The Transformers RPG
By C.A Helmling
Character creation:
Primary stats;
Each character begins with 50 points to be divided among 8 primary statistics. No
stat may begin with a number higher than 10 or lower than 1.
Strength (STR): A measure of raw physical power. Used to determine the amount of
weight a character may lift. Used to calculate a character's structure points and TN for
armor rolls in melee & hand to hand attacks.
Intelligence (INT): A measure of knowledge and processing power. Used in determining
your starting intelligence protocols. Used in calculating initiative bonuses.
Speed (SPD): A measure of movement rate. Divided into 4 categories; land (L), water
(W), air (A), and space (S). Used in calculating initiative bonuses, Used as the TN to hit
in ranged combat.
Endurance (END): A measure of energy efficiency and structural fortitude. Used to
calculate structure points and energy points.
Rank (RNK): A measure of your place in the hierarchy of your peers.
Courage (COR): A measure of willpower and strength of character. Used as the TN to
for acts of intimidation, coercion, as well as some mind influencing options.
Firepower (FRP): A measure of ferocity and power in combat. Used to determine armor
TN in fire combat rolls.
Skill (SKL): A measure of coordination and grace. Used to determine starting skill
protocols. Used as the TN to hit in hand to hand & melee attacks.
Secondary stats;
Armor: Used to resist damage in combat. Determined by several factors in character
creation. All characters (except Humans) must have a minimum of 1.
Initiative: Used to determine who moves first in combat. Calculated by adding your
speed plus intelligence then dividing by 2.
Structure: A measure of structural integrity. Points are subtracted as you accrue more
damage. Determined by your strength plus endurance and modified by your size class.
Energy: A measure of the power that runs a character. Energy is spent in different ways
using options and weapons. Energy is calculated by multiplying endurance times 2.
Spark: A measure of a character’s life-force. Spark is used as a measure of experience
and accumulated points may be spent on character improvement. Everyone starts with 1
spark point.
Size class: a measure of physical mass and overall dimensions. Size class has 7
classifications
Class A - humans, cassettes, micromasters
Class B - minibots, constructicons
Class C - standard autobots, decepticon jets
Class D - Optimus Prime, Megatron, Soundwave, Dinobots
Class E - gestalt robots, Jetfire, Omega Supreme, Sky Links
Class F - cities, fortresses
Class G – planets (Primus, Unicron)
FUNCTION- Your character’s function defines what it was built to do. It is
basically your job among your fellow Cybertronian citizens.
Warrior Scientist
Mechanic Engineer
Scout Espionage
Transport Command
Warrior-
Base armor: 8
+10 to structure
3 starting weapon slots
2 starting option slots
Starting protocols:
Awareness 2 Athletics 2
Pilot 2 Melee Combat 2
Fire Combat 2
Scientist-
Base armor: 4
1 starting weapon slot
3 starting option slots
Starting protocols:
Awareness 2 Interface 2
Linguistics 2 Sciences 4
Mechanic-
Base armor: 5
2 starting weapon slots
3 starting option slots, plus free tool hand option
Starting protocols:
Awareness 2 Interface 2
Repair 4 Defense 2
Engineer-
Base armor: 6
2 starting weapon slots
4 starting option slots, plus free tool hand option
Starting protocols:
Awareness 2 Engineering 4
Interface 2 Demolitions 2
Scout-
Base armor: 6
2 starting weapon slots
3 starting option slots
Starting protocols:
Awareness 2 Linguistics 2
Diplomacy 2 Stealth 2
Tracking 2
Espionage-
Base armor: 5
2 starting weapon slots
3 starting option slots
Starting protocols:
Awareness 2 Interface 2
Linguistics 2 Subterfuge 2
Stealth 2
Transport-
Base armor: 8
+ 2 to endurance
2 starting weapon slots
3 starting option slots, plus 1 free quantum shunt level
+2 to pilot, interface, and gunnery protocols
Command-
(Requires rank of 8 or higher)
Base armor: 8
+ 10 to structure
3 starting weapon slots
3 starting option slots
Matrix port
Starting protocols:
Awareness 2 Deduction 2
Diplomacy 2 History 2
Intimidation 2
GRADE-
Standard Commercial
Performance Military
Standard-
+5 energy points
+2 endurance
+1 option slots
Commercial-
+3 to armor
+1 option slot
+10 to structure
Performance-
-2 to armor
+3 to speed
-5 to structure
Military-
+5 to armor
-3 to speed
+1 to weapon damage
+1 weapon slot
SIZE CLASS-
Class A: up to 3 meters tall
-4 to armor
½ structure
¼ to all energy costs
-1 weapon slot
Lift capacity: strength x 100 + 1000 pounds
Class B: 4 to 10 meters tall
-2 to armor
¾ structure
½ to all energy costs
Lift capacity: strength in tons
Class C: 11 to 20 meters tall
Stats remain unchanged
Lift capacity: strength x 10 in tons
Class D: 21 to 30 meters tall
+ 3 to armor
x1.5 structure
x1.5 energy costs
+1 to weapon damages
+1 weapon slot
Lift capacity: strength x 100 in tons
Class E: 31 to 200 meters tall
+ 5 to armor
x2 structure
x2 all energy costs
+3 to weapon damages
+2 weapon slots
+ 2 option slots
Lift capacity: strength x 1000 in tons
Class F: 201 to 2000 meters tall
+10 to armor
x4 structure
x3 to all energy costs
+5 to weapon damages
+ 4 weapon slots
+ 5 option slots
Lift capacity: strength x 10,000 in tons
Class G: 2001 meters and up
+20 to armor
x10 structure
x5 all energy costs
+10 to weapon damages
+10 weapon slots
unlimited option slots
Lift capacity: strength x 1,000,000 in tons
PROTOCOLS-
Every character begins with intelligence + skill + 20 points to spend in protocols.
You may not spend more than 5 points to start with in a single protocol. Protocols break
down further into specialties. Protocols may be used without specialties, but these are
general protocols without specific focus. If a specialty applies to a protocol roll, then any
12s rolled count as successes, but each 12 may be rerolled and if it is a success it is also
counted toward the total. You may take a one specialty for every die in a particular
protocol. If you do not have any points in a protocol you may attempt to make a roll with
an applicable stat, but your TN increases by 4 for the task.
Intelligence protocols: (specialties)
Awareness- The ability to sense of your environment, what's happening around
you or things about to happen. Base TN 6.
(notice, insight, introspection, search...)
Diplomacy- Convincing others to see a certain point of view or come to a mutual
agreement. The art of letting other people have your way. TN your opponent's INT.
(etiquette, negotiation, treaties, commerce...)
Deduction- The art of forming logical conclusions based on evidence. Following
these logical conclusions to predict the outcome of current happenings or reveal causes of
unknown events past. Base TN 6.
(tactical, mechanical, forensic, predictive...)
Engineering- The ability to design and create new things or manipulate current
thing to new ends. To engineer something you must roll a number of successes (TN 6)
equal to the total of all the stats the invention might have (including armor and protocol
ranks) plus all the slots its weapons and options take up. Then the number is multiplied
by the invention’s size class; x1 for A x2 for B x3 for C x4 for D x5 for E x6 for F
x10 for G. You may not build a weapon with a base damage greater than your
engineering rank. Your engineering rank also determines the maximum ranks for the stats
and armor of vehicles or robots you may build. The maximum structure points of
buildings you can construct may be up to 10x your engineering rank. You do not need to
roll all the successes needed to create the item at once. You may “bank” the ones you
have made so far and continue later.
(mechanical, electrical, chemical, genetic...)
History- An in depth knowledge of the past or study of past events. Base TN 6.
(Galactic, Cybertronian, Earth, Primeist...)
Interface- The ability to connect with and manipulate non-sentient computer
systems. Base TN 6.
(programing, hacking, counter-intrusion...)
Interrogation- The art of forcing information from a subject willing or not. TN
equals Target's COR or INT whichever is higher.
(subtle, aggressive, torture...)
Intimidate- To cower another being into submission by threat of force. TN equals
the target's COR.
(prowess, strength, berserk...)
Linguistics- Knowledge of languages other than your native tongue. Base TN 6.
(Cybertronian, English, Japanese, ancient Prime...)
Subterfuge- The art of hiding your actions or intentions. TN equals the target's
INT.
(bluffing, slight of hand, distraction...)
Sciences- The study of natural reactions in various fields to postulate causes or
outcomes. Base TN 6.
(astronomy, biology, chemistry, geology...)
Repair- To return damaged objects to working order. Repair functions mostly the
same as the other protocols except that each success restores 1 structure point to the
object or person you are repairing. You may restore as many points per round as the
number of successes you roll (TN 6).
(restoration, field work, jury rig...)
Skill protocols: (specialties)
Athletics- The skill of rapid and practiced motion over varying terrains. All
characters may jump a distance equal to twice their height increment, plus each success
on an athletics roll equals an additional increment. All characters may swim at ½ their
SPD stat. Climbing is also at a rate of ½ your SPD. Athletics uses a base TN 6.
(running, jumping, climbing, swimming...)
Brawling- The arts of hand to hand, unarmed combat. The TN to hit equals the
opponent's SKL stat.
(leverage, overbear, lightning strikes...)
Defense- The art of avoiding various types of damage. TN equals the either the
attacker's FRP for fire combat or their SKL for hand to hand or melee.
(dodge, parry, shield block...)
Demolitions- The skill of harnessing volatile, chemical reactions. Base TN 6.
(pyrotechnics, EOD, breaching...)
Fire Combat- The ability to fire ranged weaponry. TN equals your opponent's
SPD.
(marksman, dual wielding, suppressive, sniper...)
Gunnery- The ability to fire non-personal mounted weapons. TN equals your
opponent's SPD.
(artillery, vehicle, tripod)
Melee Combat- The art of wielding non-ranged weapons in combat. TN equals
your opponent's SKL.
(dual wielding, sundering, fencing, Metallikato...)
Perform- The art of expression through an outside medium. Base TN 6.
(dance, sing, compose, sculpt, instrument [choose instrument]...)
Pilot- The skill to control vehicles other than your personal alt-mode. Base TN 6.
(ground, air, space, navigation...)
Stealth- The skill of moving without being detected. Base equals your opponent's
INT.
(shadowing, ambush, intrusion...)
Tactical Combat- The ability to make attacks with non-direct, or self-guided
weapon systems. TN equals your target's SPD.
(thrown, barrage, strafing, high altitude bombing...)
Tracking- To follow another being, or object through past physical evidence. TN
equals your opponent's INT or base 6 if no one is actively covering their tracks.
(overland, urban, ballistics...)
WEAPONS- Weapons are the nuts and bolts of Cybertronian combat. The amount
of slots you have to work with is determined by your function, grade and size class.
Ranged Weapons:
Pistols-
Slots: 1
Base damage: 3
Energy: 1 point per 10 shots
Rifles-
Slots: 1
Base damage: 5
Energy: 1 point per 5 shots
Cannons-
Slots: 2
Base damage: 8
Energy: 1 point per shot
Weapon modifiers-
Heavy: spending an extra slot on the same weapon can increase its damage +1 per
slot spent
Gattling: a multi-barrel or launcher option adding +3 to damage at the cost of 1
extra slot and +1 energy points per shot
Vulcan: a rapid fire option sacrificing +2 slots and +2 energy costs per shot to
gain +5 to damage
Scattershot: a multi-fire or spread shot option that reduces the to hit TN by -3 at
a penalty of -2 to damage
Melee Skill based:
Knives:
Slots: 1
Base damage: STR +1
Swords:
Slots: 1
Base damage: STR +2
Axes:
Slots: 1
Base damage: STR +2
Flails:
Slots: 1
Base damage: STR +2
Clubs:
Slots: 1
Base damage: STR +2
Claws:
Slots: 1
Base damage: STR +3
Bites:
Slots: 1
Base damage: STR +4
Tactical combat based:
Rockets-
Slots: 1 per FRP amount carried
Base damage: 8
Energy: none, but you may only carry as many rockets as your firepower stat per
slot
Missiles-
Slots: 2 per FRP amount carried
Base damage: 8
Hit bonus: -1 TN (missiles are computer guided, unlike rockets)
Energy: none, but you may only carry as many missiles as your firepower stat per
2 slots spent
Bombs & grenades: Bombs and grenades fall under skill weapons because they must be
thrown or dropped with precision. Bombs and grenades cost no energy to use, but just
like rockets and missiles you may only carry as many as your firepower stat.
Slots: 1 per firepower stat carried
Base damage: 8
Options-
Each Cybertronian is more than the wires and servos that allow it to move and
act. Centuries of ingenuity have let them house inside their bodies the tools they need to
do their day to day work or give them the edge over their enemies.
All Cybertronians have the following options automatically upon creation-
1: a communications system with a 1500 kilometer range
2: an automated self repair system that can restore 1 structure point per day at a
cost of 1 energy point
3: a basic sensor suite that includes optic, audio, tactile and olfactory sensors as
well as a passive infrared and a x10 teleoptics option
Advanced communication suite: An extended com system that has a 1 million
kilometer range as well as the capacity to track and route as many com signals as your
INT stat.
Slots: 1
Energy: none, but you may spend 1 point per round to boost to intergalactic range.
Alternate power source: Inside you is a tap to a power source other than energon. It
may be nuclear (Shockwave), antimatter (Megatron), Unicron’s storehouse (Galvatron),
or any other source you can think of. For every time you take this option you may tap it
for 3 extra points per day to be spent on strength, speed, armor, weapon damage, or as
extra points in your energy tank.
Slots: 2
Energy: none
Armor enhancement: You have spent an option space layering extra armor on your
frame. Each time you take this option your armor increases by 2.
Slots: 1
Energy: none
Battle computer: You have an extra logic processor in you that evaluates the current
situation and advises you on the best course of action. You have an extra die pool equal
to your INT stat that you may divide up to be use on attack and dodge rolls each combat.
When it is used up it can only be replenished once combat has ended and a new combat
has begun.
Slots: 1
Energy: none
Blinding: You may temporarily blind an opponent for 3 rounds if you make a successful
ranged attack roll. Blindness confers a +2 penalty to all the target’s TNs for the next 3
rounds.
Slots: 1
Energy: 1 point per 3 rounds blinded
Cerebral override: You may make a RNK test (TN = opponent’s INT) vs. your
opponent’s COR (TN = your INT) to another’s actions. You may control as many beings
as your INT stat, however each victim under control lowers all TNs to resist you or break
your control by 1.
Slots: 1
Energy: 1 point per victim per hour controlled
Cerebral tap: By monitoring emissions from the brain you may read the thoughts of
other beings. You must succeed in an INT test vs. the intended victim’s COR. Each
success represents 1 question worth of information you may retrieve.
Slots: 1
Energy: 1 point per attempt
Darkness: You can create an area of darkness in which no bandwidth of light may
escape. All detection rolls within the area are at a -2 dice penalty and all within the area
are considered blind (+2 TN to all rolls).
Slots: 1
Energy: 1 point per 1 space covered
Decrystallization: You have the ability to affect the crystalline structure of matter to
render it more brittle. Each time you use this option on a target its armor rating is reduced
by 3.
Slots: 1
Energy: 1 point per application
Digestive recharge: You may replenish your energy tank by consuming matter. For
every 3 points of damage to a target on a bite attack you may replenish 1 energy point.
Slots: 1
Energy: none
Disruption: You possess the ability to adversely affect the systems and processes of
mechanical objects and beings. All actions of targets within range are at a +3 TN penalty
because of random system malfunctions.
Slots: 1
Energy: 1 point per round per 3 spaces affected
Earth shaking: You have the ability to excite and disturb natural faults in the ground.
All beings in your immediate area must make a skill check TN 8 to avoid losing balance
and falling to the ground. All structures secured to the ground take your STR in damage.
Slots: 2
Energy: 1 point per round
EMP: You can release an electromagnetic pulse that shuts down all electrical systems in
a 10 space radius from you. All in range must make an END test TN 8 or be shut down
for 3 rounds.
Slots: 1
Energy: 2 per pulse
Energon cube creation: You may generate the quasi-solid energy fields that make up
the containers that hold energon.
Slots: 1
Energy: 1 point per 10 cubes
Energy nullification: You can reverse the natural flow of energy. On living machines
this has the effect of immobilizing them for 3 rounds per energy point spent unless they
succeed an END test TN 8.
Slots: 1
Energy: 1 point per 3 rounds
Energy projection: You may emit a beam attack from some inconspicuous spot or from
some weapon not usually associated with a ranged attack. This does 2 points of damage
per energy point spent.
Slots: 1
Energy: 1 point per 2 point base damage level
Energy sheath: You have the ability to wrap an appendage or melee weapon in a sheath
of destructive energy. This does 3 points of damage per energy point spent to a maximum
of your firepower stat.
Slots: 1
Energy: 1 point per base damage level of 3
Fear: You have the ability to immobilize your enemies with fear for every round you
keep this option active. COR test TN = your RNK to resist.
Slots: 1
Energy: 1 per round
Force field: You may project a shell of kinetic energy with an armor rating of 3 for each
energy point spent.
Slots: 1
Energy: 1 point per round per 3 armor points
Friction: This is the ability to increase the friction between molecules. Any movement
by your target causes them to take their current SPD in structure damage.
Slots: 1
Energy: 2 points per round
Fuel storage: You are invaluable to your comrades for you ability to carry extra energon
for consumption. For every slot taken you may carry 10 cubes worth of energon. This is
not considered part of your energy pool unless you take a round to take out a cube and
consume it yourself.
Slots: 1
Energy: none
Gestalt: This is the ability for more than one robot to merge into one larger robot. This
option may only be taken if you have at least 1 or more other players that also take gestalt
predetermined to join with you. Bonuses depend on how many teammates you have. All
gestalts use the highest stats of each teammate, except for INT and SPD which are
averaged. Secondary abilities are then calculated for the new robot with armor being
equal to +2 of the highest team member. Adjustments are then made for the new size
class.
2 to 3 robots of the same size move up 1 size class
2 robots of different sizes use the same as the largest
4 to 6 robots the same size or just 1 robot larger move up 3 size classes
7 or more robots is not possible
A gestalt robot may not be above size class E
Robots of size class E or higher already my not take gestalt
Slots: 1 slot on each robot involved
Energy: 1 point from each robot involved per round in gestalt mode
Gravity: You may have an effect on the attraction of masses to and in a target. For each
gravity increase all targets receive a -1 to STR, SPD, END, and SKL. Gravity may also
be lessened and even negated. At 0 Gs, beings without self-propelled flight must make
TN 8 skill tests to maneuver about.
Slots: 1
Energy: 3 points initially, then 1 point per gravity increase or decrease
Gliding: You may glide from one point to another provided you have sufficient altitude
and an atmosphere to glide on. You may move 10 spaces foreword for every space you
fall.
Slot: 1
Energy: none
Grapple line: You may launch or release a 1000 meter line with a grapple on it. The line
has an armor value of 3 and 5 structure points. The line has a weight limit equal to your
STR.
Slots: 1
Energy: 1 per launch
Holograms: This option allows you to cast realistic illusions. All who see them must
make an INT test TN your SKL level or believe them to be absolutely real.
Slot: 1
Energy: 1 point per round of use
Integral weapons: Not all weapons have to take up weapon slots. With this option you
have concealed weapons within you that may pop out and be used. They can be either
melee or ranged and deliver 2 base damage points per slot taken up.
Slots: 1 per every 2 damage
Energy: melee- none, ranged- 1 per 10 shots
Invisibility: This option renders your character unable to be seen. All enemies must
succeed a TN 12 awareness test to be aware of your presence. At this point they still are
at a +4 TN to any attacks against you.
Slots: 1
Energy 1 point per round of use
Jet boosters: Powerful scramjets allow a character to double his SPD for a limited time.
Slots: 2
Energy: 1 per round of use
Jump jets: This option allows power assisted leaps of 10x your normal height or length.
Slots: 1
Energy: 1 per use
Lightning attraction: This is the option that allows you to command the awesome
power of the storm. First you must have ambient cloud cover. Secondly you must spend
at least 1 round seeding the clouds. The next round lightning strikes are drawn to your
character and you may redirect them at any target you choose delivering a base damage
of 10 using SKL to hit.
Slots: 2
Energy: 6 once, then you have 1d12 rounds of lightning strikes to use
Liquid streamers: This is a powerful high pressure liquid sprayer with up to 5 different
liquids that can be carried at once. You must identify to the GM ahead of time what
liquids you are currently carrying. Most liquids either do a base 4 damage or incapacitate
for 3 rounds but can have unlimited uses based on their purpose.
Slots: 1
Energy: 1 point per shot
Magnetism: Powerful magneto generators allow you to exert your STR on ferrous
materials at a range of 100 meters or repel ferrous objects with an armor value equal to
your STR stat.
Slots: 1
Energy: 1 point per round
Micro-factory: Inside you is a factory the output power of the largest factory in Detroit
or Pittsburgh. Tiny nanites can reconstruct molecular structures of scrap and raw
materials into new parts and materials. You may reprocess up to 1 ton per round for each
slot taken.
Slots: 1
Energy: 1 point per batch
Modular design: The components of your body are designed to release at key points
upon high impact. Your armor reduces damage as normal however each 1 rolled removes
a damage point as well. Every 1 rolled means some part of your body released to absorb
the damage and a round must be spent putting yourself back together. 3 or less ones and
you are still whole enough to put yourself together but over that and you will need help to
reassemble.
Slots: 1
Energy: none
ulti-form: You have more than your standard 2 forms. The third form is not merely
M
cosmetic, as with standard transformation the extra form conveys another terrain option
or combat capabilities. This option may be taken more than once.
Slots: 2
Energy: none
Overload: You have the ability to overload cerebral synapses. Targets must roll a COR
test TN 8 or be incapacitated for 10 rounds while their brain reboots.
Slots: 1
Energy: 3 per use
Quantum shunt: This option allows you to shift a portion of your mass into a subspace
pocket allowing molecules of your mass to be compressed and overlap each other on
several layers of subspace. This is what allows transformers such as Megatron,
Soundwave, and Blaster to have transformations that are considered size class A; while
they have robot modes up to size class D. Soundwave and Blaster in addition have this
option twice, allowing them access to the subspace pocket to shunt a seemingly unlimited
number of cassette soldiers into the pocket.
Slots: 1 (3)
Energy: 1 point per size class shift
Rapid change: You have the ability to transform so fast that it is considered an
automatic action instead of you normal action for the round.
Slots: 1
Energy: none
Recording: You can record and playback anything you have seen or heard with perfect
clarity. You may store up to your INT x 1000 hours of information.
Slots: 1
Energy: none
Robot flight: You may fly in your robot form at your base SPD stat. all Decepticons get
this option for free.
Slots: 1, none for Decepticons
Energy: 1 point per round
Secondary terrain: You may travel through a second type of terrain at normal SPD even
though you do not have a transformation for it.
Slots: 1
Energy: none
Sensors: You have high definition sensor systems capable of detecting more than the
standard sensor suite of other robots. You gain three extra dice to roll on all awareness
tests. Taking this option twice results in extremely powerful sensor systems that reduce
all TN by 3 as well as the extra dice.
Slots: 1 or 2
Energy: none for 1 slot, 1point per round for 2 slots
Slave unit: This option designates a piece of you, usually left over from transformation,
which is self mobile and possesses a piece of your mind and spark.
All stats are equal to half of yours
Armor is equal to yours
The slave unit is size class A
The slave unit has 2 slots that may be either weapon or option slots
All protocols are equal to half yours except one to be designated as full
Slots: 2
Energy: 1 extra point of energy per day the slave unit is used
Smoke screen: This option releases a thick viscous cloud of particles that adhere to metal
objects, blinding them for +4 to all TN for the 3 rounds it takes to dissipate.
Slots: 1
Energy: 1 point per use
Solar recharge: for every round spent in direct sunlight add 1 point to your energy pool.
However, you may not exceed your base limit.
Slots: 1
Energy: none
Sonic generation: You may release sonic energy in waves that deliver 3 points of
damage per energy point spent.
Slots: 1
Energy: 1 point per damage level 3
Speed enhancement: your body design is engineered for speed. Add +2 to your base
speed stat for each time this option is taken.
Slots: 1
Energy: none
Stealth enhancement: Your body is designed to be quieter and to hide easier. All TN for
stealth are reduced by 3.
Slots: 1
Energy: none
Teleportation: You are able to open a warp in the fabric of space and slip through it.
This has a range of 1 kilometer per 3 energy points spent. A skill roll TN 10 with 5
successes is required to reappear exactly where you want to. Each success below 5 places
you 2 spaces away from your intended target. With 0 successes you appear inside a solid
object taking structure damage equal to its armor rating (no armor roll).
Slots: 2
Energy: 3 points per kilometer.
Telescopic vision: Your awareness rolls for tiny or far away objects is reduced by 3 TN.
Slots: 1
Energy: 1 point per round
Tool hand: your hand and forearm is a versatile tool appendage. All TN for rolls
involving technical aptitude are at -2.
Slots: 1
Energy: none
Torque: You may exert tremendous rotational force on an object delivering 2 levels of
damage per energy point spent.
Slots: 1
Energy: 1 point per 2 levels of damage
Vampiric recharge: You can recharge your energy directly from another robot. A
standard melee attack is made doing STR damage. The first point of damage is applied to
the structure but every damage success after the first is drained from the energy pool and
applied to your pool.
Slots: 1
Energy: none
Vortex: This option allows you to create a whirlwind that can toss objects and enemies
about with a STR of 10 at size class C. The vortex can be controlled by a skill roll TN 8.
Damage allocated is attributed to flying debris and collisions with other objects (base
damage 10).
Slots: 2
Energy 3 per round
Combat-
Initiative: Roll 1d12 and add the result to your initiative bonus. Lowest number declares
their action first. Highest declares their action last. The round is then resolved from
highest to lowest and all rolls are made.
Actions: As a general rule all characters have 1 action per round. Multiple actions may
be taken but all action dice must be divided between the number of actions. Taking two
actions divides the pool by two, three actions divides the pool by three. You may only
make as many extra actions as half your skill stats. Each extra action uses an extra energy
point per round. When performing two actions from different protocols, half each pool.
Actions in one round include:
Transforming (including opening a weapon pod)
Making an attack
Dodging an attack
Parrying an attack
Using an option that requires the spending of energy points
Moving up to your max range
Performing the use of a protocol
Attacking: Attacks are made by rolling the number of twelve sided dice equal to your
applicable protocol. Each success over the target number (TN) is a successful attack. In
addition every success over the first initial hit raises the damage of the attack by 1 point.
Melee combat target numbers equal your opponent's SKL
Ranged combat numbers equal your opponent's SPD.
Some modifiers to attacks are:
A called shot is +3 to the TN
Being blinded is +4 TN
Ambushing an opponent is -3 TN
Aimed shots are -1 TN for each round spent aiming (max -3)
For each mass index a target is smaller that you is +1 to the TN
For each mass index a target is larger that you is -1 to the TN
Point blank range halves the TN to hit.
Dodging: you may forgo an attack in a round and attempt to dodge the attack by making
a defense roll vs the attacker's SKL. Each success on your dodge roll removes a success
from your opponent’s attack roll.
Grappling: Grappling attacks are resolved by an opposed strength roll TN your
opponent's STR. Each success cancels out an opponent’s success. The player that still has
successes left is the winner. For every 12 rolled your opponent takes 1 structure point in
damage. These are canceled last. For every size class the attacker possess above the
opponent subtract 1 from the TN
For every size class the opponent possesses above the attacker add 1 to the TN
Parrying: You may forgo an attack in a round to parry an opponent’s attack by rolling a
melee combat test TN your opponent's SKL . Each success removes a success from your
opponent’s attack roll.
Armor: So you’ve been hit, but don’t worry you’re not dead yet. You have armor to
reduce the damage and maybe even stop it. Roll as many d12s as your armor rating, TN
is equal to your opponent's STR for close combat or FPR for ranged. Each success
reduces the final damage by 1 point.
Wildfire: Sometimes hitting the target isn’t as important as getting a shot at everyone
you can. Wildfire reduces your attack by 3 dice and your base damage by 3 levels. You
may then use your new calculation to make an attack roll against each target in your fire
arc.
Critical hits: Sometimes a hit doesn’t just damage, it cripples. If an opponent rolls no
successes on an armor roll in an attack that has 2 or more twelves in it, it is considered to
be a critical hit. A critical hit damages an important component in the victim, a
component that can't be fixed with a normal repair roll. Examples of critical injuries
include:
T-cog – unable to use nano-morphics
Severed limb- unable to use limb
Fuel processor – unable to filter impurities from energon. Lose 1 END
per day, at 0 enter stasis-lock.
Voice box – unable to speak
Memory core – amnesia
Equilibrium chip – All actions are at +3 TN for lack of balance
Power chip – can not access options
Cortical nexus – immobilized, unable to move
Energon stabilizer – explosion for ½ current energy, no armor roll
Death: If you run out of energy with your structure intact you simply shut down till you
can be replenished (this is referred to as stasis-lock). However; if your structure is
reduced to 0 or below you begin to lose 1 point per round unless repaired. If you run out
of energy then your spark then begins to bleed out. When your spark is gone your
character is dead and may not be rebuilt.
Falling: Some robots have the ability to fly. Some however cannot, or have damaged
flight systems. In these cases the robot must contend with falling. Whenever a robot falls
more than 3 spaces (100 meters) it takes damage. For each height increment past 3 spaces
he takes 1 point of damage. Armor may negate the damage but the large amount of
kinetic energy raises the TN to 9.
Time: A round in game is divided into two types, combat and noncombat. A combat
round is three seconds long while a non combat round is about a minute. This difference
is because combat is inherently multitask based requiring more out of each drop of
energy you are burning.
Energy-
Energy is the basis for the existence of every Transformer. Just as money makes
the human world go round, in the world of robots it all comes down to energy. Everyone
has an energy stat equal to twice their endurance stat and modified by different factors. In
addition to energy used in the operation of various options and weapons, every robot uses
1 energy point per day in normal operation (size class will affect this rate).
Some options are capable of replenishing your energy pool on their own; however
most of you will be reliant on energon.
1 energon goodie holds 1 point of energy
1 energon cube holds 10 energy points
Sometimes energon is not readily available. In emergency cases you may make a
repair roll (TN 10) to rig a direct line into your energy converter, but this is slow and
inefficient at best. It requires 10 minutes of being hooked into the equivalent of a human
power plant main line to replenish 1 energy point.
Stasis lock: When a robot has 0 energy points left he does not die but instead
shuts down to preserve his spark. This is known as stasis lock. You may take no actions
until your energy level somehow reaches at least 1 point again.
Running on spark: In most cases when you reach 0 energy points you shut down
and enter stasis lock till energy can be given to you, and most of the time this is just what
you want. But sometimes you simply must keep going. In such cases you can make a
COR test (TN 6) and then you may spend spark points in place of energy points each
round you succeed this test. These raw and unpredictable energy points last only 1 round
by all weapon and option uses, regardless of usual cost, use only 1 point.
Movement-
Movement is based on the speed stat and is modified by the terrain of what your
transformation is. In general you move as many spaces per round (about 6 seconds) as
your speed rank.
In combat 1 space usually equals 100 meters.
In land or water movement 1 space equals 100 meters
In air movement 1 space is equal to 5 kilometers
In space movement 1 space equals 1 light year
So how fast is my character: Rough vehicle speeds for your transformation can be
calculated as follows:
Land = speed x 50 mph
Water = speed x30 mph
Air = speed x 500 mph
Space = speed x C (speed of light)
Spark-
Inside each Cybertronian is a fragment of the life essence of their creator Primus.
This fragment, or spark, is what gives each Transformer a life of its own, or soul. It is
what makes them so much more than just machines running programs. Transformers can
actually think and feel for themselves. When a Transformer dies its spark returns to the
well of all sparks on Cybertron to rejoin with the spark of Primus. All characters must
have at least 1 point of spark at all times or they are considered dead. As you gather
experiences in life your spark will grow and your spark level will rise. The spark points
you accumulate can be spent on improvements so long as you retain at least 1 point. Also,
in desperate situations you may spend a spark point to gain 1 automatic success per point
spent, so long as you retain at least 1 point.
You will gain 10 spark points for each completed adventure
You will gain 1 spark point for every natural 12 you roll
Spark points may be spent in the following ways:
500 spark to raise a stat 1 point
50 spark to raise a protocol 1 point or add a new one
200 spark to add an option slot
200 spark to add a weapon slot
500 spark to change your grade
300 spark to change your transformation
300 spark to change your size class 1 step
500 spark to change your function
The Matrix-
The Matrix is the symbol of Autobot leadership and a piece of the living essence
of Primus himself. First bestowed on Primus’ first creation Prima, it was passed down
through every chosen leader of the autobots since then. He who holds the Matrix is the
Prime. In order to possess the Matrix an Autobot must meet the following criteria:
They must be of command function
They must have a minimum courage stat of 8
They must be at least size class D
The Matrix measures 3 meters long by 1.5 meters high. The central orb measures 1 meter
in diameter. It is considered to possess 15 armor points and 25 structure points.
The Matrix possesses the following powers:
20 point die pool- To be used in any task of the holder’s choosing per day or up to
20 phantom energy or structure points per day.
Repository of ancient wisdom- The Matrix possesses the accumulated wisdom of
all the past Autobot commanders who have come before. Treat this as a history protocol
of 15.
Light in the darkest hour- For each round it remains open; the Matrix deals 20
points of structure damage to Unicron.
Reformatting- If a Transformer possesses enough spark points the Matrix can
manipulate matter to make instant upgrades even if no mechanic or engineer is available.
Humans-
You need not be a large metal skinned robot to play in this game. Humans while
not as durable as their Cybertronian counterparts are in possession of their own
advantages. Spike Whitwiky held his own along side his metallic friends for nearly
twenty-five years. The rules for generating human player characters are as follows:
All humans are size class A (1.5 to 2.5 meters tall)
Lift capacity = STR x 100 in lbs.
No starting options or weapons, humans use gear instead
No starting armor without gear
Structure = STR + END / 3 (rounded up)
Energy – N/A (humans effectively have unlimited energy)
Humans receive 2x the starting protocol points
Vehicles and equipment-
Autobot Arc- SPD: 6 Armor: 20 Structure: 50 Energy: 400
Crew: 100 Laser canons: 25 base damage
Alternate charging: 5 points/ round
Fuel storage: 1000 energon cubes
Decepticon battle cruiser- SPD: 6 Armor: 20 Structure: 50
Energy: 300 Crew: 100
Tractor beam: 7 STR Plasma cannons: 25 base damage
Autobot shuttle- SPD: 8 Armor: 10 Structure: 20
Energy: 100 Crew: 10 Belly guns: 10 base damage
Emergency separation: SP: 3 AR: 4 ST: 10 E: 40
Decepticon destroyer- SPD: 8 Armor: 12 Structure: 40
Energy: 200 Crew: 50
Kinetic kill missiles: 20 base damage
Teletran series mainframes- INT: 10 Armor: 3 Structure: 20
Awareness: 8 Computer: 8 Engineering: 8 Navigate: 8 Repair: 8
Sensor option- level 2 Energon cube creation Advanced com suite
Remote arms: STR 4(B)
Sky spy: SPD: 7 Armor: 4 Structure: 10 Sensor option level 2
EDC human exo-suit: STR: 2 SPD: 4 END: 5 Armor: 3 Structure: 7
Energy: 10 Size class: A Transformation, Life support, Tool hand,
Blasters: base damage 2
Sparing robot- STR: 5 INT: 2 SPD: 5 END: 2 SKL: 5 Armor: 2 Structure: 7
Energy: 4 Size class: C
Slingshot launcher- Base damage: 10 Armor: 2 Structure: 2 Holds up to 5 shots
Autobot escape shuttle- SPD: 10 Armor: 6 Structure: 12 Energy: 30 Crew: 2
Sample characters & generic foes-
Decepticon Seekers- fighter jets (or “pyramid fighters” on Cybertron)
STR: 4 Function- warrior Weapons-
INT: 3 Grade- standard 2 laser MGs: 5 Bombs: 9
SPD: 7 Armor- 8 missiles: 9 (x2)
END: 6 Structure- 10 Options- robot flight
RNK: 1 Energy- 17 acid rain: 2 (1E/R)
COR: 2 Initiative- 5
FRP: 5 Size class- C Protocols- awareness 3 navigate 4
SKL: 5 Spark- 1 pilot 6 gunnery 5 fire 4
brawling 4 tactical 4
The Sweeps- cybertronic hovercraft
STR: 4 Function- scout Weapons- integral laser: 2
INT: 2 Grade- standard integral concussion: 2
SPD: 5 Armor- 8
END: 4 Structure- 8 Options- robot flight
RNK: 1 Energy- 13 sensors liquid streamers
COR: 2 Initiative- 3
FRP: 6 Size class- C Protocols- awareness 4 diplomacy 2
SKL: 6 Spark- 1 tracking 5 stealth 5 pilot 2 gunnery 2
fire 5 brawling 5 tactical 5
Sharkticons- cybertronic piranha monsters
STR: 3 Function- warrior Weapons- bite: 7 claw: 6
INT: 1 Grade- standard tail flail: 5
SPD: 1 Armor- 8
END: 7 Structure- 20 Options- digestive recharge
RNK: 1 Energy- 15 dog pile attack (each gains 1 extra die for each
COR: 4 Initiative- 1 Sharkticon in attack group)
FRP: 1 Size class- C Protocols- awareness 2 athletics 8 stealth 5
SKL: 2 Spark- 1 brawling 4 melee 4 intimidate 4
Quintesson guard-
STR: 2 Function- warrior Weapons- e-whips: 6* or mace: 4
INT: 5 Grade- standard or blasters: 3
SPD: 4 Armor- 6
END: 5 Structure- 12 Options- energy sheath (whips)*
RNK: 5 Energy- 15
COR: 5 Initiative- 5
FRP: 5 Size class- B Protocols- awareness 5 pilot 5 fire 4
SKL: 5 Spark- 1 gunnery 4 navigate 3 melee 4
defence 6 interrogation 7
The Armada- cybertronic aerospace fighters
STR: 4 Function- warrior Weapons- blasters: 6
INT: 4 Grade- military missiles: 9 (x4)
SPD: 8 Armor- 13
END: 6 Structure- 20 Options- robot flight
RNK: 4 Energy- 12 secondary terrain (s)
COR: 5 Initiative- 6
FRP: 6 Size class- C Protocols- awareness 5 pilot 5 fire 6
SKL: 6 Spark- 1 navigate 5 defence 6 gunnery 5
tactical 6
Optimus Prime- Peterbilt tractor trailer
STR: 10 Function- command Weapons- laser rifle: 10
INT: 10 Grade- commercial energon axe: 12 (+1/E)
SPD: 8 Armor- 16 energy projection
END: 10 Structure- 60 Options- the Matrix armor enhancement
RNK: 10 Energy- 20 secondary terrain (w) slave units x2
COR: 10 Initiative- 9 jump jets
FRP: 10 Size class- D Protocols- awareness 8 chemistry 4 defence 8
SKL: 10 Spark- 50 interface 5 diplomacy 8 engineering 4 history 10
science 5 repair 6 gunnery 8 pilot 8 stealth 3
athletics 6 tracking 5 fire 10 brawling 10 melee 10
Roller- (Prime’s slave unit) lunar buggy
STR: 5 Function- scout Weapons- laser rifle: 10
INT: 5 Grade- commercial
SPD: 10 Armor- 5
END: 10 Structure- 12 Options- secondary terrain (w)
RNK: 1 Energy- 20 sensors recording
COR: 10 Initiative- 7
FRP: 5 Size class- A Protocols- as Optimus Prime
SKL: 5 Spark- as Optimus Prime
Combat deck- (Prime’s slave unit)
STR: 8 Function- mechanic Weapons- missiles (x2): 12
INT: 10 Grade- commercial laser rifle: 10
SPD: 3 Armor- 16
END: 10 Structure- 28 Options- quantum shunt tool hand (x3)
RNK: 1 Energy- 20 adv. com suite micro-factory
COR: 5 Initiative- 6 energon cube creation sensors (x2)
FRP: 5 Size class- C Protocols- as Optimus Prime
SKL: 5 Spark- as Optimus Prime
Jazz- Porsche P-911 turbo
STR: 6 Function- command Weapons- solar powered photon rifle: 5
INT: 7 Grade- performance flame thrower: 8
SPD: 9 Armor- 6
END: 8 Structure- 12 Options- blinding secondary terrain (w)
RNK: 9 Energy- 16 gliding sonic generation
COR: 8 Initiative- 8 grapple line
FRP: 8 Size class- C Protocols- diplomacy 6 pilot 9 intrusion 6
SKL: 8 Spark- 10 stealth 5 navigate 6 gunnery 6 fire 6
brawling 8 melee 5 perform 8
defence 6
Prowl- police car
STR: 7 Function- warrior Weapons- acid rifle: 5
INT: 10 Grade- commercial wire-guided incendiary missiles: 8
SPD: 8 Armor- 11
END: 9 Structure- 36 Options- battle computer
RNK: 9 Energy- 18 sensors
COR: 9 Initiative- 9
FRP: 8 Size class- C Protocols- pilot 6 gunnery 9 navigate 5
SKL: 10 Spark- 10 stealth 4 awareness 7 fire 7 brawling 8
interrogation 8 defence 6
Ironhide- van
STR: 8 Function- command Weapons- liquid streamers laser rifle: 6
INT: 6 Grade- military missiles: 9 grenades: 9
SPD: 4 Armor- 15
END: 8 Structure- 26 Options- armor enhancement (x2) tool hand
RNK: 9 Energy- 16 sensors net launcher
COR: 10 Initiative- 5 secondary terrain (w)
FRP: 8 Size class- C Protocols- diplomacy 5 pilot 6 repair 5
SKL: 8 Spark- 10 gunnery 7 navigation 6 science 8 awareness 7
fire 7 melee 6 brawling 8 engineering 7
defence 5 demolitions 5
Bumble bee- VW beetle
STR: 4 Function- espionage Weapons- laser pistol: 3
INT: 7 Grade- standard
SPD: 8 Armor- 3
END: 10 Structure- 11 Options- tool hand
RNK: 4 Energy- 25 telescopic vision secondary terrain (w)
COR: 8 Initiative- 7
FRP: 5 Size class- B Protocols- stealth 8 awareness 8 athletics 5
SKL: 6 Spark- 10 intrusion 6 interface 7 navigate 4 brawling 6
fire 4 defence 10
Spike Whitwiky- human
STR: 2 Function- warrior Gear- hard hat
INT: 5 Grade- human tool belt
SPD: 3 Armor- N/A
END: 6 Structure- 3
RNK: 1 Energy- N/A
COR: 8 Initiative- 4
FRP: 6 Size class- A Protocols- repair 4 awareness 5 pilot 5
SKL: 7 Spark- 10 engineering 3 gunnery 4 diplomacy 5 navigate 3
stealth 5
brawling 3 fire 2 melee 3 defence 6
Megatron- Walther PPK pistol
STR: 10 Function- command Weapons- fusion cannon: 15
INT: 10 Grade- military particle cannon: 12
SPD: 8 Armor- 18 energon flail: 12 (+1/E) saw: 11
END: 10 Structure- 45 Options- robot flight quantum shunt
RNK: 10 Energy- 20 armor enhancement
COR: 10 Initiative- 9 alternate power source (anti-matter/ x4)
FRP: 10 Size class- D Protocols- diplomacy 7 physics 4 pilot 10
SKL: 10 Spark- 10 gunnery 10 computer 6 history 8 stealth 4 athletics 5
awareness 8 navigate 8 repair 4 engineering 4 fire 10
brawling 10 melee 10 defence 10
intimidation 10 interrogation 5
Starscream- F-16 fighter jet
STR: 7 Function- command Weapons- null rays (x2): 6*
INT: 8 Grade- military cluster bombs (x2): 9
SPD: 9 Armor- 13 missiles (x2): 9
END: 7 Structure- 24 Options- robot flight tool hand
RNK: 9 Energy- 14 energy nullification*
COR: 8 Initiative- 8
FRP: 7 Size class- C Protocols- diplomacy 8 pilot 5 navigation 6
SKL: 7 Spark- 10 science 6 repair 5 computers 6 engineering 4 history 3
fire 7 tactical 10 brawling 6 melee 5
defence 8
Thundercracker- F-16 fighter jet
STR: 8 Function- warrior Weapons- drone rockets(x2): 9
INT: 6 Grade- military incendiary guns (x2): 6
SPD: 8 Armor- 13
END: 9 Structure- 27 Options- robot flight
RNK: 6 Energy- 18 sonic generation
COR: 7 Initiative- 7
FRP: 8 Size class- C Protocols- pilot 8 gunnery 5 navigate 6
SKL: 7 Spark- 10 awareness 5 fire 7 tactical 8 brawling 7
defence 5 demolitions 4
Skywarp- F-16 fighter jet
STR: 6 Function- warrior Weapons- laser MG (x2): 6
INT: 5 Grade- military missiles (x2): 9
SPD: 9 Armor- 13
END: 8 Structure- 24 Options- robot flight
RNK: 6 Energy- 16 teleportation
COR: 6 Initiative- 7
FRP: 7 Size class- C Protocols- pilot 6 navigate 8 gunnery 5
SKL: 7 Spark-10 awareness 5 fire 7 brawling 6 tactical 8
defence 6
Soundwave- walkman radio cassette player
STR: 8 Function- espionage Weapons- concussion rifle: 6
INT: 9 Grade- military missile launcher: 9
SPD: 3 Armor- 13 sonic generation
END: 7 Structure- 37 Options- robot flight quantum shunt (x2)
RNK: 9 Energy- 14 sensors adv. com suite recording
COR: 6 Initiative- 6 energon cube creation cerebral tap
FRP: 7 Size class- D Protocols- stealth 8 awareness 8 intrusion 7
SKL: 10 Spark- 10 interface 8 navigate 8 pilot 6 fire 5
brawling 8 melee 5 tactical 8
interrogation 10
Lazerbeak- cassette tape
STR: 5 Function- scout Weapons- laser cannons (x2): 9
INT: 6 Grade- military bite: 9
SPD: 9 Armor- 7
END: 5 Structure- 5 Options- robot flight
RNK: 6 Energy- 10 recording
COR: 2 Initiative- 7 quantum shunt
FRP: 8 Size class- A Protocols- tracking 8 diplomacy 5 stealth 6
SKL: 9 Spark- 10 awareness 5 melee 6 brawling 6 fire 7
tactical 7 defence 5
Ravage- cassette tape
STR: 7 Function- scout Weapons- proton bombs: 9
INT: 6 Grade- military integral lasers: 3
SPD: 8 Armor- 7 bite: 11
END: 8 Structure- 7 Options- robot flight sensors
RNK: 7 Energy- 16 stealth enhancement recording
COR: 7 Initiative- 6 quantum shunt
FRP: 4 Size class- A Protocols- tracking 9 diplomacy 3 stealth 8
SKL: 8 Spark- 10 awareness 7 fire 5 tactical 8 brawling 8
defence 8 demolitions 6
Rumble- cassette tape
STR: 3 Function- warrior Weapons- blaster pistols (x2): 4
INT: 6 Grade- military
SPD: 3 Armor- 9
END: 6 Structure- 4 Options- robot flight recording
RNK: 6 Energy- 12 quantum shunt
COR: 10 Initiative- 5 earth shaking
FRP: 9 Size class- A Protocols- pilot 4 gunner 4 navigation 8
SKL: 6 Spark- 10 perform 4 awareness 5 fire 7 brawling 7
defence 3
The Transformers RPG.
Name:
Allegiance:
Function:
Transformation:
Grade:
Motto:
Primary stats- Secondary stats-
STR: Armor:
INT: Structure:
SPD: Energy:
END: Size class:
RNK: Initiative:
COR: Spark:
FRP:
SKL:
Intelligence Protocols- Skill Protocols-
Awareness- Athletics-
Diplomacy- Brawling-
Deduction- Defense-
Engineering- Demolitions-
History- Fire Combat-
Interface- Gunnery-
Interrogation- Melee Combat-
Intimidate- Perform-
Linguistics- Pilot-
Subterfuge- Stealth-
Sciences- Tactical Combat-
Repair- Tracking-
Weapons Options
Permission is granted to photocopy this page for purposes of game play