The Transformers Prime RPG v2

Download as pdf or txt
Download as pdf or txt
You are on page 1of 74

The Role-playing Game

By C.A Helmling
The Covenant of Primus foretold the events that would later happen on Earth.
Cybertronian legend tells of an ancient, eons-raging battle between Primus and
Unicron. After Primus had cast Unicron into space by creating the thirteen original
Transformers, Unicron slumbered for many ages. In his slumber, debris gravitationally
attached to Unicron formed the planet Earth, of which Unicron is its core.
Late in the Cybertronian civil war, both the Autobots and Decepticons hid their
energon stores off world, a practice that seeded planets like Earth with its deposits of the
precious resource. In doing so, however, the war spread to these alien worlds, with the
largest Cybertronian battle in the Milky Way galaxy being fought on Earth. The
aftermath of this bloody conflict was left undisturbed for thousands of years, and was not
common knowledge amongst most Autobots.
As Cybertron began to shut down to purge the dark energon corruption, the
scientist Shockwave began using space bridge technology to try and find a large cache of
energon that could be used to prematurely reboot Cybertron. His quest eventually brought
him to Earth, where the dominant life-form inspired him to experiment on five captive
Autobots, producing the Dinobots.
Following Optimus Prime and Megatron's initial skirmishes on the planet, the
former ordered all Autobots to Earth, while Starscream was sent to salvage a
space-bridge from wherever he could find it. The Autobots, meanwhile, set up Autobot
outpost Omega one in an American missile base and opened up relations with the United
States government: Special agent Fowler of the Pentagon was assigned as their liaison.
Starscream built his space bridge to bring Decepticons to Earth, but Arcee and
Cliffjumper sabotaged it; only Starscream came through. On Earth, Starscream
rendezvoused with Breakdown to assault the two saboteurs, but Optimus and Bumblebee
rescued them. Returning to base via a ground-bridge, Optimus informed Cliffjumper
more Autobots were gathering, and the battle had only begun. The Autobots would
covertly watch for Decepticons, while the 'cons covertly mined energon.
The Covenant of Primus tells of an eternal conflict caused when certain planets come into
alignment. The Autobots figured out that Earth was the planet that was prophesied as
chaotically formed, as did Megatron.

“Though we did not choose to be of Earth, it would seem that we are here to stay.
If you approach this planet with hostile intent, know this: we will defend ourselves. We
will defend humanity. We will defend... our home.”
Optimus Prime's broadcast to the cosmos.
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 10.
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.
Mass Index:​​ a measure of physical mass and overall dimensions. Mass Index has 7
classifications
Class 1 –​​ 1 to 50 kilograms (insects, cell phones, appliances)
Class 2 – 5​​1 to 500 kilograms (humans, motorcycles, ATVs)
Class 3​​ – 501 to 1000 kilograms (small cars, light trucks, sports cars)
Class 4-​​ 1001 to 5000 kilograms (large sedans, heavy trucks)
Class 5 –​​ 5001 to 10000 kilograms (tractor/trailers, light aircraft)
Class 6 –​​ 10001 to 50000 kilograms (military aircraft, tanks)
Class 7 –​​ 50001 kilograms and up (super heavy construction equipment,
large aircraft) Class 7 is only playable on special dispensation. This mass index is rare
and few protoforms reach this size since the primes, at least without help.

ALLEGIANCE-
Autobot:​​A generally heroic, honorable group, they tend to be dedicated to peace,
and feel a need to protect other races from the Decepticons. As a result, they are usually
Transformers who change into non-combat oriented alternate modes such as domestic
vehicles, cars, trucks, or rescue vehicles. This is not​ always​ the case, however, as their
ranks certainly contain ne'er-do-wells, malcontents, and unsavory types, and the
necessities of war have led many to adopt more combat-oriented alternate forms. While
the Autobots have usually found themselves outnumbered by the Decepticons, the
Autobots have always had home-field advantage, having not only the humans' military
support, but also having more places on Earth to fall back on, while the Decepticons are
entirely unwelcome on Earth.
Decepticon:​​They are typically concerned with such things as conquering
Cybertron, defeating the Autobots, amassing large quantities of energon, developing
powerful weaponry, and beating people up. Not necessarily in that order. Unlike the
Autobots, whose leader is a Prime bearing a Matrix, the Decepticons are led by the most
powerful of their ranks. This tends to cause some conflict, given how generally​ every
Decepticon thinks that they're the most powerful. Also, the Decepticons are not exactly
the most compassionate beings in the universe, but not all fight for greed. More than a
few have a sense of honor, while others believe that Cybertron would be better protected
by aggressive expansion. Ultimately, the Decepticons desire to protect their home world,
even if it is at the expense of others.
Unaligned:​​ Not all Cybertronians have chosen a side in the civil war. Some are
simply waiting to see who wins. In some cases, Cybertronians fled shortly after the start
of the great war and have been living on other worlds (including Earth). These beings can
swing either way in support of the war, in most cases they will favor whoever they feel is
winning.
Insecticon:​​Denizens of the under levels of Cybertron, the Insecticons live in
destructive swarms. Ravenous and aggressive, Insecticons can digest 95% of known
matter, reshaping their findings into enormous subterranean hives. Existing as a near hive
mind, they represent a deadly and invaluable resource for those willing to find a way to
tame them.
Insecticons have the unique ability to clone themselves, but each successive clone is
inferior to its progenitor, leading to increasingly bestial creatures. Some members of the
species stand out as being fully sentient individuals, with the ability to assume bipedal
robot modes. Far more difficult to manipulate, they require coercion rather than control,
and may represent the original members of their race.
Predacon:​​ The Predacons once ruled Cybertron but became extinct at the
beginning of Cybertronian history, in an apocalyptic wipe-out known as the Great
Cataclysm. During the Great War, Shockwave cloned a small army of Predacons which
Megatron of the Decepticons sent to Earth to destroy Autobots and look for energon.
After eliminating the Autobot presence on the planet, the Predacons stood a long vigil on
Earth where they awaited the arrival of Megatron but ultimately perished where their
fossilized bodies were buried at various points around the world. In time, the Predacons
entered in human legends as various mythological monsters though the true nature of the
creatures remained a mystery to the inhabitants of Earth, and was eventually forgotten.
Project Predacon Many years later; Shockwave discovered more fossilized remains from
which he was could extract cybernucleic acid and begin the process of cloning the ancient
beasts once again.
The Quintessons:​​ The Quintessons are a bizarre and ancient race of mechanoids,
whose dark history and shadowy machinations are bound up with the history of the
Transformers, and connections with Primus and Unicron. They prefer subtle
manipulation, scheming, and advanced technology over brute force, but if those don't
work, they can fall back on the legion of deadly Sharkticons at their command and a fleet
of battle-ready spaceships as well. However, the Quintessons themselves have zero
fighting abilities and are absolute cowards if they have nothing to hide behind.
The Primes:​​ The Thirteen are the first Transformers created by Primus.
Rightfully huge (mass index 7) and powerful, each was designated a Prime, and given
unique roles and natures to battle Primus's ancient foe Unicron. Each possesses a special
artifact of great power that is tied to their identity and role in Primus' plan. Listed in the
order of their creation by Primus, they are:
Prima​​ - The leader of the Thirteen, a warrior of light who wielded the​ Star Saber.​
Vector Prime​​- The master of time and space, which he could manipulate through
his​ Blades of Time​.
Alpha Trion​​ - Holder of the quill, which he uses to record the past, present, and
future of Cybertron in the​ Covenant of Primus​ in his role as records keeper of the
Primes.
Solus Prime​​ - The master artificer and creator of many of the Primes' weapons
through use of her incredible​ Forge.​ She was the first female Cybertronian.
Micronus Prime​​ - The conscience of the Thirteen, able to link up and enhance
the power of his siblings through the use of his​ Chimera Stone​ (the basis of the
gestalt pod).
Alchemist Prime​​ - Student of the elemental structure of the natural world, aided
in this by his​ Lenses,​ which allowed him to see further and deeper than anyone, in
both material and spiritual senses. Co-founder of Cybertronian civilization with
Alpha Trion.
Nexus Prime​​ - The first and greatest combiner, granted the ability to divide
himself into separate forms by his​ Enigma of Combination​. Unpredictable,
fascinated by change, and a light hearted prankster.
Onyx Prime​​ - The first beast-form Cybertronian, a primitive and spiritual being
able to view other times, places, souls and even the afterlife through his
three-faced​ Triptych Mask​.
Amalgamous Prime​​ - The joker of the Thirteen and the first shifter,
unpredictable and easygoing. He was first Cybertronian with the ability of
transformation, granted him by his​ Transformation​ Cog, which became the basis
for the T-cogs in all subsequent Transformer life.
Quintus Prime​​ - A daydreamer and perfectionist whose drive to express his ideas
led him to become a scientist. His artifact was the​ Emberstone,​ which gave him
the ability to create life; the Quintessons were among his creations.
Liege Maximo​​ - The manipulator. Though his artifact was notionally the
toxin-loaded​ Ligian Darts,​ his real skill was his ability to talk others into his way
of thinking—a black art that ultimately caused the downfall of the Thirteen.
Megatronus​​ - The warrior of darkness, Prima's opposite number, whose role as
the necessary counterbalance set him apart from his fellow Primes. His artifact
was the​ Requiem Blaster​, created for him by Solus; this act began a doomed
romance between the two that led to his turning on his brothers and becoming
known as​ The Fallen​​.
Optimus Prime​​- The mediator of the Primes, who united the Thirteen by being
the first among them to raise an arm in greeting. He would subsequently be
reincarnated as​ Orion Pax​​.
You don't have to be one of the original Primes to be Prime aligned. For
centuries the council served as the voice of Primus to the faithful, doling out
rulings and laws and choosing the next candidate for Prime. Only a quarter of the
Cybertronian populous believe Primus to be more than a fairy-bot tale. Even
Orion Pax wasn't a true believer until well after he became Optimus Prime. After
the exodus from Cybertron, the council went into hiding, but a few faithful still
carry their will and exact their orders. Even hiding in the ranks of the Autobots,
these hidden masters of Prima's ancient art of Metallikato (an art taught only
among Primeists) are a force to be reckoned with akin to the Earth's Knights
Templar or the samurai.

FUNCTION-
Your character’s function defines what it was built to do. It is basically your job
among your fellow Cybertronian citizens. Function and the ability to choose your own
function is the issue that was at the heart of the civil war.
Warrior Scientist
Mechanic Engineer
Scout Espionage
Command

Warrior​​-​ The majority of Decepticons are from this stock. Groomed in the gladiatorial
pits of Kaon, they were easily persuaded to Megatron’s side. But some exist on the other
side. Warrior fuel burns not for conflict itself on the Autobot side but out of a desire to
defend home and friend that can not defend itself.
Base armor: 8
+10 to structure
3 starting weapon pods
1 option pod
Starting protocols:
Awareness 2 Athletics 2
Pilot 2 Melee Combat 2
Fire Combat 2

Scientist​​- Chosen for intellect and curiosity over brash action. You have been fitted from
your protoform phase to probe the mysteries of the universe. Built for inquiry over
conflict you do not stand well on a direct fight, but you can often think your way out of a
problem.
Base armor: 5
1 free sensor pod
3 starting option pods
Starting protocols:
Awareness 2 Interface 2
Linguistics 2 Sciences 4

Mechanic​​-​ Mender, patcher and medic of it is broken you were designed to put it right.
While a bit tougher than the scientist, because accidents happen, you make your way
patching others damaged in this ongoing war.
Base armor: 5
1 starting weapon pod
2 starting option pods
Free tool pod
Starting protocols:
Awareness 2 Interface 2
Repair 4 Defense 2

Engineer​​-​ While you can patch up bots if necessary, you were designed from the ground
up to create things new, not just patch up the old. Your spark combines the intellect of the
scientist with the compassion of the mechanic.
Base armor: 6
Free tool pod
2 starting option pods
1 starting weapon pod
Starting protocols:
Awareness 2 Engineering 4
Interface 2 Demolitions 2

Scout​​-​ Fast is never fast enough. Get in, get the intel, and get out. While you can hold
your own in a scrap, your job is to make sure the others know what they need to know,
before they need to know it. You specialize in ambush and hit and run tactics in combat.
Base armor: 6
2 starting weapon pods
1 starting option pod
2 free sensor pods
Starting protocols:
Awareness 2 Linguistics 2
Diplomacy 2 Stealth 2
Tracking 2

Espionage​​- ​You were molded from your protoform to blend into the shadows, to talk in
subterfuge, and become a master of secrets. Keeping yours and distributing those of
others.
Base armor: 5
1 starting weapon pod
2 starting option pods
Starting protocols:
Awareness 2 Interface 2
Linguistics 2 Subterfuge 2
Stealth 2

Command​​-(Requires rank of 8 or higher)​​ You were forged to lead, to council and


inspire. You more closely resemble the original primes than your fellow Cybertronians.
Base armor: 8
+ 10 to structure
2 starting weapon pods
2 starting option pods
Matrix port
Starting protocols:
Awareness 2 Deduction 2
Diplomacy 2 History 2
Intimidation 2

GRADE-
Standard Commercial
Performance Military
Primal

Standard​​-​ This is the standard Cybertronian frame a protoform adopts after maturing
.Many Autobots have the standard frame.
+5 energy points
+2 endurance
+1 option pod

Commercial​​-​ This frame is stronger and more durable to put up with the rigors of heavy
labor, mining, and construction. Many Autobots and some Decepticons have a
commercial frame
+3 to armor
+1 option pod
+10 to structure

Performance​​-​ This frame is built for speed and pursuit. Strength and durability are
sacrificed to lighten the frame and boost speed. This is a rare frame that not many bots
have as soldiers in a war are not apt to sacrifice armor for extra speed. The citizens of
Velositron all are built performance grade.
-2 to armor
+3 to speed
-5 to structure
Military​​-​ This is a heavy frame built to carry armor and weapon pods. The heavy frame
slows the bot a bit but the added armor makes them tougher in combat. Most Decepticons
are military grade.
+5 to armor
-2 to speed
+1 weapon pod
+1 to all weapon damages

Primal​​- A throwback to an age before Cybertronians evolved to more humanoid frames.


The primal fame is more bestial, either stooped or completely quadrupedal. The frame
usually sports claws and/or teeth/mandibles/beak, which accounts for the 2 extra melee
pods. NPC primals may or may not be able to transform (Laserbeak, most Insecticons)PC
primals can either have robot modes and bestial alt-modes, or regular alt-modes and
bestial primary modes.
+3 to armor
+10 structure
+3 to speed
-3 to intelligence
2 free melee pods
Mass Index-

Class 1 –​​ 1 to 50 kilograms (insects, cell phones, appliances)


The smallest of the mass indexes capable of retaining a protoform. Strength in this
category is calculated in strength score x 10 in pounds. Mass class 1 has ¼ their base
structure points, and have their armor rating reduced by 5, but also spend ½ of all energy
costs. Unfortunately all weapon damages are also reduced by ½. Fortunately all rolls to
detect this class have the TN increased by 3.

Class 2 –​​ 51 to 500 kilograms (humans, motorcycles, ATVs)


The strength of this class is calculated in STR x1000 in pounds. Highly energy
efficient, all costs are reduced by ½ but at a cost of ¾ base structure points. An inability
to layer on armor reduces the armor rating of this class by 3. Also weapon damages take a
-1 penalty.

Class 3​​ – 501 to 1000 kilograms (small cars, light trucks, sports cars)
This is the mass index of the average Cybertronian, all energy costs, structure
points, and damages are kept at the base amounts. Strength is calculated at STR in tons.

Class 4-​​ 1001 to 5000 kilograms (large sedans, heavy trucks)


At this index the bots are built beefier and heavier. Armor is increased by 3 and
structure is increased by 50%. Unfortunately, this is at the cost of efficiency so all energy
costs also increase by 50%. Bots at this size can select an additional option or weapon
pod. Strength is calculated at STR x 10 in tons.
Class 5 –​​ 5001 to 10,000 kilograms (tractor/trailers, light aircraft)
At this class Armor is increased by 5 and structure is increased by 50%. This is
also at the cost of efficiency so all energy costs also increase by 50%. But in addition to
an additional option or weapon pod, all weapon damages also increase +1. Strength is
calculated at STR x 25 in tons.

Class 6 –​​ 10,001 to 50,000 kilograms (military aircraft, tanks)


Armor at class 6 is increased by 5 and structure by 75%. Energy costs at this size
double and but a larger frame allows for an additional option and/or weapon pod as well
as a +2 to weapon damages. Strength is calculated at STR x 50 in tons.

Class 7 –​​ 50,001 kilograms and up (super heavy construction equipment, large aircraft)
Armor at class 7 is increased by 10 and structure doubles. Energy costs at this size
double and but a larger frame allows for two additional option and/or weapon pod as well
as a +4 to weapon damages. Strength is calculated at STR x 100 in tons. (Restricted)
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. Each die that meets or exceeds
the TN is considered a success.
One success = partial.​​ You succeed but barely. The GM may assign a complication or
negative aspect to your success. If you are hacking a system you may get in but you also
trigger the alarm.
Two successes = moderate.​​ You succeed but it is nothing spectacular. You do nothing
more than the basics of what you tried to do. No negatives but you only accomplished the
bare minimum of what you wanted.
Three successes = complete.​​ You accomplished exactly what you were trying to.
Four Successes = Exceptional.​​ You accomplished what you wanted and then some.
Additional rolls directly affected by this roll have their TN reduced by one.
Five or More = Phenomenal. ​You went above and beyond what you expected to
accomplish. Additional rolls directly affected by this roll may have their TN reduced by
three.

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 out come 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 mass index. 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). A note on Cybertronian biology, you cannot simply
repair a destroyed organ (such as a t-cog or vocal unit) or limb . To fix critical parts a
mechanic must have access to proto-matter to regenerate the part or grow a new one.
(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...)
NANO-MORPHICS
Nano-morphics are what set Cybertronians apart from ordinary machines. All
Cybertronian life forms start out as a semi-liquid cluster of nano-machines called a
protoform. This protoform contains the life spark and is what the Cybertronian truly is.
Centuries of evolution have allowed them to develop an outer shell covering of shifting
plates and armor called nano-morphics. This shell of plates is formed by the spark when
the protoform is ready and reaches maturity. These plates can move and shift to not only
reveal options and weapons, but change their overall form and even mode of
transportation. A special organ called a T-cog controls and maintains the Nano-morphics
and allows the Cybertronian to control these changes.

ALT-FORM-​​ The advanced sensor systems of the protoform can scan a machine of
similar mass and reformat the nano-morphic shell to be able to shift into the form of the
machine. Besides the ability to blend in on other worlds with this new form, this
transformation affords them a new mode of transportation. After all wheels, or especially
flight, can move much faster than running. Also, having an alt-form adapted for a specific
terrain means you need not roll athletics to traverse this new terrain. Only one form can
be taken at a time but a form can be scanned and reformatted at anytime at a cost of 5
energy points and 3 rounds to finish reformatting.

WEAPON PODS-​​ Weapon pods are the nuts and bolts of Cybertronian combat.
The amount of pods you have to start with is determined by your function, grade and
mass index. Pods are interchangeable and may be swapped out for different kinds of
weapon types anytime they are available (GM's discretion).
Melee-​​ This pod allows the formation of close combat weapons. These can be
edged, blunt, chain, or any matter of melee weapon. Damage is calculated at STR+2.
Takes up 1 slot.
HVY Melee-​​ A larger version of the melee pod. Damage starts at STR+5. Takes
up 2 slots.
Blaster-​​ This pod forms a weapon that ejects a energized pulse of plasma with a
base damage of 2. Each shot uses 1 energy point. Takes up 1 slot.
HVY Blaster-​​ A larger version of the blaster. Damage starts at base of 5 and uses
2 energy points per shot. Takes up 2 slots.
Auto Blaster-​​ A multi-fire version of the blaster. TN to hit is lowered by 2 at a
base damage of 3 and you can target multiple enemies at once. However it uses 3 energy
points per shot. Takes up 1 slot.
Repeater-​​ This pod fires hollow glass beads in rapid fire succession. TN to hit is
reduced by 2 in addition the beads are filled with a variety of chemicals. The repeater
uses only 1 energy per shot, but only carries a number of shots equal to your firepower
stat. Takes up 1 slot. Damage is dependent on what the payload is. Examples include:
Acid: reduces permanent armor by 1 point per success over the first to hit,
after armor is gone begin reducing structure the same way.
Cosmic Rust: A microscopic organism that attacks and digests the organic
metal that comprises the make-up of Cybertronian life-forms. Infection has a base
damage of 3 and continues to deliver the damage over 5 rounds. Armor only counts
against the initial attack. Cosmic rust may be neutralized by intense heat (damage equal
to the current infection damage to neutralize).
Cryo-gas: reduces temperature of target to below zero. Reduce Speed of
target by 1 point per success. At zero; target enters stasis-lock till they can be thawed.
Fire fog: covers a space per success with flammable gas that can be
ignited at any time for a base damage of 5.
Glue: reduces speed by 1 point per success, requires a STR roll (TN 8)
with each success removing one to get free.
Grease: covers an area of 1 space per success with a frictionless fluid.
Athletics roll to remain upright or moving targets on land must make a number of success
(TN 6) equal to their current speed or lose control and crash.
Laser-​​ A focused light weapon delivering a base damage of 2 for 1 energy per
shot. Takes up 1 slot.
HVY Laser-​​ A larger version of the laser. Damage starts at base of 3 and uses 2
energy points per shot. Takes up 2 slots
Null Ray-​​ A ray that disrupts the flow of energy in its target. All targets receive a
penalty to all TN equal to the amount of successes over the initial success to hit. Each
round this penalty reduces by one till the effect dissipates. 2 energy per shot. Takes up 2
slots.
Sonic Blaster-​​ A compressed infrasonic weapon that delivers a base damage of 3
for every energy point spent. Also ignores shields and force fields.
Streamer-​​ This is a cannon style weapon that sprays one of a variety of
substances over a range of 5 spaces. A blast cost 1 energy per shot. 2 weapon spaces.
Acid: reduces permanent armor by 1 point per success over the first to hit,
after armor is gone begin reducing structure the same way.
Cosmic Rust: A microscopic organism that attacks and digests the organic
metal that comprises the make-up of Cybertronian life-forms. Infection has a base
damage of 3 and continues to deliver the damage over 5 rounds. Armor only counts
against the initial attack. Cosmic rust may be neutralized by intense heat (damage equal
to the current infection damage to neutralize).
Cryo-gas: reduces temperature of target to below zero. Reduce Speed of
target by 1 point per success. At zero; target enters stasis-lock till they can be thawed.
Fire fog: covers a space per success with flammable gas that can be
ignited at any time for a base damage of 5.
Glue: reduces speed by 1 point per success, requires a STR roll (TN 8)
with each success removing one to get free.
Grease: covers an area of 1 space per success with a frictionless fluid.
Athletics roll to remain upright or moving targets on land must make a number of success
(TN 6) equal to their current speed or lose control and crash.
Plasma: a stream of superheated matter that does Base 8 damage.
Blaster Cannon-​​ A massive plasma energy launcher. Base damage of 8 at a cost
of 3 energy points. Takes up 2 slots.
Laser Cannon-​​ A massive laser emitter. Base damage of 8 at a cost of 3 energy
points. Takes up 2 slots.
Fusion Cannon-​​ This cannon fires a beam that causes a fusion reaction in the
target's atomic structure. Base damage of 12 at a cost of 5 energy per shot. Takes up 2
slots.
Missile-​​ This pod forms a missile battery that can fire as many missiles as your
firepower stat. Missiles are self powered so cost no energy to fire and are self-guided so
reduce the TN to hit by 2. Base damage of 8. Takes up 1 slot.
Rocket-​​ Forms a rocket pod with a number of shots equal to your firepower stat
with a base damage of 8. Requires 1 energy to fire. Takes up 1 slot.
Bomb (or grenade)-​​ A bomb rack with as many bombs as your firepower stat.
Requires a tactical combat roll to hit. Base damage of 8 and covers a 5 space radius.
Takes up 2 slots
Cluster Bomb-​​ Same as bomb rack but the blast radius is 10 spaces. Takes up 2
slots.
Payload Bomb-​​ This is effectively the bomb version of the repeater with a 5
space radius. Payloads are the same. 2 slots
Implosion Bomb-​​ This bomb has 20 space radius, targets must make a STR or
SPD roll to escape the gravity well (TN 7). Base damage of 10 and armor does not apply.
Takes up 2 slots for ½ of your firepower's worth of bombs.

External weapons:​​ Not all weapons are in pods. Any weapon pod can be utilized as a
separate unit and may be carried without taking up weapon pod spaces. Weapons that use
energy are considered to have an independent battery of 10. The biggest disadvantage is
that these weapons can be taken away and used by anyone, and because they are not
integrated, must be carried in some way in any vehicle mode.

External Shield:​​ A hand held shield, like an external weapon, but with a successful
defense roll you can add an additional 5 dice onto your armor roll. A shield may require a
holster pod to carry it in Alt-mode.
OPTION PODS-​​ Each Cybertronian is more than the wires and servos that allow it
to move and act. Centuries of ingenuity and experimentation on their mechanical forms
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. Pods are not permanent and may be swapped out
for others.
All Cybertronians have the following options automatically upon creation of their
nano-morphic shell-
1: a communications system with a 1500 kilometer range
2: an automatic 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 telescopic option

Armor pod-​​ This pod re-enforces the exo-frame and dermal layer of the bot.
Each pod gives the character 2 free successes added to your armor roll.
Booster pod-​​ Each pod can add 3 points to your speed for 1 energy per round.
Communication pod-​​ Each pod doubles the effective range of your standard
communication system. Each pod above the first adds an additional die to interface rolls
to link and control non-sentient computer systems. No energy costs.
Flight pod-​​ This pod lets the character fly in robot mode. SPD is equal to flight
speed in vehicle and costs 1 energy per round.
Gestalt pod-​​ This pod allows two beings (both have to have a pod) to link their
systems together and share energy, knowledge, and the capabilities of each others pods.
Holo Pod-​​ This pod allows the creation of realistic holograms. An Awareness roll
is needed to figure out that it is an illusion (TN your INT). Costs 1 energy per round.
Holster pod-​​ This pod does nothing other than create a space for an external
weapon that can transform along with you and store the weapon in alt-mode. No energy
costs.
Micro-factory pod-​​ An internal nano-factory capable of reconstructing raw
materials into useful parts and components. Each pod can reformat 1 metric ton of
material for 1 energy point.
Multi-pod-​​ This pod allows the Bot to have multiple limbs or tentacles. This
gives you 3 extra dice on actions in which you must split your pool for multiple actions.
Quantum pod-​​ A miniature space-bridge that can transport yourself and other
objects up to a kilometer at a rate of 1 energy per mass index of the target (Total the mass
indexes of all targets in the jump).
Sensor pod-​​ Each pod adds 2 dice to awareness and deduction rolls. 1 energy
point per round you are actively scanning. Passive sensor rolls require no additional
energy costs.
Shield pod-​​ This pod can create a force field that has an armor point per energy
point spent that round.
Stealth pod-​​ Each pod adds 2 successes to any stealth rolls. After 3 pods your
character is effectively invisible to visual sensors (or eyes). Costs 1 energy per round to
use.
Tool pod-​​ A pod capable of forming any tool needed for repair or engineering
(adds 2 dice to these rolls), as well as grapple and towing lines of 1000 meters (additional
pods each add another 1000 meters). Also plasma torches capable of cutting through 3
armor points per round for each pod. 1 energy point per round for the cutting torch, no
cost otherwise.
Tractor pod-​​ This pod allows you to exert your STR on a target from a range of
10 spaces. Pulling, pushing, or even both (ripping your target apart) are possible. Costs 1
energy 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 or 3 which ever is
higher
Ranged combat numbers equal your opponent's SPD or 3 whichever is higher
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. The damage equals their mass index
plus 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.
Cold:​​ The organic metal of Cybertronians is not vulnerable to low temperature extremes,
but the liquid metal protoform inside is capable of freezing.. For every round at
temperatures below 0 degrees Celsius the bot loses 10 points of speed minus your
endurance (min 1). When speed reaches 0 the bot enters stasis lock till they can be
thawed. Cold adapted alt-forms are not vulnerable to cold in alt-form, as the
mecha-morphing shell closes around the protoform to insulate it from freezing.
Energon-
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 10x 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 crystal holds 1 point of energy per ounce
1 energon cube holds 100 energy pointsø
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
but all weapon and option uses, regardless of usual cost, use only 1 point.

Dark Energon:​​ Also called the Blood of Unicron, dark energon acts as a form of
anti-energy. Each round in range (100 meters) of dark energon a bot loses 10 energy
points. An END roll is made to reduce this loss at TN 7. Dark energon may be placed in a
bot's fuel tank (END roll TN 10 or be killed) and the dark energon will replace the
energon in it's system. After which the bot will no longer be affected by exposure to dark
energon, but they will forever be under the thrall of the world devourer. Having dark
energon in your system allows you to add 3 extra dice to all actions from its unstable
boost to your system. Dark energon also replenishes itself at a rate of 1 point per round.
Dark energon in your system may also let you wield some of the powers of Unicron
himself (GM's discretion). Dark energon placed in the chassis of a dead bot will
reanimate it as a Terrorcon.
Synthetic Energon:​​ Synthetic energon, also known as Synth-En, is a
manufactured version of energon which tends to resemble a greenish liquid form of that
fuel. Unrefined samples can provide greater energy efficiency, but it can also be addictive
and corrupt the user's personality. Created to relieve the energon shortage synthetic
energon however, causes side effects. Having synthetic energon in your system allows
you to add 3 extra dice to all actions from its unstable boost to your system.
Unfortunately this boost also causes uncontrollable rage and hostility in the user. A COR
roll must be made TN 7 to avoid flying into a rage and attacking any problem before you
with physical violence.
Tox-En:​​ Tox-En is a highly poisonous energon variant, easily identified by its
sickly green color and visible fumes. It has the opposite effect as regular Energon on
Transformers, becoming nauseous and weakened by the slightest physical contact.
Prolonged exposure to Tox-En can outright paralyze a Transformer, eventually
extinguishing their spark. All TN when infected raise by 3 and the bot begins to lose 3
energy points per round. Needless to say, it's pretty nasty stuff which sane individuals
will dispose of on sight. In the hands of a complete lunatic, however, it can become a
devastating weapon against their enemies.
Red Energon:​​ Red energon is an extremely volatile and rare type of energon.
When it is refined into fuel, it provides the user with the power of hyper-speed as well as
some measure of increased strength. When in your system add 1 extra die to STR related
rolls and 3 to SPD rolls. Also double your SPD stat (recalculating initiative) and make 2
extra actions per round due to the speed at which you are functioning.
Terrorcons-
Cybertronian chassis that have been reanimated by dark energon are called
Terrorcons. The stats are identical to the being when it was alive however; the protoform
is gone and the chassis is powered by the blood of Unicron. Because the being feels no
pain and its vital systems are no longer necessary to survive, structure damage to the bot
is halved and it becomes a mindless killing machine that attacks any living being it comes
across, unless that being has dark energon in it's system. Regenerate all previous structure
points to start but no ranged weapons or options will function, not that it is smart enough
anymore to use them.

Vampire infection-​​ The experiments of Knockout and Starscream to perfect


synthetic energon yielded unexpected results after they introduced a drop of dark
energon. It mutated into a energy virus that transforms the infected into energon craving
monster that drains the energon from its victim while infecting it with the virus. The bot
now burns through energy a a rate of 5 points per day. The virus re-formats the mouth of
the bot to siphon energon out of the victim and bite for D2 base damage. Any successful
bite attack deals only 1 structure point, the remaining successes equal the amount of
energy points drained from the victim into the attacker. If the victim is not completely
drained, they remain alive, just infected and now a vampiric feeder. If the victim is
completely drained it dies and arises as a vampire Terrorcon.
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 (use air speed in atmosphere)
So how fast is my character:​​ Rough vehicle speeds for your transformation can be
calculated as follows: (battle mat translations)
Land = speed x30 kph (1 space per speed per round)
Water = speed x20 kph (1 space per speed per round)
Air = speed x300 kph (2 spaces per speed per round)
Space = speed x C (speed of light) (2 spaces per speed per round)

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. However, you may not spend more spark on a
roll than the total dice you are rolling. A starting character begins with 10 spark.
You will gain 10 to 50 spark points for each completed adventure depending on
how difficult you GM decides the adventure was. 10 would be simple, 50 very difficult
(battling Unicron might warrant 100).
You will gain 1 spark point for every natural 12 you roll
Spark points may be spent in the following ways:
50 spark x current number to raise a protocol 1 point
500 spark x current number to raise a stat 1 point
300 spark x current number to change your size class 1 step
200 spark to add a weapon slot
200 spark to add an option slot
200 spark to change your function
500 spark to change your grade
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 with in
him​ is​​ the Prime. In order to possess the Matrix an Autobot must meet the following 3
criteria:
They must be of command function
They must have a minimum courage stat of 8
They must be at least Mass Index 5
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.
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. The rules for generating human player characters are as follows:
All humans are mass index 2 (1.5 to 2.5 meters tall)
Lift capacity = STR x 100 in lbs.
Grade is Human but still choose a function.
Humans start with 30 protocol points + INT & SKL
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, so long as they eat
twice a week and drink water once every 3 days, and can breathe)
A few notes on playing humans-​​ Humans in direct combat with other
mechanical based lifeforms quickly expire. But before you think there is no reason to
play humans or it would be unwise, there are a few points that make playing humans not
only possible but rewarding. To the majority of Decepticons humans are literally ignored.
As humans are barely above the other organic vermin scurrying around this planet, the
Decepticons then to just ignore them unless they are in a position to expose them. Now
while the human military poses no real threat to the Decepticon war engine, having to
take on the armies of Earth would be time consuming and set their time tables back, as
well as draw the attention of the Autobot forces (whom they actually view as a
threat).Typically if a Vehicon trooper is assigned a duty other than keeping the human
population out or unaware, most of them will just ignore the pest (“Hey Thrust, was that a
human that just scurried past the security console?” “Forget about it Dirge, I'll call an
exterminator drone to kill it later.”). As well as being ignored by the Cons, humans are
able to go anywhere they want on Earth with out arousing suspicion. Since Autobots and
Decepticons both find it in their best interest to keep their presence a secret, human
characters don't have to worry about staying in disguise to move about on this planet.
When combat does break out, the Cons will be more focused on the Autobot forces than
any humans scrambling about. When they do deem the humans as significant, the smaller
humans have the advantage in stealth and hiding, as well as being a small and difficult
target to hit (+1 TN for every mass index level below the attacker). Humans also gain an
additional +1 Tn to be hit by Cybertronian weapons or detected by their sensors due to
the fact that we are not made of metal and most Cybertronian systems seem to use this to
target.
Drones-
Not all machines are sentient, Cybertronians use a variety of semi-sentient robots
to do menial tasks. The construction of drones follows their own rules. Drone have their
own grade and have 35 points to spend on their primary stats. Drones each have a
function and a maximum Mass index of 2. Drones have only 10 points for protocols as
they highly specialized. A counterpoint to drones, primitive Cybertronian lifeforms may
be upgraded and trained to act as drones. However these utilize the primal grade instead
of drone grade but have the drone’s access to 10 protocol points in training added to the
usual INT plus ALL they have in the wild.

Drone Grade:
-3 to INT
+3 to END
Free gestalt pod

Sample Drones-
Repair Drone - Grade: Drone Function: Mechanic
STR 4 INT 3 SPD 4 END 8 RNK 1 COR 4 FPR 6 SKL 6
Armor: 1 Structure: 4 Energy: 80 Mass index: 1
Awareness-3 Interface-5 Repair-6 Defense-3 Fire combat-3
Acid repeater Gestalt pod Tool pod Micro-factory pod Multi-pod

Exterminator Drone- Grade: Drone Function: Warrior


STR 5 INT 1 SPD 4 END 7 RNK 1 COR 4 FPR 6 SKL 6
Armor: 8 Structure: 9 Energy: 70 Mass index: 2
Awareness-4 Melee-2 Fire combat-4 Pilot-2 Tracking-4
HVY Blaster D4 Melee D6 Gestalt pod Armor pod

Sensor Drone- Grade: Drone Function: Scout


STR 3 INT 2 SPD 8 END 5 RNK 1 COR 4 FPR 6 SKL 6
Armor: 5 Structure: 6 Energy: 50 Mass index: 2
Awareness-4 Diplomacy-2 Linguistics-2 Tracking-4 Stealth-4 Fire Combat-4
Laser Pod D2 Gestalt pod (x2)sensor pods Stealth pod
Quintessons-
The Quintessons were small, techno-organic, squid-like creatures. Physically
frail, easily injured, and extremely cowardly, the Quintessons themselves were rarely
seen, and did most of their dirty work through various proxies, willing or unwilling.
When the Quintessons did need to expose themselves to further their own ends, they
frequently encased themselves in mechanical suits styled after their various slave
races, often claiming to be representatives of other races. At some point after the
creation of the first Transformers,Quintus Prime left Cybertron to seed other worlds
in the universe with life with the Emberstone in the hopes that other peaceful,
space-faring civilizations would one day contact Cybertron to form friendly alliances.
Among his earliest creations were the Quintessons. So that didn't work out too well.
After creating the Quintessons, Quintus Prime was never heard from again: Alpha
Trion idly speculated that the Quintessons may have killed their creator.
The rules for generating Quintesson player characters are as follows:
All Quintesson are mass index 2 (1.5 to 2.5 meters tall)
Lift capacity = STR x 100 in lbs.
Grade is Quintesson but still choose a function.
Quintessons start with 30 protocol points + INT & SKL
Quintessons automatically start with a Multi-pod and a Gestalt pod
No starting weapons, use gear instead
Starting armor = 2
Structure = STR + END
Energy – END x 10

Mechanical Life
Life in the universe is 60% mechanical, with only 30% biological and the remainder
mineral, energy or any of the other fringe life types. It is said the 13 original prime
(particularly Quintus) are responsible for the spread of life across the cosmos. There are
even planets that Cybertronians have colonized spread throughout universe. From the
speed obsessed Velocitron, to the all female Cadimus
founded by Solus Prime. Even Cybertron has mechanical
life less sentient than the dominant Cybertronians. From
the turbo-foxes of the Rust Sea, to the petro-rabbits of the
Acid Wastes, animalistic mech-life exists on Cybertron
as well as across the universe. These mechanic beasts
share portions of their protomatter and gestate young
either internally or in egg-like pods. All are typically
non-transforming, primal grade beasts only concerned with feeding and reproduction.
They possess limited intelligence and only INT + SKL in protocols typically revolving
around survival. Some Cybertronians will adopt these creatures and train them (add 10
protocol points of your choice) or even upgrading them with higher INT and full
Nano-morphic abilities.
Transportation Equipment-
Decepticon battle cruiser (Nemesis)-​​ SPD: 6 Armor: 20
Structure: 500
Energy: 300 Crew: 100 Space-bridge unit
Tractor beam: 7 STR (@MI:7) Plasma cannons: 25 base damage

Autobot shuttle-​​ SPD: 8 Armor: 10 Structure: 200


Energy: 100 Crew: 10 Belly guns: 10 base damage
Emergency escape pod: SP: 3 AR: 4 ST: 10 E: 40

The Jackhammer-​​ SPD: 8 Armor: 10 Structure: 100


Energy: 100 Crew: 10 Belly guns: 10 base damage
Missile pods: 8 base damage Shots: 12

Space Bridges-​​ Space bridges are a form of interplanetary transport, allowing


Transformers to move from one planet to another almost instantaneously without the
need for a spacecraft, via a "shortcut" through the extra-dimensional realm of transwarp
space. Early models required machinery at both ends of the bridge to open a stable
dimensional portal, but later iterations of the technology consisted only of a generator at
the departure point, which could open bridges to the desired location without the need of
a receiver at the other end. These generators consume 10 points of energy per round.
Smaller versions (called ground bridges) have only planet-wide range at half the energy
cost.

Cybertronian excavator-​​ SPD: 3 Armor: 6 Structure:100


Energy: 100 Crew: 2 Drill: D10
Sensors x2

Cybertronian Special Equipment-

Apex Armor-​​ The Apex Armor is one of the relics of the Thirteen, or an armor of
Decepticon Design (it depends on who you ask). While normally compacted in a disk,
when placed over a Transformer's chest it will expand into a huge set of armor
impervious to any attack, as well as enhance the wearer's strength. Though built for
Cybertronians, the artifact can also be used by humans, forming a proportionally smaller
but no less invincible set of armor. The armor when worn raises the equivalent mass
index by +1 (min 3, max 6) for lifting and adds 10 armor points + 10 automatic successes
to all armor rolls.

Polarity Gauntlets-​​ Polarity gauntlets grant the user a powerful control over the forces
of magnetism. They can be used to draw objects to or push metal away from the wielder,
as well as magnetizing metal objects in various ways. For a race of beings made largely
out of metal such as the Transformers, such a weapon is a force to be reckoned with. The
devices were invented by the Decepticons during the Great War. These artifacts allows
the wearer to use magnetic to exert 10 STR, at mass index 5, at a range of 10 spaces.
Uses 5 energy per use from the wielder.

The Spark Extractor-​​ A spark extractor is a device that is used for pulling a
Transformer's spark out of its mechanical body. This process can be accomplished even
against the will of the target Transformer (as was, in fact, the norm). Once removed from
its body, a Transformer's spark is more or less helpless. When an extractor is near a
Transformer and activated, even before the spark emerges, the Transformer often appears
to be stunned or dazed such that they find it difficult to resist. The extraction itself is
quite fast, taking well under 10 rounds in most cases. Extractors are therefore quite
effective as weapons, requiring only that the victim be momentarily immobilized in order
for the extractor to do its work.

The Immobilizer-​​ A powerful experimental weapon, the Immobilizer can be used to


freeze Autobots in their tracks. It functions by removing the target from the time flow.
This of course, renders the target both immobile and indestructible. Uses 5 energy per
shot from the wielder.

Cortical Psychic Patch-​​ Shockwave developed the cortical psychic patch during the
Great War. It is a procedure through which the mind of one Transformer can be joined
with another, using a cable connected directly between the two Transformers' brains. By
this means, the victim's memories can be viewed by both parties, allowing information to
be extracted, though it appears to be a read-only arrangement. The procedure was banned
by the Autobots, though there are a substantial number of texts on the subject available to
interested Autobot medics. An Autobot hooked to the system must roll a Cor test vs the
operator's interface protocol (TN 6) each round to resist.
Cybertronian Artifacts-

The Energon Harvester-​​ An Energon Harvester was used by the Ancients to harvest
energon. As energon flows in the bodies of all Transformers, the Harvester can be a
deadly weapon in Decepticon hands. It can absorb up to 1000 energy points at a range of
10 spaces.

The Key to Vector Sigma-​​ This is the only object capable of powering up Vector Sigma,
the supercomputer in Cybertron's core that links to the essence of Primus. Only Vector
Sigma is capable of refilling an emptied Matrix.

The Star Sabre (Dark Star Sabre)-​​ Wielded by Prima, one of the original Thirteen
Transformers at the dawn of time, the Star Saber sword was a weapon unlike any other.
Though several other swords throughout the ages share its name, only one could snuff out
stars and crumble the stuff of planets into dust. Many legends swirl around this blade of
blades, from its origin to it its precise nature to the circumstances surrounding its
disappearance into the annals of history, but somewhere between fiction and fact, the Star
Saber waits to be discovered again by one worthy enough to wield its power... Dealing
STR+8 damage it is a force to be reckoned with, even more so if you factor in its wave
attack that deals STR+5 damage at a range of 10 spaces.
The​ Dark Star Saber​​ is a sword made from pure Dark Energon. Intended to be a
dark counterpart of the Star Saber itself, this blade possesses all the powers of the original
blade, and is Rumored to be even stronger than its counterpart. Unlike the original blade
the Dark Star Saber doesn't require a Prime to activate its powers.

The Forge of Solus Prime-​​ The Forge of Solus Prime is the symbol of office of the
master-artificer of the Thirteen. Oddly, it is not actually a forge in the classic sense, but
rather a hammer the size of which suggests that Solus Prime and her brothers towered
over modern Cybertronians.
Utilizing the power of a miniature neutron star at its very heart, the forge operates
through the convergence of “magic” and science. It is not known just how powerful the
forge is, but it is believed that it can be used to make anything out of anything, with the
possibilities only being limited by the skill and knowledge of the Prime wielding it. The
forge was used to craft all other artifacts of the Thirteen, and is noted to be one of the few
things which could craft the core components of a Cybertronian body from scratch.
Although largely incapable of forging anything when not in the hand of a Prime, its
power can certainly be used to pack a​ slagging huge​ wallop that's second only to the Star
Saber (STR+5). The thing is so heavy that only a select few have the strength to carry it
without any difficulty.

The Omega Lock & Omega Keys-​​ Eons ago, the life-force of Primus was divided into
the four Omega Keys and scattered across the galaxy. The​ Omega Lock​​ is the device that
the Keys join with to reawaken Primus's power. The Omega Lock was located in the Rust
Sea, disguised as a nondescript object in the barren wastes. When the four Omega Keys
were brought to it, however, its true nature was revealed. The ground transformed and
pillars rose from the ground, forming a portal. Optimus prime described it as a link to the
AllSpark.

The Requiem Blaster-​​ The Requiem Blaster is a powerful weapon of the Thirteen that is
able to draw power from a quasar's sound waves, a supernova's thermal energy, or a black
hole's gravity. The blaster is massive enough to have its own gravity and is far too large
for a modern transformer to wield or even pull the trigger.
The former archivist Optimus Prime has never encountered any record of anyone
surviving a direct hit from the Requiem Blaster. It might just be the most powerful
weapon ever.

The Phase Shifter-​​ The phase shifter is an Iacon relic that grants the user the ability to
pass through solid objects. It works intuitively, allowing the user to phase through objects
or not depending on the needs of the situation.
The Autobot Matrix of Leadership-​​ see the Matrix section.
Sample characters & generic foes-
Autobots
Optimus Prime
Allegiance: Autobot
Function: Autobot Commander
Grade: Commercial
STR: 10 Armor: 16
INT: 10 Structure: 60
SPD: 8 Energy: 200
END: 10 Mass index: 5(6 Beast Hunters)
RNK: 10 Initiative: 9+
COR: 10 Spark: 10
FRP: 10
SKL: 10
Protocols-
Awareness 8 Athletics 6
Deduction 8 Brawling 8
Diplomacy 10 Defense 8
Engineering 4 Demolitions 2
History 10 Fire Combat 8
Interface 4 Gunnery 6
Interrogation 2 Melee Combat8
Intimidation 8 Perform
Linguistics 2 Pilot 6
Repair 4 Stealth 4
Sciences 6 Tactical Combat 4
Subterfuge 2 Tracking 2
Current Alt form: Peterbuilt semi-tractor (experimental military heavy truck [Beast])
Weapon Pods Option Pods
HVY blaster D6 Matrix of leadership
(x2)Melee D13 Communication
Star Sabre(ex) Holster
(Flight pod [Beast Hunters])
Arcee
Allegiance: Autobot
Function: Warrior
Grade: Standard
STR: 5 Armor: 5
INT: 5 Structure: 17
SPD: 7 Energy: 75
END: 9 mass index: 2
RNK: 5 Initiative: 6+
COR: 8 Spark: 10
FRP: 6
SKL: 7
Protocols-
Awareness 2 Athletics 2
Deduction 2 Brawling 5
Diplomacy 2 Defense 5
Engineering Demolitions
History Fire Combat 5
Interface Gunnery
Interrogation Melee Combat4
Intimidation 2 Perform
Linguistics Pilot 2
Repair 2 Stealth 3
Sciences Tactical Combat
Subterfuge 2 Tracking 2
Current Alt form: Motorcycle
Weapon Pods Option Pods
HVY Blaster D4 Booster pod
Melee D8 Communication
Holo pod
Bulkhead
Allegiance: Autobot
Function: Warrior
Grade: Commercial
STR: 10 Armor: 16
INT: 4 Structure: 45
SPD: 4 Energy: 100
END: 10 Mass index: 4
RNK: 5 Initiative: 4+
COR: 7 Spark: 10
FRP: 4
SKL: 6
Protocols-
Awareness 2 Athletics 4
Deduction Brawling 5
Diplomacy Defense 4
Engineering Demolitions 2
History Fire Combat 4
Interface Gunnery 2
Interrogation Melee Combat5
Intimidation 4 Perform
Linguistics Pilot 2
Repair 2 Stealth 2
Sciences Tactical Combat 2
Subterfuge Tracking
Current Alt form: Humvee
Weapon Pods Option Pods
HVY Blaster D5 Communication
HVY Melee D15 Tool Pod
Bomb Rack D8 Sensor
Ratchet
Allegiance: Autobot
Function: Mechanic
Grade: Commercial
STR: 7 Armor: 11
INT: 10 Structure: 25
SPD: 6 Energy: 80
END: 8 Mass index: 4
RNK: 8 Initiative: 8+
COR: 7 Spark: 10
FRP: 7
SKL: 10
Protocols-
Awareness 8 Athletics 2
Deduction 8 Brawling 4
Diplomacy 4 Defense 7
Engineering 8 Demolitions 5
History 6 Fire Combat 7
Interface 6 Gunnery 6
Interrogation 2 Melee Combat7
Intimidation 4 Perform
Linguistics 6 Pilot 3
Repair 10 Stealth 2
Sciences 8 Tactical Combat 2
Subterfuge Tracking 4
Current Alt form: Ambulance
Weapon Pods Option Pods
Blaster D2 Tool(x2)
Melee D9 Sensors(x2)
Communication
Bumblebee
Allegiance: Autobot
Function: Scout
Grade: Standard
STR: 6 Armor: 6
INT: 5 Structure: 14
SPD: 8 Energy: 85
END: 8 Mass index: 3
RNK: 5 Initiative: 6+
COR: 8 Spark: 10
FRP: 6
SKL: 6
Protocols-
Awareness 4 Athletics 4
Deduction 2 Brawling 4
Diplomacy 2 Defense 4
Engineering Demolitions
History Fire Combat 4
Interface Gunnery
Interrogation Melee Combat5
Intimidation Perform
Linguistics 2 Pilot 2
Repair 2 Stealth 4
Sciences Tactical Combat
Subterfuge Tracking 2
Current Alt form: 2010 Chevy Camero
Weapon Pods Option Pods
Blaster D2 Sensor(x2)
Melee D8 Booster
Stealth
Communication
Wheeljack
Allegiance: Autobot
Function: Warrior
Grade: Standard
STR: 7 Armor: 8
INT: 6 Structure: 25
SPD: 7 Energy: 85
END: 8 Mass index: 3
RNK: 5 Initiative: 6+
COR: 10 Spark: 10
FRP: 8
SKL: 8
Protocols-
Awareness 2 Athletics 4
Deduction Brawling 4
Diplomacy Defense 4
Engineering 4 Demolitions 6
History Fire Combat 2
Interface Gunnery
Interrogation 2 Melee Combat4
Intimidation 2 Perform
Linguistics Pilot 4
Repair 2 Stealth 3
Sciences Tactical Combat 4
Subterfuge Tracking
Current Alt form: 2011 Lancia New Stratos
Weapon Pods Option Pods
Blaster D2 Sensors
Bomb Rack D8 Communication
Swords(ex) D9 Holster
Smokescreen
Allegiance: Autobot
Function:Warrior
Grade: Performance
STR: 6 Armor: 8
INT: 6 Structure: 24
SPD: 10 Energy: 80
END: 8 Mass index: 3
RNK: 4 Initiative: 8+
COR: 7 Spark: 1
FRP: 6
SKL: 6
Protocols-
Awareness 2 Athletics 2
Deduction 2 Brawling 2
Diplomacy 2 Defense 4
Engineering Demolitions 2
History 4 Fire Combat 4
Interface Gunnery 2
Interrogation Melee Combat4
Intimidation Perform
Linguistics Pilot 4
Repair 2 Stealth 4
Sciences Tactical Combat 2
Subterfuge Tracking
Current Alt form: McLaren MP4-12C sports car
Weapon Pods Option Pods
Blaster 2D Booster pod
Melee 8D
Ultra Magnus
Allegiance: Autobot
Function: Command
Grade: Commercial
STR: 10 Armor: 16
INT: 6 Structure: 60
SPD: 8 Energy: 100
END: 10 Mass index: 5
RNK: 9 Initiative: 7+
COR: 10 Spark: 10
FRP: 10
SKL: 8
Protocols-
Awareness 8 Athletics 6
Deduction 6 Brawling 8
Diplomacy 4 Defense 7
Engineering 2 Demolitions 5
History 4 Fire Combat 7
Interface 2 Gunnery 4
Interrogation 6 Melee Combat8
Intimidation 8 Perform
Linguistics 3 Pilot 5
Repair 4 Stealth 4
Sciences 4 Tactical Combat 6
Subterfuge 2 Tracking 4
Current Alt form: Cab-over Flatbed Truck
Weapon Pods Option Pods
(x2)HVY Blaster D6 Communication
Melee D13 Tool Pod
(ex) Baster Shotgun D7 Holster
Missiles D8
(Forge of Solus Prime D16 [Beast Hunters])
Cliffjumper
Allegiance: Autobot
Function: Scout
Grade: Standard
STR: 7 Armor: 6
INT: 6 Structure: 25
SPD: 7 Energy: 80
END: 8 Mass index: 3
RNK: 4 Initiative: 6+
COR: 7 Spark: 10
FRP: 6
SKL: 7
Protocols-
Awareness 2 Athletics 4
Deduction Brawling 4
Diplomacy 2 Defense 4
Engineering Demolitions 1
History 2 Fire Combat 4
Interface Gunnery 2
Interrogation 2 Melee Combat4
Intimidation 2 Perform
Linguistics 2 Pilot 2
Repair 2 Stealth 3
Sciences Tactical Combat
Subterfuge Tracking 2
Current Alt form: Plymouth Barracuda
Weapon Pods Option Pods
Blaster D2 (x2)Sensors
Melee D9 Booster pod
Communication
Tailgate
Allegiance: Autobot
Function: Scout
Grade: Standard
STR: 7 Armor: 6
INT: 6 Structure: 25
SPD: 7 Energy: 80
END: 8 Mass index: 3
RNK: 4 Initiative: 6+
COR: 7 Spark: 10
FRP: 6
SKL: 7
Protocols-
Awareness 2 Athletics 4
Deduction Brawling 4
Diplomacy 2 Defense 4
Engineering Demolitions 1
History 2 Fire Combat 4
Interface Gunnery 2
Interrogation 2 Melee Combat4
Intimidation 2 Perform
Linguistics 2 Pilot 2
Repair 2 Stealth 3
Sciences Tactical Combat
Subterfuge Tracking 2
Current Alt form: Dodge Challenger
Weapon Pods Option Pods
Blaster D2 (x2)Sensors
Melee D9 Booster pod
Communication
Decepticons
Megatron
Allegiance: Decepticon
Function: Command
Grade: Military
STR: 10 Armor: 18
INT: 10 Structure: 54
SPD: 10 Energy: 100
END: 10 Mass index: 6
RNK: 10 Initiative: 10+
COR: 10 Spark: 10
FRP: 10
SKL: 10
Protocols-
Awareness 8 Athletics 8
Deduction 6 Brawling 8
Diplomacy 4 Defense 10
Engineering 4 Demolitions 6
History 8 Fire Combat 10
Interface 4 Gunnery 8
Interrogation 8 Melee Combat8
Intimidation 10 Perform 2
Linguistics 6 Pilot 6
Repair 4 Stealth 6
Sciences 6 Tactical Combat 8
Subterfuge 5 Tracking 4
Current Alt form: Cybertronian Strato-fighter
Weapon Pods Option Pods
Fusion Cannon D15 Armor pod
Melee D13 Communication
Dark Star Sabre(ex) Booster pod
Flight pod
Holster pod
Starscream
Allegiance: Decepticon
Function: Command
Grade: Performance
STR: 6 Armor: 6
INT: 8 Structure: 26
SPD: 10 Energy: 80
END: 8 Mass index: 3
RNK: 9 Initiative: 9+
COR: 4 Spark: 10
FRP: 8
SKL: 9
Protocols-
Awareness 4 Athletics 6
Deduction 3 Brawling 4
Diplomacy 8 Defense 7
Engineering 3 Demolitions 3
History 3 Fire Combat 6
Interface 3 Gunnery 6
Interrogation 8 Melee Combat4
Intimidation 5 Perform
Linguistics 2 Pilot 6
Repair 3 Stealth 8
Sciences 5 Tactical Combat 6
Subterfuge 7 Tracking 3
Current Alt form: General Dynamics F-16 Fighting Falcon
Weapon Pods Option Pods
Missiles D9 Booster pod
Melee D9 Flight pod
Blaster D3 Sensors
Communication
Soundwave
Allegiance: Decepticon
Function: Espionage
Grade: Military
STR: 7 Armor: 10
INT: 10 Structure: 27
SPD: 8 Energy: 100
END: 10 Mass index: 3
RNK: 9 Initiative: 9+
COR: 8 Spark: 10
FRP: 6
SKL: 10
Protocols-
Awareness 7 Athletics 6
Deduction 8 Brawling 4
Diplomacy 8 Defense 8
Engineering 4 Demolitions 2
History 8 Fire Combat 5
Interface 10 Gunnery 8
Interrogation 8 Melee Combat6
Intimidation 8 Perform 6
Linguistics 10 Pilot 5
Repair 4 Stealth 8
Sciences 8 Tactical Combat 8
Subterfuge 7 Tracking 6
Current Alt form: Predator B Drone
Weapon Pods Option Pods
Melee D10 (x2)Communication
Missiles D9 Sensors
Gestalt pod
Stealth
Multi-pod

Laserbeak - Grade: Drone Function: Scout


STR 3 INT 2 SPD 8 END 5 RNK 1 COR 5 FPR 6 SKL 6
Armor: 5 Structure: 6 Energy: 50 Mass index: 2
Awareness 4 Diplomacy 2 Linguistics 2 Tracking 4 Stealth 4 Fire Combat 4
Laser Pod D2 Gestalt pod (x2)sensor pods Stealth pod
Knockout
Allegiance: Decepticon
Function: Mechanic
Grade: Performance
STR: 6 Armor: 3
INT: 8 Structure: 9
SPD: 8 Energy: 80
END: 8 Mass index: 3
RNK: 8 Initiative: 8+
COR: 5 Spark: 10
FRP: 6
SKL: 9
Protocols-
Awareness 2 Athletics 4
Deduction 2 Brawling 2
Diplomacy 2 Defense 7
Engineering Demolitions
History Fire Combat 4
Interface 2 Gunnery
Interrogation 4 Melee Combat2
Intimidation 2 Perform
Linguistics Pilot
Repair 6 Stealth 4
Sciences 4 Tactical Combat
Subterfuge 3 Tracking
Current Alt form: Custom Kit Sports Car
Weapon Pods Option Pods
Blaster D2 Tool pod
Melee D8 Communication
Sensors
Booster pod
Shockwave
Allegiance: Decepticon
Function: Engineer
Grade: Military
STR: 8 Armor: 16
INT: 10 Structure: 42
SPD: 6 Energy: 100
END: 10 Mass index: 5
RNK: 9 Initiative: 8+
COR: 10 Spark: 10
FRP: 8
SKL: 8
Protocols-
Awareness 8 Athletics 6
Deduction 10 Brawling 6
Diplomacy 4 Defense 8
Engineering 10 Demolitions 6
History 7 Fire Combat 7
Interface 8 Gunnery 7
Interrogation 8 Melee Combat6
Intimidation 8 Perform
Linguistics 6 Pilot 4
Repair 7 Stealth 4
Sciences 10 Tactical Combat 7
Subterfuge 4 Tracking 4
Current Alt form: Cybertronian Tank
Weapon Pods Option Pods
Blaster Cannon D10 Tool pod
Melee D12 (x2)Sensors
(x2)Communication
Airacnid
Allegiance: Insecticon
Function: Command
Grade: Standard
STR: 5 Armor: 5
INT: 8 Structure: 16
SPD: 7 Energy: 85
END: 8 Mass index: 2
RNK: 9 Initiative: 7+
COR: 8 Spark: 10
FRP: 7
SKL: 10
Protocols-
Awareness 7 Athletics 8
Deduction 7 Brawling 6
Diplomacy 4 Defense 8
Engineering 4 Demolitions 2
History 2 Fire Combat 6
Interface 5 Gunnery 3
Interrogation 8 Melee Combat8
Intimidation 8 Perform 5
Linguistics 2 Pilot 3
Repair 4 Stealth 8
Sciences 6 Tactical Combat 7
Subterfuge 8 Tracking 4
Current Alt form: RAH-66 Stealth Helicopter
Weapon Pods Option Pods
Laser D2 Multi-pod
Melee D7 Stealth pod
Streamer (glue/webs) Vampire Infection
Breakdown
Allegiance: Decepticon
Function: Warrior
Grade: Commercial
STR: 10 Armor: 14
INT: 4 Structure: 60
SPD: 5 Energy: 100
END: 10 Mass index: 4
RNK: 3 Initiative: 4+
COR: 6 Spark: 10
FRP: 7
SKL: 5
Protocols-
Awareness 2 Athletics 4
Deduction Brawling 4
Diplomacy Defense 4
Engineering Demolitions 2
History Fire Combat 4
Interface Gunnery
Interrogation Melee Combat5
Intimidation 4 Perform
Linguistics Pilot 2
Repair 4 Stealth 2
Sciences Tactical Combat
Subterfuge Tracking 2
Current Alt form: Armored Security Truck
Weapon Pods Option Pods
HVY blaster D5 Sensors
HVY Melee D15 Tool pod
Communications
Dreadwing
Allegiance: Decepticon
Function: Warrior
Grade: Military
STR: 10 Armor: 16
INT: 6 Structure: 60
SPD: 8 Energy: 100
END: 10 Mass index: 5
RNK: 7 Initiative: 7+
COR: 10 Spark: 10
FRP: 10
SKL: 10
Protocols-
Awareness 6 Athletics 6
Deduction 4 Brawling 8
Diplomacy 4 Defense 8
Engineering Demolitions 5
History 8 Fire Combat 8
Interface 3 Gunnery 5
Interrogation 8 Melee Combat8
Intimidation 8 Perform
Linguistics 2 Pilot 4
Repair 3 Stealth 4
Sciences 3 Tactical Combat 8
Subterfuge 4 Tracking 4
Current Alt form: Lockheed Martin F-35 Lightning II
Weapon Pods Option Pods
Missiles D10 Booster pod
HVY Blaster D7 Sensor
Blaster Gatling(ex) D10 Holster
Skyquake
Allegiance: Decepticon
Function: Warrior
Grade: Military
STR: 10 Armor: 16
INT: 6 Structure: 60
SPD: 8 Energy: 100
END: 10 Mass index: 5
RNK: 7 Initiative: 7+
COR: 10 Spark: 10
FRP: 10
SKL: 10
Protocols-
Awareness 6 Athletics 6
Deduction 4 Brawling 8
Diplomacy 4 Defense 8
Engineering Demolitions 5
History 8 Fire Combat 8
Interface 3 Gunnery 5
Interrogation 8 Melee Combat8
Intimidation 8 Perform
Linguistics 2 Pilot 4
Repair 3 Stealth 4
Sciences 3 Tactical Combat 8
Subterfuge 4 Tracking 4
Current Alt form: Lockheed Martin F-35 Lightning II
Weapon Pods Option Pods
Missiles D10 Booster pod
HVY Blaster D7 Sensors
Broadsword(ex) D14 Holster
Makeshift
Allegiance: Decepticon
Function: Espionage
Grade: Standard
STR: 7 Armor: 5
INT: 7 Structure: 14
SPD: 7 Energy: 90
END: 9 Mass index: 3
RNK: 7 Initiative: 7+
COR: 7 Spark: 10
FRP: 7
SKL: 7
Protocols-
Awareness 4 Athletics 4
Deduction 4 Brawling 4
Diplomacy 4 Defense 4
Engineering 4 Demolitions 4
History 4 Fire Combat 4
Interface 4 Gunnery 4
Interrogation 4 Melee Combat4
Intimidation 4 Perform 6
Linguistics 4 Pilot 4
Repair 4 Stealth 4
Sciences 4 Tactical Combat 4
Subterfuge 4 Tracking 4
Current Alt form: varies
Weapon Pods Option Pods
Makeshift has a rare exo-frame that allows him to imitate the frame of another bot he
scans. He can then imitate that bot's appearance, vocal patterns, and current alt-mode.
The target's current weapon and option pods are also duplicated. The only limits on
duplication it seems is mass index is limited to the range of one higher or lower that his
base mass (3). This option takes up all of his pod spaces so he depends on those of his
targets to defend himself.
Vehicons
Allegiance: Decepticon
Function: Warrior
Grade: Military
STR: 6 Armor: 11(13)
INT: 6 Structure: 34
SPD: 8 Energy: 60
END: 8 Mass index: 3
RNK: 3 Initiative: 7+
COR: 5 Spark: 10
FRP: 7
SKL: 7
Protocols-
Awareness 2 Athletics 2
Deduction 2 Brawling 2
Diplomacy Defense 4
Engineering Demolitions 2
History Fire Combat 4
Interface 2 Gunnery 2
Interrogation 2 Melee Combat4
Intimidation 2 Perform
Linguistics Pilot 2
Repair 2 Stealth 2
Sciences Tactical Combat 3
Subterfuge 2 Tracking 2
Current Alt form: Sports car, Seeker jet, Helicopter, or Tank
Weapon Pods Option Pods
Blaster D3 communication
Melee D8 Plus Either:
Booster pod (if seeker)
Sensor pod (if Sports car or Helicopter)
Armor pod (if Tank)
Decepticon Miner
Allegiance: Decepticon
Function: Engineer
Grade: Commercial
STR: 7 Armor: 9
INT: 8 Structure: 24
SPD: 6 Energy: 70
END: 7 Mass index: 3
RNK: 3 Initiative: 7+
COR: 5 Spark: 10
FRP: 6
SKL: 8
Protocols-
Awareness 2 Athletics 2
Deduction 2 Brawling 2
Diplomacy Defense 4
Engineering 6 Demolitions 4
History Fire Combat 2
Interface 2 Gunnery 2
Interrogation Melee Combat2
Intimidation Perform
Linguistics 2 Pilot 2
Repair 4 Stealth 2
Sciences 2 Tactical Combat 2
Subterfuge 2 Tracking
Current Alt form: Mining Vehicle
Weapon Pods Option Pods
Blaster D2 Tool pod
Sensor
Hardshell
Allegiance: Insecticon
Function: Warrior
Grade: Primal
STR: 10 Armor: 16
INT: 5 Structure: 60
SPD: 6 Energy: 100
END: 10 Mass index: 4
RNK: 6 Initiative: 5+
COR: 10 Spark: 10
FRP: 7
SKL: 8
Protocols-
Awareness 6 Athletics 6
Deduction 2 Brawling 8
Diplomacy 2 Defense 8
Engineering 2 Demolitions 2
History Fire Combat 4
Interface Gunnery 2
Interrogation 4 Melee Combat8
Intimidation 8 Perform
Linguistics Pilot
Repair 2 Stealth 4
Sciences Tactical Combat
Subterfuge Tracking 6
Current Alt form: Rhino Beetle
Weapon Pods Option Pods
(x2)Melee D12 Armor pod
HVY Blaster D5 Flight pod
Missiles D8 Micro-factory
Insecticons
Allegiance: Insecticon
Function: Warrior
Grade: Primal
STR: 8 Armor: 14
INT: 3 Structure: 36
SPD: 8 Energy: 80
END: 8 Mass index: 3
RNK: 3 Initiative: 5+
COR: 8 Spark: 10
FRP: 6
SKL: 6
Protocols-
Awareness 2 Athletics 4
Deduction Brawling 4
Diplomacy Defense 4
Engineering 2 Demolitions
History Fire Combat 5
Interface Gunnery
Interrogation Melee Combat5
Intimidation 3 Perform
Linguistics Pilot 2
Repair 2 Stealth 3
Sciences Tactical Combat 3
Subterfuge Tracking
Current Alt form: Scarab-like insect
Weapon Pods Option Pods
(X2) Melee D7 Flight pod
Blaster D2 Micro-factory
Missiles D8
Bombshock
Allegiance: Insecticon
Function: Scout
Grade: Primal
STR: 7 Armor: 14
INT: 3 Structure: 34
SPD: 6 Energy: 80
END: 8 Mass index: 3
RNK: 3 Initiative: 4+
COR: 5 Spark: 10
FRP: 4
SKL: 6
Protocols-
Awareness 4 Athletics 6
Deduction 2 Brawling 6
Diplomacy Defense 6
Engineering 4 Demolitions 4
History Fire Combat 4
Interface Gunnery 2
Interrogation 4 Melee Combat6
Intimidation 4 Perform
Linguistics Pilot
Repair 2 Stealth 4
Sciences Tactical Combat
Subterfuge Tracking 6
Current Alt form: Scarab Beetle
Weapon Pods Option Pods
(X2) Melee D7 (x2) sensor
Blaster D2 Flight pod
Bomb rack D8 Micro-factory

Predacons-
Predaking
Allegiance: Predacon
Function: Command
Grade: Primal
STR: 10 Armor: 23
INT: 6 Structure: 80
SPD: 8 Energy: 100
END: 10 Mass index: 7
RNK: 10 Initiative: 7+
COR: 10 Spark: 10
FRP: 10
SKL: 8
Protocols-
Awareness 8 Athletics 8
Deduction 4 Brawling 8
Diplomacy 4 Defense 8
Engineering Demolitions 4
History Fire Combat 8
Interface Gunnery 2
Interrogation 8 Melee Combat10
Intimidation 10 Perform
Linguistics 2 Pilot
Repair 2 Stealth 4
Sciences Tactical Combat 8
Subterfuge 2 Tracking 8
Current Alt form: Dragon
Weapon Pods Option Pods
HVY Bite D19 Flight pod
Melee D16 Armor pod
Plasma Streamer D12 Holster
(x2)Missiles D12
Sword(ex) D16
Darksteel
Allegiance: Predacon
Function: Warrior
Grade: Primal
STR: 7 Armor: 16
INT: 5 Structure: 53
SPD: 8 Energy: 80
END: 8 Mass index: 6
RNK: 4 Initiative: 6+
COR: 6 Spark: 10
FRP: 7
SKL: 8
Protocols-
Awareness 2 Athletics 2
Deduction 2 Brawling 5
Diplomacy Defense 6
Engineering Demolitions
History Fire Combat 4
Interface Gunnery
Interrogation Melee Combat4
Intimidation 4 Perform
Linguistics Pilot 2
Repair Stealth 4
Sciences Tactical Combat 4
Subterfuge Tracking 4
Current Alt form: Ursagryph
Weapon Pods Option Pods
(2)Melee D11 Flight pod
Plasma Streamer D10 Grapple line
Skylinx
Allegiance: Predacon
Function: Warrior
Grade: Primal
STR: 7 Armor: 16
INT: 5 Structure: 53
SPD: 8 Energy: 80
END: 8 Mass index: 6
RNK: 4 Initiative: 6+
COR: 8 Spark: 10
FRP: 7
SKL: 7
Protocols-
Awareness 2 Athletics 4
Deduction Brawling 4
Diplomacy Defense 4
Engineering Demolitions 2
History Fire Combat 6
Interface Gunnery
Interrogation Melee Combat6
Intimidation 4 Perform
Linguistics Pilot 2
Repair Stealth 4
Sciences Tactical Combat 4
Subterfuge Tracking
Current Alt form: Gryphon
Weapon Pods Option Pods
(x2)Melee D10 Flight pod
Plasma Streamer D10 Holster
Bombs D10
Mace(ex) D11
Humans & Supporting Cast
Jack Darby
Allegiance: Autobot
Function: Scout
Grade: Human
STR: 5 Armor: N/A
INT: 7 Structure: 4
SPD: 6 Energy: N/A
END: 8 Mass index: 2
RNK: 4 Initiative: 7+
COR: 7 Spark: 10
FRP: 6
SKL: 7
Protocols-
Awareness 3 Athletics 4
Deduction 3 Brawling 2
Diplomacy 2 Defense 6
Engineering 2 Demolitions
History 1 Fire Combat 1
Interface Gunnery
Interrogation Melee Combat2
Intimidation Perform
Linguistics 2 Pilot 4
Repair 3 Stealth 4
Sciences 2 Tactical Combat
Subterfuge 3 Tracking 2

Weapons Gear
Cell Phone
Backpack
Bicycle
Miko Nakadai
Allegiance: Autobot
Function: Warrior
Grade: Human
STR: 4 Armor: N/A
INT: 5 Structure: 7
SPD: 9 Energy: N/A
END: 7 Mass index: 2
RNK: 2 Initiative: 7+
COR: 10 Spark: 10
FRP: 4
SKL: 9
Protocols-
Awareness 2 Athletics 4
Deduction 2 Brawling 3
Diplomacy 2 Defense 6
Engineering Demolitions 2
History 2 Fire Combat 2
Interface Gunnery
Interrogation Melee Combat2
Intimidation 2 Perform 5
Linguistics 3 Pilot 2
Repair Stealth 5
Sciences Tactical Combat
Subterfuge Tracking

Weapons Gear
Cellphone
Backpack
Electric guitar
Rafael “Raf” Esquivel
Allegiance: Autobot
Function: Engineer
Grade: Human
STR: 3 Armor: N/A
INT: 10 Structure: 3
SPD: 6 Energy: N/A
END: 8 Mass index: 2
RNK: 4 Initiative: 8+
COR: 8 Spark: 10
FRP: 3
SKL: 8
Protocols-
Awareness 6 Athletics 3
Deduction Brawling 2
Diplomacy 2 Defense 4
Engineering 6 Demolitions
History 3 Fire Combat
Interface 6 Gunnery
Interrogation Melee Combat
Intimidation Perform
Linguistics 3 Pilot
Repair 4 Stealth 3
Sciences 4 Tactical Combat
Subterfuge 2 Tracking

Weapons Gear
Cellphone
Backpack
Laptop computer
Special Agent William Fowler
Allegiance: Autobot
Function: Command
Grade: Human
STR: 7 Armor: N/A
INT: 7 Structure: 9
SPD: 5 Energy: N/A
END: 8 Mass index: 2
RNK: 8 Initiative: 6+
COR: 8 Spark: 10
FRP: 6
SKL: 7
Protocols-
Awareness 2 Athletics 4
Deduction 2 Brawling 4
Diplomacy 2 Defense 4
Engineering Demolitions 2
History 2 Fire Combat 4
Interface 2 Gunnery 2
Interrogation 2 Melee Combat4
Intimidation 2 Perform
Linguistics Pilot 4
Repair 2 Stealth 2
Sciences Tactical Combat 4
Subterfuge 2 Tracking 2

Weapons Gear
Hand gun D1 Cellphone
Assault rifle D1 Military vehicles
Military armor: armor 2
June Darby
Allegiance: Autobot
Function: Mechanic (nurse)
Grade: human
STR: 5 Armor: N/A
INT: 7 Structure: 4
SPD: 6 Energy: N/A
END: 7 Mass index: 2
RNK: 3 Initiative: 6+
COR: 6 Spark: 10
FRP: 2
SKL: 9
Protocols-
Awareness 2 Athletics 4
Deduction 4 Brawling 2
Diplomacy 4 Defense 6
Engineering Demolitions
History 4 Fire Combat
Interface 2 Gunnery
Interrogation 4 Melee Combat2
Intimidation 4 Perform
Linguistics 2 Pilot 4
Repair 6 Stealth 2
Sciences 2 Tactical Combat
Subterfuge 2 Tracking

Weapons Gear
Cellphone
Car
Silas (Leland Bishop)
Allegiance: Unaligned
Function: Warrior
Grade: Human
STR: 8 Armor: N/A
INT: 8 Structure: 9
SPD: 8 Energy: N/A
END: 10 Mass index: 2
RNK: 9 Initiative: 8+
COR: 8 Spark: 10
FRP: 7
SKL: 8
Protocols-
Awareness 4 Athletics 4
Deduction 2 Brawling 4
Diplomacy Defense 4
Engineering 4 Demolitions 2
History Fire Combat 5
Interface Gunnery 2
Interrogation 2 Melee Combat5
Intimidation 2 Perform
Linguistics Pilot 4
Repair 2 Stealth 2
Sciences 2 Tactical Combat 2
Subterfuge 2 Tracking 2

Weapons Gear
Assault Weapons D1 Tactical gear: Armor 2
Heavy Weapons D2 Assault vehicles
Communication gear
(Silas Breakdown: Use Silas's INT, RNK, COR &
SKL and Protocols & Breakdown's other Stats and
Nano-morphics)
Average MECH Soldier
Allegiance: Unaligned
Function: Warrior
Grade: Human
STR: 8 Armor: N/A
INT: 5 Structure: 5
SPD: 6 Energy: N/A
END: 8 Mass index: 2
RNK: 5 Initiative: 5+
COR: 6 Spark: 10
FRP: 7
SKL: 7
Protocols-
Awareness 4 Athletics 4
Deduction 2 Brawling 4
Diplomacy 2 Defense 5
Engineering 2 Demolitions 2
History Fire Combat 4
Interface 2 Gunnery 2
Interrogation 4 Melee Combat4
Intimidation 2 Perform
Linguistics Pilot 5
Repair 2 Stealth 2
Sciences Tactical Combat 2
Subterfuge 2 Tracking 2

Weapons Gear
Assault Weapons D1 Tactical gear: Armor 2
Heavy Weapons D2 Assault vehicles (armor 3/D2 weapons)
Communication gear
Scraplets
Allegiance: Unaligned
Function: Espionage
Grade: Primal
STR: 3 Armor: 3
INT: 2 Structure: 4
SPD: 5 Energy: 40
END: 4 Mass index: 1
RNK: 1 Initiative: 5+
COR: 8 Spark: 10
FRP: 2
SKL: 5
Protocols-
Awareness 2 Athletics 6
Deduction Brawling
Diplomacy Defense 6
Engineering Demolitions
History Fire Combat
Interface 2 Gunnery
Interrogation Melee Combat6
Intimidation 2 Perform
Linguistics 2 Pilot
Repair Stealth 6
Sciences Tactical Combat
Subterfuge 2 Tracking 3
Current Alt form:
Weapon Pods Option Pods
HVY Bite D4 +3TN to detect
Digestive Recharge (each success over the 1​st​ =1E)
Flight pod
Sharkticons
Allegiance: Quintesson
Function: Warrior
Grade: Primal
STR: 8 Armor: 11
INT: 2 Structure: 38
SPD: 8 Energy: 100
END: 10 Mass index: 3
RNK: 2 Initiative: 5+
COR: 4 Spark: 10
FRP: 6
SKL: 10
Protocols-
Awareness 6 Athletics 8
Deduction Brawling 6
Diplomacy Defense 4
Engineering Demolitions
History Fire Combat 2
Interface Gunnery
Interrogation Melee Combat6
Intimidation 4 Perform
Linguistics Pilot 2
Repair Stealth
Sciences Tactical Combat
Subterfuge Tracking 4
Current Alt form: Shark Creature
Weapon Pods Option Pods
HVY Bite D13 Sensor pod
Acid Streamer
HVY Laser D5
Quintessons
Allegiance: Quintesson
Function: Scientist
Grade: Quintesson
STR: 2 Armor: 2
INT: 10 Structure: 8
SPD: 2 Energy: 60
END: 6 Mass index: 2
RNK: 8 Initiative: 6+
COR: 4 Spark: 10
FRP: 3
SKL: 10
Protocols-
Awareness 6 Athletics 2
Deduction 5 Brawling
Diplomacy 4 Defense 2
Engineering 8 Demolitions 3
History 7 Fire Combat
Interface 8 Gunnery 4
Interrogation 4 Melee Combat
Intimidation 4 Perform
Linguistics 8 Pilot 4
Repair 6 Stealth 2
Sciences 10 Tactical Combat 5
Subterfuge 5 Tracking
Current Alt form: Unknown
Weapon Pods Option Pods
Multi-pod
Sensor pod
Tool pod
Gestalt pod
Name:
Allegiance:
Function:
Grade:
Primary stats- Secondary stats-
STR: Armor:
INT: Structure:
SPD: Energy:
END: Mass index:
RNK: Initiative:
COR: Spark:
FRP:
SKL:
Intelligence Protocols- Skill Protocols-
Awareness Athletics

Deduction Brawling

Diplomacy Defense

Engineering Demolitions

History Fire Combat

Interface Gunnery

Interrogation Melee Combat

Intimidation Perform

Linguistics Pilot

Repair Stealth

Sciences Tactical Combat

Subterfuge Tracking
Nano-morphics-
(a communications system with a 1500 kilometer range, an automated self repair system that can restore 1 structure point per day at a cost of 1 energy
point, a basic sensor suite that includes optic, audio, tactile and olfactory sensors as well as a passive infrared and a x10 telescopic option)
Current Alt form:

Weapon Pods Option Pods

Permission is granted to photocopy this page for purposes of game play

You might also like