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TARN

Tarn is a formidable Cybertronian character with high threat level and extensive combat capabilities, including multiple attacks per action and a variety of powerful weapons. He possesses unique skills and powers, such as Weaponized Conversation and Nuke Injection, which enhance his combat effectiveness and psychological manipulation. However, he also faces challenges like Nuke Rage and Unreliable Conversion, which can impact his performance in battle.

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0% found this document useful (0 votes)
17 views2 pages

TARN

Tarn is a formidable Cybertronian character with high threat level and extensive combat capabilities, including multiple attacks per action and a variety of powerful weapons. He possesses unique skills and powers, such as Weaponized Conversation and Nuke Injection, which enhance his combat effectiveness and psychological manipulation. However, he also faces challenges like Nuke Rage and Unreliable Conversion, which can impact his performance in battle.

Uploaded by

trevor.j.sladen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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TARN

Threat Level: 24
Size: Huge/Extended
Health: 25
Movement: 40 ft. Ground (Bot Mode); 45 ft. Ground (Alt Mode)

Strength: 17
Speed: 13
Smarts: 11
Social: 13

Toughness: 31
Evasion: 23
Willpower: 21
Cleverness: 23

SKILLS:
-Alertness +d6
-Animal Handling +d2
-Athletics +d4
-Brawn +d10
-Culture +d6
-Deception +d6
-Driving (Tracked) +d6
-Initiative +d6
-Intimidation +d10
-Might (Glaive) +d8
-Persuasion (Weaponized Conversation) +d10
-Science +d2
-Streetwise +d6
-Survival +d6
-Targeting (Cannon) +d10
-Technology +d4
-Languages: Cybertronian, Ancient Cybertronian, seems at least passable in a
variety of languages from all across Decepticon territory

PERKS:
Gladiator: Tarn may make three melee or two ranged attacks per Standard action. His
targets may not benefit from the Defend action against his attacks.

Mode Conversion: Cybertronians spend a Standard Action to convert between Bot Mode
and Alt Mode.

Tyrannical Focus: Tarn is immune to Stun Damage and cannot suffer from the
Frightened or Stunned conditions.

ATTACKS:
Cybertronian Glaive (Might): +d8*, Reach x2 (2 Sharp Damage)
-Alternate Effects: 2 Sharp Damage - Multiple (2) Targets (Reach x2, ↓1), 2 Sharp
Damage - Multiple (3) Targets (Reach x2, ↓2)
-Hands: 2
-Requirements: Bot Mode Only
-Traits: Martial Arts, Sharp, Silent

Ram (Driving): +d6*, Reach (3 Blunt Damage)


-Alternate Effects: Trip
-Requirements: Alt Mode Only, Move at least 10ft before attacking
-Traits: Integrated
Double-Barreled Fusion Cannon (Targeting): +d10*, Range 80ft/250ft (3 Energy
Damage)
-Traits: Anti-Tank, Energy, Ignores Resistance, Mounted, Reload, Wrecker

Particle Rifle (Targeting): d10, Range 150ft/600ft (minimum 30ft) (1 Energy Damage)
-Alternate Effects: 2 Energy Damage (↓1), 3 Energy Damage (↓3)
-Requirements: Alt Mode Only
-Traits: Armor Piercing, Computerized, Energy, Integrated, Reload

Unarmed Combat (Might): +d8, Reach (Stun 1)


-Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1)
-Requirements: Bot Mode Only
-Traits: Martial Arts, Silent

POWERS:
Weaponized Conversation (Standard): Tarn can sync the timbre of his voice with the
rhythm of one Cybertronian target's spark, targeting their Willpower Defense with a
Persuasion attack. The target must be able to hear Tarn for the attack to have any
effect. If successful, the attack inflicts 3 Psychic Damage.

What Do You Say? (1/scene, Standard): Tarn may use Weaponized Conversation against
one target within 10 feet who has already taken damage from Weaponized Conversation
in the same scene. If the attack is successful, the target is reduced to 0 Health
and Defeated.

Nuke Injection (1/scene, Free): Tarn can increase the concentration of Nuke in his
fuel line. Doing so adds +1 damage to any melee attacks and grants Edge to all
Might Skill Tests. This power lasts for 2d2 turns, after which Tarn suffers 1
Psychic Damage.

Unleash Malice (1/scene, Standard): In extreme circumstances, Tarn opens his


chassis and uses the energy of the Matrix of Malice to astonishing degrees. This
leaves Tarn stunned for 2d2 rounds, and performs one of the following effects:
-Grant all allies within 100 feet Edge on all attack Skill Tests for 3 turns,
though Tarn suffers 3 damage per ally aided in this way.
-Inflict 3 Psychic Damage and Frighten all enemies within 100 feet, though Tarn
suffers 5 damage per enemy damaged in this way.
-Cause all enemies within 100 feet to use their Standard action to make an attack
against a random target, moving closer to the target if necessary, though Tarn
suffers 5 damage per enemy affected in this way.
-Activate a special scene-based game effect, though Tarn is Defeated at the end of
the round (GM's discretion).

GEAR:
Armor: Ultra-Heavy Protection Layering (+4 Toughness and +1 Health)
Weapons: Cybertronian Glaive (Might long melee), Double-Barreled Fusion Cannon
(Targeting integrated element), Particle Rifle (Targeting integrated element)
Other: 2d2 stored Energon Points, Matrix of Malice

HANG-UPS:
Nuke Rage: Tarn's use of modified nucleon can cause him to fly into a barely-
controlled rage. If Tarn is injured or successfully targeted by a skill meant to
taunt or mock him, he suffers Snag on all attacks that don't target the source of
his anger until he inflicts damage to them or until the end of his next turn.

Unreliable Conversion: Tarn's Nuke addiction coupled with his love of


transformation means he burns through T-Cogs at a rapid pace. When Tarn attempts to
convert between modes, there is a 25% chance that the attempt fails and the action
is wasted.

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