Transformers RPG (Howling Void)
Transformers RPG (Howling Void)
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). It’s in no way “official” or recognized. This game is a fan creation, essentially no different than Transformers
fan fiction or artwork – it’s a larger body of work, granted, but it’s an entirely independent project and not a challenge
to Hasbro’s copyrights or trademarks. It’s a labor of love and a tribute to the better than 26 years of great ideas
they’ve given us.
And I hope Hasbro, should they become aware of this modest creation, will accept this in the spirit in which
it’s written. If you’re reading this: Thank you for inspiring me. Please accept my humble tribute.
What's a Roleplaying Game?
This is the obligatory introduction that explains what roleplaying games (RPGs) are to the uninitiated. If
you're already familiar with RPGs, feel free to skip this page (unless you happen to enjoy dissertations). However, if
you’re new to this gaming thing, it’s a good idea to read this so the rest of this stuff will make sense.
Roleplaying (RP) is pretending. That's it in a nutshell. Beyond all the rules and dice, roleplaying is someone
pretending to be someone or something else. If you ever ran around as a kid and pretended to be a Transformer, G.I
Joe, super hero, cowboy or whatever, you’ve roleplayed. In a roleplaying game, the players assume the role of
characters in an imaginary setting. The game master (known as the Controller in this game) develops this imaginary
world and everyone and everything in it – except the player characters, which players create and control. The
Controller sets the stage, upon which players act out the roles of their characters. Together, the player characters tell
stories and create legends.
Attributes
Attributes are the core qualities of your Transformer, the foundation upon which other traits are built. They
measure how big, fast and intelligent you are. A robot can get by without assets, other forms or even skills, but can’t
exist without attributes. The “average” attribute rating is 4-5; lower than that represents lower than the Cybertronian
average, while higher ratings represent a superior specimen.
Non-Transformers: Fleshlings have a Mass of 1 (and never more than that), with averages in Intellect and
Mobility from 3-4. (See pg. 37 for more rules for humans.) Vehicles, machines, buildings and the like have Mass (if
they're big enough to have a rating). They lack Intellect except in the cases of intelligent computers, sentient craft and
the like. Immobile structures lack Mobility.
Intellect
This measures your reasoning and logic processing. All Transformers have supercomputers for brains, able
to perform astounding mathematical feats, calculate trajectories and comprehend technical readouts, but not all of
them think that well (such as Scorponok and Mudflap).
Initial Skills: You get a number of points to distribute among skills equal to [Intellect x 3].
Learning Skills and Improving Intellect: You gain one third your Intellect (rounded down) in skill points each
session; this means your Intellect must be at least 3 for you to be able to learn. Rules for skill improvement are on the
next page. Skill points can also be used to “upgrade” Intellect: Spending 10 skill points improves that attribute by 1.
This costs no Energon nor takes any appreciable time, and reflects learning on by your character. This option applies
to no other attribute or trait.
Linked Skills: Astronomy, Biology, Chemistry, Computer, Communications, Engineering, Knowledge, Langu-
age, Material Science, Navigation, Persuasion, Physics, Scan.
Mass
Mass is how big and powerful you are. It determines your strength, durability, and ability to lift and haul
loads. More than any other attribute, it determines your overall effectiveness in a fight. But while being as big as a
semi truck can be useful, it caps Mobility and reduces Energon efficiency.
Close Combat Damage (Mass ÷ 2): Half your Mass (rounded up) is how much base damage you do in close
combat. (The Melee Attack asset increases this.)
Structure ([Mass x 5] + 5): Structure determines how much punishment you can take. When you suffer any
damage, it’s taken to your Structure. Structure is equal to [Mass x 5] + 5. Cybertronians have autorepair systems,
which allow “healing”: Each Energon spent restores a point of Structure. Robots don’t heal without Energon.
Weight: You can lift or haul anything with a Mass equal to or less than your own Mass; anything above that
requires you make a Mass test. As far as raw weight goes, you can lift or haul roughly [Mass x 2] in tons.
Mobility
This attribute covers speed, agility and maneuverability. It allows you to dodge fire, move quickly, perform
stunts, and to strike accurately and often. However, Mobility can be no higher than [12 - Mass] (minimum rating of 1);
being really big can slow you down. (Large robots can offset low Mobility with good skill ratings and assets.)
Linked Skills: Athletics, Close Combat, Drive, Evasion, Initiative, Pilot, Stealth, Targeting, Transform.
Energon
All Cybertronians have Energon, provided by internal fusion reactors that regenerate Energon and provide
power. Energon points allow you to activate certain assets and to heal damage. The bigger you are (i.e., the more
Mass you have) the more power you can hold and the harder it is to affect with you EMP attacks, knockdown attacks
and the like. But big Transformers need more Energon and recover it slowly.
Robots can freely trade Energon between them and can tap friendly Energon batteries, but they can’t steal
Energon from one another without the Siphon asset.
Spending Energon: Up to 3 Energon points may be spent per phase; Energon Surge allows you to exceed
this rate. Spending Energon is a reflexive action.
Energon Capacity (10 + Mass): The maximum number of Energon points you can contain at a time is [10 +
Mass]. (The Reserves asset can increase this.)
Energon Recovery (15 - Mass): You recover [15 - Mass] in Energon per day, minimum of 1 per day. Certain
assets, like Flight and Stealth Tech, tax your energy reserves and so reduce your Energon Recovery. Energon doesn’t
recover in combat or while traveling at more than a leisurely pace: Bumblebee can’t recover Energon while speeding
down the highway, but does if he’s just cruising. (The Energon Regeneration asset hastens Energon recovery.)
Energon Save (Mass): Energon Saves must be made to resist attacks that specifically target your Energon
reserves or systems. The save bonus is equal to your Mass. (The Energon Shielding asset improves this.)
Energon Starvation: If your current Energon reserve is less than your Mass, you don’t have the power to
function nominally. For every point of Energon less than Mass you have, you suffer a Mobility penalty of 1, to a
minimum Mobility rating of 1. (So if you’re Mass 6 and have only 3 Energon, you suffer a -3 penalty to Mobility.) You
can’t use any assets with Energon costs or that negatively impact Energon Recovery (including EMP Attack and Flight).
Finally, you can’t perform multiple actions. You can ignore these penalties for a single phase by spending a point of
Energon, but this only exacerbates the problem on following phases. Starvation effects subside once you recover the
necessary Energon. (The Efficiency asset mitigates Energon Starvation.)
Powering Down: Sometimes you may want shut down your systems, which is like entering “sleep mode” for
a PC. This can be useful for passing long periods of inactivity, and for going unnoticed; it’s more difficult to detect you
if you’re not actively using Energon (see Energy Signatures, pg. 30). Powering down is a form of voluntary Energon
starvation; your Mobility becomes 1 and you can’t perform multiple actions. It takes less than a phase (six seconds) to
enter the low energy mode, but powering back up takes a number of phases equal to half your Mass (round up);
spending a point of Energon will power you back up immediately however.
Character Creation: You have [Intellect x 3] in skill points to spend on skills at character creation.
Learning Skills: At the end of every game session you gain one third your Intellect (round down) in points to
spend on improving skills you actively used during gameplay; each skill point spent adds 1 to a skill. The Controller
must approve skill gains, and a skill can only increase by one rating point at a time. Skill points need not be spent when
gained; they can be held in reserve until you want to spend them.
Astronomy [Intellect]: Covers knowledge of stars and celestial phenomena and space travel. When in outer
space, this skill stands in for Navigation.
Athletics [Mobility]: Climbing, jumping and other feats in robot form. See Physical Feats, pg. 31.
Biology [Intellect]: A rare discipline among Transformers, his skill is the study of (what passes for) life on
Earth. Rather than focusing on abstracts like human behavior, the skill focuses on the body and biological processes.
Chemistry [Intellect]: An area of study that covers a wide range of sciences, including petrochemicals-to-
Energon conversion and the creation of acids.
Close Combat [Mobility]: Your test bonus when attacking with blades, claws, wrecking balls and other non-
ranged weapons. Your base unarmed damage is equal to half your Mass (rounded up).
Computer [Intellect]: Your ability to operate, understand and hack computer systems, both human and
Cybertronian. This includes everything from simple PCs and cell phones to defense systems and weather satellites.
This specifically does not include the ability to hack the minds of Cybertronians or other sentient machines; that
requires the Cyonics asset (pg. 13).
Communications [Intellect]: Your ability to send, receive and interpret communications; a Cybertronian’s
broadcast/reception range is about 100 miles. You can freely access your faction's subspace carrier waves; Autobots
and Decepticons each have their own frequencies. You can also access all radio frequencies, digital transmissions, and
other human communication mediums. (See the Transmission assets.)
Drive [Mobility, or special]: Your “driving” skill in your land vehicle form; any form of stunt or trick driving
requires tests. Drive covers water travel as well. This skill may also be used to pilot other craft as well. You may use
Drive in place of Evasion ([10 + Mobility + Drive]) to determine your Defense while in land/water vehicle form.
Engineering [Intellect]: This valuable skill allows you to modify and upgrade technological devices, both
Cybertronian and Terran. You 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 devices; see Structure, pg. 33.
Evasion (special): This skill isn’t used in tests, but modifies a target. [10 + Mobility + Evasion] is your
Defense, the target for attacks made against you. Any attack test that exceeds the Defense total hits. The Drive or
Pilot skill ratings may be used instead of Evasion while in appropriate modes.
Initiative [Mobility]: How fast you react to danger. See the combat section (pg. 35) for more on Initiative.
Knowledge [Intellect]: This is your understanding of a particular field of study; each knowledge discipline is
taken as a separate skill. Examples: Human Culture, Cybertronian History, Military Tactics.
Language [Intellect]: Your ability to learn new languages. All Transformers know Cybertronian, but a robot
with this skill also knows either one human language or Prime (player’s choice). Learning a new language requires
exposure to it (at least a day) and an extended test; see pg. 28 for rules on extended tests. Speaking, reading or
writing a language requires no test once it’s learned.
Material Sciences [Intellect]: The study of matter, including the ability to alter its properties. The creation
of alloys, polymers and superconductors fall under this science.
Navigation [Intellect]: Your ability to get where you need to go, using landmarks, GPS and magnetic senses.
Persuasion [Intellect]: This is your ability to influence, deceive, interrogate and manipulate others. It also
reflects one’s political ability, allowing you to curry influence and favors from others within your faction.
Pilot [Mobility, or special]: This is your ability to fly and perform aerial maneuvers, either while flying or
controlling a flying vehicle. Pilot is also used for space travel. Acrobatic flying, avoiding structures and other craft and
the similar feats require Pilot tests. You may substitute Pilot for Evasion ([10 + Mobility + Pilot]) to determine your
Defense in aerial vehicle form.
Physics [Intellect]: This is the study of energy, molecular properties and the fundamental laws of the
universe. One popular application is nuclear theory, including fusion and fission, and their conversions to Energon.
However, quantum physics, space travel, gravity and other disciplines also fall under physics.
Stealth [Mobility]: Your ability to move unseen, hide and avoid notice. This doesn’t thwart scans and other
such sophisticated forms of detection, but it’s good for getting around optical and audio sensors.
Scan [Intellect]: Your ability to examine and process your surroundings. You can use Scan to analyze and
instantly understand Earth machines, electronics and structures (see Terran Technology, pg. 34). Cybertronian tech
can also be scanned, but is harder to figure out (requiring high targets and/or success levels). When scanning another
Transformer, he’ll know you’re scanning him if your Scan success level fails to exceed his Intellect. See rules for
energy signatures, pg. 30.
Targeting [Mobility]: This skill reflects your accuracy with ranged weapons, from plasma rifles and machine
guns to tank cannons and grenades. Heavily favored by many Transformers.
Transform [Mobility]: Use requires an alternate form. Most transformations can be made with no test at all
(and are either basic or full actions, depending on Mass), but tests are required to shift quickly while fighting or
moving, and during other stressful situations. Also, for every point in Transform, you may have one form beyond your
primary (robot) form. (Improving Transform doesn’t award new forms, it simply gives you the potential to attain
them.) See rules for Transforming, pg. 34.
Forms
All characters have a robot form (obviously). This form often resembles a standard “humanoid” robot, with
the compliment of two arms, two legs, a torso and a head. But you may have wheels or treads for legs ( ala Arcee and
Demolishor), cannons for arms, or some other weird configuration. Or you might resemble an animal, like Scorponok
or Ravage. Want to play a mechanical velociraptor that turns into a dune buggy? Go nuts. Have fun describing your
robot, even the process by which you folds into different shapes.
Similarly, alternate forms are left to your imagination. For practical reasons, at least one Terran form would
be a good choice for utility and blending in. A vehicle is the obvious default choice, but many others are possible. This
includes alternate robot forms which resemble creatures (like the classic Dinobots or Insecticons), which don’t blend
in well at all but are often intimidating and great for combat. The most powerful forms aren’t necessarily the best
choices: While an F-22 Raptor is an awesome form, it’s certainly not unobtrusive.
Alternate forms must be appropriate for your Mass*. A motorcycle isn’t a good choice for a Mass 5 robot,
nor is a battleship. Mass-matching needn’t be precise, as Mass and apparent Mass aren’t always the same: A robot
can fold down a little and become more compact, or “inflate” into a large form with hollow spaces hidden within. But
actual Mass remains consistent, so a Size 4 robot that transforms into a Humvee will look like the real deal but will be
lighter than a real vehicle 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.
Character Creation: If you have a rating of at least 1 in the Transform skill, you get one alternate form for
free at character generation (in addition to robot form). There’s a build cost of 1 for every additional form picked up
during character creation, but you can’t have more extra forms than your rating in Transform; see pg. 6 for more on
the Transform skill. These forms get the free asset, as described above.
Learning New Forms: You can pick up additional forms during gameplay if your Transform skill permits; you
can’t have more additional forms than your rating in Transform. Learning a new form requires a successful Scan test
on a machine or structure of roughly equal Mass. If this succeeds, you must spend Energon points equal to your Mass
to “lock” the form into your structure. Once you learn a form, you can transform into it normally. The new form
automatically comes with a free asset, as described above.
Cosmetic Changes: Mere superficial changes to a form (changing your color, design or model) can be done
with 1 Energon and a Transform test (target 12). An example is the quick shiny upgrade Bumblebee pulled in the first
Transformers movie. Under no circumstances will this give you an asset or any mechanical advantage.
Sample Forms
The sample forms below include the appropriate assets, the total build point costs for character creation,
and the total upgrade costs for gaining the form in-play; the bonus asset for the form isn’t included in these costs.
However, extra forms during character creation (beyond the free one) cost an extra build point, which isn’t factored
into the costs below.
Acceleration
Engineering
You have a maximum ground speed of [Acceleration x 30] mph. Stunt driving and other maneuvers in your
vehicle form require Drive tests, while doing the same in robot mode (including “beast” forms) calls for Athletics tests.
Test targets depend on what you’re trying to do and how fast you’re going, with more outrageous stunts and/or
greater speeds increasing the target. Mobility is reduced by 2 while off-road or on rough surfaces (like ruined
pavement) in vehicle forms; robot mode doesn’t suffer this restriction.
• Boost (1E): While at top speed, you can spend a point of Energon to increase your speed by 60 mph. This
lasts only three phases, and your Mobility is reduced by 1 during this time (to a minimum Mobility of 1).
• Hover: Requires Off-Road. You hover on jets of compressed air, just a few feet off the ground, and can
travel at half normal speed over any sort of terrain and water.
• Off-Road: You suffer no Mobility penalty when traveling off-road and on rough surfaces, and you have no
fear of blowouts, damaged feet or similar damage from such travel. (Your robot form enjoys the benefits of this
subasset, even if you don’t have the Acceleration asset.)
• Sudden Acceleration: Normally it takes one phase per point of Mass for one to attain maximum speed,
but you can reach top speed in one third this time (round down, minimum of one phase).
Bluestreak (G1) is well-known for his propensity for speed, and rules the highways in his Subaru Impreza
form; he can hit 100+ mph in just seconds. Acceleration 7: 210 mph; Sudden Acceleration.
Brawl (LA) doesn’t care so much about speed, he just wants to get from Point A to Point B with as few things
obstructing his progress as possible. Acceleration 2: 60 mph; Off-Road.
Timber (HB) prefers to get around in his wolf form, loping through the Terran wilderness in search of Decep-
ticons. He assumes his Toyota Tacoma form on the open road. Wolf form Acceleration 2: 60 mph; automatically gains
benefits of Off-Road, as this is his robot form. Truck mode: Acceleration 3: 90 mph; Off-Road (purchased).
Advanced Repair
Engineering
You can repair yourself and other Transformers more easily. First, you can spend a number of Energon up to
your Advanced Repair rating per phase for purposes of repairs, and this isn’t counted toward the 3 Energon you can
normally spend per phase. Second, you can spend Energon to repair other robots if you’re in physical contact with
them, by effectively activating their autorepair systems for them. Finally, your Advanced Repair rating adds to all
Structural diagnostic and repair-related tests, and each repair test can be made every five minutes (instead of the
standard fifteen). See Structure, pg. 33.
Alacrity
Cap 2; (1E); Engineering
When activated, this asset gives you a +2 Mobility bonus per point of Alacrity; you may take Alacrity twice
(but no more) for a +4 Mobility bonus. This effect costs 1 Energon point, and lasts five phases; spending additional
Energon extends the boost’s duration. Alacrity can potentially increase Mobility rating beyond your Mass cap, albeit
temporarily. Activating Alacrity is reflexive.
Augment
Cap 2; (1E); Engineering
You can temporarily amplify your strength, letting you inflict more damage in close combat and lift heavier
loads. You gain a +2 Mass bonus per point of Augment for these purposes only; you may take this asset twice (but no
more) for an effective +4 bonus to Mass. This effect costs 1 Energon point and lasts five phases; spending Energon
extends the duration of the boost. Note that this doesn’t affect your actual Mass (you don’t become magically bigger),
nor does it affect Mobility, Structure or Energon stats. Activating Augment is reflexive.
Ballistic Attack
Taken per weapon or attack mode; Engineering
Ballistic weapons include bullets, shells, launched blades, rail guns and other physical projectiles. They have
the advantage of energy-efficiency and superior range, though many opponents and objects are resistant to kinetic
damage. Base effect: Kinetic damage 2, range 300 yds. Your rating in this asset is divided between base damage (+1
per point invested) and range (+150 yds. per point invested). Extra attack success adds to damage. Transformers
create projectiles from their own bodies as needed, and so ammo usually isn’t an issue unless autofire is used (see
subasset below).
Ballistic attacks are basic actions unless stated otherwise, and follow the normal rules for attacks.
• Armor Piercing: Your ballistic attack ignores 2 points of Armor; this effect doesn’t add to damage.
• Autofire: You can choose to fire hails of projectiles instead of single shots, increasing your chance to hit
enemies while sacrificing precision. You can attack one target or tight cluster of them, or spray a wide area. When
attacking foes, add a +3 bonus to your attack test, but only half your success (rounded down) is counted toward
damage. When spraying a wide area, add +3 to your attack test and compare result to the Defense ratings of all in
that area (friends and foes alike) to determine who is hit, but the attack success doesn’t affect damage – those hit
only suffer base damage. Only three autofire attacks can be made before it depletes your ammunition entirely, but a
point of Structure can be spent to “refill” your ammo (as you create more projectiles from your body). Autofire
attacks are full actions.
• Explosive Ammunition: Half the damage done by the attack is kinetic, the other half energy (rounding
favors kinetic); energy damage is subject to reduction by Resistance, but not Armor.
• Mode Conversion: You can switch the settings of your weapon to gain range at the cost of damage or vice-
versa: You can re-invest up to half your Ballistic Attack asset rating (rounded up) among damage and range. (So if you
have Ballistic Attack 4, you can swap two points of range for damage.) This requires a basic action and a point of
Energon. A weapon always returns to its base settings after combat.
• Scattershot: You can attack foes in a small (50 yard-wide) cone; your range is reduced to 50 yds (and this
can’t be improved), but you gain a +2 bonus to your attack tests.
• Scope: Aimed shots gain an additional +2 attack test bonus. Aimed shots are full actions.
Scorponok (LA) doesn’t say much. When he does express himself, it’s 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. Ballistic
Attack 6: damage 6, range 450 yards; Autofire, Scattershot.
Mirage (G1) has decided he prefers killing enemies without having to endanger himself or face them. To this
end Wheeljack created a powerful rifle for him that can be quickly converted from sniper to assault settings. Ballistic
Attack 5: damage 3, range 900 yards; Armor Piercing, Mode Conversion (damage 6, range 600 yds.)
Binary Symbiote
©; Biology; requires Integrate
You're binary-bonded with a cybernetically enhanced human or humanoid, which grants potent advantages.
(Robotic symbiote-type relations are covered by Gestalt rules.) To have a symbiote, you need the Integrate asset, as
the human combines with you and at the very least has her brain hooked into your CPU. Reflecting your combined
brainpower and reaction time, you gain a +1 bonus to all Intellect and Mobility tests while connected with your binary
symbiote; this Mobility bonus isn't subject to Mass caps. You can substitute your symbiote's skill ratings for your own
when appropriate, if they’re superior to your own. Multiple action penalties are reduced by half – it’s easier to split
your attention when you have more than one mind at work. And finally, you can potentially gain the advantage of
your partner’s assets.
The symbiote only offers these enhancements when physically connected to you. She may transform into a
body part (like your head, auxiliary engine or internal component) or a device. Or she could remain safely inside you
while hooked up with wires, perhaps helping pilot you in your vehicle form. She might even transform into a weapon
or other device, but it must be attached to you in some way. This means you can't gain the advantages offered by the
binary symbiote unless she’s present, hooked into you and (this is important) cooperating – which is usually a safe
assumption, but if you mistreat or don’t appreciate your fleshling partners you can find her rebelling at the most
inopportune times…
See pg. 37 for more on cyborg characters and humans in general.
Researching Cyborg Symbiote only requires 10 success levels if your faction has already researched Biograft
and you have access to the data.
Highbrow (G1) is a Headmaster. He has Gort as a symbiote partner, who transforms into Highbrow’s head in
robot mode. Gort offers Highbrow the Alacrity and Lock assets, as well as his superior Targeting skill.
Tired of not being able to hit anything, but too obstinate to train his firearms skills, Triggerhappy (G1) has
the conniving Blowpipe as a cyborg symbiote. Blowpipe transforms into the Targetmaster’s compressed air cannon
and gives him Ballistic Attack 2 (on top of the upgrades the Decepticon has invested in that weapon).
Biograft
Cap 5; Biology
Considered bizarre by Transformers and humans alike, Biograft combines Cybertronian technology with
biological life to create a hybrid being! Generally, this asset involves living tissue being grafted over parts of the body
while circuitry and internal components remain intact, though bone and other tissues might be used for some parts.
Your Biograft rating determines the degree of integration between your mechanical and biological parts and how
much of your body is organic, open to your (and the Controller’s) interpretations. Biograft’s advantages include being
better able to pass for a living creature, assuming your form and mass are appropriate – if you’re Mass 5, you won’t
pass for human, though a whale or elephant form is possible (and a dinosaur form, but at that point you’re not fooling
anybody). Your biological parts are more durable than natural tissue (so your Structure is normal), but still more
vulnerable to damage than metal or other materials and tissue requires special nutrients to maintain. On the plus
side, living organic tissue foils Energon signature diction and reading and is naturally resistant to Energon attacks:
Treat half rating in Biograft (rounded up) as Low Profile and Surge Protection. And biological components heal
naturally without Energon expenditure, at a rate of 1 Structure per day.
Researching Biograft only requires 10 success levels if your faction has already researched Cyborg Symbiote
and you have access to that data.
Terrorsaur (BW) has an especially potent biomechanical beast form, a pteranodon, letting him spy on and
attack Maximals from the skies.
The Autobot Seaspray (G1) wants to explore the depths of the ocean more than the limitations of his
watercraft would allow. So Seaspray has become a Pretender, and chose a killer whale as his Pretender shell; the
biological grafts and subsystems are grafted onto Seaspray’s shell component instead of his main body. (See the
Division asset.) On top of being unobtrusive, it’s useful for scouting the sea and ocean floor.
Camouflage
©; Material Science
You can change the color, degree of reflectivity and even texture of your exoskeleton; this could be a
physical change, or you might have fiberoptics in your armor that bend photons around you and manipulate how light
bounces off you. You can perform cosmetic changes to your appearance (as described under forms) at no Energon
cost, though you must still make a Transform test (12). Further, by spending a full action and making a Transform test
(15), you can make your armor appearance and temperature match your environment; this affects all wavelengths of
light, and you gain a +5 bonus to Stealth tests to hide. You must remain still to gain this bonus, as movement spoils
the effect and makes you visible again. This doesn’t hide your Energon signature or muffle any sounds you make.
Cyonics
©; Computer; requires Intellect 5, Computer 3
The Cyonics asset gives you the ability to read the CPUs (brains) of other Cybertronians, though you can’t
affect your subject or alter their data with the basic power. You must be attached to the subject through data cables,
so enemies must be restrained somehow. Cyonics requires an extended Computer test and a full action. The base
target is 15, plus the subject’s Intellect if he attempts to resist your efforts (which he will do unless he trusts you a
lot). The required success level is based on what you’re trying to do: Reading data the subject is actively processing
(basically, his surface thoughts) requires a success level of 5. Analyzing the stored and/or application data from his
CPU programs (useful for reading memories, or determining the assets he has) requires 10 success levels. Delving
deeper – detecting and analyzing hidden programs, looking into core subproccesses, and the like – is difficult, and
requires 15 success levels.
• Biocyonics: Requires Biology 3. Come to find out, the thoughts and directives of humans are electrical
impulses that emanate from a mass of gelatinous meat they call a “brain.” Disgusting to be sure, but you understand
those signals well enough to read and possibly manipulate them. The Biocyonics asset allows you to employ Cyonic
assets on humans, though Biology replaces Computer for requirements and tests. (To memory-wipe a human enemy
sympathizer through Reprogram, you must have Biology 5, and you use extended Biology tests instead of Computer.)
Researching Biocyonics only requires 5 success levels if your faction has already researched Biograft or Cyborg
Symbiote and you have access to the data.
• Reprogram: Requires Intellect 7, Computer 5. This allows you to actually alter the data in a subject’s CPU,
which is difficult (target 20 + victim’s Intellect and requiring a lots of success levels) but is potentially devastating. This
insidious asset is fairly open-ended: You can wipe data, including memories (success 15 per bloc of info), reprogram
personality and motives (success 20), introduce hidden programs ala The Manchurian Candidate (success 15), damage
the data associated with programs (deleting points in certain “non-physical” assets) (success 10 per point), activate
the “pain” receptors in your subject (thus allowing torture), introduce viral programs (success 10) and the like.
However, you can also use Reprogram to undo others’ reprogramming (negating their success levels by the ones you
attain), a beneficial use of this abusive power; if your subject cooperates with your efforts, your test target is 20 and
his Intellect isn’t added to the target.
• Scramble (1E): Requires Telecyonics. You’re able to overload the CPU of an enemy within your Telecyonic
range with blasts of corruptive data and reboot commands, forcing him to shut down even in mid-battle. Your
Computer test is [20 + victim’s Intellect], and this is a full action; if your test succeeds, your foe powers down (see
Energon rules, pg. 5) and must power up to function nominally. This trick is particularly useful against foes that fly or
that are really big.
• Telecyonics: Requires Communications 5. You’re able to use Cyonics on a subject at short range (Intellect
x 5 yards).
Dispenser
Taken per weapon or attack mode; Chemistry
This type of device squirts liquids, with a variety of effects depending on the chemical. Powerful acids, bases
and other corrosives make potent weapons, though dispensers have applications beyond direct damage. Regardless
of the chemicals used, all dispensers work on similar principles. Base effect: Range 50 yds, delivers up to two doses
per use, capacity [Mass + 5] doses. Asset rating is split between range (+25 yds. per point invested), the doses
delivered per use (+1 dose per point invested), and the asset’s capacity (+3 doses per point invested). Attack success
doesn't increase the damage or effect, it just puts the liquid where you want it – the overall effect depends on the
doses delivered.
Dispenser attacks are usually basic actions (unless stated otherwise) and follow the normal rules for attacks.
• Compartmental Tank: You can store different chemicals and deliver which one or ones you want to at any
given time, even mixtures.
• Mode Conversion: You can switch your dispenser settings to gain range at the cost of dosage or vice-
versa: You can re-invest up to half your Dispenser asset rating (rounded up) among dose and range. (So if you have
Dispenser 4, you can swap two points of range for dose.) This requires a basic action and a point of Energon. A
dispenser always returns to its base settings after combat or other situation.
• Splatter: You can opt to attack a small area within range with liquid chemicals or mist instead of firing
single shots, practically guaranteeing a hit against everyone there but diffusing the effect. The area is a sphere 10
yards per dose delivered. Everyone (including friendlies) in the area is hit; no attack test is needed. Those hit suffer
half the chemical's damage or other effect (subject to Controller adjudication). Splatter attacks are full actions.
• Spray: You can attack foes in a small (10 yard-wide) cone; your range is reduced by half, but you gain a +2
bonus to your attack tests. Further, your attack hits even when it misses: If you fail an attack test by 3 or less (for
instance, if your foe has a Defense of 17 and your attack test result is 14, 15 or 16), you inflict half the base damage of
the weapon (rounded down). This last asset effect only does damage on near-misses, direct hits do normal damage.
The Autobot Inferno (G1) uses the latest in fire-fighting technology, as fires are annoying common in human
cities and wherever Decepticons happen to be. Dispenser 5: dose 4, range 100 yards, capacity 15 (8 + Mass 7);
Compartmental Tank, Splatter and Spray. Inferno normally deploys water, fire retardants and coolants.
Far more concerned with destruction than preservation, the Predacon Inferno (BW) has a new acid blaster –
kinda like a Supersoaker from hell. Dispenser 4: dose 4, range 125, capacity 9 (5 + Mass 4). In theory, less malignant
chemicals could be delivered through the acid rifle. Knowing Inferno, that’s unlikely.
Chemistry 101
Here is brief list of broad chemical types that can be applied through the Chemical Dispenser asset. The
effect described is for a direct “squirt” attack; the effects will have to be altered to account for spray or splatter
attacks. Creative players and Controllers are free to think up more insidious chemicals.
Corrosive: Corrosives include caustics like acids or highly ionized salts, rapid oxidizers, liquid nitrogen, even
radical catalytics and sprays that cause metal to crystallize. These compounds work in different ways, but function by
compromising the integrity of any materials they contact. While they cause little damage on their own, their primary
effect is to weaken the target’s chassis, making it easier for other attacks to damage him. Each dose of corrosive
reduces Armor and Resistance by 1, and inflicts 2 points of Structure damage. Once both Armor and Resistance are
reduced to 0, further corrosive doses cause 4 points of direct damage per dose. (Spray and splatter deliveries cause
only half these effects, but often affect multiple enemies and cover more of the victim.) Some substances are resistant
to certain types of compounds – synthetic parts don’t rust, while anyone built for oceanic adventure won’t be as
affected by high-pH salts. Controllers and players can adjudicate special cases as they crop up.
Propellant: A flammable liquid, usually sprayed as it’s ignited – a flamethrower, basically. Each flaming dose
does two points of energy (fire) damage on the first phase, and half that (rounded up) per phase for three phases
(Reduced by Resistance); spray and splatter attacks inflict 1 Structure per dose to all in the area, and 1 per phase
thereafter. Of course, you can choose not to ignite the propellant and leave the possibility as an open threat...
Lubricant: This creates pools of oil, or perhaps fast-freezing ice slicks. The idea is to make your enemy fall,
slide out of control or otherwise foul up. On each phase he remains within the lubricant, the victim must make an
Athletics test to remain on his feet or a Drive test to retain control while driving. One dose blasted directly on the
ground creates a small slick that sets a target of 15 for these tests; each additional dose increases the target by 5.
Splatter and spray attacks spread the lubricant thinner and so reduce the target by 5 (so it’s easier for those in contact
to maintain control), but they affect a much greater area.
Suppressant: This sort of chemical suppresses something, as you might imagine; usually fire, but electricity
and radiation are other possibilities. The chemical reduces energy damage of the targeted type by 4 points per dose,
or 2 points per dose for sprays and splatters; this is cumulative. The energy damage or effect must be ongoing to be
targeted for suppressants; once a plasma cannon blast has taken off one’s arm, it’s 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.
Division
©; Engineering; requires Mass 3, Intellect 5, Transform.
You can break down into two autonomous modules, both under your control. Essentially, this asset gives
you an extra mode, with the ability to access that mode and one other mode simultaneously. You can choose to
divide or not divide when you assume the form in question, though this may be unfeasible for some configurations (in
which case appropriate limitations can be taken to reduce the Division asset’s cost). The additional “Division mode”
must be attached to an existing mode, and is only accessible when you assume that form; you can purchase Division
more than once, applying it to another form each time. For instance, having a robot module for your vehicle mode
allows you to transform from a bigger robot into a smaller one plus a vehicle; picking up Division again allows you to
apply it to your base robot mode, in effect letting you divide into two smaller robots.
When you divide, you have full control over both modules. Only the primary one houses your CPU (brain).
You can suffer the loss of the secondary module, but not the primary one, and transforming to other modes may
prove problematic until the secondary module is repaired, recovered or replaced (depending on your configuration).
You act as multiple characters during this time, and each module functions on its own – the actions of one module
doesn’t affect the other, and multiple action penalties don’t apply to actions modules take individually (but a module
that performs multiple actions in a phase follows normal rules for that). Modules can never travel further from one
another than your communications range; anything that affects communications can affect the link between you and
your components (for example, shutting down communications between modules renders the secondary one inert).
Dividing is a basic action, like a standard transformation. When both modules act especially skillfully in tandem, the
Controller may award a small situational bonus to a test or Defense.
Both modules retain your Mobility, and the secondary module has your Intellect and skill ratings. Your
[Mass +1] is divided between the modules (since Mass doesn’t scale linearly). Assets are purchased for the module as
if it was an additional form, and normal rules apply, like as package discounts; the package discount rule does apply.
Assets that normally affect all forms, like Sealed Systems, apply to both modules. The Energon capacity, saves and
starvation tolerance of the modules reflect their Mass, though Energon recovery uses the larger base Mass. Energon
points are divided between the modules as you wish when you transform, within their capacity.
Modules can transform, if forms are purchased for them. Remember 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 form; a second mode for
both modules count as four forms total; and so on.
Division decreases your Energon recovery by 1 permanently.
Optimus Prime (G1) has named his secondary component Roller, which spends most of its time deactivated.
The little guy has proven useful on several occasions as a spy or distraction. Roller is Mass 1, and has Acceleration 2
(Off-Road); Optimus can attach his laser rifle to the Roller module, but it doesn’t come with its own weapons.
The Decepticon Splitscreen (HB) 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 six points (Mass 5 + 1), between the
copter (4) cycle (2). Each module has its own assets (Flight 3 + VTOL for the copter, Acceleration 3 for the bike), but his
Low Signature asset applies to both.
Seaspray (G1) has become a Pretender with an orca whale as his shell. This (and any Pretender) is handled
as a combination of the Division and Biograft assets. The combined techno-organic shell and robot is the base form,
which splits into the primary robot component and whale shell; Seaspray’s main module transforms into a watercraft.
Efficiency
Physics
Each point invested in this asset reduces your effective Mass for purposes of Energon starvation, though
this asset can only grant you a minimum effective Mass equal to half your actual Mass (round up). Efficiency applies
to all forms.
EMP Attack
Taken per weapon or attack mode; (1E); Physics
EMP (electromagnetic pulse) attacks don’t inflict Structure damage, but temporarily disable Transformers
and other machines. Base effect: Range 100 yds, resist target 15. Rating points are split between range (+50 yds. per
point invested) and the resist target for Energon Saves (+1 per point invested). A robot hit by this attack must make
an Energon Save against the resist target: A successful save means there’s no effect; a failed save means the target is
rendered inactive for the duration of the phase and must make an Energon Save each successive phase (same target)
to reactivate. Earth electronics suffer a -5 penalty to saves, and shut down until manually rebooted or repaired; some
sensitive items may even be destroyed. Each extra Energon point pumped into an EMP attack increases the resist
target by 1, to a maximum of +5.
EMP attacks are basic actions unless stated otherwise, and follow the normal rules for attacks.
Starscream's (G1) 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. EMP Attack 8: range 300 yds, save target 19.
Energon Regeneration
Cap 5; Physics
Each point invested increases your daily Energon recovery by 1. This asset can be used to offset reduced
Energon recovery imposed by other assets (such as Division, Flight and Warp). Efficiency applies to all forms.
Energon Surge
Cap 3; Physics
Transformers can normally only spend 3 Energon per phase. Your rating in this asset adds to the number of
Energon points you can spend per phase.
Energy Attack
Taken per weapon or attack mode; Physics
Energy damage covers a huge range of energy-based effects: Superheated fire, plasma, electricity, lasers,
radiation and similar attacks. (Kinetic energy is specifically not included in this.) Energy weapons aren’t as accurate as
ballistics weapons at long range and are less energy-efficient, but fewer things are protected against that sort of
damage – all Transformers, however, have some inherent Resistance. Base effect: Damage 2, range 200 yds. Rating is
divided between base energy damage (+1 per point invested) and range (+100 yds. per point invested). Each point of
Energon spent toward an energy weapon attack (per attack) increases damage by 2, up to its base damage. Attack
success adds to damage.
Some targets may be more or less resistant to certain forms of energy. Lead is especially resistant to
microwave and x-rays, while much of a laser’s heat energy will bounce off a reflective surface. Controllers can call
cases like these as they come up.
Energy attacks are basic actions unless stated otherwise, and follow the normal rules for attacks.
• Area Attack (1E): You can opt to attack a small area within range (and all in it) instead of firing single
shots, practically guaranteeing a hit against enemies but diffusing the weapon’s damage potential. The area is a
sphere [base damage x 5] yards across. Everyone in the area is hit (friendlies too) and suffer half base damage of the
weapon (rounded up). Area attacks are full actions.
• Energy Spray: You can attack foes in a small (10 yard-wide) cone; your range is reduced by half, but you
gain a +2 bonus to your attack tests.
• Graze: Your attack hits even when it misses. If you fail an attack test by 3 or less (for instance, if your foe
has a Defense of 17 and your attack test result is 14, 15 or 16), you inflict half the base damage of the weapon
(rounded down). This asset has no effect on an opponent when the attack actually hits.
• Mode Conversion: You can switch the settings of your weapon to gain range at the cost of damage or vice-
versa: You can re-invest up to half your Energy Attack asset rating (round up) among damage and range. (So if you
have Energy Attack 4, you can swap two points of range for damage.) This requires a basic action and a point of
Energon. A weapon always returns to its base settings after combat.
• Penetration: Your energy attack ignores 2 points of Resistance; this doesn’t add to damage.
• Persistent Damage: Your energy attack continues burning, shocking or otherwise damaging your foe for
three phases after the initial shot successfully hits; the enemy takes only the base damage of the weapon, reduced by
Resistance.
• Scope: Aimed shots gain an additional +2 attack test bonus. Aimed shots are full actions.
• Stun: You add a number of points of “phantom damage” to your attacks equal to half their base damage
(round down) – this isn’t actual Structure damage, and it’s only counted toward Dysfunction or shutdown. If your
adjusted energy damage (actual damage plus the bonus for this asset) exceeds the victim’s [Mass + 5] or half his
current Structure, a Dysfunction save is forced; if the adjusted damage brings the victim to zero Structure or below,
he shuts down. If the damage you cause isn’t sufficient to cause either result, this asset has no effect at all. In no case
is the stun damage you do recorded as Structure damage; it disappears immediately.
Few fires are hot enough to bother Transformers. But Slag (G1) breathes fire that hot, able to melt metal
and fuse components. Energy Attack 5: damage 7, range 200 yards; Energy Spray, Penetration, Persistent Damage.
A standard issue laser rifle (G1): Energy Attack 4: damage 4, range 400 yards; Scope.
Enhanced Sensors
Engineering
This asset suite expands and refines the already impressive sensory abilities of Cybertronians. A rating in the
core Enhanced Sensors asset has no effect in itself, but instead determines the bonuses offered by subassets. See
Sensory Powers, pg. 33, for more on basic Transformer senses.
• Energon Sensitivity: You gain your Enhanced Sensors rating as a bonus to all Scan tests to detect and
interpret Energon signatures. Further, your detection range is increased by 50 yards for every point you have in
Enhanced Sensors. (See Energy Signatures, pg. 30.)
• Enhanced Energy and Force Analysis: You have a greatly augmented sensitivity to non-Energon energies,
weak forces and strong forces. You can detect and precisely measure magnetism, gravity, electricity, light levels, heat
energy, microwave radiation and kinetic force. Enhanced Sensors adds Scan tests relating to these, diagnostic Physics
tests, and to Navigation tests on planets with magnetic poles (including Earth and Cybertron). You can detect radio
and subspace transmissions, but interpreting or affecting them falls under the Transmission suite.
• Enhanced Audio Detection: Your hearing is phenomenal, and you’re able to hear into the deep infrasonic
and highest ultrasonic range. You gain Enhanced Sensors rating as a bonus to all Scan tests involving sound. You can
use echolocation to navigate, which reduces penalties for blindness by [Enhanced Sensors x2]; at rating 3, you can
operate blind without penalties except for long ranged combat.
• Enhanced Chemical Sensors: An uncommon but useful subasset, it allows you to detect, analyze and
interpret chemicals, from fuel and smoke to organic compounds. This includes senses like smell and taste, giving you a
bloodhound-like ability to track odors and detect impurities in any substance. Your Enhanced Sensors adds to any
Scan tests related to this, as well to diagnostic Chemistry and Biology rolls.
• Enhanced Optics: You have great visual range and acuity, and can perceive and process all wavelengths of
light. Enhanced Sensors is added to all purely optical Scan tests. Also, with an Enhanced Sensors rating of 1 your visual
range is 50 miles (instead of 25); each point beyond this doubles your sensing range again (100 miles at rating 2, 200
miles at rating 3, 400 at rating 4, etc.). You’re also able to see microscopic details, scaling with your Enhanced Sensors
rating.
• Enhanced Tactile Sensors: Your sense of touch is far more acute than that of other Transformers. Refined
surface receptors grant you possess superhuman sensitivity to pressure, temperature, texture and touch. Further,
you’re able to expertly read the vibrations in any material or surface, and even locate others based on the vibrations
they make where they step or move on the ground, as well as determine size, form, speed and the like; all related
tests gain your Improved Sensor rating as a bonus. This advantage makes it next to impossible to surprise you. It also
allows you to effectively fight blind against ground opponents: Penalties associated with blindness are reduced by
[Enhanced Sensors x2], and a rating of 3 or more lets you fight without penalties whatsoever as long as your foes are
on the ground and moving around.
Excavate
Engineering
You’re designed for digging. You’re can dig holes and tunnels very quickly (able to displace an amount of dirt
equal to [Mass + Athletics + Excavate] in a minute); this is a basic action. If your Mass is 4 or lower and your Mobility is
at least 6, you can burrow under the earth at a rate equal to [Mobility + Excavate] mph – when combined with
Stealth, this is great for surprise attacks and infiltrating enemy facilities. These figures assume average soil density;
rocky earth or pavement reduces excavation, while loose sand allows digging to go faster.
Flight
Engineering
You can fly at a speed of [Mobility x 50] mph. Aerial maneuvers in aircraft form uses the Pilot skill, while
flying in robot form uses Athletics. Having the Flight asset reduces Energon Recovery by 1; this doesn’t scale with
Flight rating, and is a one-time penalty. Taking off without a runway requires a Flight test (target [10 + Mass]) and is a
full action; using a runway takes a number of phases equal to your Mass for takeoff, but the effort counts as a basic
action on those phases and so allows other actions to be performed.
• Escape Velocity (3E): Requires Supersonic Flight 2. You can attain the speed and thrust necessary to leave
the Earth’s gravity, though this costs 3 Energon per trip.
• Supersonic Flight ((1E), cap 3): Requires Flight 4. You can fly at MACH 1 (the speed of sound) in an
atmosphere. This subasset can be taken multiple times, with a speed increase of MACH 1 each time. Your speed in a
vacuum is increased by a factor of 10. It costs 1 Energon per use of supersonic flight; this speed lasts for an hour, or
one day in outer space.
• VTOL: The VTOL (Vertical Landing/Takeoff) asset allows you to take off and land vertically without a Flight
test and as a basic action, and grants you superior aerial agility: Add a +1 bonus to Defense while airborne.
Blades (G1) isn't that fast in helicopter mode, but he's more focused on maneuverability and chopping his
foes to alloyed ribbons, anyway. Flight 2: 100 mph, VTOL.
Starscream (LA) transforms into an F-22 Raptor, and is built for raw speed. Flight 8: 350 mph; Supersonic
Flight 2; Escape Velocity.
Gestalt
©; (*E), Engineering; requires Integrate
Gestalt technology allows several Transformers to merge. A popular use of this asset is forming a large and
powerful robot, though it can as easily allow two or more Cybertronians to combine into a large vehicle, weapons
platform or a structure, or for a smaller robot to attach to a larger one. The following rules are complex, and
Controllers may need to fudge or tweak them for the sake of logic or simplicity. Each member of the gestalt must
have this asset and the Integrate asset.
Mass doesn’t scale linearly, so to determine the gestalt’s final Mass, use the Mass of the largest component
Transformer as a base and add half the Mass of the other robots. Anything above Mass 12 defaults to 12. Average the
Mobility and Intellect ratings of the component robots (though Mass may cap Mobility). (All these averages and
divisions are rounded down.) The gestalt has access to the skills of its component robots, but the only skills that come
into play relate directly to its function: A giant warbot would have Close Combat, Evasion, Initiative and Targeting;
meanwhile, a gestalt space shuttle would have Navigation, Pilot, and possibly Targeting. These are the averages of the
component robots’ skill ratings (remember to factor in zeros), round down. For purposes of Energon starvation, a
gestalt has current Energon equal to the sum of its component parts; other than this, the great machine has no
Energon stats of its own.
A gestalt is a separate form, one composed of several robots, and assets are purchased for it as such. The
simplest way to do this is to pool each player’s upgrade test success levels toward building the gestalt (and everyone
should chip in) and then spend from that pool. Normally, the only assets available are ones someone in the gestalt
group has; so if no one has EMP Attack, then the gestalt can’t get it. However, Controllers may make exceptions here
– Quake is easy to justify for a big robot, for instance, even if no one has that asset. Package discounts apply; use the
most favorable rating in the group for determining asset costs and caps (the highest Reinforcement, best weapon,
etc.) Gestalts should have assets appropriate to their configurations and functions: War gestalts typically have big
weapons, Reinforcement, Radiating Blast and the like; huge vehicles should have Acceleration and related subassets
and Reinforcement; aircraft will possess Flight (possibly supersonic) and likely Radar. All the players should have some
input into the giant, with helpful oversight from the Controller. Certain assets aren’t applicable to or appropriate for
gestalts; these include Efficiency, Energon Regeneration, Biograft, Division and Low Signature; any asset that doesn’t
fit the concept can be red-lined by the Controller.
Gestalts are expensive and not deployed wastefully. A number of Energon equal to half the total Mass of
the gestalt (rounded up) must be spent to form it; this cost is met by component robots as players choose. This cost
must be paid each twelve hours the gestalt form is retained. If this cost isn’t spent, the gestalt can’t be maintained
and quickly collapses. Note that component robots do not recover Energon while part of the gestalt.
Gestalts in play: The amalgamated robot doesn’t have a mind or identity of its own, but a rudimentary form
of intelligence and collective memory. The averaged Intellect and skill ratings of its sum parts are used when tests are
necessary. The gestalt’s decision-making ability is a compromise of the minds that form it – every choice is made by
committee. At the beginning of each phase, all players write down (or text) their “votes” for what the gestalt should
do next, and give them to the Controller. The Controller tallies the votes, and the gestalt acts on the wishes of the
majority. So if most of the group wants to fire at an enemy, then that’s what the big guy does. Sometimes different
directions can be given to no bad end (attacking while backing up is doable), but ties that involve conflicting directives
means the gestalt does nothing or acts at random. At no point during the time the gestalt is formed should players
discuss battle strategy or confirm votes; they can only vote and witness the results, but can’t metagame their gestalt
into effectiveness. This is the essential weakness of gestalt robots: The internal conflicts of its team members can
compromise its effectiveness. It would serve a group well to have a game plan and learn to work intuitively as a team
before they go a-merging.
Hologram
Physics
You can project simple holograms, usually the image of a human passenger, within or on you. A low
Hologram rating allows you to create static illusions that can pass cursory inspection but not close examination;
higher ratings indicate increasingly convincing images, complete with realistic movement, and even the ability to
project illusions a short distance from you. Your Hologram rating can be added to Intellect tests, like a skill, when
you’re attempting to create a particularly intricate ruse; your test result is opposed by viewers’ Scan tests. These
images have no substance, and can’t be felt; any scans of a hologram will reveal its illusionary nature. Creating and
maintaining static holograms is reflexive, while having one walk around and do stuff requires a basic action.
• Hologram Echo: Your holograms give off an energy signature and register as “there” to detection Scans
and other sensors (though you can choose not to imbue your holograms with this advantage). This won’t fool close
scrutiny; Scan tests to examine the reading will read the hologram as of an inconclusive type or (if a success of 3+ is
attained) as a hollow energy matrix.
Hop
Cap = 5; Engineering
You may have superbly designed legs that allow astounding leaps, a vehicle design that allows short glides,
or maybe a rocket booster that can launch you for distance. For every point invested in this asset, add 10 to relevant
multipliers; see Leaping and Ramping, pg. 31. Also, you’re built for landings, so subtract twice your rating in Hop from
landing damage after hopping; if you manage to land properly (on your wheels, feet, etc.) you can apply this damage
reduction to incidental fall damage as well.
Integrate
©; Engineering
Transformers can link to others with this asset; offers no benefit unless one or more parties are powered
down, only one linked party can be active at any time, and Integrate can’t be used with Cybertronians that don’t also
have that asset. You can choose be either active or inactive when connecting with other Cybertronians. Integrate
typically sees use when one Transformer carries a smaller passenger inside or on him; the small guy is typically
activated and “popped out” when needed: “Laserbeak, Eject!” is a classic example, another is Blackout releasing
Scorponok at the Qatar air base in the first movie. (See Passengers and Cargo, pg. 31.)
Communication between participants is possible, but inactive characters can’t perform other actions until
activated, which they can do at will (they follow the rules for reactivating from starvation mode, see Energon).
However, the active party can activate a dormant ally at will, and can opt to power them up immediately if he spends
1 Energon on their behalf (instead of their having to power up themselves). Finally, inactive Transformers passively
gain the benefits of the active one’s 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 what assets apply or don’t.
Both Soundwave and Laserbeak (G1) have Integrate. While Laserbeak is within Soundwave, he doesn’t gain
the benefits of Soundwave’s concussive cannon or Augment (since he’s inactive and can’t perform any sort of actions).
However, the avian robot does gain Soundwave’s Surge Protection.
Internal Catalyst
Physics
If resource conversions have been successfully researched and you can access that data, you can perform
conversions within your own body. (See Resource Conversion, pg. 33.) You can convert Resource points to Energon
points, at the ratio allowed by your level of energy research. You gain your Internal Catalyst rating as a bonus to all
tests for converting resources internally; each attempt takes about six hours. You can store resources inside of you
without harm, which is necessary if you want to convert it internally. Resource points count toward Energon capacity
and are considered “dead space” – if you’re Mass 7, have 5 Energon and 6 Resources, you’re in Energon starvation
until you convert those Resource points.
Lock
©; Engineering
Requires a ranged weapon. A successful Scan test allows you to lock onto an enemy within sensor range
(including Enhanced Sensors, Enhanced Optics, Radar and Sonar). Once locked on, you can fire at that enemy with no
range penalties, as long as it’s within maximum weapon range (x5 basic range). Targets will be alerted by internal
sensors that you have a lock on them, and can choose to break the lock by confounding your sensors; this requires a
Drive or Pilot test (25).
Low Signature
Cap 5; Physics
Low Signature diffuses your Energon signature, making it more difficult to detect or read you. Its rating is
added to the targets of Energon signature Scan tests directed at you or that target the area you’re in, including
Enhanced Sensors and Radar. You can drop the effects of Low Signature temporarily to allow friendly scans.
Magnetism
Physics
You can create and negate magnetic fields, allowing you to manipulate iron, most forms of steel and other
magnetic metals (nickel and cobalt). You can lift and levitate things with this asset alone, or use it to augment your
own lifting ability by creating magnetic fields under what you’re lifting. Base effect: Mass 2 (which is a measure of
how much material you can lift or affect, and doesn’t affect your actual Mass), Mobility (a measure of how skillfully
you can control items), range 10 yards. The asset’s rating is divided between strength of the magnetic field you can
create or suppress (+2 Mass per point invested), Mobility (+1 per point invested), and the range of the effect (+10
yards per point invested).
There are numerous applications of Magnetism. You can lift or toss things with it, obviously. Launching a
cloud of steel ingots or a one-ton car chassis also can inflict considerable damage: Make a Targeting test against the
target’s Defense, using the Mobility granted by this asset (rather than your true Mobility), with the base damage of
the attack equal to the Mass of material you’re tossing (and attack success levels roll into more damage). Levitation
through Magnetism is possible, assuming you generate a field strong enough to support your Mass (see below), with
this asset’s Mobility replacing your own during liftoff. You can even rip magnetic materials apart – this costs Energon
and is considered inefficient, yet it can be devastating. Spend 1 Energon per attack: Your attack is automatically hits a
single target within half normal range for Magnetism, and its Mass is inflicted as Structure damage (no attack test and
so no extra damage from that); however, neither Armor nor Resistance protects against this damage. Magnetism
doesn’t affect Cybertronian CPUs, circuitry and media… so while Terran hard drives hate you, you can’t memory wipe
other Transformers by use of this asset.
Important note: Transformers’ bodies are composed of almost entirely of metal (with the exceptions of the
bioengineered and those that have replaced much of their bodies with synthetics), but most of those metals aren’t
affected by magnetism. As a rule of thumb, about a third of a given robot’s Mass (rounded down) will be vulnerable
to magnetic fields. This means you must exert about three times as much Mass via Magnetism as a Cybertronian’s
Mass to lift him (i.e., Magnetism 3 gives you the ability to lift 6 Mass of magnetic metal, or a Transformer of Mass 2 or
lower). Earth vehicles and machinery have a much higher iron/magnetic steel ratio than this (about half to two thirds
their Mass), and certain ferrous structures like scaffolding and train tracks are subject to the full force of Magnetism.
Windcharger (G1) has powerful ferro-cobalt magnets located in his arms and chest, which create powerful
magnetic fields. Magnetism 7: Mass 8, Mobility 4, range 20 yards. He can control tons of ferrous metal or magnetic
metal parts at a time, with some skill.
Mass Shift
©; 1E; Physics
This asset allows you to transform into a smaller or larger form by displacing your Mass into subspace or
drawing from it to become larger. You can be as small as Mass 0, but you can never expand to a Mass more than two
points higher than your true base Mass or 15 (whichever is higher).
Mass Shift is always assigned to a specific form that’s not your base robot mode (it’s not eligible for package
deals), and must be brought separately if you have multiple alternate forms that have different Mass ratings. The
Mass Shift asset associated with a form has a specific Mass it permits you to assume, and doesn’t allow you to assume
Mass ratings outside that. If you can assume a variety of sizes in an alternate form (like Megatron becoming a robot-
sized gun or a human-sized gun), you must buy the Mass Shift asset separately for those different Mass ratings. You
can opt not to shrink or expand when you transform (and save yourself a little Energon), but if you do choose to
activate Mass Shift you can only become the assigned Mass.
When you transform into a form with Mass Shift, you temporarily adopt the Mass rating of that form. Your
Armor, Structure, weight, Mobility caps and other traits reliant on Mass are prone to change. (This means those in
diminutive forms are quite vulnerable to damage.) However, your Energon capacity and traits remain the same as
your core form, and don’t change. Mass Shift permanently reduces your Energon recovery by 1, and costs 1 Energon
whenever you activate that asset; changing back to your “normal-sized” robot form doesn’t cost an Energon point.
Damage done in one form transfers as a rough percentage to others, if you’re at half Structure in one form you’ll be at
half Structure in all your forms.
(Game designer’s commentary: I was reluctant to add Mass Shift to the list. While it’s not “imbalanced” it is
a fairly fantastic effect, more appropriate for the cartoon and comic physics than the continuity presented in the Bay
movies or a realistic setting. But it’s more important that your game vision be realized than mine, and it’s easier for
you to pare down the list than have to write house rules to add what I didn’t. Controllers are free to categorically
disallow this asset if they’re trying to enforce a certain feel or degree of realism in their games.)
Shockwave (G1) (Mass 8) has found himself on Earth, and his Mass 1 Decepticon-sized plasma blaster form
won't cut it here. He chooses an unobtrusive form that offers mobility; a Mass 4 purple Mazda RX-8. (Sweet!) He has
the Mass Shift asset twice, once for his gun form and once for his car form. He can't choose to be Mass 4 in gun mode,
or a Mass 1 car; those forms' sizes are already "locked." Shockwave could choose to not activate his Mass Shift asset
and assume a Mass 8 version of either form, though a car that big isn't fooling anyone. His Mass remains 8 for
Energon purposes, no matter how big he is.
Melee Attack
Taken per weapon or attack mode; Material Science
Add your rating in this asset to your [Mass ÷ 2] when determining the base kinetic damage you inflict to
opponents in close combat; extra success adds to damage. Melee weapons include swords, bladed chains, huge claws
and pneumatic pistons.
Weapon attacks are usually basic actions (unless stated otherwise) and follow the normal rules for attacks.
• Armor Piercing: Your attack ignores 2 points of Armor; however, this effect doesn’t add to damage.
• Energy Attack: Your weapon or implement heats up, carries an electrical current or otherwise delivers
energy damage. Half the damage done is kinetic, the other half energy (rounding favors kinetic); energy damage is
subject to reduction by Resistance, but not Armor.
• Grapple: You gain a +3 bonus to all grapple tests with this weapon.
• Knockback: When performing the knockback maneuver, your foe’s Mass is considered 1 lower.
• Reach: You have a long weapon, such as razor chains or a polearm, and can strike enemies before they
close on you. When engaged in close combat with a foe, you gain a +3 initiative bonus. Reach doesn’t help you against
opponents wielding ranged weapons.
• Rend: If your attack test indicates you inflict [3 + victim’s Mass] in damage or more, you can instead
reduce your damage by 5 and rip away one point of Armor from your foe instead. The victim loses that Armor value
until repaired. Someone with no remaining Armor can’t be targeted by this effect. Armor damage can be repaired
with Energon like normal damage. This attack is a full action.
Timber (HB) has diamond-tipped bladed chains that he uses to entrap his Decepticon foes and then rip them
to screaming pieces. Melee Attack 4: damage 6 (Mass 4); Grapple, Reach, Rend.
Rumble (G1) has pneumatic piston-driven piledrivers installed in his arms. His close combat strategy is to run
up and punch enemies to scrap; little finesse, but potent effect. Melee attack 4: damage 5 (Mass 2); Knockback.
Missile
Taken per weapon or attack mode; (1E); Engineering
Missiles, personal rockets and grenade launchers are popular. They cause significant damage and have
superior range. But they lack the finesse other ranged weapons do – you can hit foes, but not always control exactly
where. Base effect: Damage 3, range 2000 yds. Missile rating is divided between damage (+2 per point invested) and
range (+1000 yds. per point invested). Half the damage done by missiles is energy damage, the other half kinetic
(rounding favors energy); kinetic damage is subject to Armor reduction, while energy is reduced by Resistance. Only
half your attack success (round down) adds to missile damage. Missiles have a damage radius equal to [base damage
x 5 yards], reduced for distance. Each missile takes 1 Energon and several minutes to create; thus, it’s wise for missiles
to be stockpiled ahead of time for use.
Weapon attacks are usually basic actions (unless stated otherwise) and follow the normal rules for attacks.
• Armor Piercing: Your missiles ignore 2 points of Armor; this effect doesn’t add to damage.
• Guided Missile: Requires Lock. Once locked onto a target with Lock, you can fire missiles at it with no
range penalties as long as it’s within sensor range. Range is now considered equal to sensor range.
• Heat Seekers: The missile automatically treats the nearest significant heat source as if you had used Lock
on that target; Cybertronians normally don’t give off the sort of heat that attracts these missiles, but they will if they
use thrusters, fire energy weapons or produce a lot of friction.
• Mode Conversion: You can reprogram your missiles to gain range at the cost of damage or vice-versa: You
can re-invest up to half your Missile asset rating (rounded up) among damage and range. (So if you have Missile 4,
you can swap two points of range for damage.) This requires a basic action and a point of Energon. A missile always
returns to its base settings if not fired after being reprogrammed.
• Multitargeting: You can launch missiles at multiple foes within your line of fire. Resolve each attack
separately with a -1 penalty to your attack tests; this counts as one full action. Multitargeting can’t be used with Lock,
Guided Missile or Scope.
• Penetration: Your missiles ignore 2 points of Resistance; however, this effect doesn’t add to damage.
• Scope: Aimed shots gain an additional +2 attack test bonus. Aimed shots count as full actions.
• Salvo: You can unload several missiles at once at a single foe or group of adjacent ones, increasing your
chance to hit enemies. When attacking a target or tight cluster of them, add a +1 bonus to your attack test for each
missile fired and to damage – overlapping blasts are hard to avoid and can inflict substantial injury; the maximum
attack/damage bonus you can gain is +5. This is a great way to create massive damage, but mind the Energon expense
of missile replacement. This is a full action.
Ironhide’s (LA) stinger missiles don’t do as much damage as some of his other armaments, but are accurate
and difficult to avoid. Missile 4: damage 7, 3000 yds.; Multitargeting, Salvo.
Skywarp (G1) is less in-your-face than some other Transformers, and enjoys delivering his explosive-tipped
guided missiles at long range… then getting the blazes out of there if his enemies counterattack. Missile 5: damage 5,
range 6000 yds; Guided Missile, Penetration.
Munition
Taken per type of munition; (1E); Engineering
Munitions are explosive devices that detonate when triggered. This trigger can be pressure, impact, time,
remote detonation, even light level. You choose what the device’s triggers when you set it, which you can calibrate
precisely with an Engineering test (18) – for instance, a pressure trigger can be set to ignore anything under or over a
certain weight. When the trigger occurs, the munition explodes. Land mines are one example of explosives, as are
those used in demolitions. Explosive munitions can be set on the ground, attached to a surface, placed in the water,
and so on. Another is bombs, dropped from above. Characters that see set explosives can simply choose not to get
near them; however, a Mobility test (using Drive or Pilot if appropriate) may be necessary to avoid munitions (like
dodging a mine while speeding on the surface of the water), with the target set by the Controller. Base effect: Energy
damage 4, with rating adding +2 damage per point invested. The explosive’s blast radius is its [base damage x 5] in
yards, and damage is reduced for distance (the Controller scales damage down proportionally for distant targets).
Only the munition’s base damage is done when it explodes; when attack tests are made, success levels don’t add to
damage. Each explosive device requires 1 Energon and several minutes to create.
Hiding munitions requires several minutes and that you (the creator) make an Intellect + Stealth test. Others
must make a Scan test against your test result to detect the device; failing this test doesn’t in itself trigger the
munition, but (for example) someone walking over a mine because they didn’t see it would certainly be bad for him.
Using an explosive as a grenade requires you attack with it: This is a Targeting test, and you can throw it
[Mass x 50] yards. Dropping them requires the same test, with a target based on elevation: Use Defense for moving
targets, and 15 for a house-sized target, at an elevation of 500 ft – add 1 to the target for each 100 ft. increase in
elevation. A failed test may still hit somewhat, if the explosive lands close enough to catch the target in the blast
radius; this is up to the Controller. The trigger is typically impact.
• Burrowing: The munition can hide itself by digging into the ground or structure onto which it’s placed.
This adds a +3 bonus to Intellect + Stealth tests to hide it.
• Fragmentation: The munition damages foes with shrapnel, tiny blades or other objects. Half the damage
done is energy, the other half kinetic (rounding favors energy); kinetic damage is subject to reduction by Armor, but
not Resistance.
• Penetration: Your explosive ignores 2 points of Resistance; however, this effect doesn’t add to damage.
• Proximity: Your munition has detection proximity equal to its blast radius; when it detects something
within that range, it explodes. It has a Scan test bonus equal to your Scan (but it has no actual Intellect or Scan of its
own). Proximity-activated explosive munitions can be programmed to ignore you, “friendlies” or non-combatants.
• Scatter: The blast radius is [base damage x 10] yards, with damage reduced for distance.
• Shaped Charge: You can create charges that apply their energy in a precise way, rather than exploding out
and causing massive damage; these have small blast radiuses, if any. Shaped charges are typically used against doors,
structures and the like instead of offensively.
Starscream (G1) drops cluster bombs in jet mode, carpet-bombing an area before he descends to finish off
his foes. Munition 6: damage 6, blast area 60 yards; Scatter.
Bonecrusher (LA) prefers to be there when his enemies explode into flames, but enjoys leaving behind mines
for both humans and Autobots. Munition 4: damage 10, blast radius 50 yards; Burrowing, Fragmentation.
Nautics
Engineering
Unlike most Transformers, you don’t sink like a stone in water. You can travel on the surface of water at a
speed of [Acceleration x 30] mph. Stunts and other maneuvers in your watercraft form require Drive tests, while
doing the same in robot mode (including “beast” forms) calls for Athletics tests. Test targets depend on what you’re
trying to do and how fast you’re going, with more outrageous stunts and/or greater speeds increasing the target.
Watercraft Mobility on land is 0; robot modes that have the Nautics asset don’t suffer this restriction.
• Amphibious: You either hover on jets of compressed air, or have retractable wheels; you can travel at half
normal speed over any sort of land terrain.
• Boost (1E): While at top speed, you can spend a point of Energon to increase your speed by 60 mph. This
lasts only three phases, and your Mobility is reduced by 1 during this time (to a minimum Mobility of 1).
• Submersible: You can travel at normal speed underwater. (The Sealed Systems asset is strongly
recommended.)
Cybershark (BW) is one of just a few oceanic Maximals, and is well-adapted to an aquatic environment in
both forms. Robot mode: Nautics 1, 30 mph; Submersible. Hammerhead shark: Nautics 2, 60 mph; Submersible.
Quake
(2E); Physics
You can create localized seismic disturbances as concussive force radiates from you. No attack test, as all
characters and structures in the area are affected, friend and foe alike; this is a full action. Base effect: Your Mass in
kinetic damage, affected area is a circle [Mass x 10] yards wide. Asset rating is divided between damage (+1 per point
invested) and range (+10 yds. per point invested). Further, all in the area must make a Mass test (target 15 + damage
inflicted) to remain standing; a failed test indicates a fall, inflicting their own Mass in damage. You, of course, don’t
risk falling from your own quake attack.
The Rumble (G1) Special, coming to a location near you! Quake 7, damage 5 (Mass 2), area 40 yd. radius.
Radar
Physics
Your radar system broadcasts radio waves and interprets the echo, allowing you to detect all moving
objects within a radius or cone. This requires a Scan test. The range is 50 miles of airspace (or open water) per point
of rating, though this range is greatly reduced close to the ground. The data gained is based on the Scan success level
attained; a success of 1 reveals the positions and altitudes of targets, while greater success can determine air speed,
trajectory and even shape. Radar signatures allow use of Lock. Using and maintaining radar are basic actions.
Radiating Blast
(2E); Physics (5)
You can release an energy wave that spreads out from you, inflicting energy damage to ground-bound
individuals and structures. No attack test is necessary, as anyone and anything in the area is hit – including allies. Base
effect: 2 energy damage, 50 yd. circle). Rating is divided between damage (+2 per point invested) and range (+50 yds.
per point invested). Each point of extra Energon spent when making a Radiating Blast attack increases damage by 2,
up to its base damage. Radiating Blast attacks are full actions.
Reinforcement
Cap = Mass; Material Science
This asset increases your natural Armor value (characters of Mass 1-3 have an inherent Armor rating of 1,
and those of Mass 4 or more have Armor 2). Your inherent Armor doesn't count towards your maximum rating in this
asset. Armor rating subtracts from most kinetic damage (with the possible exception of falls), but not energy damage.
As with other assets, Reinforcement is purchased for a specific form, but half its value (rounded down) is applied to
other forms. Reinforcement can never exceed your Mass rating.
Reserves
Cap 5; Physics
Each point in this asset increases your Energon capacity by 2; this benefit applies to all your forms, not
individually to each form.
Sealed Systems
©; Engineering
You suffer no ill effects from prolonged exposure to vacuums or immersion in water. This asset applies to all
forms.
Shielding
Cap 5; (*E), Physics
You can create a force field immediately around your body, which protects you and all within it from all
forms of incoming damage. Only damage from sources outside of your force field is reduced; things within your force
field inflict damage normally. Activating and maintaining a shield counts as basic actions and costs 1 Energon. Base
effect: 2 is subtracted from damage, force field radiates up to 10 yards from your body. Rating points are divided
between increasing the amount of damage reduced by the shield (-2 per point invested) and expanding the maximum
area protected by the shield (10 more yards from you). Each Energon point spent beyond the initial cost increasing
the damage reduction by 2 or the range by 10 yards, up to -6/+60; this asset’s effects persist for one minute but may
be activated consecutively. Having Shielding reduces your Energon Recovery by one permanently.
Trailbreaker’s (G1) force field taxes his already strained Energon reserves, so he doesn’t use it often, but it’s
saved his alloyed hide (and that of his friends) on more than one occasion. Shield 5: Damage reduction: -8, shield
radiates 30 yards from his body.
Siphon
Cap 5; Physics
This attack requires physical contact with a victim (usually necessitating a close attack), after which point
drain Energon from your foe; this is a basic action. Base effect: Drain 1 Energon per phase, Energon save target 15.
Asset rating is split between the number of Energon points you can drain per attack (equal to points invested) and the
resist target for enemy Energon saves (points invested increase save target by +1). A robot targeted by Siphon must
make an Energon save against the resist target; a successful save means he keeps all his Energon, while a failed
Energon save means you steal Energon from him. Energon in excess of your Energon capacity bleeds off immediately,
but even so you can continue sucking the life out of your enemy if you just wanna get punitive with it. Siphon reduces
your Energon recovery by 1.
• Improved Siphon: You can use siphon to drain any sort of resource, from gasoline to electricity.
Ratbat (G1) is a sneaky little bastard, more devious than Soundwave and greedier than Octane, and prefers
to drain Energon directly from helpless or preoccupied Autobots. This strengthens him at the same time it weakens the
opposition. Siphon 5: drain 3 points per turn, Energon save target 18.
Sonar
Physics
Sonar is similar to radar, but uses sound instead of radio waves, and so is also effective in water and below
the ground. However, it's completely ineffective in a vacuum. You can make a Scan test to detect all objects (or voids)
within a radius or cone; the range is 25 miles underwater, five miles in the air, and one mile underground; these scan
ranges scale with asset rating (Sonar 2 = 50 miles underwater, Sonar 3 = 75 miles, etc.). The information gained is
based on your Scan success level; a success of 1 reveals the positions of targets and objects, while greater success can
determine speed, trajectory and shape. Sonar signatures allow use of Lock. Using and maintaining Sonar are basic
actions.
Sonic Attack
(1E); Physics
You create a sonic blast in a cone in front of you, like a sonic boom or thunderclap but much more powerful.
No attack test is required, as it impacts all characters and structures in the area of effect, friend and foe alike. It
shatters glass and rattles structures, bursts human eardrums, can damage or disrupt audio sensors, and even damage
less sturdy Transformers. Base effect: 1 point of kinetic damage, affected area is a cone a quarter mile long and one
quarter that wide at the base (a little more than 100 yds), with the damage being reduced by half (round down) at the
last half of the range. The asset rating is divided between damage (+1 per point invested) and range (another quarter
mile per point invested, with a proportionally expanding base). Do note that obstructions will diffuse or stop sound
waves, depending on their density; the range of the sonic attack isn’t absolute, simply the maximum range of effect.
So a sonic attack aimed at nearby buildings would shatter windows and maybe even crack the mortar, but won’t
simply pass through unimpeded to the other side.
Sonic damage that gets through Armor will blow out audio sensors, though these can be restored through
autorepair in a minute or so; someone aware the attack is coming can avoid this effect by shielding their sensors.
Sonic Attacks can be heard for many miles beyond the area of effect.
Sonic Attacks are effective underwater, but not in a vacuum.
• Blanket Effect (2E/3E): Your sonic attack creates a 180 degree area of effect instead of a cone; this is
either a 90 degree wedge (which costs 2 Energon) or a 180 degree hemisphere (3 Energon). Everything in that area is
fully affected by the sonic attack.
• Silent Doom (1E): By spending an extra Energon you can emit a single sonic attack in either high ultrasonic
or low infrasonic ranges (choose one when taking this subasset). The sound is higher or lower than the human range,
but it still can be heard by Transformers; due to the unusual frequencies of the attack Armor is reduced by 2 against
this attack. This means you can damage or kill people using a sound they can’t even hear. Yay.
Thundercracker’s (G1) low-frequency sonic booms aren’t as precise or deadly as his wing-mounted missiles,
but he’s good at stunning the opposition for immediate follow-up attacks; his sonic attack is powerful enough to cause
fatal internal hemorrhaging in exposed fleshlings, stun smaller Autobots and damage sensitive equipment. Sonic
Attack 6: damage 4 (2 beyond half-mile), range one mile; Blanket Effect.
Surge Protection
Cap 5; Physics
Asset rating adds to your Energon saves to avoid the effects of assets like EMP Attack and Siphon, as well as
to dysfunction saves. Further, you may spend 1 Energon to increase your save bonus further by +3; this is a reflective
action, and the save bonus lasts for one phase. This asset functions for all forms.
Temper
Cap = Mass; Material Science
This asset improves your natural Resistance rating; robots of Mass 1-3 have an inherent Resistance rating of
1, while those of Mass 4 or more have Resistance 2. Your inherent Resistance doesn't count towards your maximum
rating in this asset. Resistance subtracts from energy damage, including fire, plasma and lasers, but not from kinetic
damage. As with most assets, the benefits granted by Temper applies to a specific form, but half your Temper value
(round down) is applied to your other forms. Temper can never exceed your Mass rating.
Toolkit
©; Engineering
You’re possessed of specialized equipment that offers a +3 bonus to specific skill tests related to a discipline
or theme, assuming those tools can be actively employed. This is a fairly open-ended asset, and is left largely in the
hands of the Controller.
Examples: Ratchet’s (LA) toolkit includes sensors to diagnose Cybertronians and laser scalpels and sealants
to repair them, and he gains the +3 asset bonus to Engineering tests related to this; however, the bonus wouldn’t
apply to Engineering research for a new weapon or for upgrading an asset. Another is the Constructicon Mixmaster’s
(G1) chemical engineering kit, which adds a +3 bonus to Chemistry or Material Science tests to create new chemical
compounds or substances, though other upgrades or operations don’t gain the bonus. Other possible toolkits might
offer bonuses to materials salvage, chemical engineering, Energon signature detection, infiltration and the like. In all
cases the focus should be narrow and not offer the same range of effects as a skill does, nor offer any benefits that a
skill test wouldn’t.
Transmission
Physics; requires Communications 3, Computer 1
Transmission increases your broadcast and reception range, granting 10,000 miles per rating point
(Transmission 2 = 20,000 mile range); further, spending 1 Energon allows the transmission and reception message
across a potentially infinite distance for up to five minutes, though this requires you concentrate on the effect for the
entire time (which is a full action). You can also serve as a relay station, keeping members of your faction within your
broadcast range in communication with one another (even if this exceeds their personal communications ranges).
• Code: You can transmit secret communiques to one or more Cybertronians with a Communications test
vs. target 18; coded transmissions aren’t broadcast on the faction carrier, and only the intended recipient(s) can
receive them (unless the message is hacked via Intercept). This is a full action.
• Duplication: You can copy another’s signal if you’ve made a successful Scan test to read it (target 20),
allowing you to send false messages with a Communications test (target 25). You can imitate either friends or foes,
though you have to first successfully use Intercept to do the latter. This is a full action.
• Intercept: You can listen in on the opposing faction’s subspace carrier or messages sent as coded
transmissions (Communications test against target 25). This is a full action.
• Jam: You can stop all enemy communications in the immediate area (Intellect + Communication x 10
miles), communications can’t get in or out (Communications test against target 20 for opposing faction, 12 for
humans). This is a full action.
• Satellite Link: If a friendly or controlled satellite is within communications range, you can link to it with a
Communications test. You can borrow its “senses” and eavesdrop on its transmissions; this requires a test against 20,
or 15 if a physical link can be managed. (Satellites can be hacked, and be made “friendly,” through use of the
Computer skill.) Establishing the link is a full action, though maintaining it for up to 24 hours is passive.
Soundwave (LA) is the Decepticon communications master, and he keeps his fellows in contact with one
another – making him incredibly valuable. However, he very well knows that, and he’s able to extort pretty much what
he wants from them. Transmission 9 (90,000 mile range); Code, Duplication, Intercept, Jam, Satellite Link.
Warp
(*E); Physics
This powerful asset allows teleportation by creating wormholes in space/time via which you can travel. You
cease to be in one place, and within seconds (the next phase) you reappear. This requires an [Intellect + Warp] test.
See where you’re warping is suggested (which gives you a target of 15), or you should at least be familiar with the
area (target 20); areas seen through Enhanced Optics or satellite links count as line of sight. Blind jumps can be made,
but are not recommended, as it’s very possible to hop into an object or terrain feature and destroy oneself instantly.
Even when popping into areas with which you’re familiar, it’s not a bad idea to peek ahead anyway, just in case
someone or something is now where you want to be. There's no range for Warp; if you can see or remember it, you
can hop there. A test that exceeds 10 allows a successful warp, even if it doesn’t exceed the desired target… you end
up somewhere, ideally close to where you wanted to be, with the margin of error depending on how far below the
target you roll and how far you’re warping. A near-success for an area you can see might put you within a few miles of
your destination, while a test result of 11 for a blind hop from Cuba to Sri Lanka… well, best of luck! Warp is very
draining; it reduces Energon recovery by 1 permanently, and it costs Energon equal to half your Mass (rounded up)
whenever attempted, successfully or not. Warping is a full action.
Weight Reduction
©; Material Science
You replace metal armor and parts with hard plastics, polymers or other substances, reducing your weight
while losing none of your resilience or power. This asset follows special rules. It requires materials (namely that with
which you’re replacing your metal parts), and the Energon cost is [Mass x 10]. Once Weight Reduction is taken, your
effective Mass is decreased by 1 for purposes of Mobility caps, Energon recovery and Energon starvation. Otherwise
you’re considered your true Mass (including Structure, close combat damage, weight tolerance and Energon capacity
and saves). Your effective Mass can’t be reduced to less than half your true Mass (rounded up).
If you take Weight Reduction a second time, you must research it all over again. This counts as a new asset,
not an upgrade. You can’t research Weight Reduction more than twice.
Ultra Magnus (G1) is great warrior, but his huge size (Mass 9) slows him down and is inefficient; that caught
up with him in a bad way when the quicker and more mobile Wildrider and Dead End scrapped him in a recent fight.
Wheeljack and Ratchet have decided to apply polymer science to Magnus while rebuilding him, swapping out heavy
alloy parts for molded composite aerogels and carbon nanotube plates. Once the repairs are completed, Ultra Magnus
emerges five tons lighter. He’s Mass 9, but his Mobility cap is 4 (up from 3), enters Energon starvation at 7 Energon,
and recovers 7 Energon per day (instead of 6). However, Magnus retains the Structure (50), close combat damage (4),
lifting power (Mass 9), Energon capacity (19) and Energon save bonus (+9) of a Mass 9 robot.
Later, Ultra Magnus undergoes the process again, enjoying the greater agility and efficiency his previous
upgrade offered him. Magnus remains Mass 9, of course, but functions at 7 for Mobility (capped at 5), Energon
starvation (at 7 Energon points), and Energon recovery (8 per day). The Autobot can never get any lighter than this,
he's lighter and more efficient and not complaining at all.
Systems
Under most circumstances, your Transformer can do what he wants. Driving, walking, talking and the like
happen when you say so. No need for game mechanics or die rolls. Most of the time spent playing Transformers will
involve this sort of activity, and the systems presented in this chapter will take a back seat to roleplaying.
However, when you’re trying to do something that has a chance of failing, trying to act during a stressful
situation (such as combat), or when action is involved, mechanics are used to resolve the situation. Rules and die rolls
help determine what you can do and the consequences of your actions.
Dice: All you need to play is a single twenty-sided die (1d20). Whenever a test roll is called for, you roll this.
In almost all cases, numeric modifiers are added to tests (more on this later). Simply add the adjustments to
the total rolled on the dice. So, a test with a +6 adjustment means your die is rolled and 6 is added to the result. It's
always better to roll high. Certain special case rolls may be called for which don’t follow this format or aren't tests;
these exceptions are explained when they come up.
Rounding: Unless stated otherwise, fractional values are rounded down: If 5 is halved, it becomes 2. But
fractions added together may become whole numbers: 3.5 counts as 3, but 3.5 x 2 = 7. When in doubt, the Controller
calls how something is rounded.
Tests
The test is the foundation of the system, allowing you (the player or Controller) to perform actions and
determine a character’s success or failure, and degree thereof. Passive actions (most of what one does in his day-to-
day existence) don’t require tests: such things include walking, talking, driving and most other activities. However,
tests have a chance of failure, no matter how adept you are: these include attacks, 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 how successful you are. Even passive actions may
become tests in certain circumstances; driving on a road is difficult for anyone to screw up, but driving along a narrow
ledge would require a test to determine if the you fall.
A test is made by rolling a die (1d20) and applying relevant adjustments to the result of the dice roll. This
final result is compared to a target number, and if the result equals or exceeds the target, you succeed. This basic rule
is further refined below, but if you understand this basic concept then you understand the game’s basics well enough
to play.
Adjustments
Adjustments modify the result on the die roll. They apply specifically to you and reflect your capabilities;
circumstances that assist or hinder an attempt (like rain, distractions or darkness) adjust the target and not the test.
A positive adjustment (one that adds to a test) is known as a bonus. Bonuses are noted with plus ( +) sign. A
negative one (one that subtracts from a test) is a penalty, and is noted with a minus sign (-). So a +5 bonus adds 5 to
the die roll, and a -2 subtracts 2 from the roll. When both a bonus and a penalty apply to the same test, they cancel
each other with the remainder being the final adjustment: A +5 and a -2 end up as a +3 bonus.
Most tests use an attribute (almost always Intellect or Mobility) plus a skill as adjustments. Figuring out
some aspect of fleshling society uses Intellect + Human Culture, while kicking someone is Dexterity + Close Combat.
Most tests follow this format. When there’s no applicable skill, use the attribute alone and adds no skill. It’s very
unusual for more than one attribute or skill to add to a test; when in doubt about which trait applies in a given roll,
apply the most favorable.
Targets
Targets determine how hard it is to do something. The higher the target is, the more difficult the attempt is,
and (as you might guess) the lower the target the easier. The default target for a test is 15; when a specific target isn’t
listed or given by the Controller, 15 is the target. When a specific target applies to a test, it will often be listed in
parentheses. For instance, “Pilot test (18)” means you test against target 18. Specified targets include Defense, and
that target is used unless there’s a good reason that wouldn’t be the case.
A target 15 of indicates an attempt of “average” difficulty, with a reasonable chance of success or failure for
the “average” Transformer. A target of 12 is an easy task, while (9) is elementary. (Below this, why bother testing?)
Target 18 is a harder than average task, while (21) is difficult; targets can climb higher than this, with those of (30) or
more indicating truly epic tasks worthy of the greatest Cybertronian heroes.
Conflicting Targets: Sometimes different targets apply to a roll. In this case, go with the highest target. Any
factors that would increase the lower target may apply to the higher one, at the Controller’s discretion.
Test Results
When making a test, compare the result to the target. A result under the target indicates a failure; the
attempt doesn't succeed. If the test equals or beats the target, your attempt succeeds.
Failure: A failure means the attempt doesn't succeed: The attack misses, the asset doesn’t function, or the
research attempt fails. If an asset-related test fails, any Energon spent to activate the asset is still lost. Failure can
entail whatever is appropriate for the situation. A failed attack test with a firearm means you don’t hit but can try
again (assuming you’re not junked), while a failed Drive on a narrow mountain road probably means you fly off the
edge and you get no do-over. A failed research attempt means progress on that asset or discipline has stalled, but you
can usually do more research later.
A failure doesn't have to be spectacular or disastrous... unless you roll 1 or you attain a modified test result
of 15 or more under the target (for example, a result of 3 or below vs. target 18). In these cases, a fumble occurs.
Fumbles are bad failures, and are likely to inconvenience or harm you in some way: You drop your weapon, sideswipe
a bride trestle and suffer structure damage, or draw an erroneous conclusion while researching a fission reactor.
Fumbles won’t kill or permanently impair you (in most cases anyway), but they should be dramatic and memorable,
even amusing. Of course, in certain situations a simple failure can have the same effect as a fumble, or even have
fatal consequences… such as failing to hang onto a cliff face and plummeting hundreds of feet.
Success: Few tests are hit-or-miss, simple success or failure. In most cases, the better you roll the better you
do. The amount by which your test result exceeds the target is known as success level, success for short. The higher
the success, the more successful you are. So a success of 2 is a moderate success, and success 4 is a notable one.
Tasks often have guidelines for adjudicating success: success adds to damage for attack tests, determines asset
effects, and so forth. In cases where rules for success aren't given, Controllers can adjudicate the results of the test,
with the rule of thumb that the greater the success the better.
A success of 0 is when you meet the target number but don't exceed it. Your attempt is successful, but you
skirt by, perform sub-par, or succeed but with a hitch. You may have to test again to confirm success; a success 0
Athletics attempt means you hang onto the cliff’s edge but make no headway, and must try to climb again. If success
0 means there would be no effect at all, then it defaults to success 1. The exceptions to the success-0 rule are
contested tests, as all ties go to the defender.
A critical occurs when your test succeeds by 10 or more, and is an exceptional degree of success. Often no
special rules are needed – attaining such a great number of successes is its own benefit. But in certain cases you gain
an additional effect, either one described in the specific rule or awarded off the cuff by the Controller.
Special Tests
Opposed Tests: When you actively resist or oppose what other characters are doing (like wrestling or
racing), everyone involved make tests and the results are compared. This is a contested test.
If any character fails, he fails while those characters that attain successes succeed.
If all characters fail, none succeed... unless one character is attempting to avoid an effect, in which case you
(the defender) win by default.
If two or more characters attain a success result, things get interesting. The one with the highest success
wins, but his final success level is reduced by the opposing character's; when three or more characters compete, only
the character with the second highest success affects the winner’s success. So the victor succeeds, but less than he
would have had not the other characters been working against him. All ties go to the defender, or the contenders'
efforts cancel out.
Ravage (G1) wants to sneak past Ironhide. His Stealth test success is 6, while the Autobot's Scan success is 4.
The feline Decepticon succeeds, attaining a net success of 2 – turning a possible critical into a minor success. So
Ironhide remains unaware of Ravage’s presence for the time being.
Extended Tests: Some tasks can’t be resolved in a single test, and take time and concerted effort. This
includes research, building structures, fabricating and hacking enemy Transformer databases. The Controller must
decide how many success levels must be garnered before a task is complete; a simple test may require five to ten
success levels, while truly daunting ones might require twenty or more. You make multiple tests, and the success level
you attain on each test is added to the total from previous tests. Once the required number of success levels is
acquired, the effort is successful. If the required success levels aren't attained, the task is either incomplete or a
failure (determined by the nature of the task and the Controller's judgment). Controllers must decide how long each
task roll takes; time can be measured in phases, minutes, hours, days or even longer increments. You might have the
time to make as many tests as you need to achieve the proper success levels, though if you’re working against a
deadline you won’t have that luxury.
Failed tests add no success levels to the task roll, and inflict a -1 penalty to the next test; the penalties from
multiple failures cumulate, making the task harder and harder as you’re continually frustrated. However, the next
successful test negates that penalty. A fumble, however, reduces the number of success levels rolled so far by half; all
subsequent task rolls for the project suffer a -1 penalty (cumulative with any penalties for failures), and any further
fumbles ruin the project altogether, forcing you to start over from scratch.
Cooperative Effort: Sometimes working with others can accomplish things more easily than you can by
yourself – for instance, information gathering, research and when building things. If the Controller decides that more
than one character can work on a project, he may allow them to make extended rolls and pool their successes, as per
the rules for extended rolls. Of course, when too many are working on a project, they can get in each others' way and
actually hinder progress – as they say, too many engineers spoil the Energon.
Secret Tests: You normally make your own tests, especially when your character is aware of the situation
and/or success or failure is obvious. You knows if you attack and miss, fail to clear the chasm while stunt driving or
whatever. But there are times your character won’t be aware of certain threats, information, hidden clues or
whatever. And for suspense purposes the Controller may not want you to know a test is necessary: Once she asks you
to make a Scan test, for instance, you might assume there’s probably something to be seen or heard. (And a
Controller can call for “fakeout tests” only so much before aggravating the players and slowing down the game.)
So the Controller can opt to make secret tests for your character when appropriate, and report the results.
(You shouldn’t even be aware when she does this.) This are normally done for Intellect tests and related skills. Scan
tests are a good example of this; the Controller won’t mention a failed test, but she’ll let you know if you see the clue,
hear movement, etc. If she wants to offer you a clue but not just hand it to you, she may makes a secret Intellect test
for you and offer information based on the success of the test.
Of course, clever player that you are, you might assume something is up whenever the Controller starts
rolling dice out of the blue. But between the tests she makes in the process of being the narrator, as well as a few
false rolls here and there to keep players guessing, secret rolls can be made without giving too much away.
Routine Tasks: Sometimes you can succeed on a test without even having to roll. Someone unfamiliar with
computer espionage may not be able to hack very easily, but an expert hacker like Frenzy can do this as a matter of
course. While the wannabe hacker can't rely on success all the time, Frenzy breezes through except under the most
extreme circumstances (like hacking a highly encrypted Autobot database under a deadline).
If your adjustments for a test (including applicable skill levels, situational modifiers, etc.) exceeds the test's
[target -5], you can opt not to roll and assume you automatically succeed on the task. You’re treated as if you had
achieved a success level of 1; if you want a greater level of success you need to roll for it. Under no circumstances can
opposed tests be made routine.
Actions
There are three different types of actions you can take: Basic, full and reflexive. Note that this level of detail
is only important during dramatic scenes; during passive scenes actions are just actions.
Basic Action: Basic actions require both intent and effort. These include transforming, attacks, drawing a
weapon, active driving or flying, running and using most active assets. Multiple basic actions may be made in a phase
(roughly six seconds); see the multiple action rules, below. Most tests in the game are basic actions, though some
passive effects (those requiring no tests) fall into this category. Unless specifically stated otherwise, a given action is
considered a basic action. A basic action follows normal initiative rules, meaning you can do them when it’s your turn
in the initiative countdown.
Full Action: A full action follows the rules for a basic action, except that it requires an entire phase to do it.
Full actions can never be multiple actions, and basic actions can’t be attempted in any phase during which a full action
has taken place. Full actions include firing missile salvoes, aimed shots, the full defense option, and activating certain
demanding assets like Quake or Warp. One reflexive action may be made in a phase along with a full action.
Reflexive: A reflexive takes no effort and can be done with minimal concentration. This includes saying (or
shouting) something brief, dropping an item, making a Scan test, walking, hovering in place or cruising on a stretch of
straight road. Reflexives may or may not involve tests, but usually don’t. You can perform a single reflexive action per
phase when your initiative comes up, or maintain a reflexive effect from the previous phase at the beginning of your
phase. Each reflexive action beyond the first one in a phase is treated as a basic action (and follows multiple action
rules); this rule doesn’t apply to Energon expenditure or ending an asset effect. Spending Energon, stopping an action
and dropping an asset effect you activated previously are always reflexive actions, and don’t count toward your single
free reflexive per phase; you can do these as many times as you need to in a phase, whenever you choose.
Multiple Actions: It’s assumed that most characters perform one basic or full action per phase. But you may
want to do more than one thing in a phase, like transform into a truck and ram an enemy or fire your gun twice. This
is possible, though it reduces your chance of success: Every action past the first on imposes a cumulative -2 penalty to
every test you make that phase: -2 for two actions, -4 for three actions, and to a maximum of -6 for four actions. No
more than four actions can be attempted in a phase, and multiple actions must be announced before the character
acts that phase. Note that multiple actions may only be done with basic actions (including extra reflexives), not full
actions.
Dramatic Systems
Now that we have grasp of how the basic system works, let’s see specific ways it’s applied in the game. Both
players and Controllers should familiarize themselves with this section, as the following rules cover situations that will
probably come up often in Transformers games.
Calculation
In the “brain” of each Cybertronian robot is a processor far beyond Earth’s most powerful supercomputers.
You can solve any sort of mathematical problem, from basic addition to strings of quantum physic formulae, in less
than a second. Note that this doesn’t translate to actual intelligence or reasoning ability, which is covered by Intellect;
sentience, consciousness and emotions take up an enormous amount of a Cybertronian CPU’s processing power. This
is why mere fleshlings are intellectually on par with robots – the latter can’t devote all their brainpower to
outthinking people on every level!
Communication
All Transformers have a subspace broadcast/reception range of about 100 miles. You can freely access your
faction's subspace carrier waves; Autobots and Decepticons each have their own frequencies. You can access all radio
frequencies, digital transmissions, and other human communication mediums, and human encryption or carrier
messages are very simple for your advanced computerized brain to crack (Computer test vs. 12, or 15 for the high-
security stuff). The Transmission asset and its subassets offer more advanced communication capabilities (pg. 25).
Energy Signatures
Each Transformer and functioning Cybertronian device gives off an Energon signature. This harmless
radiation is a side effect of the Energon they consume and employ, and is as unavoidable as a person emitting carbon
dioxide and body heat. These signatures can be detected by those that look for them. They vary between types of
technological devices (so a Transformer registers as something different than a generator or plasma rifle), and even
individual Cybertronians – though that latter distinction is fine, and only someone with sensitive sensors can tell
Starscream's emissions from Skywarp's.
Both Transformers and other technology are referred to as mechanisms, devices and the like in this section.
Yeah, your character is something more than a generator (just like you're something more than a tree), but ultimately
they're all mechanical devices and are covered equally by the energy signature rules.
Detecting and Interpreting Signatures: You can make a Scan test to detect Energon signatures within
normal sensor range, which is a 100-yard radius from you. One test is allowed every minute, which is a basic action.
The base target is 20. As you might assume, big things are easier to detect than small ones: Subtract mechanisms'
Mass from your base target to detect them. Further, if a subject is actively spending Energon the target to detect him
is reduced by 3. It's possible to detect some things in sensor range and not others, based on the results of your test.
Devices that are completely inactive, like those with no power supplies or very damaged, won't show up on scans.
Other than just detecting things of Cybertronian origin, your sensors can also interpret Energon signatures
and offer information about what you're reading. (Of course, you have to know something is there to read it.). This
requires a Scan test (18) on a single target. The data you garner depends on your success. A basic success tells you the
item's basic nature and function (useful for telling if something is a robot in disguise, among other things). Success 3
gives you more detailed info, such as how efficiently the device processes Energon, the presence and general extent
of Structure damage, and details on its function (what sort of energy rifle you're looking at). A success of 5 gives you
the precise signature of the subject, its Energon "fingerprint"; henceforth you'll recognize that particular Transformer
or item whenever you pick it up on a detection Scan.
The Enhanced Sensors asset Energon Sensitivity (pg. 17) improves these capabilities.
Avoiding Detection: It's possible to foil sensor detection and reading attempts, though you must power
down your systems and reduce your Energon emissions. You enter a voluntary form of Energon starvation, with your
Mobility reduced to 1. However, you increase scan targets against you by 3. See the Energon section, pg., 5 for more
on Energon, powering down and related matters.
Falling
When giant robots fall, they hit hard. You suffer your Mass in Structure damage every 100 feet fallen (round
distances up to the nearest 100), with the final damage reduced by Armor; terminal velocity is reached after about
1000 feet, so maximum fall damage is [Mass x 10]. A Mobility + Athletics test (target [15 + Mass]) allows you to
reduce fall damage by the success attained.
Hacking
Hacking is either a piece of cake or difficult, depending on what you’re trying to hack. Human computers
and databases are easy. Augmented by your Cybertronian capabilities, you’re able to find any information you want
instantly, and break into pretty much any account or database regardless of encryption and alter or corrupt the data;
a successful Computer test (target 8-10) will usually get you what you want. Extremely high-end encryption (like U.S.
Government) might slow you down, but your Computer tests will never rise above 15 and a success level of 5 is all
you need.
Cybertronian technology is considerably more difficult to crack, be it a database or a confiscated missile
launcher’s targeting software. The target is usually around 20 (and is rarely less), as anything encrypted is designed to
keep snoops like you out. You’re programmed with passwords and access codes to your faction’s databases, though
the opposition’s toys are always well-defended. However, you may lack security clearance for certain data within your
own faction, while some things may be “friendly” but aren’t public access; a good example are an ally’s devices or
personal journal logs. In this case, you’re treated as an unauthorized user and you must hack it if you want to access
it. The success level you must accrue while hacking depends on what you want to do and to what extent; just getting
a bit of data might be 5 success levels, while reprogramming a computer to lock out former friendlies and to only
recognize you should require a success of at least 15. (“Hey Prime, why is Teletran 1 firing at us?!”) This applies to
basic computers and devices, which anyone with access to a terminal can attempt to hack; however, you can’t hack
other Transformers or sentient machines without the Cyonics asset (pg. 13).
Physical Feats
While technically a physical activity, Transformations are covered on pg. 34.
Climbing: You can make an Athletic test to climb slowly, at about half walking speed. The target of the test
is based on the grade, and how hard and smooth the surface is. A cliff at a 45-degree angle would be target 15 to
scale, while a vertical ascent up the side of a building is target 20. A surface too hard for you to dig into easily (like a
steel wall) would increase the target by at least 5.
Leaping or Ramping: You can make a running jump in robot mode, or ramp off something while in a surface
vehicle form, a distance equal your [Mass + Acceleration x 10]; this is your base jump increment. (If you don’t have
Acceleration in your current form, and/or you’re making a standing jump, then just use Mass.) Trying to jump further
than this requires an Athletics or Drive test (the skill determined by your form) (target = [15 + Mass]), with [success
level x 10] being added to your base jump increment. However, this is risky, because if this test fails you only cover
half your base increment and probably land poorly. Even successful leaps and stunts will probably result in some
amount of Structure damage, though only a few points (hard landings inflict half the damage of a fall of the same
distance, rounded down). The Hop asset increases the above x 10 multipliers by a factor of 10 each time it’s taken,
and reduces damage from controlled leaps, ramps or falls by twice its rating.
Autobot Timber (HB) has Mass 4, Mobility 6 and Athletics 4; he also has Acceleration 2 in wolf form. He can
make a 60-ft. ([Mass 4 + Acceleration 2] x 10) running leap without having to roll. If he wants to exceed this, he can
attempt an Athletics test (+10 bonus vs. target 19 [15 + Mass 4]), multiply the success level by 10 and add it to 60’ to
get his final distance. If Timber upgrades to Hop 2, the relevant multipliers become 30’ – his base jump increment
becomes 180’, a standing jump is 120’, and the success level of his Athletics test is multiplied by 30. Further, 4
Structure (Hop x 2) is subtracted from landing damage, as well as other falls if he manages to land on his feet.
Flight: If you have the Flight upgrade for one or more forms, you can fly. Movement in the air takes place in
three dimensions, allowing for a variety of strategies and positions and granting a huge advantage over land-bound
opponents. It’s also a great way to travel, as one can fly around or over obstructions. For dogfights, the relative
maneuverability of aircraft forms might become relevant. Those with the VTOL flight asset can turn on a dime and
have excellent agility, though must move slowly to gain the advantage. Those without VTOL flight ability must spend
an entire phase to make a 180-degree turn; this is a full action, though a basic action can be spent turning if the turn
is done in two phases. Turning while traveling at supersonic speeds is even more difficult, and it takes several phases
to turn around.
Land Movement: This isn’t a strategic wargame or dungeon crawl where emphasis is placed on positioning,
troop movement and the like, so exactly how far you can move on foot in a phase is usually unimportant. Rule of
thumb: During an encounter or situation, everyone should be wherever it’s dramatically convenient. This is inexact
but has the advantage of being quick and play-friendly. For players and Controllers that want to track movement
more precisely, assume your Transformer walks a number of feet per phase equal to [Mass + Athletics] x 10 and can
run five times that speed. Running can be maintained indefinitely, but vehicle forms are a much better way to travel.
If you want to move more than a few steps during combat, treat this as a basic action – meaning you must
perform multiple actions if you want to perform another basic action (with a limit of one other action).
Swimming: Swimming follows the rules for flight, except that it’s underwater. Unless you have some sort of
rocket propulsion or you’re in a buoyant form (like a boat), you must make a [Mobility + Athletics] test (15) to stay
afloat. It’s a good idea to have sealed systems, as prolonged exposure can cause assets to short out (and force a
dysfunction save).
Research
Research is important, as it allows Transformers to make technological progress. Evolution doesn’t happen
naturally for them, they must evolve themselves and build their innovations into their bodies and circuitry. Research
is devoted to a specific discipline, usually scientific, toward a specific advancement: For example, researching the
Warp asset, or increasing solar energy to Energon conversion efficiency. There’s no “general” research that produces
useful results.
Research involves an extended skill test; other characters with that skill can participate in the research (per
cooperative test rules on pg. 29). Once you attain the needed success level, the desired advancement is successfully
researched: Warp becomes available for building into yourself or others, solar energy produces more Energon than
before, and so on. Generally, each roll represents a week of research (cooperative efforts are tracked simultaneously;
two Transformers each rolling once represents one week, not two); Controllers are free to alter units of time.
The skills that support research, and the sort of things they can offer, follow below. Listed in parentheses is
the recommended success level needed to “unlock” the advancement; Controllers are free to adjust this number up
or down, or to use that as a benchmark for similar innovations. Note that subassets always use the success
requirement of the core asset, and the core asset must be learned first; Advanced Division would take 15 to unlock,
just like Division did when you researched it before.
Biology: Resources: Bio-energy (20). Though an unpopular discipline with Cybertronians, Biology has some
remarkably useful applications. It dovetails nicely with Chemistry and Material Science in creating new chemical
compounds and organic materials, and Engineering for cybernetic organisms. It’s also possible, but difficult, to draw
Energon from biological processes.
Chemistry: Resources: fossil fuels (10), natural gas (10). Chemistry is popular for Transformers that want to
convert oil, gasoline and other petrochemical into usable Energon. It’s also the means by which they create acids,
bases, chemistry reagents and the like.
Computer: Computer research can be used to check databases, create programming languages, rewrite
code and improve AI.
Engineering: The science most widely practiced by Transformers, Engineering has medical and automotive
purposes beyond the obvious tech angle. Constant research is being done in to refine and advance themselves, but
progress is rare; Transformers long ago reached a technological plateau of sorts, not halting advancement but slowing
it considerably. Perhaps innovations uncovered on Earth can jump-start Cybertronian evolution…
Knowledge: Don’t underestimate how useful knowing stuff can be. Sure, it’s unlikely new technologies or
assets will come from delving into academic disciplines, but by no means does that mean it’s a waste of time. For
example, certain Transformers (I won’t name names here) don’t bother learning about humans at all – their cultures,
political divisions, motivations or anything else – and are ultimately giving the advantage to those that do. Dedicated
students of Cybertronian history and warfare become great generals and leader, while those that don’t bother end up
as grunts. Politics, ecology, even human religion can yield useful information and any may hold the key to scoring a
decisive advantage on Terra and beyond.
Material Science: Research in this area creates innovative metals and alloys, with superconductivity,
magnetism and other properties. However, even more promising is the array of synthetic materials Transformers
have found on Earth: Ceramics, polymers, plastics and other substances unavailable on Cybertron, offering qualities
the robots value at a fraction of the weight.
Physics: Resources: electricity (10), fission (10), solar power (10). A diverse school of study, physics research
covers everything from plasma energy and solar energy to nuclear theory and Energon, even the alteration of space/
time. Subspace communication was built on the foundation of this science, along with recent breakthroughs such as
short-range teleports.
Resource Conversion
Petroleum products and other energy resources can’t be processed by Transformers, but can be converted
to Energon if research is devoted to the task. The conversion ratio of resources to Energon is very inefficient at first,
and the process must be further researched to attain a better conversion ratio.
Each potential source of energy is rated in Resource points. It takes a certain number of Resource points to
equal one point of Energon; the base Resource value of the resource (when conversion is first researched) varies, and
depends on the resource. Each successive one-point improvement of this ratio (7 Resource points to 1 Energon, 6 to
1, etc.) requires a benchmark research. The ideal ratio is a 1-for-1 conversion, but the ratio can never be improved
past this.
How much of a given resource (in gallons, weight, volts, etc.) equals a point of resource is completely open-
ended, and is decided by the Controller.
The research skills, and the resources they apply to, follow below. See the Research rules, directly above.
Biology: bio-energy (10/1).
Chemistry: petroleum and other fossil fuels (7/1), natural gas and propane (7/1), hydrogen (4/1).
Physics: nuclear fission (5/1), electricity (6/1), solar energy (7/1)
Sensory Powers
Transformers are physically very powerful, but some of their most potent advantages come from their
sensory capabilities, which are in almost all cases superior to those of human beings and allows them to perceive
things no person can. What follows is a description of the sensory abilities most Cybertronians have, though some
have senses beyond these (see Enhanced Sensors). All Transformers have the option to reduce their sensitivity at will,
preventing light blindness, feeling pain at amputations, or damage from loud noises.
Energon-related senses are covered under Energon Signatures, pg. 30.
Audio: You experience the full range of human hearing, plus can hear well into the infrasonic and ultrasonic
ranges; your sensitivity extends from the low frequencies just below an elephant’s hearing to the high pitches of dog
hearing, and all in between. You’re about as good at hearing light sounds as a human, though not any better.
Chemical/Olfactory: You’re both a little better and a little worse than fleshlings when it comes to smell. You
have an enhanced ability to detect inorganic chemicals, electricity, ozone, smoke, petrochemicals and other fuels, and
energy discharges. However, you’re scent-blind to organic compounds outside of petroleum.
Energy and Forces: You can detect non-Energon energy forms, and determine gravity and orientation. You
can sense magnetism, gravity, electricity, heat, and radiation, and measure them accurately. Transformers use their
sensitivity to magnetism to travel on Earth and Cybertron (which also has magnetic poles); see the Navigate skill.
Optical: Your visual range is 25 miles, and you retain full clarity of detail for all but the final five miles or so.
Vision extends into the infrared and ultraviolet wavelengths, and you’re able to see the full range of color, though
humans have a slightly superior ability to distinguish between hue and shades. Optical technology makes optimal use
of available light, allowing you to see in near total darkness. Blindness is rarely an issue for you, considering this
sensory package (and most Transformers are equipped with lights anyway). However, damage to your optic sensors
or other circumstances might blind you, causing you to suffer a -5 penalty to all rolls requiring sight. Further, all basic
actions become full actions.
Tactile: This is one area where humans have a distinct advantage. Your tough exoskeleton is composed of
alloys and other materials that provide great protection, but it doesn’t offer much sensitivity. You can feel significant
changes in pressure and temperatures but little beyond that. You immediately register any Structure damage, and
that data can be interpreted as “pain” in a Cybertronian context; however, you have the option to dial the sensation
down so that it’s only an alert in the back of your consciousness processors. This makes you very resistant to torture
and discomfort. But the feel of a breeze, the touch of silk, the warmth of a human touch are all lost to you. (At least
you can turn into a badass tank or something, though, right?)
Structure
Structure is an abstraction that measures how structurally sound (or “healthy”) something is; Structure is
applied universally, from Transformers and their equipment to brick building and fleshlings. When something takes
damage, that damage is subtracted from its Structure; the more Structure taken away, the more dilapidated and
damaged the object appears (and bloody, if the object in question is a human). The bigger something it is, the more
damage it can take – and dish out, if it’s in a position to do so; Structure is equal to [Mass x 5] +5 (or [Mass +1] x 5).
However, special rules apply for Structure as it applies to characters (like you).
Repairing Damage: You and your equipment don’t heal damage naturally over time, but instead must be
actively repaired. Lucky, then, that you can infuse your nanotech autorepair mechanisms with Energon, which knit the
damage. It cost one point of Energon to restore one point of Structure; you can recover up to your maximum
Structure this way. (No amount of Energon will allow you to “pump” Structure above its normal maximum.)
Manual repair is less effective and takes longer, but is less Energon-consuming. You must spend at least
fifteen minutes on the attempt and make an Engineering test (20) and at least fifteen minutes; half the success level
in structure is restored to whatever or whoever you’re fixing. A failure actually inflicts a point of structure damage as
you inadvertently foul stuff up, while a fumble probably inflicts more damage and forces a technological subject to
dysfunction (no save allowed). Only one test is allowed every 15 minutes, and each successive repair attempt on the
same subject in the same day increases the target by 3.
Biologicals: Humans and other organic life only have half the Structure their Mass would normally indicate.
“Repairing” humans is very hard unless you have the right skill (Biology); if so, a successful test will only restore a
single point of Structure to the patient (or 2, if you attain a success level of 10 or more). Humans that lose all their
structure are dead, and can’t be fixed. Sucks to be them.
Terran Technology
Humans really are pretty primitive. You’re able to immediately gasp the details of anything they’ve created
with a simple Scan test (target 10). You can memorize every function and capability of a human machine, for instance
(which you do before you try to mimic that form), as well as memorize building layouts or determine what a given
object is made from. This allows you to immediately operate pretty much any electronic or mechanical device you
come across, or destroy it – since you gain intimate knowledge of its vulnerabilities as well.
Human computers and databases are easy to hack. Augmented by your Cybertronian capabilities, you’re
able to find any information you want instantly, and break into pretty much any account or database regardless of
encryption and alter or corrupt the data; a successful Computer test (target 8-10) will usually get you what you want.
Extremely high-end encryption (like U.S. Government) might slow you down, but your Computer tests will never rise
above 15 and a success level of 5 is all you need.
Time
When tracking time becomes important, remember that phases are about six seconds long, give or take a
second or two; there will be ten phases per minute. All Transformers have quantum chronometers that can measure
time to within one hundred thousandth of a second.
Transforming
The ability to shapeshift is the defining quality of Transformers, what defines them in the minds of us fans –
and what makes them so effective. Rules for other forms are covered on page 7. These rules cover transforming itself,
something that applies universally regardless of what one turns into.
Most transformations don’t require any sort of test; you simply will yourself to do it. However, converting
during stressful situations (while fighting, flying, driving, performing stunts and so on) requires a Transform test. The
target is [10 + Mass]; transforming requires some effort, and bigger Transformers have a lot more moving parts and
components to shift. A failed transform test means you’re still in mid-shift (and can perform no actions) until the end
of the phase, and it’s assumed you finish your conversion by the time your initiative rolls around on the next phase.
Transforming is a full action, though a success level of 10 or more allows you change as a basic action. You can spend
a point of Energon to perform a near-instant shift as a basic action instead of making a Transform test.
Combat
In fights, things are rarely orderly. It’s probably impossible to model realistic combat in a game format (and
too much realism isn’t fun anyway). However, this game offers a simple and dynamic approximation of that chaos.
Combat Progression
1. Initiative is determined at the beginning of combat; this result is retained for the rest of the fight.
2. Characters act in order of initiative, making attacks or taking other actions. Successful attacks typically inflict
damage, with attack success adding to the base damage of the weapon or attack form. Armor, Resistance and other
applicable values subtract from the damage taken. Damage is recorded, and/or other attack effects are noted. A
character that loses all his Structure can no longer act. If a Transformer suffers more damage than [5 + Mass] or half
his current Structure, or is hit with a particularly successful EMP attack, a dysfunction save must be made.
3. Once all characters have taken their actions in a phase, a new phase begins, with characters acting in order of
initiative.
Initiative
Initiative tests determine what order in which you act during combat or dramatic situations. All those
involved in a fight make Initiative tests (using the Initiative skill) at the beginning of combat. No target applies to
Initiative tests; instead the total result of the test is used as the value. The Transformer with the highest result goes
first in the phase, performing his action(s). Then the one with the next highest Initiative result goes next, and so on,
with characters acting in descending order of current pools until the one with the lowest Initiative test has gone.
Initiative tests are made at the beginning of combat, not at the beginning of each phase; on subsequent phases of the
fight combatants keep their original Initiative results.
Delay: You can opt to go later in a phase than your Initiative would indicate, letting you act tactically, but
your base Initiative drops by 1 on later phases each time you do this. You can’t use delayed actions to interrupt
others’ actions or act on a specific trigger; that requires a held action.
Held Action: A variation on the delay rules, you can choose to hold an action until it’s triggered by another
action or circumstance. At the beginning of the phase, you announce the trigger event: “I’m attacked,” “Optimus
transforms,” or “The enemy retreats.” Your action isn’t taken until just as or just before the trigger event occurs. Held
actions can be used to interrupt other’s actions or act right when the specified even occurs, unlike delayed actions.
However, if the specified trigger event doesn’t happen, you can’t perform that held action and it’s wasted. Another’s
held action can’t be used as a trigger for your own.
1-2 Rendered inoperable for several phases; has a 25% chance (15 or better on d20 roll) to reactivate.
3-4 All Transform tests suffer a -5 penalty for duration of combat; any Transform test result under 5 indicates
character is form-locked and can’t transform at all.
5-6 An internal short circuit inflicts one point of Structure damage each phase; spending a point of Energon will
repair the short and arrest the damage, but otherwise short damage is taken for duration of combat.
7-8 Reactor suffers a hiccup, and the Transformer can’t access his Energon for duration of combat. This means
certain assets become inaccessible, and repairing damage is impossible.
9-10 Reactor leak: 1 Energon is lost per phase for duration of combat, to a minimum of 1.
11-12 Partial reactor explosion: Half current Energon (rounded down) is lost immediately, with the Cybertronian
and all within 25’ of him taking the expelled Energon in damage!
13-14 A type of sensors (i.e., sight, hearing, touch, energy sensitivity) is offline for duration of fight.
15-16 Communications are down for duration of combat.
17-18 A weapon or other asset activates and deactivates at random for the rest of the combat; the asset has a 50-
50 chance of activating or not, and the character (or player) has no control over this.
19-20 Leg, axle or equilibrium damage; Mobility is halved (round up) for duration of combat.
Human Characters
Humans can (and should) play important roles in Transformers games, but are inadequately represented by
the rules presented. The problem is one of scale. Attributes are meant to measure Cybertronian capabilities, as this
game features such characters. The Mass differences between a weight lifter and an elderly woman, for example, are
moot to a ten-ton robot. Any system that would allow realistic quantification of human abilities requires a far finer
statistical scale, little of which would be used in most Transformers games.
This doesn't mean humans can't be portrayed. In fact, people inevitably appear as allies and antagonists in
most series. All humans default to Mass 1, and their Structure is halved (round up, which comes out to 3), while
unarmed damage has a base damage of 0: Flesh and bone are weak against metal. Humans have no assets or Energon
traits. Obviously, there's no realistic way for fleshlings to trade blows with big robots and not get smeared; while not
necessarily helpless, people should probably stay out of the way when the serious fights start. Human Intellect and
Mobility average around 3-4, but can go as high as 10, and generally function for humans like they do for robots.
Humans have skills too, though they apply differently. Someone with Drive 4 can drive a car well, but unlike
a robot with that skill, she requires a vehicle to drive. Fleshlings aren’t familiar with Cybertronian technology (unless
there’s a very good justification for them to be), and can’t apply their skills in that regard: An engineer can apply her
Engineering skill to Earth machines, but wouldn’t make heads or tails of an Energon processor. Scan permits only
basic perception, like sight and smell. Controllers should use common sense to determine what people can and can’t
do, using real-life capabilities as a guideline.
Character Creation: 12 points to spread between human characters’ Intellect and Mobility, and skill points
equal to [Intellect x 2] to distribute among appropriate skills. Mass, of course, is stuck at 1.
Improvement: Humans can’t upgrade themselves or be upgraded (unless cybernetics are brought into play,
which is a whole other ball of wax). However, they can learn and train. They gain one third Intellect (round down) in
skill points per episode, like Cybertronians. They can use these points to increase skill and Intellect, but (unlike robots)
can also improve Mobility with skill points.
Vehicles: When controlling a vehicle or craft of some sort, a human retains her Intellect and skills, but uses
the machine’s Mobility, Mass and assets. (This is also true of robots piloting craft.) Machines level the playing field
somewhat: a souped-up car, news copter, military vehicle or other machine offers players the possibility of playing
humans in Transformers games, ala that Witwicky kid.
Equipment: Humans can gain benefits from tools. One wielding a big melee weapon, like a sledgehammer,
could do up to a base 3 damage with it. Human firearms are rarely up to the task of taking on Transformers, but LAW
rockets and grenades sting a good bit more. Heavy-duty body armor (like full SWAT gear with riot shield or military
grade protection) provides a single point of Armor and Resistance, but that’s it.
Cyborg Characters
A 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 follows. A cybernetically
augmented organism is more durable than normal fleshlings: Structure and close damage aren't halved, and are equal
to that of a Mass 1 robot. Basic cyborgs can have up to two points of assets, appropriate for what they are. They don’t
process Energon, so can’t have assets that relate to Energon (like Efficiency or Reserves), cost Energon points (like
EMP Attack or Quake) or reduce Energon recovery (like Flight or Magnetism). They can’t transform or make radical
alterations to their bodies (so Gestalt or Weight Reduction are out). And finally, some things just don’t make sense for
Cyborgs to have: Biograft is just redundant, for example. The Controller is free to nay-say anything that doesn’t fit,
since in all likelihood he’ll be the one creating and playing the cyborg (though they have potential as PCs).
Binary Symbiotes
Binary symbiotes are cyborgs are binary-bound to a Transformer partner; see the Binary Symbiote asset, pg.
12. The cyborg is a separate character from the host robot, created and played by the Controller, which conforms to
the rules for cyborgs except as follows. All symbiotes have the Integrate asset, as well as two points of assets.
However, 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 way the binary symbiote integrates with her Transformer partner
usually offers clues to the assets she offers: One that becomes or combines with a weapon will likely offer Ballistic
Attack, Energy Attack or the like; while a symbiote that hooks into the engine might offer Efficiency, Energon Surge or
Augment; the classic “Headmaster” style cyborg might offer Enhanced Sensors, Alacrity or Lock. Some donated assets
don’t make sense for symbiotes, like Reinforcement or Weight Reduction; as always, the Controller is free to accept
input but has the final say on what a symbiote can offer.
It’s important to remember that binary symbiotes are individuals with their own motivations, feelings and
desires. They don’t exist as mere extensions of the Cybertronian. Attempts to get around “the problem of free will”
with brainwashing, frontal lobotomies and death threats lead to far less effective symbiotes. Interaction between the
cyborg and her host Transformer can actually make gameplay more interesting – especially if the partners influence
one another’s personalities and perspectives. The Transformer character should always be the dominant partner; the
controller shouldn’t use cyborgs to compete with players for control over their characters. But simply dismissing the
symbiote altogether does the game an equal disservice.
Animals
Animals won't play a very big role in most games (except for those based on the Beast Wars series). If a Controller
wants to stat out critters for his games, though, it's easy enough to do so. Like hominids, most animals can't compete
with robots – even the meanest dog is no opposition for robots wielding plasma grenades! But animals like elephants,
rhinoceroses, whales and other massive animals can present a challenge for a lone robot. Such creatures have Mass
ratings appropriate to the force they can bring to bear; however, Structure and unarmed damage are halved (though
bull elephant tusks or rhino horns should inflict full damage). Mobility reflects the animal’s natural speed and agility,
though this attribute is typically low in creatures big enough to threaten Cybertronians. Intellect is never higher than
1 or 2. Limited assets are possible (with a rating no more than 2), like Acceleration to represent high running speeds,
or Melee Attack for horns. Animals will rarely have skills beyond Athletics, Close Combat, Evasion and Scan (non-
electronic senses only).
Controller Chapter
This chapter deals with information pertinent to Controllers, the person running the game; while the rest of
this netbook is written for player consumption, what follows is addressed to the Controller. Nothing here is off limits
to player eyes, but most of it’s not going to be that useful to you unless you plan to run games of your own.
Running Games
Running a game is a special responsibility. As a Controller, you need a good grasp of the game rules,
imagination, and the ability to convey the characters and setting. Improvisation, good memory and acting skills are
also valuable qualities. You have more power than any other participant in the game, but that must be tempered with
respect for both the players and your episode’s integrity. There are countless ways for a game session or an entire
series to go sideways, and there isn’t any one set formula for running a successful game – that varies from group to
group. With no clear instructions on what to do right, it might seem easier to just hand off the Controller title to
someone else and not deal with it. (And you’re right, that is easier.) But when you do run a game and it all comes
together… then it’s all worth all the trouble and you’re be hungry to run again. More effort yields greater rewards,
after all.
So what follows is a description of game basics, and suggestions on what typically works and what doesn’t.
It’s not a set of commandments, with Shalls and Shall Nots, or a dissertation on high-minded game theory. This is
practical advice that’s (hopefully) directly applicable to your games. This advice is like any other, of course, and you
can take it or leave it. But as a Controller you should at least read this chapter, even if you’re an old hand at running
games – who knows, you might find something useful in all this.
Game Format
Session: The foundation of a game is the session, where you and the players gather around to actually play
the game. Sessions typically last for a few hours, though they can be much shorter or go all night and into the wee
hours. This depends on how much time, energy and caffeine (human Energon) is invested into the game.
Episode: An episode is a small story arc, similar to an episode of an animated series. An episode has a plot
and a conclusion. It may last a single session or encompass two or three sessions (but rarely more than this). Once
one episode is concluded, the next one starts (usually when the game group meets again). Episodes may or may not
be linked to form a story; see below for more on this. Skill points are awarded at the end of each episode.
Kayla runs an episode called “Hound’s Rescue,” in which that Autobot has been captured by Decepticons and
the player characters are tasked with his rescue. Once Hound is rescued, or the PCs fail in their attempt, that episode
is concluded.
Story: A story is a grouping of sequential episodes that follow a longer plotline; think a miniseries, movie or
book chapter. Stories are more difficult to resolve than a single episode, but they will likely offer greater rewards for
the PCs, like a free upgrade handed out by superiors or a promotion. It can also reflect a period of personal growth or
change for one or more PCs.
In “Hound’s Rescue” the PCs fail to rescue poor Hound despite their best efforts, and as a result his CPU was
hacked by Soundwave. Kayla decides to base the next episode (“Saboteurs”) on that consequence, with a Decepticons
strike force using Hound’s access codes to sabotage the Ark, attack Autobots and generally cause havoc. The PCs of
course must help put a stop to this. Once "Saboteurs” concludes, “No Man Left Behind!” details the PCs’ renewed
efforts to rescue Hound before he’s destroyed… or worse. The three episodes are connected and form a story.
Series: A series is the sum total of all the episodes and stories told around a particular group of players and
their characters; for example, the entire run of Beast Wars as a game would be considered a series. A series may be
short or long, and will chronicle the growth, changes, victories and defeats of the PCs and their allies over a span of
time. A series can span years or decades of game time, representing a year or more of real-life play as the players
extensively develop their characters. Other series might be short by design and/or be “canceled” prematurely so the
group move can onto the next game. This depends entirely on your group’s gaming preferences.
Downtime: This is time spent outside active play; characters will spend most of their lives in downtime. The
time between episodes is downtime, and short periods of downtime can pass within episodes. During downtime,
Transformers shut down, perform repairs and upgrades, research, or do whatever they want as long as it shouldn’t
require active play. Characters that have hobbies or interests can pursue them; Jazz might just park outside clubs to
observe human culture and listen to music, while Tarantulas hunts and preys on animals. Downtime can lasts hours or
months. When downtime occurs, you summarize the effects (and make or allow relevant tests).
Whenever a dramatic event requires direct participation from the PCs, downtime is interrupted and active
play begins; you shouldn’t announce to the players, “Oh by the way, some humans snuck into your undersea base and
now you’re all captured.” Nor should you permit players to announce, “Since last session, I defeated Lugnut and took
his guns.” You should always give players and NPCs a chance to react to pivotal situations that directly impact them.
Part of being a good Controller is managing downtime. Too little downtime, and nobody has time to rest or
do anything not related to active play; this unfairly slows down their advancement through upgrades. Too much
downtime, and characters have huge stretches in which they do nothing or just upgrade themselves until they’re
walking gunships. Neither option is realistic; characters should be neither harried nor complacent. A downtime
balance that permits limited upgrades paced by active play is ideal. One to two weeks is a good “average” downtime
period, with shorter or longer periods when appropriate.
Beast Wars
This series, which is apparently a time-spanning continuation of the G1 continuity, deviates pretty radically
from traditional depictions of Transformers: The robots transform into biomechanical animals as a protection from
the dangerous Energon in the environment. These rules can model Beast Wars games easily with just a few tweaks.
The Biograft asset will be used extensively. The robot mode is always stronger than the animal form, and the animal
form will have a limited range of assets. Most beast assets are related to basic animals: Acceleration, Flight (VTOL for
insects), Enhanced Sensors related to animal senses, Nautics, and Melee Attack 1 for truly powerful animal forms (like
a rhinoceros, moose or dinosaur); other assets must be approved by the Controller and should fit the beast in
question. Robot mode assets will likewise be modest (no space flight), but include weaponry, flight and the like.
Energon Overload: Transformers are unable to maintain robot mode for long, as the rich Energon deposits
present on the planet can short out and can even damage them. A fairly simple way to model this follows. Beside the
name of each robot involved in the conflict, record the number of phases that the robots remain in robot mode
(starting on the phase they change), counting up by 1 each phase; this count is cumulative, not consecutive, so
converting to animal form and then back again doesn’t “reset” the count. At the end of each phase roll a die, using
the result for everyone; this is the overload test. If the overload result equals or exceeds a Transformer’s phase count,
he can maintain his robot form. If the die results falls under a robot’s phase count, however, he suffers Energon
overload and must assume animal form as soon as his turn comes up the following phase. If he doesn’t or can't
transform for some reason, the robot suffers 3 points of Structure damage (Resistance does not reduce this) and must
make a dysfunction save immediately (target 15); this happens each phase he remains in robot form. Accumulated
phase counts bleed off by 1 point each hour (so it takes three hours to recover from three phases spent in robot
mode). There’s no way for a player to influence his phase count, or swing the overload test in his favor – other than
being being sparing with their use of robot mode.
Phase One: Waspinator sees Rhinox in the jungle, and in his great wisdom decides to jump the Maximal. He
assumes robot mode and fires at Rhinox, who retains beast mode and runs for cover. Rhinox's phase count stays at
zero, while Waspinator's phase count is 1. The Controller rolls a 5 on his overload test; no overload occurs (as it beats
Waspinator's phase count).
Phase Two: Waspinator chases Rhinox through the thick foliage, cursing as his shots go wild. Phase counts:
R0, W2; overload test 14.
Phase Three: Cornered at a rock wall, Rhinox decides to make his stand. He assumes robot mode while
Waspinator closes on him. Phase counts: R1, W3; overload test 17.
Phase Four: Rhinox throws a rock, forcing Waspinator to dodge. The Maximal grins as the insectile robot
mocks him, as hitting him wasn't Rhinox's intent... Phase count: R2, W4; overload test 3.
Phase Five: Waspinator almost falls to the ground, writhing as the accumulated Energon attacks his body;
he shifts to wasp mode while Rhinox laughs and fires his chainguns, grazing Waspinator. Rhinox's phase count is 3;
overload test 11.
Phase Five: Rhinox briefly considers pursuing the now-fleeing Predacon, but doesn't want to test his luck. He
shifts back to rhinoceros mode and heads back to base.
Once Transmetal technology is introduced, Energon overload is no longer a concern. At this point you can
pretty much do what you want as far as beast forms go and not have to worry about limited robot form durations.
(And it's certainly not out of line to house-rule that little development out, if you want to retain the flavor of "classic"
Beast Wars.)
While the Mass chart might be sufficient for Beast Wars games, it doesn’t offer much range; Maximals and
Predacons are animal-sized (Mass 0 to 4), considerably smaller than “classic” Transformers. Controllers can use the
Mass scale below instead of the default one on the table on pg. 4. Rules for Mass don’t change – a Mass of 5 is still
has the appropriate Mobility caps and Energon traits. But the scale is changed to fit Beast Wars games, allowing for a
greater range of Mass ratings for characters.
Beast Machines
This series follows Beast Wars, with the Maximals having returned to Cybertron. The Maximals are techno-
organic, effectively mechanical but yet somehow not; Maximal transformations are tied to discipline and meditative
focus. The Vehicons are vehicles (obviously), mostly non-sentient drones and led by Megatron, who attempts to
destroy anything organic on Cybertron. Megatron spends most of his time hooked into a control center via a cocoon
of cables, except when he loses control and transforms into a techno-organic dragon… this, despite the fact he wants
to destroy everything organic…
Anyway. The series pretty much lost me after the first several episodes, though I tried to follow it, and I
admit my memory of it is rusty. My instinct is to say pretty much anything goes as far as forms and assets go, but I
can’t really say what’s appropriate or not. If you like the series, you can puzzle out what fits better than I can.
Character Improvement
Learning Skills: When a character uses a skill in a way that significantly impacts gameplay, make a note of it;
the test needn’t be successful, but it must be an attempt to constructively use the skill during the course of the game.
At the end of every game session the player gains half the robot’s Intellect (round up) in points to spend on improving
one of those skills; each skill point spent adds 1 to its rating. Only those skills that you noted can be improved, and a
skill can only improve by one rating point at a time. Like upgrades, skill points need not be spent when gained; they
can be held in reserve until the player wants 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
Name: Faction: Function:
Quote:
s e p a r a t o r
Attributes Energon __________
s e p a r a t o r
Skills Forms
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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
A B C D E F G H I J L M N O P Q R S T U V W X
Combat Defense Armor Speed Current Values
Robot Form __________ __________ _______________ Energon __________
s e p a r a t o r
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s e p a r a t o r
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C D E F G H I J L M N O P Q R S T U V W X Y Z