be military forces fighting any and all Transformers, human allies !or%ing !ith the
+utobots, or mercenaries andNor collaborators !or%ing !ith the 8ecepticons.
Transformers: the Hidden
":n alternate ontin'it.&
The Transformers came to Earth and continued their ancient feud7 the 8ecepticons exploited the planets
resources and inhabitants !hile the +utobots tried to stop them. +t first they adopted (ehicle and !eapon forms to
blend in, and started upping the ante on the arms race that has defined Cybertronian conflict for millennia... de(elop:
ing e(er deadlier !eapons and employing po!erful alternate forms. (Kothing ne! to Transformers fans, here.)
1ut in this !orld, a fearful and outraged humanity has declared !ar on both 8ecepticons and the +utobots
that !ould defend them. +nd theyre far from helpless, -ecent technological ad(ances from the military:industrial
complex 1lac%roc% +erospace (inno(ations actually adapted from stolen Cybertronian technology) no! allo! humans
to effecti(ely detect and deal !ith these alien threats. The plates andNor registration numbers of any suspicious
(ehicles or machines can be instantly scanned into an international registry. 8iscrepancies are flagged, and a stri%e
force of specially trained and hea(ily armed soldiers, augmented (ehicles and aircraft can be mobili$ed to deal !ith
confirmed threats 9uic%ly. These 1lac%roc%:sponsored paramilitary teams are referred to as Circuit 1rea%ers, hailed as
heroes by most Terrans. Their arsenal includes Energon detection de(ices, cyborgs, human:piloted exos%eletal suits
and energy !eapons. Particularly sensiti(e installations are protected by Energon fields that 9uic%ly short out
Cybertronian technology. Earth has become dangerous for Transformers, and the human pogrom threatened to !ipe
out all Cybertronians7 the constant battles !asted resources, and destroyed heroes and (illains ali%e. E(en tra(el
became too much of a ris%. Transformer attac%s steadily tapered off, and sightings became rarer and rarer, until the
giant robots !ere a thing of the past (aside from unreliable sightings here and there). The Circuit 1rea%ers/ (ictory
against the aliens !as hailed as a (ictory for Earth, and 1lac%roc% +erospace solidified its influence o(er the Onited
3tates, the OI, 2apan, China and much of the Girst 4orld.
1ut if Transformers are good at anything, it/s adaptation.
1ebirth: 8ue to ad(ances they(e made in biomechanical engineering, Transformers no! !al% unseen
among us and stal% the !ilderness as beasts. 0iding !ithin bio:engineered shells or ha(ing tissue grafted into their
bodies, the Cybertronian race has e(ol(ed and ta%en their battle to Earths shado!s. Ko longer are (ictories decided
by greater firepo!er or ra! mightU the hul%ing 'uggernauts of the past ha(e been replaced by smaller and more
cunning robots. The !ar has become one of stealth, espionage and subtlety, !here success depends on being able to
remain hidden from humanity. +!ay from the eyes of man, the +utobots and 8ecepticons continue their fight7 the
facades of flesh fold bac% as Transformers unleash their true forms and destructi(e po!er. 1ut after they must again
hide their machine bodies and Energon signatures beneath organic exteriors. 1oth factions struggle in secret to
de(elop some ad(ancement or strategy that !ill allo! their side to pre(ail.
+nd of course, so are the humans that intend to !ipe out the Transformers7 1lac%roc% +erospace and the
!orlds go(ernments %no! theyre still here and hiding, mas9uerading as human beings and other li(ing creatures.
1ut they/re only able to fight those careless enough to get caught, and Transformers are tough foes, They fight bac%
hard and then melt bac% into the shado!s. (+utobots don/t ta%e human li(es, ho!e(er, !hile 8ecepticons ha(e little
9ualms doing so.) 8espite their attempts at information control, 1lac%roc% +erospace and the !orld/s go(ernments
aren/t the only ones that %no! about the Transformers. The +utobots ha(e human allies that help protect and hide
them, such as the 4it!ic%y family. The 8ecepticons dont li%e humans, but ha(e learned that allying !ith terrorist
groups and other unscrupulous entities is sometimes beneficial.
-vol'tion: +s biomechanical ad(ances are made, and Transformer components and organic life become
more integratedU !hat exactly are the +utobots and 8ecepticons becoming; +re they still Transformers, or are they
something else no!; 8o these hybrids represent an entirely ne! step in the e(olution of their race & and that of
humanity;
1'les: + Transformers, the 0idden series !ill ob(iously ma%e hea(y use of the 1iograft asset, since the
characters !ill ha(e to con(incingly mas9uerade as people or animals, and li(ing tissue hides Energon signatures.
Tissue may be incorporated directly into characters bodies to simulate 1east 4ars:style characters. 1iograft can be
combined !ith 8i(ision to create "Pretender# shells7 treat the secondary component as a human or animal shell, and
apply biological parts to it instead of (or in addition to) the body. Cyborgs are often encountered as antagonists (see
pg. DP), but Transformers might !ell employ allied cyborgs, including 1inary 3ymbiotes.
5any military bases, go(ernment buildings and other sensiti(e areas house machines that generate !ide
fields that damage exposed Cybertronian technology, though bio:fields interfere !ith this effect7 mechanically, this is
the same the Energon o(erload effect as described under 1east 4ars. (This is a double:edged s!ord, ho!e(er, as this
effect also interferes !ith the appropriated tech 1lac%roc% employs, limiting Circuit 1rea%er response to Transformer
incursions.)
8epending on ho! gritty you !ant to run a series, you can include 5ass 3hift so robot forms are larger than
the biological facades & a human Pretender shell opens, and out pops a DF:ft. robot. 0o!e(er, %eeping the robots
si$e:proportional to the creatures they mimic stretches disbelief less, 'ustifies their being able to stay hidden, and
ma%es !ell:e9uipped humans (iable opponents. If using this last option, you may !ant to use the scaled do!n 5ass
chart presented under 1east 4ars.
(haracter Impro'ement
Learning Skills: 4hen a character uses a s%ill in a !ay that significantly impacts gameplay, ma%e a note of it7
the test neednt be successful, but it must be an attempt to constructi(ely use the s%ill during the course of the game.
+t the end of e(ery game session the player gains half the robots Intellect (round up) in points to spend on impro(ing
one of those s%ills7 each s%ill point spent adds A to its rating. Only those s%ills that you noted can be impro(ed, and a
s%ill can only impro(e by one rating point at a time. Ji%e upgrades, s%ill points need not be spent !hen gained7 they
can be held in reser(e until the player !ants to spend them.
A B C D E F G H I J L M N O P Q R S T U V W X
TRANSFORMERS
TRANSFORMERS
Name: ?ation: ?'ntion:
D'ote:
s e p a r a t o r
Attributes )ner"on MMMMMMMMMM
Intellet: MMMMMMMMMM -nergon Capait.: MMMMMMMMMM
#ass: MMMMMMMMMM -nergon 1eover.: MMMMMMMMMM
#obilit.: MMMMMMMMMM -nergon Save: MMMMMMMMMM
s e p a r a t o r
$kills #orms
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 1obot ?orm MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM s e p a r a t o r
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM Assets
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
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MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
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(ombat !efense :rmor Speed (urrent 3alues
1obot ?orm MMMMMMMMMM MMMMMMMMMM MMMMMMMMMMMMMMM -nergon MMMMMMMMMM
MMMMMMMMMMMMM MMMMMMMMMM MMMMMMMMMM MMMMMMMMMMMMMMM Initiative MMMMMMMMMM
MMMMMMMMMMMMM MMMMMMMMMM MMMMMMMMMM MMMMMMMMMMMMMMM Str't're MMMMMMMMMM
!.sf'ntionIStat's -ffets: MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
s e p a r a t o r
Attack4Weapon ?orm Test !amage 1ange Jther Info
MMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
s e p a r a t o r
Inormation (haracter $ketch
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
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