TRANSFORMERS ROLE-PLAYING GAME
More Than Meets The Eye!

Version 2003.2.19

This is an adaptation of the 7th Sea game system for use as a Transformers Role-Playing Game. I jacked their system because it is the most cinematic, most superior point-based gaming system I have ever seen, and I feel fits the Transformers setting very well. Apart from the more extreme aspects of Transformers which come across as poorly conceived, this system strives to capture all of the qualities from every Transformer TV series all in one comprehensive role-playing game. Please note that these rules presume that you are relatively familiar with the various Transformers universes as well as role-playing games in general.


BASIC RULES

This section covers all of the major rules and terms you need to play the Transformers Role-Playing Game. It is highly recommended that all players read this entire section before beginning game play.


What it means to be a Transformer:
Transformers are more than just mere robots in disguise. They have a Spark, an organic soul of sorts, which operates on associative -- rather than digital -- logic. Their Spark is a plasma-based organic entity, sort of like a glowing ghost ball, which functions as the Transformer's brain and central nervous system. It links to their on-board computers and body systems, telling them what to do. It is what makes a Transformer different from a normal computer or machine.

This means that Transformers, unlike normal robots and machines, are not limited to what they have been programmed with. They can learn new things through observation, and need to be taught rather than programmed. While the bodies of Transformers are very different, the minds of Transformers are not that different from human intellects.

Since their bodies are mechanical, Transformers are effectively immortal. As long as their Spark has power and their body functions, they can operate without suffering any penalties for age over the course of millions of years. This means that Transformers tend to be a bit more patient than many shorter-lived life-forms, and tend to take life at a bit slower pace (on average).


Time:
Time is broken down into a very abstract system based on television cartoons. Any given encounter where something even somewhat significant is happening is called a Scene. An Segment is a collection of 2 to 5 Scenes that all take place in one particular area and/or time. An Episode is a collection of 2 to 5 Segments that go together to make a continuos plot.


Dice Rolls:
All dice rolls are made using 10-sided dice. Each dice roll has two statistics to it, the dice rolled (or unkept dice), and the kept dice, written as "XkY" where X is unkept dice and Y is kept dice. The rolled dice indicated how many dice you roll (obviously), and the kept dice indicates how many of those rolled dice actually count for the total of the roll. You want to roll high, and hence usually keep the highest dice results, although you may choose whichever dice you want to for your keep from a roll. Any time you roll a 10 on a die, it explodes: you add 10 to the roll and re-roll that die.

Example: On a 7k3 dice roll (7 unkept dice and 3 kept dice) the dice come up as 2, 3, 5, 6, 8, 9, and 10. Because a 10 was rolled, it is re-rolled, producing a 4, meaning the final roll for that die is a 14. If he had rolled another 10, he would have added 10 and re-rolled. The three highest dice rolls are 8, 9, and 14, which add up to 31. The result of this 7k3 dice roll is 31.

Sometimes a roll will have dice modifiers, either reducing or increasing either the number of kept or unkept dice or both for the roll. This is written in a similar fashion to dice rolls: +2k0 would mean you add two unkept dice to a roll, -0k1 would mean you have one less kept die on the roll, etc. Because of modifiers it is possible to have less dice rolled than are kept, which ends up meaning that you will be keeping all the dice you rolled and not end up with as high of a total as you could have. Any roll with either a unkept or kept dice of 0 or less automatically fails.

Example: On a 5k3 roll where you had a -2k0 penalty, the roll would become 3k3. If the same 5k3 roll had a -0k1 die penalty, it would become a 5k2 roll. If our 5k3 roll had a -3k0 penalty, it becomes a 2k3 roll.

Half dice are a bit more complicated. When the kept dice of a roll involve a half die, you need to half the result of one of the dice you keep from the roll, rounded down (usually you would want this to be the lowest die). If you have an unkept half die in the roll and have a kept half dice in the roll, treat the unkept half die as a whole unkept dice. For example, you would treat a roll of 3.5k2.5 as 4k2.5. If you have an unkept half die in a roll and do not have a kept half die in the roll you lose the extra unkept half die. For example, a roll of 5.5k3 would lose the extra unkept half die and be treated as a roll of 5k3.

Example: If you had 2.5k2.5 and a Concentration of 2 giving you a roll of 4.5k2.5, you would treat the roll as 5k3 but half the lowest kept die. So if you rolled 1, 2, 5, 7, and 8, you keep the 5, 7, and 8, but half the lowest of them, so the 5 becomes 2.5, which rounds down to 2 for a total of 17. If you had 5k3 with the same die results, your total would have been a 20, because you wouldn't have rounded the last die down.

You never roll more than 10 dice. If you would need to roll more than 10 dice, increase your keep instead by the number of dice you would be rolling over 10. For example, a 12k5 dice roll would become a 10k7 roll, since you have 2 dice over 10. If your keep would go over 10, add 10 to the roll for each die of keep you would have over 10, so if you would be rolling 15k9 it would become 10k14, which would then become 10k10 with a +40 to the roll: a truly ridiculously powerful dice roll.


Tech Specs:
Tech Specs are the basis of a Transformer's abilities, measuring their broad prowess in physical, mental, and all other activities. They are rated on a scale of 1 to 10. All dice rolls are based on a Tech Spec, with half the Tech Spec Level being the Dice of the Tech Spec. Most rolls have a number of unkept and kept dice equal to the Dice of the Tech Spec. For example, a Transformer with an Intelligence Tech Spec of 6 would have 3k3 for any Intelligence-based roll.

STRENGTH: The measure of a Transformer's ability to lift, press, and push physically. When rolling for unarmed or melee damage add a number of extra unkept dice equal to the Transformer's Strength Dice. Strength also determines the limit for the number of Character Points that may be spent on Robot-Mode Equipment.

INTELLIGENCE: Intelligence is measure of a Transformer's mental capacity to learn new things and process old ones. This Spec governs all things academic and logical, including computer usage. It is also used for Observation and Surprise Rolls. Your base TN to be hit is equal to your Intelligence. Intelligence is also used for Active Defense checks. Taunt checks are also made using Intelligence. Additionally, many Concentration rolls use Intelligence.

SPEED: Speed governs how many actions in a round a Transformer may perform. Initiative checks are made using Speed.

ENDURANCE: Endurance measures how resilient a Transformer is to damage, and how long they can continue to exert their self. Durability checks are made using Endurance.

RANK: This Tech Spec essentially dictates a Transformer's personality and presence. It is used for any social interaction rolls, including Persuasion and Authority rolls. It also defines the limit of the number of Character Points a Transformer may have in a single Transformation. Rank also determines a Transformer's place in the Chain-of-Command. Finally, the number of Energon Dice a character begins with is equal to their Rank Dice.

COURAGE: Courage defines how much damage a Transformer can take, as well as how well they stand up in the face of danger. Transformation Rolls are made using Courage. Finally, Courage is also used to make Intimidate Rolls.

FIREPOWER: Firepower measures how much punch is behind their ranged attacks. When rolling damage for non-melee Armament attacks a Transformer adds a number of unkept dice equal to their Firepower Dice to the damage roll. Firepower also determines how many Character Points may be spent on a single Armament as well as how many Armaments they may have.

SKILL: Skill is the measure of a Transformer's ability to carry out what they set out to do. Governs how well a Transformer can make maneuvers, attack targets, grab opponents, hide from sight, and so on. Additionally, many Concentration rolls use Skill.


Skillsets and Concentrations:
All characters have Skillsets which increase their chances at success for rolls. All Skillsets have specialties called Concentrations that measure what aspect of a Skillset your character is good at. How good you are at a Concentration is measured by its Level on a scale of 1 to 5 with 1 indicating proficient ability, 3 indicating expert ability, and 5 indicating amazing ability. When making a roll, the dice you roll is a total equal to the dice of the Tech Spec being used plus the Level in the appropriate Concentration. Your kept dice for the roll is equal to the dice of the Tech Spec the roll is based on.

If you do not have an appropriate Concentration for an action, add a +5 penalty to your Target Number for the roll or a +10 penalty if it is an Advanced Concentration. A few Concentrations can be used untrained, ignoring this penalty for Basic Concentrations or reducing it to +5 TN penalty for Advanced Concentrations. Some Concentrations, such as Observe, merely enhance rolls rather than enable them to occur. Like with Concentrations which can be performed untrained, there is no penalty for not having the Concentration when making a roll.


Target Numbers:
A Target Numbers (TN) determines what you need to roll above to be successful in a roll. The higher the TN, the harder a roll is to achieve.

TN   Difficulty Description

5   Mundane
10   Easy
15   Average
20   Hard
25   Very Hard
30   Heroic
35   Never Done Before
40   Never To Be Done Again

Opposed Rolls:
When you are going against another character in a Opposed Roll, each person makes dice rolls with TNs based on the other's Tech Spec. The TN is equal to 2.5 times the other character's Tech Spec, rounded down. Appropriate Concentrations may enhance the roll with unkept dice, but the subject suffers no penalty if they do not have the specific Concentration. If one person succeeds and the other doesn't, he obviously won the roll. If both succeeded, the one who rolled highest won the roll. If neither won or both people rolled the same result, the character who made the larger number of Boosts wins. If the roll and the number of Boosts are the same, the contest continues with no clear winner.


Boosts:
When you feel the TN for a roll is too easy or you want to produce an additional effect, you can opt to increase the TN by 5 by taking what is called a Boost. Because you made the roll harder, you get an increased benefit from the result. Creating more elaborate traps, pulling out some obscure but critical detail in a debate, performing actions faster than normal, and shooting weapons out of an opponent's hand is the kind of stuff that can be done with Boosts. Your GM will inform you how many Boosts are required to pull off a particular trick with a dice roll.

Boosts can produce many results, depending on the situation. These are some general things Boosts may be used for:

Each Boost taken produces one specific effect, although you may take multiple Boosts on a single roll to enhance the result in multiple ways.


Size:
In Transformers, the greater your Strength, the bigger of a robot you are and the greater amount of gear you can accommodate. Being big is usually best, but being small has its advantages as well. Generally, smaller characters are harder to hit, have a better ranged attack, and can hide easier because of their Size. Bigger characters have an easier time taking active defense, deal more melee damage, resist damage easier, and can intimidate targets easier because of their Size.

Your Size is equal to your Strength Tech Spec, but can be modified by Advantages and other aspects of your character. Human beings are Size 1.

SizePass.
Mod.
Active
Mod.
Ranged Attack
Mod.
Melee Attack
Mod.
Melee
Damage
Durab.
Mod.
Sneak
Mod.
Intim.
Mod.

0+5-5+5-50k0+0+5-5
1+4-4+4-40k0.5+1+4-4
2+3-3+3-30k0.5+2+3-3
3+2-2+2-20k1+3+2-2
4+1-1+1-10k1+4+1-1
5+0+0+0+00k1.5+5+0+0
6-1+1-1+10k1.5+6-1+1
7-2+2-2+20k2+7-2+2
8-3+3-3+30k2+8-3+3
9-4+4-4+40k2.5+9-4+4
10-5+5-5+50k2.5+10-5+5
 Pass. Mod. - The modifier to a character's Passive Defense
Active Mod. - The modifier to a character's Active Defense Rolls
Ranged Attack Mod. - The roll modifier to any Ranged Attack Roll
Melee Attack Mod. - The roll modifier to any Melee Attack Rolls
Melee Damage - How much base damage unarmed melee attacks cause
Durab. Mod. - The roll modifier to your Durability Rolls
Sneak Mod. - The roll modifier to Stealth and Shadowing Rolls
Intim. Mod. - The roll modifier to your Intimidate Rolls

Your height is roughly equal to your Size times 1.5 in meters, and your weight is roughly equal to your Strength times 200 in kilograms. A Transformer is of the same Size when transformed as they are in Robot-Mode unless a Size Change is part of their Transformation.

There are two additional special Sizes a Transformer may be. One is 0- and the other is 10+. Treat these Sizes as 0 or 10, but then apply additional modifiers, as listed below:

Size 0-
+5 Passive Defense
-0k1 to Active Defense
+0k1 on Ranged Attacks
-0k1 on Melee Attacks
-0k1 on Durability Checks
+0k1 on Stealth and Shadowing Rolls
-0k1 on Intimidate Rolls

Size 10+
+0k1 to Active Defense
+0k1 on Melee Attacks
0k3 for Unarmed Damage
+1k0 on Durability Checks
+1k0 on Intimidate Rolls

This is a list of examples for each Size for a rough guideline. This does not have to be followed exactly, but does work as a good starting point.

SIZE 0-
Beasts: Cat, Ferret, Frog, Parrot, Rabbit, Trout
Objects: Handgun, Laptop Computer
Vehicles: Radio-Controlled Toy Car
Robots: Laserbeak (from Armada)

SIZE 0
Beasts: Human Child, Dog, Tuna Fish
Objects: Hunting Rifle, Stereo System, Television
Vehicles: Big Wheels, Model Airplanes, Shopping Cart, Wheelchair
Robots: Minicons

SIZE 1
Beasts: Human Adult, Wolf
Objects: Desktop Computer
Vehicles: Go-Kart, Motorcycle
Robots: Laserbeak

SIZE 2
Beasts: Gorilla, Panther
Objects: Big-Screen Television, File Cabinet, Washing Machine
Vehicles: Geo-Metro, Golf Cart, Hi-Lo
Robots: Bumblebee, Cosmos, Rumble

SIZE 3
Beasts: Alligator, Dolphin, Horse, Pterodactyl, Tiger
Objects: Bed, Large Desk, Widescreen TV
Vehicles: Ferrari, Focus, Rickshaw, Volkswagon Beetle
Robots: Beachcomber, Cliffjumper, Gears, Ravage, Windcharger

SIZE 4
Beasts: Great White Shark, Sabertooth Tiger
Objects: Garbage Dumpster, Tollbooth
Vehicles: Jeep, Ranger, Saturn, Taurus
Robots: Bombshell, Brawn, Huffer, Kickback, Powerglide, Seaspray, Shrapnel, Warpath

SIZE 5
Beasts: Hippopotamus, Rhinoceros
Objects: Cray Supercomputer
Vehicles: Caravan, Explorer, Pickup Truck, Small Plane
Robots: Jazz, Mirage, Reflector

SIZE 6
Beasts: Elephant, Giraffe
Objects: ?
Vehicles: F-150, Navigator, Mini-Sub, Tart-Kart, Van
Robots: Bluestreak, Hound, Perceptor, Prowl, Sideswipe, Sunstreaker

SIZE 7
Beasts: Wooly Mammoth
Objects: ?
Vehicles: Ambulance, Hummer, Limousine, Semi-truck without Trailer
Robots: Skids, Skywarp, Starscream, Thundercracker

SIZE 8
Beasts: Triceratops
Objects: ?
Vehicles: Dump Truck, F-14 Tomcat, Little-Big Bus, M1 Abrams
Robots: Blaster, Cyclonus, Hot Rod, Ironhide, Kup, Ratchet, Shockwave, Soundwave

SIZE 9
Beasts: Tyrannosaurus Rex
Objects: ?
Vehicles: Bomber, Fire Engine, Greyhound Bus, Private Jet
Robots: Astrotrain, Galvatron, Swoop, Trailblazer

SIZE 10
Beasts: Whale
Objects: Doorway in Transformers building, Gate to an Estate
Vehicles: Airbus, Flying Fortress, Hook Crane, Oil Tanker, Semi-Truck with Trailer
Robots: Megatron, Optimus Prime, Six-Shot

SIZE 10+
Beasts: Blue Whale, Brontosaurus
Objects: Ancient Computer, Small House
Vehicles: 747, Space Shuttle, Submarine, Wrecking Crane
Robots: Grimlock, Optimal Optimus, Slag, Skyfire, Ultra Magnus

Transformers may ride on top of each other without penalty if they are one Size smaller than the Transformer they are riding.


Physical Limitations:
A character's Strength Tech Spec defines several of their limitations for physical actions such as throwing, lifting, and so on. For the sake of ease, the majority of masses and volumes in Transformers have been combined and abstracted into Size. Objects weigh an amount equal to their Size, and take up an amount of space equal to their Size as well. A character may lift objects of up to their Strength Tech Spec. They may pull an object of a Size equal to their Strength Tech Spec times 1.5, or push an object equal to their Strength Tech Spec times 2. A Transformer may throw an object they may lift a number of hexes equal to their Strength Tech Spec, minus a number of hexes equal to the Size of the object. Half all of these values if the Transformer is performing an action using one-hand.


Energon:
Energon is what Transformers live on. It provides them with the raw energy they need to operate. It powers their primary systems. It maintains the chemical reactions that keep their Spark from burning out. It is their life-energy to press their self beyond their limits. It is the abstraction of resources and the literal measure of power. For Transformers, Energon is both their food, water, oxygen, money and power all in one package, so understandably most power struggles for Transformers are fought over Energon resources.

Energon is stored in energy containers of several sizes. The smallest unit Energon may be stored in is the Energon Slip. 50 Energon Slips make up one Energon Cube, the basic unit of Energon. 5 Energon Cubes can be compressed together to make one Hypercube of Energon. Cubes and Hypercubes are Size 0 for purposes of storage and carrying. Energon is very explosive, causing a 1k1 Area-of-Effect blast per cube if it takes even a single point of damage.

To maintain proper power supply and working order, most Transformers must daily consume 3 Energon Cubes a day, although Concentrations and Advantages can modify this amount. If they fail to consume the proper amount, they must make an Endurance roll with a TN equal to 5 times the number of cubes they failed to consume. Failing this roll results in 1 point of Major Damage plus a half point for every 10 points they missed the roll by. A Transformer may spend a half Energon Die to prevent one point of Major Damage from starvation.

If your Energon consumption is less than 1, you only need to consume 1 Energon Cube and may go a number of days equal to 1 minus your consumption rate (i.e. a consumption rate of 0 would allow you to have one Cube every two days, since 1 minus -1 is 2).

Transformers are not terribly materialistic. Most Transformers are part of a large organization which compensates them in Energon Cubes for their loyalty and service, typically equal to their Chain-of-Command Level. Some Transformers work consumer jobs where their patrons compensate them in Energon. The majority of daily needs for survival and costs for Equipment upgrades are negligible and easily compensated for by their daily pay.

The only items that truly warrant mention are buildings, property, starships, space-stations, small moons, and other large possessions. After saving for years, only the most conservative of Transformers can afford such expenses. Typically Transformers who have control over such property gain it from service or conquest.

Finding new reserves of raw fuel that can be turned into Energon is very important to ambitious Transformers since it provides them with the resources to compensate an army, buy and build ships, or any other logistical concern. Likewise, since require Energon to live, Transformers who can control the Energon supply can control their fellow Transformer. Energon is the only true resource for Transformers.


Energon Dice:
Energon Dice measure character's ability to pull off powerful, heroic feats when needed. It is their ability to push their self beyond their limits and make extraordinary things happen. Energon Dice are partly a representation of a character's Energon reserves, but are also a representation of their mental/spiritual energy as well.

Energon Dice may be used for several things:

Your GM may reward you additional Energon Dice for performing something particularly cool, making everyone burst into laughter, or role-play your character unusually well. Having a highly-entertaining voice for your character and/or a highly-detailed explanation of your Transformation are usually worth at least a half Energon Die (only once per Episode, though).

Characters begin an Episode with a number of Energon Dice equal to half their Rank Tech Spec. NPCs also begin play with this same amount, but lose 1 Energon Die at the end of every Segment, representing that they have been using up their Energon Dice with whatever they had been doing for that Segment. Henchman use up 0.5 Energon Dice at the end of a Segment (unless they are a Dormant Transformer, in which case they have their own rules for Energon Dice consumption). Brutes do not receive Energon Dice.

At the end of an Episode unspent Energon Dice can be cashed in for extra Character Points.


Overpower Dice:
Energon can be consumed in large quantities to provide characters with Overpower Dice. Overpower Dice function exactly as Energon Dice for all purposes, except that they may not be cashed in at the end of the Episode for Character Points. If a Transformer consumes 3 Hypercubes of Energon, they may gain one additional Overpower Die. Transformers may normally retain one Overpower Die in this manner without penalty. If they retain 2 Overpower Dice in this manner they become disoriented with euphoria from the extra Energon, taking a -0k1 penalty on all Social and Observation Rolls. Additionally, if they have a Negative Personality Trait, the GM can call upon them to make a Courage Check TN 15 to avoid free activation of this Personality Trait for situations where it might be applicable. The dice penalty for Social and Observation Rolls increases to -0k2 if the Transformer has 3 Overpower Dice in their system, and any negative Personality Traits they have are considered to be active at all times. Transformers may not take more than 3 Overpower Dice.

Transformers may tap their emergency Energon reserve as a free action to gain extra Overpower Dice, but they take a 1 point of Major Damage per die gained when doing so. They must make a Courage roll with a TN equal to 5 times their current Major Damage. If they succeed, they gain the extra Overpower Die and take one point of Major Damage. If they fail, they do not gain the Overpower Die nor do they take the Major Damage.


Combat:
Conflict is a common part of the life of a Transformer. Often times combat will break out between Transformers, and when it does, these combat rules apply.

All combat take place during Scenes with the action being broken down into roughly ten-second periods called Rounds. Rounds are further broken down into several Phases. A single action typically takes 10 Phases to resolve. The specific number of Phases in varies with the speed of those engaged in combat. The space in which combat occurs is likewise broken down into six-sided sections called hexes, with each hex being roughly 25 meters in diameter.


Actions and Initiative:
When characters can act in a Round is based on their Initiative Roll results. Initiative Roll are made using the Dice of your Speed, added together as any other roll. This determines your Initiative for the round. Actions are taken starting with the highest current Initiative and moving down to the lowest. After a character takes an action, reduce their Initiative total by -10 Phases (minimum 0). Continue doing this until each character's Initiative is at 0.

Actions which occur on the same Phase are simultaneous. If it is very important to determine who goes first, the GM may allow all relevant parties to make a Contested Speed Check to determine who goes first.

Characters can take an action at the end of a Round to Prepare for the next round. When they do this, apply a +10 modifier to their Initiative for the next round.

The effects of some actions remain from one round to the next, and require Focus to maintain. For each effect that a character is maintaining, apply a -5 modifier to their Initiative total for the round.

Characters may opt to take a Held Action so they may react to events that may happen later in the round. In this case they immediately lower their Initiative by -10 Phases, but do not take their action. Whenever something occurs before their next action they may announce that they want to interrupt that occurrence and take their action. If they are trying to act before an event occurs the character must win a Contested Speed Check.

Characters may also opt to take a Readied Action. This is executed exactly as a Held Action, except that the character declares specifically what they intend to do if a specific situation occurs (i.e. I will strike at the first enemy to come through the airlock, etc.). Characters with Readied Actions automatically act before whatever situation they are ready for, unless that situation was also a Readied Action, in which case make a Contested Speed Check to determine who goes first. Characters may switch a Readied Action to a Held Action by reducing their Initiative by -5 points.

Last, characters may take Interrupt Actions by spending an Energon Die. In this case they automatically act whenever they want to, before whatever event they are trying to interrupt. However, the character's Initiative for the round is immediately reduced by -15 Phases. A character may only take one Interrupt Action per Round.


Passive Defense:
Your Passive Defense is what you use at all times against potential attackers. It is the TN an attacker must beat to successfully hit your character. You Base Defense is equal to your Intelligence plus your Size modifier. Passive Defense is based on your Base Defense plus the appropriate Defense Concentration times 5. For example, a character with a Base Defense of 6 and 3 Levels in Dodge has a Passive Defense of 21 (6 + 3 x 5 = 21). The following chart shows what Concentration is used when:

Concentration   When to Use

Dodge   Anytime when another Concentration doesn't apply
Block   As Dodge, but only if something can be used to block
Acrobatics   When making acrobatic moves (rolls, jumps, flips, etc)
Maneuvering   When piloting a vehicle (including Vehicle-Modes)
Grapple   When grappling or being grappled
Stunt-Driving   When making stunt moves with a vehicle (including Vehicle-Modes)

When prone, your character may not make any Passive Defense, but may make an Active Defense with two Boosts to the roll. Held and carried items use their Base Defense along with the Concentrations of whoever is using them for their Passive Defense. If you are using Acrobatics, Grapple, or Stunt-Driving on your action, or are using them as a result of another character's action, your Passive and Active Defense uses this Concentration until your next action.


Making Attacks:
An action may be spent to make either ranged or melee attacks against a target. Attacks are typically made using the Skill Tech Spec and a Concentration, such as Shooting, Strike, Brawling, Grapple, and so on. The TN of the attack is equal to the target's Passive Defense, as determined by that target's last action. If you roll over that, you hit the target, and they must either make an Active Defense or take damage.

Example: A character with a Skill Tech Spec of 8 and a Shooting Concentration of 3 decides to attack another Transformer with a Dodge Passive Defense of 22 and an Acrobatics Passive Defense of 27 using his Armament. He has an attack roll of 7k4 (4k4 for the Skill tech Spec Dice, 3k0 for the Concentration), which produces a result of 24. His target was last moving about normally, so the attack is against the target's Dodge Passive Defense, which in this case is a 22. The target has been successfully hit. Had the target been using Acrobatics for their last action this attack would have missed.

Active Defense:
Characters who have been successfully hit by an attack may still attempt to avoid the attack by making an Active Defense roll using the same Concentration that was being used for Passive Defense and their Intelligence Dice. If they succeed, they do not take any damage and do not have to make a Durability Check. If they fail they must make a Durability Check as normal. Immediately reduce the character's Initiative by -5 Phases. If they have a Held or Readied Action they may forfeit this action, take the Active Defense, then regain +5 Phases to their Initiative. You may subtract up to -5 from your Initiative from the next round if you want to take an Active Defense and have an Initiative of 0, and you may spend an Energon Die to make an Active Defense beyond that.


Durability Checks:
When a character takes damage, it gets added onto their Minor Damage total. They must immediately make a Durability Check using their Endurance (applying their Size modifier) with a TN equal to their current Minor Damage total. If they fail the roll they take 1 Major Damage plus 0.5 points of Major Damage for every 10 points they fail their roll by. The Minor Damage total is reset to zero whenever Major Damage is taken. Minor Damage also typically resets to 0 at the end of a Scene as well. Minor Damage remains with a character between Modes.


Major Damage:
Major Damage represents some serious harm that has befallen your character. Unlike Minor Damage, Major Damage remains until your character can be repaired, typically in-between Segments.

Heavy hits on a character cause them to be thrown about from the impact. When characters take Major Damage from a ranged effect they are blown back a number of hexes equal to the amount of Major Damage they took minus 1 (ignore half-points for these purposes). When they are hit by a melee effect they fall prone from the impact unless they can succeed in a Skill Roll with a TN equal to 15 times the Major Damage they took -1 (ignore half-points for these purposes), so that a character who took 2 points of Major Damage would have to make a Skill Roll against a TN of 15 or fall prone from the hit they took.

When you have taken an amount of Major Damage greater than half your Courage Tech Spec you are Fatigued, and none of your dice explode when you roll a 10. Additionally, you must make a Durability Roll with a TN equal to the total Major Damage you've taken times 5. If you fail you are Knocked Out. You are also Knocked Out when you have taken an amount of Major Damage greater than your Courage. If you are fortunate, you will either recover or wake up back at your ally's base, but you might end up in an enemy prison, or occupying several recycling bins.


Knocked Out:
When a character is Knocked Out, they are pretty much a sitting duck. Any attacks against them automatically succeed, and any Durability Checks made are treated as if they had rolled a 0. You may spend one Energon Die to recover from being Knocked Out, but this takes the entire Round. If you are repaired of one Major Damage you also recover from being Knocked Out, but again must spend the entire Round doing so. While recovering, you may not use Concentrations for either Passive or Active Defense. If you recover from being Knocked Out and have more Major Damage than your Courage, you take a -1k0 penalty on all rolls for each Major Damage you have above your Courage. For example, a Transformer who has 8 points of Major Damage and a Courage of 5 would suffer a -3k0 penalty on all rolls.


Death:
Transformers are very, very hard to kill. They can get blown to pieces, torn apart by their enemies, buried in an inactive volcano for 4 million years, and still make a recovery. Intense physical damage can effectively cripple a Transformer, causing them to take so many penalties that they hardly act. However, to truly kill a Transformer, you must extinguish their Spark.

When you have an amount of Major Damage equal to twice your Courage, you are crippled and dying, a pile of scattered pieces, and are effectively dead. You may not act whatsoever, and are pretty much just trying to keep your Spark online. If you do not receive serious assistance by the end of the Scene, your Spark is extinguished.

A Transformer may provide serious assistance by making a Fix or Repair roll with a TN equal to 5 times the amount of Major Damage greater than your Courage you have taken. For example, a character with a Courage of 6 who has taken 12 points of Major Damage would require a Fix or Repair roll with a TN equal to 30 (12 - 6 = 6, 6 x 5 = 30). If the Fix Concentration is used, the Transformer's Spark is stable enough to last out the Segment, but requires another roll at the beginning of a new Segment. If the Repair Concentration is used, the Transformer's Spark is stable enough to survive until the end of the Episode. A Transformer who manages to survive until the end of the Episode normally makes a full recovery (unless the Gamemaster says otherwise).

If you take an amount of Major Damage greater than twice your Courage, you are dead for good.


Transforming:
Perhaps the most-defining aspect of a Transformer is its ability to transform from a Robot into some other Mode. This is done for several potential reasons, from disguise from locals to protection from the environment to specialization for complicated tasks to better combat abilities to other less common designs. Whatever the case, Transformers all follow the same basic rules concerning their Transformation Modes.

The act of transforming typically requires a Transformer to spend one action doing nothing but transforming from one Mode to another, although some Transformers may take longer or even shorter time to transform depending on their Transformation Mode. You must make a Transformation Roll using your Courage with a TN equal to 5 times your current Major Damage total. You may transform one action faster (minimum 0) for every two Boosts taken with this roll. For every one action spent transforming you gain a +5 to the roll, but if you cannot transform after three actions, you must remain in your current form. If your Transformation takes place in 0 actions, you may perform another action but suffer a +5 TN penalty to any rolls made.

When in transformation Modes, Transformers take on a number of Properties based on what they transform into, typically including Size Changes, Tech Spec changes, and Equipment changes. All Robot-Mode Equipment is unusable when a Transformer changes out of Robot-Mode, but their new Mode may have Equipment as part of the Transformation, making up for the loss.

All Transformers transform into either a Beast, an Object, or a Vehicle. Generally, Beasts have only minimal restrictions, taking a -1k1 die to any roll requiring manipulations (such as picking up objects, opening doors, wrestling, typing, disarming a bomb, etc) and multiply their Movement by 2. Vehicles greatly lose their ability for manipulation, suffering a -3k3 penalty when a roll would require manipulations but multiply their Movement by 2 and gain the ability to maintain their velocity from action to action. Objects also take a -3k3 penalty for manipulations and lose all Movement, but still may take other actions without penalty.


Movement:
All tactical movement is performed in six-sided areas called hexes, each roughly 25 meters wide. Normally multiple Transformers may occupy a single hex, although the GM may set limits on this based on the situation. Typically combat occurs in an area at least a 1 km across (20 hexes), but sometimes it may be spread out over as much as a 5 km space (100 hexes) or even greater.

Movement speeds is measured in Movement ratings. This is the number of hexes they may move and still be able to take an action. Characters may move and then take an action or take an action and them move, but may not move, take an action, and then move again unless they make an Acrobatics or Stunt-Driving roll. Transformers may move twice their normal amount by spending their action just for movement (double move).

All Transformers have a Ground Movement rating in their Robot-Mode equal to 1 plus 1 for each Level in Sprinting Concentration. All Transformers have a water Movement rating in their Robot-Mode equal to 1 plus 1 for each Level they have in their Swimming Concentration.

Transformers may move in other ways, such as through the air or underground, using Propulsions they may have. Propulsions typically provide characters with alternative Movement Rates between 1 and 6 hexes which apply when a character is using that Propulsion.

Some terrains place Movement restrictions on characters, requiring additional Movement to travel through a hex. Likewise, some terrains provide characters with additional Movement, requiring them to move additional hexes as a result of built up speed.

Beast, Object, and Vehicle-Mode Transformers travel at different rates than they do in Robot-Mode, expressed in a Movement Multiplier on all Movement Rates. Beasts move at Movement x2, Objects move at Movement x0, and Vehicles move at Movement x3. This means that Beasts generally move faster than Robots, Vehicles move as fast as Beasts in short distances, and Objects do not move at all, although Objects are allowed to take very limited movement within their current hex.

Example: A Transformer with Sprinting 2 would have a Robot-Mode Movement of 3 (1 + 2 Levels of Sprinting = 3). In Beast-Mode the same Transformer would have a Movement of 6 (3 x 2 = 6). If that Transformer had a Vehicle-Mode Propulsion for Flight with a Quickness of 4, they would fly 15 hexes (1 + 4 Quickness = 5, 5 x 3 = 15).

Each Mode changes facings at different rates. Robots may turn freely as they move. Objects may spin in place as they see fit. Beasts must spend 1 point of Movement per hex facing they wish to turn. Vehicles may turn up to one hex facing per hex they move (or more using the Stunt-Driving Concentration). All Modes may turn in place freely if they are not otherwise moving.

Given the large amounts of open space that many fights can have, many Transformers will transform to close or increase distances in combat and transform back once they have the position they want.


Speed Modifiers on Combat:
It is harder to hit a faster target but harder for them to avoid being hit once they are, hence as you go faster the bonuses to Passive Defense and penalties to Active Defense increase. Moving fast puts a penalty on your attack rolls as well. Having a turreted weapon or an otherwise independently pivoting weapon (such as hand-held) reduces this penalty. Weapons that require no hands to use do not get the reduced penalty (unless they have a turret, of course). This penalty also applies to any melee attacks made that required movement to close to the target. The chart below illustrates all combat modifiers based on the number of hexes the character has moved:
Number of
hexes moved
Pass. Def.
Modifier
Active Def.
Modifier
Mounted
Attack Modifier
Held/Turreted
Attack Modifier

0+0-0+0+0
1+0-0+0+0
2+1-1-1+0
3+1-1-1+0
4+2-2-2-1
5+2-2-2-1
6+3-3-3-1
7+3-3-3-1
8+4-4-4-2
9+4-4-4-2
10+5-5-5-2
11+5-5-5-2
12+6-6-6-3
13+6-6-6-3
14+7-7-7-3
15+7-7-7-3
16+8-8-8-4
17+8-8-8-4
18+9-9-9-4
19+9-9-9-4
20+10-10-10-5

If a target is coming at you head on and you are heading towards it, double all Passive and Active Defense modifiers. If you are tailing a target and they are travelling faster than you, calculate their Passive and Active Defense modifiers using their velocity minus your velocity. If you are travelling faster than the target you are tailing treat the target as if it is at velocity 0.

Melee attacks gain a bonus to damage equal to the number of hexes you moved in a straight line towards the target. The melee damage bonus for head-on attacks is equal to the speed of both you and the target added together. For attacking from behind with a melee attack, use the difference in your speeds.


Alternate Methods of Travel:
Transformers may utilize Propulsion Equipment to travel using other methods apart from ground travel. Each of these methods has its own Movement Rate, as determined by the specifics of the Equipment.

Flight is conducted in any of 4 Flight Zones. Flight Zone 0 is a short distance off of the ground, essentially at ground level. Flight Zone 1 stretches from ground to roughly 50 meters up, or roughly the elevation a traffic helicopter travels above a busy highway. Flight Zone 2 stretches from 50 meters from the ground to halfway to the limit of the atmosphere, roughly the flight range of most commercial aircraft. Flight Zone 3 stretches from halfway through the atmosphere to its outer most limit, a range typically seen only in the most sophisticated of high-speed aircraft. You may access space from the upper portion of Flight Zone 3. All Movement is multiplied by x1.5 when travelling at Flight Zone 1, by x2 when travelling at Flight Zone 2, and by x3 when travelling at Flight Zone 3. Moving from one Flight Zone to another costs one action. You may only engage in combat with targets in your Flight Zone, unless you are dropping bombs (Grenade Armaments) on targets below (-5 to these attacks) or firing anti-aircraft weapons (Cannon Armaments) at extreme range (requiring 5 actions per Flight Zone difference).

Travel in space is relatively simple. You are either capable of travel in space or you are not. There are no Flight Zones to speak of. All Movement in space is multiplied by x5 in space.

Travelling below the surface of a planet is fairly rare, but does occur. This type of travel has two depths: below surface and through planet. Below surface travel permits travel underground, but does not allow for travel through the planet nor allow for any significant reduction in travel time. Travel through the planet allows for significant reduction in travel time over great distances, allowing the character to multiply their Movement by up to 5 times for purposes of Movement Rolls, depending on where they are travelling to. Both moving below the surface as well as resurfacing cost one action. Combat is almost impossible when travelling underground.

Water or other aquatic travel is separated into 3 Depths. Depth 0 is on the surface of water. Depth 1 is approximately 100 meters below the surface, representing the depth of an average lake. Depth 2 reaches to the very bottom of the ocean, allowing full travel anywhere in the water. In Robot-Mode, Transformers move 1 hex plus 1 more for each Level they have in the Swimming Concentration. Transformers do not suffer any ill effects from being underwater such as decompression or crushing from the pressure of the water. All Movement is halved when travelling at Depth 2. Moving from one Depth to another costs one action. You may only engage in combat with targets in your Depth, unless you are dropping depth charges (Grenade Armaments) on targets below (-5 to these attacks) or firing surface-to-air missiles (Cannon Armaments) at extreme range (requiring 5 actions per Depth Zone difference).


Terrain:
The terrain of a Scene has a number of effects on characters travelling through it. Characters capable of flying at Flight Zone 1 may ignore all terrains if they wish, unless otherwise noted.

Elevation:
Elevations are changes in the height of the terrain from the base level of the terrain, with each Elevation representing about 25 meters. Characters have a penalty to attack targets on a higher Elevation equal to the difference in their elevation verses that of their attacker, and half this amount for targets on lower Elevation. Line-of-sight is blocked between characters if the number of hexes between them is smaller than the number of Elevations between them. Travel up an Elevation requires an extra point of Movement.

Rubble:
Rubble is any debris, rough rocks, or other obstacles that can hinder a character's travel. Moving through rubble requires 1 extra point of Movement for Light Rubble, or 2 extra points for Heavy Rubble.

Woods:
Your Passive and Active Defense against ranged attacks is increased by +5 in Light Woods, or +10 in Heavy Woods. More than one hex of Woods in-between characters blocks line-of-sight. Movement through Light Woods requires 1 extra point of Movement, and Movement through Heavy Woods requires 2 extra points of Movement. The tops of Woods are treated as one Elevation high.

Water:
Water places a number of restrictions on travel (see Alternate Methods of Travel). Falling into Water reduces the damage from the fall by half. Falling characters will be driven down into the water a number of Elevations equal to the total damage they took from the impact divided by 25.

Lava:
Lava is molten rock capable of causing great harm to anyone who comes in contact with it. Touching Lava inflicts 2k1 damage. Standing waist-deep in Lava causes 4k2 damage, and being completely submerged in Lava causes 6k3 damage. Characters flying at Zone 0 or higher can fly over Lava without taking damage.

Vapor:
Vapor represents fog, clouds, smoke, and the like. Vapor helps to conceal characters on the battlefield, giving them +5 to Passive Defense but -5 to Active Defense. More than one hex of Vapor blocks line-of-sight.

Roads:
If all of your travel is along a Road you may ignore any Movement penalties for the terrain and move an extra hex.

Currents:
Currents are patterns to how the wind effects character's Movement. Typically Currents have a single direction and a velocity. Characters are automatically pulled a number of hexes in the direction of the Current equal to its velocity. A calm but noteworthy wind has a velocity of 1, while a strong wind has a velocity of 3, and a hurricane wind has a velocity of 10. Half this amount for characters on the ground (rounded down). Water Currents are typically half of that of the air, but can be faster in rivers.

Gravity:
Terrains with higher or lower Gravity make it harder or easier for characters to move properly. Gravity has a typical Level of between 0 and 6, with 0 representing no gravity, 1 representing the gravity on Earth's moon, and 3 representing gravity on Earth. Gravity can have a Level higher than 6, but it is rare that characters dare to travel to such places. All Movement is reduced by a number of hexes equal to the Level of the Gravity minus 3, with a negative result indicating a Movement bonus. Passive Defense, Active Defense, Acrobatics TNs, and Stunt-Driving TNs have a modifier equal to the Level of the Gravity minus 3, times -5, with a negative result indicating a bonus to the roll.




ADDITIONAL RULES

These are the additional rules which account for all of the subtle details of the Transformers world. They are not optional rules, but rather rules which do not necessarily effect every character. Typically players only need to read these rules when it relates to their specific character, but all characters can benefit from the additional rules presented here.


Henchman:
While many Transformers have underlings and other minions under their command, a few have Transformers who are considered as Henchman, such as the cassette tapes of Soundwave.

Henchman are weaker than most Transformers, calculating the amount of Major Damage they may take using half their Courage (rounded up) rather than their full Courage. The Character Point limit for a Henchman's Transformation is equal to its Rank. Apply a -2 to your Base Defense and a -2 to Active Defense rolls per Character Point spent on Transformations exceeding their Rank, up to their Rank times 1.5. Henchman receive half the standard Energon Dice for a character with their Rank Tech Spec, rounded down. Henchman have a -1 to their Chain-of-Command. Henchman earn half the normal Character Points that are awarded for an Episode. They earn one quarter (rounded down) the Reputation for an Episode.

Henchman receive 130 Character Points to begin with rather than the standard number of Character Points. Their maximum unmodified starting Tech Spec is 6.

At no point can a Henchman be higher on the Chain-of-Command than their boss is. Henchman can become independent characters with full Transformation limits, full starting Energon Dice, full Major Damage limits, and full Experience and Reputation awards by spending 30 Character Points.


Brute Squads:
Transformer Brute Squads are less encountered than full Transformers. Typically, Transformers are fairly individualized (even when they look pretty similar) and have too much character to be counted as a mere Brute Squad. Exceptions do exist, however, such as the Sharkticons or the Vehicons.

Each member of a Brute Squad is basically like each other, sharing the same set of statistics regarding Tech Specs, Skillsets, Equipment, and so on. They are weak troops grouped together for a chance to survive, treated as a single character for all purposes (and the sake of simplicity).

When a Brute Squad takes a hit, a member of the Brute Squad is Knocked Out. Additionally, the Brute Squad must make a Durability Check, just as any other character would, except that if the check fails, one member of the Brute Squad is Knocked Out. For every 10 points by which the Durability Check failed, knock out another member of the Brute Squad. A Knocked Out Brute who takes a single point of damage is treated as dead unless the attacking character would rather count them as Knocked Out.

To create a Brute Squad, begin by creating a single character that represents the entire squad. Use 100 Character Points rather than the normal amount for a character. The maximum base value for any Tech Spec for this character is 6, but may be modified by heritage modifiers to reach 8. The Character Point limit for a Brute's Equipment is equal to its Strength and its limit for Transformation is equal to its Rank. Brutes may not spend Character Points over these limits. Brutes have a -2 to their Chain-of-Command. Brutes may not have Personalities. Finally, Brute Squads receive half as much starting Energon Dice as standard characters.

Brute Squads act as a whole, granting them bonuses to their rolls but denying them individual action. For each member of a Brute Squad, add +1 to all dice rolls. Brute Squads have a number of members equal to their Courage Tech Spec. Treat the number of casualties in a Brute Squad as its Major Damage for purposes of Transformation and other such rolls.


Social Rolls:
Social Rolls are rolls made to determine how effectively your character interacts with other characters in a non-overtly hostile manner. Typically these rolls are based off of Rank, but can be based off of other Tech Specs if the situation warrants. Most Social Rolls are performed as Opposed Rolls against a subject's Intelligence, Rank, or Courage since a roll is usually not required if someone is going along with one person is saying. Any roll using a Social Skillset Concentration is considered a Social Roll.

When transformed, all Transformers have penalties on Social Rolls simply because they cannot be as expressive as a hand-grenade or as a Pinto as they can as a Robot. Beasts have a -1k0 penalty, Vehicles have a -2k0 penalty, and Objects have a -3k0 penalty to all Social Rolls while in that Mode.


Persuasion Rolls:
You may attempt to convince those not on their side to listen to your ideas by making a Persuasion Roll. This is a Opposed Roll against a target's Intelligence and your Rank. When your number of successes equals half their Courage (rounded down), you have convinced the target of your point of view. Each Boost counts as an extra success. Persuasion Rolls are used for short-term changes in perspective, and may not change a character's morals or make them do anything detrimental to their self. The effect lasts until the end of the Scene. Each Persuasion Rolls normally take three full actions to perform, however they may be cut down to a single action if the result of the Persuasion Roll lasts only for one action plus one action per Boost. Boosts also allow Persuasion Rolls to be used against more than one Henchman or Brute Squad at a time, using the highest Tech Spec of all the targets for the Opposed Roll. Persuasion Rolls are treated as Social Rolls.


Authority Rolls:
Characters may use their arguments and position in society to convince others on their side to see their opinion by making an Authority Roll. These rolls are somewhat like Persuasion Rolls, requiring a number of successes equal to half the subject's Courage (rounded down) to be successful. Each Boost made counts as an additional success. Authority Rolls are Opposed Rolls using the character's Rank against the subject's Rank. Authority Rolls are used for short-term changes in perspective, and may not change a character's morals or make them do anything detrimental to their self. The effect lasts until the end of the Scene. Each Authority Rolls normally take three full actions to perform, however they may be cut down to a single action if the result of the Authority Roll lasts only for one action plus one action per Boost. Boosts also allow Authority Rolls to be used against more than one Henchman or Brute Squad at a time, using the highest Tech Spec of all the targets for the Opposed Roll. Authority Rolls are also used to settle disputes in the Chain-of-Command. Authority Rolls are treated as Social Rolls.


Leaders and Chain-of-Command:
When a group of Transformers are coming together for an adventure, one of the members of the group is designated to be the leader. This is done by determining which character has the highest Chain-of-Command. Chain-of-Command is a numeric value that begins as equal to a character's Rank Tech Spec. It determines their position in Transformers society. Chain-of-Command can be modified by Heritage, Advantages, as well as several other factors. If there is a tie for the highest Chain-of-Command Level, anyone who wishes to be the leader must make an Authority Roll against one another until someone is clearly the leader.

The leader of a group gains one extra point of Reputation at the end of the Episode, and gains a Leadership Die. The Leadership Die is a special Energon Die that may be spend at any time to give anyone in the group the effects of a Energon Die. If the character still has the Leadership Die at the end of the Episode, they may cash it in for extra Character Points and Reputation.

Transformers may contest a character's leadership at any time if they have an equal or greater Chain-of-Command Level and are on the same side as the leader.


Intimidate Rolls:
Characters can use their presence and force of will to make others cower, placing a penalty on their actions for the remainder of the Scene. By making a Opposed Roll using your Courage against the target's Courage, factoring in Size modifiers for both participants, you may place a -1k0 die penalty on all their actions against you equal to the number of successful Intimidate Rolls made on them. This effect lasts until the end of the Scene. Each Boost counts as an additional successful roll. Boosts also allow Intimidate Rolls to be used against more than one Henchman or Brute Squad at a time, using the highest Tech Spec of all the targets for the Opposed Roll.


Taunt Rolls:
Using your Intelligence you may anger and provoke a target by making a Taunt Roll. Taunt Rolls are Opposed Rolls using your Intelligence against their Intelligence. Taunt Rolls must be made with a Boost. Whenever the target tries to act against the character who taunted them they take a penalty equal to the number of Boosts made on the Taunt Roll times 5 . For example, a character who taunted a villain with one Boost gives that villain a -10 on any action against them. This effect remains until the character loses physical proximity with the target or the Scene ends. Boosts also allow Taunt Rolls to be used against more than one Henchman or Brute Squad at a time, using the highest Tech Spec of all the targets for the Opposed Roll.


Luck Rolls:
Sometimes situations come down to a matter or pure luck. These situations are decided by using a character's Luck Dice in place of a Tech Spec for the roll. A character's Luck Dice is determined by adding their Intelligence, Rank, and Skill Tech Specs together and dividing by 6, rounded down to the next .5 increment. For example, a character with a Intelligence of 6, Rank of 9, and Skill of 7 would have a Luck Dice Level of 3.5 (6 + 9 + 7 = 22, 22 / 6 rounded down = 3.5).


Observation Rolls:
Observation Rolls determine what a character notices about a subject. Typically these rolls are based off of Intelligence, but can be based off of other Tech Specs if the situation warrants. Most of the time Observation Rolls have a TN, but in occasions where someone is trying to hide something from someone else (such as Stealth or Conceal rolls) the roll is performed as a Opposed Roll.

Transformers have a variety of sensors and scanners they can use to analyse the world around them. Some of the more basic sensors include visual and audio sensors, while some of the more advanced include heat, radiation, Energon, and other types of sensors. Using Observation Rolls Transformers may be able to learn a great deal about an area, from seismic stability to potential Energon sources to current weather patterns and much more, depending on the situation and what the GM decides they may detect in a given area.

Observation Rolls also allow characters to learn about other Transformers they encounter by making an Opposed Roll against the subject's Skill. Success allows you to look at one column of the Transformers's character sheet, plus one additional column for every two Boosts made. You may only make one such Observation Roll against a single character each Segment.


Tactics Rolls:
Once per Scene a leader for a side (or someone he designates) may take an action to make an opposed Intelligence Roll using their Tactics Concentration against the leader of their opposition (or someone they designate). If successful they gain 1 Tactics Die, plus 1 Tactics Die per Boost made, which may be distributed by the leader to anyone on his side to gain +1k0 to any die roll when it is being rolled. Once a Tactics Die is spent it is gone from the total tactics Dice. You may only spend a number of Tactics Dice on a single roll equal to the Level in Tactics of the person who made the Tactics Roll, so this is only a benefit to those with the Tactics Concentration at Level 1 or greater.


Connections and Knowledge Rolls:
Rather than having an extensive list of who and what your character knows, they make a Connection Roll using your Rank or a Knowledge Roll using their Intelligence. Apply any Concentration to the roll if it is directly applicable to whether or not a character might know something or someone. For example, if a party is looking for an expert Aerospace Engineer and one of the party has the Aerospace Engineering Concentration, they may add their Level in that Concentration to their Connection Roll.

The TN for whether or not you know about something or know of someone is based on the commonalty of the information:

TN   CommonaltyExample

5   ObviousEnergon has energy in it
10   EverydayMost Transformers have only one Transformation Mode
15   CommonSome Transformers have Alternate Root Modes such as a vulture or tiger
20   InfrequentUnicron has created a race of robots called Unicronians
25   OccasionalThe Quintessants ruled Cybertron 4 million years before the Great War
30   UncommonThe ancient forefathers of Transformers could not transform at first
35   SporadicStarscream broke into a Decepticon prison yesterday, stole several Sparks of renegade Decepticons and put them in old military vehicles to make the Combaticons
40   RareMerging your Spark with another Spark can dramatically augment your power
50   ObscureMany Cybertron-built Transformers need more Cybertronium every 4 million years to operate properly
60   SecretProtoform X was an experiment to make a Transformer with an immortal Spark
70   ForbiddenThe location of Vector Sigma
80   ForgottenThe Plasma Energy Chamber is located 12 levels below Generator-C
90   LostCybertron has an organic core
100   Should be unknownOptimus Primal safeguarded the Arc 4 million years before the Autobots and Decepticons were reactivated
-5   Heard as a rumorUncertain source
-5   Heard as a speculationEducated guess
+10   Actively restrictedPeople periodically kill outsiders who know this
-X   Specific individual: reduce the TN by their Reputation Level

Some knowledge is so powerful that it can have a dramatic effect on the universe. This dangerous is called Sacred Knowledge. For characters to acquire Sacred Knowledge, they must first succeed in making an appropriate Knowledge Roll and then spend a number of Character Points acquiring a Background. The Level of this Background depends on how powerful the knowledge the character seeks is. Knowledge of the location of an artifact of significant power would be at Level 1. Knowledge of how to build a device to destroy a planet would be Level 2. Knowing how to make a near-infinite source of Energon would be Level 3. Any restrictions based on Background a character might already have apply. The character who acquires the Sacred Knowledge must take this Background, but they may spread the knowledge as they see fit, but there are usually consequences to recklessly leaking Sacred Knowledge (hence the Background requirement).


Languages:
Both Autobots and Decepticons have their own languages, as do Maximals, Predacons, Minicons, Unicronians, and all other heritages of Transformers and beings in the universe. Each other species of Transformer in the universe has their own language as well. All Transformers are equipped with a Translation Matrix allowing them to speak languages other than their own. Generally, Transformers learn the universal language of Basic (which sounds remarkably like English) and speak it when in public. Transformers begin with a number of languages equal to their Intelligence divided by 2, rounded up, and may switch what languages they know with an appropriate language program on hand.


Surprise:
You may attempt to gain a free action on a target by surprising them, either through Stealth, Shadowing, or Ambush. Make a Opposed Roll against their Intelligence and Ambush Concentration using your Skill Tech Spec and Stealth, Shadowing, or Ambush Concentration. Surprise only works in situations where you can approach or wait for a target unobserved. If a target is surprised they may not use Passive or Active Defense against this free action.


Effecting Specific Systems:
Rather than deal damage to a character, attacks may be directed against a character's Systems instead, damaging, disabling, or even destroying vital components of a Transformer. To attack a specific System, the attacker must first make a Called Shot, requiring 2 Boosts on the attack roll. If the target took the attack and the damage dealt was above the minimum damage required (see below), the victim then must make a Durability Roll with a TN equal to the damage the System took. If the victim makes their Durability Roll, their System is unaffected. If they fail the roll, their System is damaged. If they fail by more than 10 points, their System is disabled, and if they fail by more than 20 points their System is destroyed. The effect of damage may be applied a number of additional times for a specific System equal to the number of additional Boosts taken on the attack roll (i.e. 2 extra Boosts will increase a penalty from -5 to -15, or make them lose 3 Energon Dice instead of 1, etc), but add 5 to the damage required to effect the system. The amount of damage required to effect a system is based on how difficult a System is to effect.

SystemDamage RequiredEffects of DamageEffects of Disable/Destroy

Free Gear10-5 to rolls related to this Free GearMay not use this Free Gear
Specific EquipmentChr. Pt. x 5-5 to rolls related to this EquipmentMay not use this Equipment
Movement20Lose one hex of Movement per hit (minimum one hex)May not move at all
Observation Rolls20-5 to Observation RollsUnable to take notice of surroundings
Social Rolls20-5 to Social RollsUnable to communicate
Transformation Rolls20-5 to Transformation RollsUnable to transform
Energon Reserves30Lose an Energon DieUnable to spend Energon Dice
Initiative Rolls30-5 to Initiative RollsLimited to a single action on Phase 1
Attack Rolls30-5 to Attack RollsMay not make attacks
Durability Rolls30-5 to Durability RollsAll damage becomes Major Damage when taken

Systems remain damaged or disabled for the remainder of the Scene or until they can be fixed, whichever comes first. Destroyed Systems remain destroyed for the remainder of the Episode or until they can be repaired, whichever comes first. Boosts may be made on the attack to effect a System to make them harder to fix or repair, increasing the TN for such actions by +5 per Boost made.


Wrestling:
The basis of wrestling begins with a Grapple attack roll using the Grapple Concentration. This is made like any other attack, and if successful, the target has a very limited number of physical actions available to them. They may attempt to break your hold on them, make an attack using the Sacrificial Move Concentration, or perform an action which requires very little movement (such as pulling a trigger on a firearm that was already aimed at your head).

To break a hold your opponent must spend an action to make a contested Strength Roll with Grapple Concentration, adding their melee attack modifier. If they succeed the hold is broken, otherwise it holds fast. You may spend actions to improve your hold on a subject, forcing them to take a Boost per improvement you make on your hold (up to your Rank in Grapple) on any actions they take. The hold itself does not deal damage to your target, but you may use other unarmed Concentrations while maintaining a hold against the target without penalty.

To manipulate an individual you have a hold on, you must spend an action and make a Contested Strength Roll using your Grapple Concentration with several Boosts, depending on what you want the subject to do. Getting them to drop an object or weapon typically takes one Boost. Getting them to strike their self with their own weapon would take three Boosts, and would require you to spend an additional action to make an attack roll with a +15 to the TN.

Wrestling can be used to simply cause damage. When you are wrestling with an opponent, you may make an unarmed attack using your Grapple Concentration. Doing so allows your opponent a chance to make an opposed Strength roll with Grapple to escape.

You may opt to throw an opponent you are grappling, automatically releasing them from the grapple but dealing Impact Damage to them. The unkept damage from the impact is equal to your Strength. The kept damage is equal to either the target's Base Impact Damage or your base unarmed damage, whichever is greater. You may only throw characters you can lift.

Wrestling is generally intended to stop characters from acting and mess with items they have. Advanced Concentrations allow characters to use wrestling to cause damage and produce other results.

Wrestling is considered a manipulation, therefore Beasts typically suffers kept dice penalties when they attempt to wrestle.


Area-of-Effect Attacks:
All Area-of-Effect attacks are rated on a scale from 1 to 20, with 3 being a grenade explosion, 5 being a large bomb, 10 being an orbital missile strike, and 20 being greater than a full-yield nuclear blast. The damage of these attacks begins at full strength in their base hex(es), and diminishes as it radiates outward. Targets one hex away from the base hex take all but the lowest die from the initial damage roll. Those one hex from that take all but the lowest damage die from the previous roll, and so on until there is no damage dice left.

Example: Several characters are hit with a 5k3 grenade explosion, Area-of-Effect attack radiating outward from a single base hex. The damage roll produces an 12, 9, 7, 4, and 2. Because the attack has a k3, the target hex takes 28 points of damage (12 + 9 + 7). Those one hex away from the target hex will take 21 points of damage (12 + 9). Finally, characters two hexes from the target hex will take 12 points of damage (since 12 is the last die left). The blast doesn't extend further than this.

The three most common Area-of-Effect attacks are explosions, emitters, streams, sprays, and layers. Explosions begin in a single base hex and radiate outward in all directions. Emitters have three connected base hexes, all in the direction the emitter is aimed, and radiate outward from there in a half-circle. Streams are a bit different: they project their Area-of-Effect in a straight line of hexes for a long distance. Streams lose a die from the effect every three hexes, so that the first three hexes of the Area-of-Effect are at full strength, the next three are at -1 die, the next three after that are at -2 dice, and so on. Sprays effect only a few hexes, starting with a single base hex, then moving to an adjacent hex and losing a die, and so on. Layers

Targeted Area-of-Effect attacks are only effective if the attack roll beats the Passive Defense of those in its Area-of-Effect. It is possible to miss some targets and hit others in this manner. Use the Range Modifier for the base hex of an effect, except for Sprays, which use the range modifier for the hex a potential victim is in. Targets who are hit by targeted Area-of-Effect attacks may still use Active Defense to try to avoid damage. You may not make a Called Shot with an Area-of-Effect weapon.

Untargeted Area-of-Effect attacks cause their Rating in damage dice, so a Rating 5 Explosion causes 5k5 damage. Characters may avoid the damage of explosions by making an Active Defense Roll using the most appropriate Concentration against a TN of 5 times the Rating of the explosion. Passive Defense alone will not protect them from the blast.

Brute Squads take additional hits when exposed to an Area-of-Effect attack. When hit by an Area-of-Effect weapon, Brute Squads lose a number of characters equal to the kept dice of damage in that part of the Area-of-Effect. After these characters are Knocked Out, they then may lose additional Brutes depending on the results of their Durability Check.


Continuous Effects:
Some effects continue to work on their target from one round to the next, inflicting their damage more than once. These Continuous Effects deal their damage when they first hit, and once again at the end of every round, but with -1k1 from their effectiveness, until they are either out of dice or are neutralized. Nullify Effects can neutralize Continuous Effects, as can a Fix roll, both with a TN equal to the last damage caused by the effect.

If the kept dice of the effect is increased because of Boosts (i.e. the unkept dice went over 10 and added to the kept dice), recalculate the effect roll each time it comes into effect using what the roll would be before moving unkept dice to kept dice. For example, a Continuous Effect with 8k4 and 4 Boosts for increased effect would become 12k4, which would become 10k6. The first round the effect deals 10k6. The second round the effect goes down to 11k3, which becomes 10k4. The third round the effect becomes 10k2, and the fourth round the effect becomes 9k1.


Persistent Effects:
Some effects that have an Area-of-Effect linger for a while after they are first released. These Persistent Effects can effect anyone who enters the Area-of-Effect in the same manner as if they were in the Area-of-Effect to begin with. Likewise, anyone who remained in the Area-of-Effect while it persisted can be effected by it once again. At the end of every round, reduce the Persistent Effect effect by one kept die in the same manner as an Area-of-Effect loses its effect as it spreads outward. For example, an explosion with 3 kept dice would lose its outermost ring at the end of the first round. Continue doing this until the Persistent Effect is gone.


Homing Effects:
Normally, a single successful Active Defense is all that is required to avoid an effect. Homing Effects, however, don't give up that easily. If the first Active Defense against their effect is successful, they attack again 10 Phases later, with a TN for the Active Defense roll equal to that of the initial attack roll. Homing Effects have a Rating that indicates the number of additional Active Defense rolls required to avoid the effect.

Homing Effects can be stopped completely with an Active Defense roll with two Boosts. An Active Defense roll with four Boosts has the effect of sending the Homing Effect onto a new target, although this new target need only make one Active Defense roll to avoid the effect completely.


Blinding Effects:
Blinding Effects cause a target's sensor systems to temporarily fail. The next time a victim of a Blinding Effect wishes to take an action requiring interaction with the outside world (i.e. most actions), they must make a Durability Roll against the TN of the Blinding Effect. If they fail they may undertake their action, but suffer a penalty equal to half the TN of the Blinding Effect. They may act normally after undertaking one action with the Blinding Effect, regardless of whether that action is successful or not.


Entanglement Effects:
Entanglement Effects cause a character to be slowed down or stopped in their tracks, making them easier targets and hindering their actions. When subjected to an Entanglement Effect, a character must make a Skill Roll with their Durability Modifier based on their Size as a modifier to the roll against a TN of the Entanglement Effect. If they fail they are caught, and take a -5 to their Passive Defense and all Skill-based rolls, plus another -5 penalty for every 10 points they failed the roll by. Additionally, they have a -1 Movement, plus another -1 Movement for every 10 they failed the roll by. These penalties remain until the character can spend an action to make a Skill Roll (with Durability Modifier bonus based on Size) equal to the TN of the Entanglement Effect, with a +5 bonus for every time the character has made a roll against the Entanglement Effect. Other characters may make this roll for the entangled character.


Stumbling Effects:
Stumbling Effects cause their victims to lose their footing, reducing their ability to defend against attacks as well as their ability to move. When subjected to a Stumbling Effect, a character must make a Skill Roll against a TN of the Stumbling Effect. If they fail they are now prone. Upon returning to an upright position they have a -5 to Passive and Active Defense, plus another -5 penalty for every 10 points they missed their TN by. Likewise, their Movement is reduced by 1 point, plus another 1 point for every 10 they missed their roll by. Every action a character takes with these penalties reduces the Passive and Active Defense penalty by 5 points, and reduces the Movement penalty by 1 point.


Stun Effects:
Stun Effects cause their victims to slip up and lose some of their grasp on a situation. When subjected to a Stun Effect, a character must make a Durability Roll against the TN of the effect. Their current Initiative is reduced by half the amount by which they fail this roll, rounded down, to a minimum of Initiative 0.


Paralysis Effects:
Paralysis Effects cause their victims to lock up and lose their ability to act. When subjected to a Paralysis Effect, a character must make a Durability Roll against the TN of the effect. If they fail they take a -0k1 plus another -0k1 per 20 they failed by as a penalty to all rolls. Likewise they suffer a -5 to their Passive Defense, plus another -5 per 20 they fail their roll by. Victims may spend one Action to reduce these penalties by 0k1 and by 5 points respectively. If a character is unable to make an Action Check because of a Paralysis Effect, they may not act in that Round, but at the end of the round, reduce their Paralysis Effect by 0k1.


Knock-Out Effects:
Knock-Out Effects cause their victims to lose consciousness, leaving them open to a variety of bad things. When subjected to a Knock-Out Effect, a character makes a Durability Roll against the TN of the effect, with failure indicating that they are Knocked Out. At the end of every round a character Knocked Out in this manner may make a Durability Roll against the Knock-Out Effect to regain consciousness. Reduce the effectiveness of the Knock-Out Effect by -0k1 for every roll beyond the initial one until the character succeeds in a roll to regain consciousness.


Nullify Effects:
Nullify Effects can cancel out the effects of an action which a character undertakes. When subjected to a Nullify Effect, a character must make a Durability Roll against the TN of the effect. If they fail there is no effect to whatever action the Nullify Effect was targeting. This is performed as part of a Held, Readied, or Interrupt Action. Nullify Effect can also be used to cancel any Continuous Effects if the roll of the Nullify beats that of the Continuous Effect. Finally, Nullify Effects may be used to effect specific systems of Transformers, as normal damage would, except that it cannot be used to destroy systems.


Effect Reduction and Augmentation:
Characters with Effect Reduction are less-suspectable to any effects they are subjected to, from damage to paralysis and so on. The TN of or damage from any unwanted effect they are subjected to, such as paralysis, knock-out, or damage, is reduced by an amount equal to the character's Effect Reduction Level. Effect Augmentation gives all effects, from damage to knock-out, an increase to their TNs or damage equal to the Level of their Effect Augmentation.


Impacts (Falling and Crashing):
Impacts are taken when a character is no longer falling from a height or when their travel is suddenly stopped by crashing into something. In both cases, characters will take damage, with the severity based on their Base Impact Damage and their velocity. Your Base Impact Damage is equal to your equal to your Size divided by 2, plus 1. The unkept dice of the damage is equal to your velocity when you hit. Your velocity for crashes is equal to the number of hexes you were travelling, and your velocity for falls is equal to the number of Elevations you fell, maximum 15k0 for both. Falling takes a number of actions equal to the number of Elevations fallen divided by 10, minimum 1. Falls from Flight Zone 2 take between 1 and 3 rounds to resolve, and falls from Flight Zone 3 take between 4 to 10 rounds to resolve. Anything a falling or crashing object collides with takes half of the damage the object takes from the fall/crash.

You may make ram attacks on targets, inflicting half your Impact Damage on the target and half on yourself. Resolve these as an unarmed attack, using the number of hexes you moved in a straight line at your target for the amount of unkept damage from the impact.

All of these factors may be modified up or down based on the density of the material you are travelling through and the gravity of the terrain. Higher density materials and lower gravity environments slow falls so that each Elevation change is treated as a fraction of its actual distance, decreasing the maximum damage and increasing the time to impact. Lower density materials and higher gravity environments increase the maximum damage and decrease the time to impact. Additionally, the surface a character falls upon can absorb some of the impact, dividing the damage by half or more. Rather than calculating all these out, vary the speed of falls and the damage taken from them based on the needs of the story.


Reputation:
As characters accomplish missions, they gain Reputation points, usually between 1 and 5 points per Episode. Each point indicates how others see you because of how well known you are. Your Reputation may never exceed 150.

As you gain Reputation, you automatically gain benefits depending on your Reputation Rating. Each benefit kicks in at various Reputation Levels.

PATRON: Every 25 Reputation Points
You have someone who supports your activities because you support their needs. Patrons will provide you with free or reduced-cost benefits, but occasionally will ask for a favor in return.

CITATION: Every 50 Reputation Points
You are rewarded something expensive and noteworthy for your efforts. This may be a starship, a small town, unsettled moon, masterpiece of artwork about you, impressive authority position, a space station, or some other beneficial item. Authority positions function as the Over-Valued Advantage, except you are worthy of the admiration (making you highly-valued). Masterpiece artwork made in your image adds +10 to any Reputation Rolls to be Recognized.

HANGERS-ON: At 75 Reputation Points
You have a growing number of fans who will try to get hand-outs they have no reason to receive. Hangers-on are fairly open to working towards your goals, but usually expect something in return which you are in a unique situation to provide.

MENACE: At 100 Reputation Points
You begin to attract high-level attention from people opposed to you and your goals. They will actively work to stop your success.

MEMBERSHIP: At 125 Reputation Points
You are offered membership in the upper-echelons of a powerful organization that matches (at least roughly) your goals.


Reputation Rolls:
Characters have a number of Reputation Dice equal to their Reputation divided by 10, rounded down. These dice may be spend on Reputation actions, as listed below:

AID (MAJOR): TN 30
Gain major aid from one neutral or allied NPC for one scene.

AID (MINOR): TN 20
Gain minor aid from one neutral or allied NPC for one scene.

IMPRESS:
Add dice to any social roll to impress others with your accomplishments.

INTIMIDATE:
Add dice to any social roll to put pressure on or instill fear in another individual.

MARTYR: TN 40
Gain one ally (a formerly neutral or allied NPC) that will risk their life for your cause if need be.

RECOGNITION: TN 15
You are recognized by a stranger you have chosen.

RESCUE: TN 25
NPCs work for your freedom or escape from imprisonment.

SEDUCE:
Add dice to any social roll to turn someone to your side.

Reputation dice renew at the beginning of each Segment. You may add your Reputation Dice to someone else' Reputation Roll (i.e. putting your reputation on the line), but will lose your Reputation Dice for the remainder of the Episode if they fail their roll.




CHARACTERS

This system is all about role-playing a Transformer. To properly build out your character, ask yourself questions about your character.

What is your Transformation Mode?
This is perhaps the most important aspect of a Transformer. Most Transformers base their names off of their Transformation Mode, going so far as to change their name if they change their Transformation Mode. Likewise, most Transformers change into something suiting to their personality. Many Transformers can transform into cars, but not all of them become a hot rod, police car, or race car. Your Transformation Mode says a lot about who you are in the Transformers world.

What is your name?
Your name says a lot about who you are as a Transformer. Typically it is suggestive of what you transform into as well as your personality, but this is not always the case.

What is your allegiance?
Which side you owe your loyalty (or at least pretend to hold your loyalty) is very important to your character. Autobots tend to be more helpful, outgoing, and honorable, while Decepticons tend to be more scheming, manipulative, and ruthless, but there are exceptions on both sides.

How does your character transform?
If you character turns into a semi-truck and has two guns in Robot-Mode, perhaps the smoke stacks are the barrels of his weaponry. Maybe he is a crane with a wrecking ball that becomes a mace in Robot-Mode. While you do not need to map out the exact details of how your character transforms (although it is best to do so if you can), figuring out little details about how specific equipment changes between Modes makes a character seem more realistic.

What does your character look like?
Does he have a mouth or merely a faceplate? Does he have eyes, or maybe just a visor? When he is a car, does he have tailpipes and a spoiler? What kind of paint job does he have as a Vehicle? Like detailing a Transformation, describing your character's appearance adds another degree of interest and realism to the world.

How does your character feel about his allegiance?
Some characters are gung-ho for their cause while others are barely interested in following orders. How your character feels about the goals of his allegiance is very important to his personality.

How does your character talk?
Some Transformers have strange voices or odd ways of talking. Others have unusual accents. Think about the voice you will use to represent your character, and if possible and appropriate, make it an unique one.

How does your character act?
When in a fight, what is his first reaction? When placed with a decision, how does he decide what to do? If it comes down to his own life and that of his leader's, what will he do? Breaking down general details of your character's personality will help in role-playing him, and make the game more interesting.


CHARACTER POINTS

Transformers receive 160 Character Points to purchase all of their Tech Specs, Skillsets, Concentrations, Personalities, Backgrounds, Advantages, Equipment, and Transformations. Character Points may not be saved after character creation.


PURCHASING TECH SPECS

You begin with 1 point in each Tech Spec, and increase them by spending 4 points per increase, up to Level 8 for a single Tech Spec.


HERITAGES

Transformers essentially can be divided into two groups: Heroes (Autobots/Maximals) and Villains (Decepticons/Predacons). Players must choose a Heritage for purposes of character creation, although it is possible for a character to switch sides as well (Autobot helping the Decepticons, and vice-versa). Some Equipment and Advantages are cheaper based on Heritage, and each group receive different Tech Spec modifiers as well. These modifiers may raise a starting Tech Spec beyond the normal starting limit.

AUTOBOTS:
+2 Rank, +2 Courage
May take Virtues and Hubrises
Autobots are a race of peace-loving laborers, craftsman, and explorers. They seek out challenges, help those in need, and try to make the universe a better place to live. The civil war between the Autobots and the Decepticons has forced the normally peaceful Autobots to take up arms, something that does not come naturally to most Autobots. However, some Autobots have developed formidable fighting ability that rivals that of the most fierce Decepticon.

DECEPTICONS:
+2 Intelligence, +2 Firepower
May take Wiles and Flaws
Decepticons are a race of power-hungry, manipulative, opportunistic warriors. To them, conquest is a way of life, and they find little satisfaction in what they have. Most blame their aggressive nature for the ongoing civil war. They are determined to crush anyone who stands in their way, and are relentless once set upon a task. Their greatest weakness is their own nature which leads to frequent internal conflicts.

MAXIMALS:
+2 Rank, +2 Courage, -2 Size
May take Virtues and Hubrises
Maximals are the descendants of the peace-loving Autobots, inheriting their sense of wonder and desire to make the galaxy a better place. Unlike their distant forefathers, the Maximals have achieved a standing peace with their adversaries, the Predacons, but they remain ever watchful nonetheless. Most Maximals are not as well-equipped for combat as their Predacon counterparts, yet they still manage to be a threat on the battlefield.

PREDACONS:
+2 Intelligence, +2 Firepower, -2 Size
May take Wiles and Flaws
Predacons are the descendants of the power-hungry Decepticons, keeping with the warrior traditions of their forefathers. Unlike their predecessors, Predacons have forged an awkward peace with their counterparts, the Maximals, yet they keep their options open. Some factions within the Predacon ranks actively seek out opportunities to rebel and overthrow the Maximals, but have to contend with not only the Maximals but their own Predacon leaders who see such behavior as dangerous to the balance of power in the galaxy.

Characters may, at their Gamemaster's discretion, play Transformers of alternative Allegiances. Transformers of these Allegiances are not nearly as common as Autobots and Decepticons, and therefore require Gamemaster approval based on his setting.

SPECIALITY AUTOBOTS:
+1 Rank, +1 Courage, +2 to any Tech Spec, -2 Chain-of-Command
May take Virtues and Hubrises
Autobots have developed a number of more specialized groups within the Autobot ranks, allowing them to better handle the challenges they encounter. Most of these specialties consist of tight teams who are frequently assigned to the same tasks, allowing them to each specialize in a particular aspect without being overly vulnerable. Internal conflicts in such groups are rare, but they are known to have conflicts of opinion with other Autobots not within their team.

SPECIALITY DECEPTICON:
+1 Intelligence, +1 Firepower, +2 to any Tech Spec, -2 Chain-of-Command
May take Wiles and Flaws
Decepticons have developed a number of specialized groups within their rank to better deal with the obstacles that arise in their quest for power. The majority of these speciality troops operate in a team with each other, each specializing in a specific aspect of their mission profile, relying on their other teammates for support. While internal conflict arises within these speciality groups, they are by far the most cooperative Decepticons ever become.

UNICRONIAN:
+2 Intelligence, +2 Skill
May take Wiles and Flaws
Unicron, the immense planet-sized Transformer who travelled the universe devouring planets, had spawned a race of Transformers to scout for planets ripe for consumption and carry out his will. They tend to be somewhat removed from the average Transformer, operating with a different agenda than most, although they have been known to be cooperative with other powers from time to time. Unicron has a link to all of his creations, allowing him to communicate with and punish his minions wherever they may be.

JUNKIONS:
+1 Endurance, +2 Courage, Analog Advantage, always receive the effects of a successful Diagnosis roll, may automatically repair one Major Damage taken within the last Round at the cost of an action, may be repaired between Scenes
May take Virtues and Hubrises
Junkions are Transformers who have evolved in the more desolate, more harsh areas of the universe. They tend to be less civilized than most Transformers, living in a more territorial, tribal fashion. They are, however, very helpful and loyal to those they see as allies, treating them as well as they would treat one of their own. As a whole Junkions are a divided people, lacking any centralized government, existing as scattered settlements in the less-visited corners of the universe.

VEHICONS:
+2 Speed, +2 Firepower, Mechanical 1, -2 Chain-of-Command
May take Wiles and Flaws
Vehicons are a horrifying creation of the Predacon terrorist Megatron. He conquered Cybertron using a small army of sparkless Transformers he controlled centrally, removing the sparks of those he conquered and using their carcasses to build more Vehicons. The few Vehicons with sparks serve as his henchman and generals, and tend to exhibit all of the most foul and vicious characteristics of Transformers.


SKILLSETS

Skillset are the measure of what a character knows. Each Skillset has associated Concentrations and Advanced Concentrations. Normally characters gain one Level in every Concentration associated with a Skillset. Each time a character takes a Skillset with a Basic Concentration (not Advanced Concentration) provided by another Skillset, they gain a +1 to the Level of that overlapping Concentration. For example, characters with Criminal and Spy have Stealth as associated Concentrations, so it will be at Level 2.

Skillsets cost 2 Character Points each.


CIVIL SKILLSETS

ARTIST
Artist covers all creative endeavors, from painting and sculpting to writing and dancing. When you purchase this Skillset, you receive one Concentration at Level 2 instead of all the Basic Concentrations at Level 1.
BASIC CONCENTRATIONS: Acting, Dancing, Illustration, Musician, Sculpting, Singing, Writing
ADVANCED CONCENTRATIONS: Disguise, Holography, Prestidigitation

COMPUTING
All matters of interaction with computers are covered under Computing.
BASIC CONCENTRATIONS: Computer Use, Search
ADVANCED CONCENTRATIONS: ECM, Hacking, Programming

CRIMINAL
Those who walk the wrong side of the law pick up tricks covered under Criminal.
BASIC CONCENTRATIONS: Sincerity, Stealth
ADVANCED CONCENTRATIONS: Ambush, Conceal, Disable Device, Forgery, Prestidigitation, Scrounging

HUNTER
Hunters have the ability to track down prey.
BASIC CONCENTRATIONS: Shadowing, Survival, Tracking
ADVANCED CONCENTRATIONS: Ambush, Observe, Traps

PROFESSION
Profession covers the myriad of knacks governing professional pursuits. When this Skillset is taken, choose one Basic Concentration and take it at Level 2 instead of gaining all Basic Concentrations at Level 1.
BASIC CONCENTRATIONS: Accounting, Armorsmith, Civil Engineer, Construction Worker, Graphic Designer, Landscaper, Lawyer, Logistics, Manager, Physician, Structural Engineer, Weaponsmith
ADVANCED CONCENTRATIONS: Aerospace Engineer, Cartography, Energon Engineer, Forgery, Geneticist, Interview, Security Specialist

SCHOLAR
All manners of academics are covered under the Scholar Skillset. When choosing this Skillset, pick any three Basic Concentrations and take them at Level 1.
BASIC CONCENTRATIONS: Biology, Chemistry, History, Horticulture, Law, Mathematics, Philosophy, Physics, Research
ADVANCED CONCENTRATIONS: Ancient History, Astrophysics, Forensics, Mythology

SOCIAL
All manner of social interaction is covered by Social Skillset.
BASIC CONCENTRATIONS: Persuade, Sincerity, Socialize
ADVANCED CONCENTRATIONS: Cold Read, Diplomacy, Interview, Politics, Sense Motive

SPY
Those who engage in espionage have the Spy Skillset.
BASIC CONCENTRATIONS: Shadowing, Stealth
ADVANCED CONCENTRATIONS: Conceal, Cryptography, Disable Device, Disguise, Forgery, Interrogation, Observe

TECHNICIAN
Technician Skillset involve repair and modification of technological devices, including Transformers.
BASIC CONCENTRATIONS: Diagnose, Fix, Handyman
ADVANCED CONCENTRATIONS: Overhaul, Repair, Scrounging


MARTIAL SKILLSETS

COMMANDER
All matters of real authority over others are covered under Commander Skillset.
BASIC CONCENTRATIONS: Leadership, Tactics
ADVANCED CONCENTRATIONS: Ambush, Cartography, Diplomacy, Incitation, Interrogation, Strategy

DEMOLITIONS
Demolitions covers all matters of explosives.
BASIC CONCENTRATIONS: Disarm Bomb, Setup Bomb
ADVANCED CONCENTRATIONS: Scratch-Build Explosives

FIREARMS
Firearms governs the use of non-thrown projectiles, including guns, bows, and even flame-throwers.
BASIC CONCENTRATIONS: Block, Shooting
ADVANCED CONCENTRATIONS: Autofire, Doubleshot, Gunnery

PHYSICAL
Any feat regarding physical prowess, such as acrobatics or climbing, is covered in Physical Skillset. When choosing this Skillset, pick any three Basic Concentrations and take them at Level 1.
BASIC CONCENTRATIONS: Climbing, Dodge, Lifting, Sprinting, Swimming, Throwing
ADVANCED CONCENTRATIONS: Acrobatics, Long-Distance Running, Sidestep

PILOTING
Piloting Skillset covers use of all vehicles, including Vehicle Transformation Modes. You gain the Basic Concentration of this Skillset at Level 2 instead of Level 1.
BASIC CONCENTRATIONS: Maneuvering
ADVANCED CONCENTRATIONS: Astrogation, Demolition-Driving, Stunt-Driving

UNARMED
Unarmed Skillset covers all areas of fighting without weapons, from boxing to wrestling to avoiding an enemy.
BASIC CONCENTRATIONS: Brawling, Dodge, Grapple
ADVANCED CONCENTRATIONS: Aggressive Hit, Catch Move, Crippling Move, Crushing Move, Escape Move, Quick Hit, Solid Hit, Stunning Hit

WEAPONS
Weapons Skillset covers all forms of armed melee combat, including thrown weapons and shields.
BASIC CONCENTRATIONS: Block, Strike, Throwing
ADVANCED CONCENTRATIONS: Dual-Strike


CONCENTRATIONS

Below are all the Concentrations for all the Skillsets, along with which Skillset has them in parenthesis. The Tech Spec typically associated with rolls for a Concentration is listed in brackets. The maximum starting Level for any Concentration is 3. Concentrations cost 1 point per Level increase, while Advanced Concentrations cost 2 points per Level increase.

Transformers typically have any items they would require to use a Concentration built into their system. Many Concentrations, such as Armorsmith or Repair, may require additional parts and supplies to produce a result.

ACCOUNTING (Profession) [Intelligence]
You know how to keep track of expenses and expenditures accurately, as well as create and spot fraudulent entries. The TN for keeping track of expenses is based on the complexity of the numbers, which is typically based on the size of the organization:

Personal expenses = TN 5
Less than 10 individuals = TN 10
Between 10 and 25 individuals = TN 15
Between 25 and 100 individuals = TN 20
Between 100 and 1000 individuals = TN 25
More than 1000 individuals = TN 30
Cooking the books = +5 TN
The TN to spot when you have cooked the books to make things look more favorable is equal to the total of the roll made when cooking the books. Some alterations may require additional Boosts, depending on the degree of what is being attempted.

ACTING (Artist) [Rank]
You are able to convincingly pretend to be someone else. The total of the roll is the TN for others to see past the deception.

ARMORSMITH (Profession) [Skill]
You can make armor for Transformers, vehicles, and buildings.

BIOLOGY (Scholar) [Intelligence]
You are knowledgeable in all life sciences.

BLOCK (Firearms, Weapons) [Intelligence]
You are able to maneuver yourself or large objects in such a manner as to allow them to take damage instead of you. Add +5 to your Active and Passive Defense when using Block. This Concentration requires the use of an intermediary object (such as a shield, low wall, corner, etc).

BRAWLING (Unarmed) [Skill]
Brawling is punching, kicking, and any other melee fighting without weapons. Damage for a Brawling is based on a character's Size and Strength.

CHEMISTRY (Scholar) [Intelligence]
You have knowledge of the molecular workings of the world.

CIVIL ENGINEER (Profession) [Intelligence]
You are proficient in designing population centers and buildings.

CLIMBING (Physical) [Strength]
You are an able climber.

COMPUTER USER (Computing) [Intelligence]
You are an able computer user, able to operate any type of computer.

CONSTRUCTION WORKER (Profession) [Skill]
You are proficient in creating and modifying structures.

DANCING (Artist) [Skill]
You can dance very well.

DIAGNOSE (Technician) [Intelligence]
Figuring out what is wrong is half of fixing it. The TN for Diagnose is 5 times the current amount of Major Damage a character has taken. Success reduces the TN for Repair checks using this diagnosis. This Concentration may be used once per character per Segment.

DISARM BOMB (Demolitions) [Intelligence]
Use this Concentration to disable any explosive device. The TN to disable an explosive is equal to the TN required to set it up, with +5 per Boost the bomber took when setting the charge.

DODGE (Physical, Unarmed) [Intelligence]
Dodge is the art of avoiding incoming attacks. It is used for Passive and Active Defense under most circumstances.

FIX (Technician) [Skill]
You may remove all Minor Damage of a patient by making a successful check against a TN equal to the number of Minor Damage they currently have. Likewise, this Concentration can be used to negate harmful Continuous Effects on a character, with a TN on the roll equal to the last damage caused by the Continuous Effect. This Concentration may also be used to negate any effect from Boosts which damaged/disabled something of a subject with a TN equal to 5 times the number of Boosts made to cause the damage/disable. Using Fix on yourself requires an additional Boost to be successful.

GRAPHIC DESIGNER (Profession) [Intelligence]
You are skilled in creating visual pieces in a variety of mediums for commercial and practical use.

GRAPPLE (Unarmed) [Skill]
This Concentration is used to restrain beings with wrestling, as well as defend against such attacks once a grapple has become successful.

HANDYMAN (Technician) [Intelligence]
You are able to create and modify simple to complex mechanical and electrical devices; in other words, you can make and modify inventions. This Concentration can be used for a wide variety of devices, from better communications, torture chambers, remarkable weapons, and more. Many creations made with this Concentration are too bulky to be carried, and those that aren't typically need to be separate from a robot to operate, making this Concentration ineffective for the creation of free Equipment.

HISTORY (Scholar) [Intelligence]
You are knowledgeable about the past, but not ancient times.

HORTICULTURE (Scholar) [Intelligence]
You are knowledgeable in plant life, including the proper care and maintenance of plants.

ILLUSTRATION (Artist) [Skill]
You can create scenes both artistically and realistically.

LANDSCAPER (Profession) [Skill]
You are proficient in altering landscapes and environments.

LAW (Scholar) [Intelligence]
You are knowledgeable in your own society's laws, and can pick up on other society's laws with ease.

LAWYER (Profession) [Rank]
You are proficient in making arguments that can be supported through the law as well as finding flaws in other's arguments which are also supported by the law.

LEADERSHIP (Commander) [Rank]
This Concentration lets you assess strengths of people at your disposal and assign them appropriate tasks towards a goal, including masses of soldiers in warfare. This Concentration may also be used to enhance Authority Rolls.

LIFTING (Physical) [NA]
You are proficient in moving items efficiently. Add your Level in this Concentration to your Strength when determining the limit of the Size of objects you may lift, pull, or push.

LOGISTICS (Profession) [Intelligence]
You are proficient in managing resources on a large scale.

MANAGER (Profession) [Rank]
You are skilled at efficiently delegating projects among a work force as well as resolving disputes amongst workers.

MANEUVERING (Piloting) [Intelligence]
This Concentration is also used for Passive and Active Defense when your character is driving a vehicle, including themselves if in Vehicle-Mode.

MATHEMATICS (Scholar) [Intelligence]
You are knowledgeable in all matters of mathematics and numbers, including algebra, statistics, and trigonometry.

MUSICIAN (Artist) [Skill]
You can create and perform music.

PERSUADE (Social) [Rank]
You are able to make persuasive arguments both to individuals and to groups of people. This Concentration may also be used to enhance Persuasion Rolls.

PHILOSOPHY (Scholar) [Intelligence]
You are familiar with several schools of philosophical thought, and are skilled at creating your own philosophical ideas.

PHYSICIAN (Profession) [Intelligence]
You are adept at healing organic life.

PHYSICS (Scholar) [Intelligence]
You have a knowledge of the physical workings of the world.

RESEARCH (Scholar) [Intelligence]
You are knowledgeable in seeking out information on a variety of subjects. Once per Segment you may use this Concentration to gain another Scholar Concentration at Level 1 for the remainder of the Episode. The TN of the roll is based on how hard information on the subject is to find, typically around 15. Advanced Concentrations may be gained in this manner, but require two Boosts to the roll. you must have access to a library, computer network, or other large source of information to make use of this Concentration.

SCULPTING (Artist) [Skill]
You are able to make three-dimensional creations out of a variety of mediums in both realistic and artistic manners.

SEARCH (Computing) [Intelligence]
You are proficient in locating subjects using computer searches as well as scanning devices.

SETUP BOMB (Demolitions) [Intelligence]
This Concentration is used to setup bombs. The TN and number of actions for setting a bomb is based on the size of the resultant explosion and the complexity of the triggering device. Bombs can be made harder to disarm by making a Boost when it is being set. Boosts can also cut down on the time to set up a bomb.

SHADOWING (Hunter, Spy) [Skill]
This Concentration allows you to follow a subject discretely if a successful opposed check against the subject's Intelligence is made.

SHOOTING (Firearms) [Skill]
This Concentration is used to strike targets using projectiles.

SINCERITY (Criminal, Social) [Rank]
You are able to make your statements seem true regardless of their actual validity. Your roll determines the TN for Intelligence Rolls to see through any falsehood, as well as for anyone to see a flaw in your reasoning for true statements.

SINGING (Artist) [Skill]
You are a trained vocalist, capable of singing a variety of melodies.

SOCIALIZE (Social) [Rank]
You are able to strike up conversations with strangers, enabling you to blend into social events and gather information from a population. The TN for rolls using this Concentration depends on what you wish to accomplish:

Blend into a social event = TN 10
Public event = -5 TN
Private event = +5 TN
Friendly situation = -5 TN
Indifferent situation = +0 TN
Unfriendly situation = +5 TN
Hostile situation = +10 TN
Gather information = based on commonalty of knowledge
This Concentration may be performed untrained.

SPRINTING (Physical) [NA]
You are able to proficiently run in Robot-Mode and maintain a good degree of maneuverability. Each Level of Sprinting adds one hex of velocity to your Movement in Robot-Mode.

STEALTH (Criminal, Spy) [Skill]
This Concentration allows you to hide yourself from others. Potential viewers must make an opposed check using their Intelligence to discover your presence. If they fail you may use your Stealth Concentration for your Passive Defense against their attacks, but may not make Active Defense Rolls while doing so.

STRIKE (Weapons) [Skill]
This Concentration is used to hit adjacent targets with melee weapons.

STRUCTURAL ENGINEER (Profession) [Intelligence]
You are proficient in designing buildings.

SURVIVAL (Hunter) [Intelligence]
This Concentration allows your character to ration their Energon and survive on what he can scavenge from his surroundings. Each level in this Concentration allows your character to consume a half-Energon Cube less per day and still maintain proper working condition. This Concentration also allows you to navigate in the wild by making a Survival Roll with a TN based on your knowledge of an area. The GM may apply a penalty to the TN based on the ruggedness of the terrain.

SWIMMING (Physical) [NA]
You are able to proficiently travel in water while in Robot-Mode. Each Level of Swimming adds one hex to your Movement in Robot-Mode while in and under water.

TACTICS (Commander) [Intelligence]
You know how to structure military engagements to produce favorable results.

THROWING (Physical, Weapons) [Skill]
This Concentration is used for accurately pitching objects at a target, including thrown melee weapons and grenades. The range of throwing is equal to your Strength plus your level in this Concentration in hexes.

TRACKING (Hunter) [Intelligence]
You are proficient in tracking by various means over various terrain.

WEAPONSMITH (Profession) [Skill]
You are proficient in creating and modifying weapons.

WRITING (Artist) [Intelligence]
You are able to write both fiction and non-fiction proficiently.


ADVANCED CONCENTRATIONS

Below are all the Advanced Concentrations for all the Skillsets, along with which Skillset has them.

AGGRESSIVE HIT (Unarmed) [Skill]
You may make an aggressive unarmed melee attack with this Concentration. Your damage is increased by up to +Xk0, where X is your Level in this Concentration, but you may not use Active Defense or Passive Defense for a number of Phases equal to X times 2.

ACROBATICS (Physical) [Skill]
You are able to proficiently tumble, jump, roll, swing, and any number of other feats of agility. The TN for the roll depends on what you are trying to do:

Turn a facing for free: TN 15 times number of facings turned
High Jump: TN 15 times number of Elevations jumped; add a +1 bonus to the roll for each hex you moved before the jump
Running Jump: TN 10 times number of hexes to be jumped; add a +2 bonus to roll for each hex you moved before the jump
Act on your feet: TN 15; You may move, take an action, and move again
Apply a -5 penalty for each time this Concentration is used in a round beyond the first. Failure of an Acrobatics roll means that the character has fallen and is now prone. They may still act if they haven't taken their action yet, but otherwise cannot move.

AEROSPACE ENGINEER (Profession) [Intelligence]
You are proficient in the design and creation of spacecraft.

AMBUSH (Commander, Criminal, Hunter) [Intelligence]
You are able to spot and create ambushes.

ANCIENT HISTORY (Scholar) [Intelligence]
You know about the far ancient times of the civilization at large.

ASTROGATION (Piloting) [Intelligence]
You are able to pilot spacecraft between planets, in system orbit, and on interplanetary journeys.

ASTROPHYSICS (Scholar) [Intelligence]
You have a knowledge of stellar phenomena and their workings.

AUTOFIRE (Firearms) [Skill]
You may make additional ranged attacks using an appropriate weapon. Declare how many attacks you are making. Each attack suffers a TN penalty equal to 5 times the number of attacks beyond the first times the number of individual targets. For example, if you are making three attacks on one target your TN penalty is +10 to each attack, or +20 to each attack if these attacks were made between two targets. Apply this modifier to attack rolls as a bonus to any Active Defense rolls made against these attacks. One target is declared the primary target. All targets must be within your Level in this Concentration in hexes of each other. Apply range penalties as appropriate.

CARTOGRAPHY (Commander, Profession) [Intelligence]
You are able to create maps and navigation charts.

CATCH MOVE (Unarmed) [Skill]
When you are attacked by a melee attack you may make a counter-attack against your attacker using this Concentration. If successful you have your attacker in a grapple.

COLD READ (Social) [Intelligence]
You are skilled at picking up details about a person's personality and background through simple observation. This is typically done through a Opposed Roll against a target's Courage. Use of this Concentration in Transformation Mode is not subject to the Social Roll Penalty. Instead, use whatever Social Roll Penalty your target may have as a penalty on your roll.

CONCEAL (Criminal, Spy) [Intelligence]
You know how to hide items from detection. Your roll determines the TN for others to spot the hidden items.

CRIPPLING MOVE (Unarmed) [Skill]
You may inflict a Paralysis Effect rather than damage upon an opponent you are wrestling with. The TN for the Paralysis Effect is equal to the damage that would be dealt by a normal unarmed attack.

CRUSHING MOVE (Unarmed) [Skill]
You may deal damage to an opponent whenever they attempt to break a grapple you have on them or a round ends when they are in your grasp. The damage is xk1, where x is your Level in this Concentration.

CRYPTOGRAPHY (Spy) [Intelligence]
You are proficient in creating and cracking encryption.

DEMOLITION-DRIVING (Piloting) [Skill]
You are able to ram, sideswipe, and drop on other vehicles. This Concentration is used to engage in melee combat when piloting a vehicle or in Vehicle-Mode. This may also be used to push other vehicles in a given direction.

DIPLOMACY (Commander, Social) [Rank]
You are skilled in negotiation with others. This Concentration may be performed untrained with only a +5 TN penalty.

DISABLE DEVICE (Criminal, Spy) [Skill]
You are able to safely deactivate devices, equipment, and systems. The TN to disable a device and the number of actions it takes depends on what it is:

Simple mechanism = 1 action, TN 10
Sophisticated mechanism = 2 actions, TN 15
Minor building/ship system = 2 actions, TN 20
Major building/ship system = 3 actions, TN 30
Vital building/ship system = 4 actions, TN 40
Transformers may have their Systems damaged, disabled, or destroyed through use of this Concentration, with a TN equal to the damage that is required to effect a System. If successful you have disabled that System. Add 10 to this roll if you are attempting to destroy a System instead of merely disable it, and subtract 10 if you are trying to just damage the System rather than disable it. Against struggling opponents this roll suffers a -10 penalty.

DISGUISE (Artist, Spy) [Skill]
You are able to make yourself look like someone else. You may only disguise yourself as another subject of your approximate Size and shape.

DOUBLESHOT (Firearms) [Skill]
This Concentration is used to attack with two or more projectile weapons as one action. All attacks are made with a TN modifier equal to five times the number of extra attacks times the total number of targets, so a character making two attacks (using two projectile weapons) against one target would suffer a +5 TN penalty to both attacks (the penalty would have been +10 if the attacks were against two targets). You may only make additional attacks in this manner if you have additional projectile Armaments to attack with. Apply Range Modifiers as normal for each attack.

DUAL-STRIKE (Weapons) [Skill]
This Concentration is used to attack with two or more melee or thrown Armament (including grenades) as one action. All attacks are made with a TN modifier equal to five times the number of extra attacks times the total number of targets, so a character making two attacks (using two weapons) against one target would suffer a +5 TN penalty to both attacks (the penalty would have been +10 if the attacks were against two targets). You may only make additional attacks in this manner if you have additional projectile Armaments to attack with. Apply Range Modifiers as normal for each attack.

ECM (Computing) [Intelligence]
You are able to mask a subject from electronic sensors, making them effectively invisible. The larger the subject, the harder it is to hide:

Smaller than a Transformer = TN 20
Transformer-sized = TN 25
Transport-sized = TN 30
Building-sized = TN 35
Town-sized = TN 40
Each hexes away = +1 TN
Leave the audio signature = -5 TN
Leave the visual signature = -5 TN
Once established, maintaining the electronic subterfuge requires you maintain Focus each Round, but does not require an additional roll. This application of the Concentration may only be attempted once per Scene. You may also use this Concentration to counter another character's use of this Concentration with an Opposed Roll using Intelligence.

ENERGON ENGINEER (Engineering) [Intelligence]
You are proficient in finding and harvesting resources for Energon.

ESCAPE MOVE (Unarmed) [NA]
When attempting to break a grapple you have been placed in, each Level in this Concentration negates a +5 bonus an opponent gains from improving his grip.

FORENSICS (Scholar) [Intelligence]
You are skilled at investigating particulars of a scene to determine specifics about how it happened. With this Concentration, you may make determinations about where shots were fired from, how many people were in an area, when events occurred, and so on.

FORGERY (Criminal, Profession, Spy) [Intelligence]
You are able to create as well as spot fake items.

GENETICIST (Profession) [Intelligence]
You are able to design and produce artificial life-forms as well as alter living beings.

GUNNERY (Firearms) [Intelligence]
You are able to strike targets using cannons. If you have a spotter spending an action to guide your attack you may use indirect fire.

HACKING (Computing) [Intelligence]
You are able to break into protected computer systems and making them do what you want, including Transformers. Hacking into a Transformer requires a direct line and a Opposed Roll using your Intelligence and this Concentration against their Courage. After you have achieved a number of successes equal to half the victim's Courage rounded up, with each Boost made counting as an additional success, you may spend 1 action to have the hacked subject carry out one action of your choice. Acts which go against a sentient system's self-preservation instincts automatically fail, but otherwise you have near unlimited control. Hacked subjects may make a Courage Roll against your Intelligence and this Concentration at the end of each round to try to regain control, requiring a number of successes equal to half the hacker's Intelligence rounded up, with each Boost made counting as an additional success.

HOLOGRAPHY (Artist) [Skill]
You are skilled in creating holograms both representational and artistic. The difficulty of creating an illusion is based on its size and complexity:

Smaller than a Transformer = TN 5
Transformer-sized = TN 10
Transport-sized = TN 15
Building-sized = TN 20
Town-sized = TN 25
Each hexes away = +1 TN
Simple (wall, floor) = -5 TN
Intricate (living being, machinery) = +5 TN
With Audio = +5 TN
Moving = +5 TN
The TN to see through an illusion is equal to the TN to create it. Once established, maintaining the electronic subterfuge requires you to maintain Focus each Round, but does not require an additional roll. Each Boost made increases the TN to spot an illusion by 5. This Concentration may only be attempted once per Scene.

INCITATION (Commander) [Rank]
This Concentration is used to rally masses of people together in a united effort, including warfare with military troops. This allows you to enhance your Authority Rolls made against masses of characters as well as effect multiple targets without additional Boosts.

INTERROGATION (Commander, Spy) [Courage]
You know how to use intimidation to get information out of a subject. Size modifiers for Intimidation apply to Interrogation checks. This Concentration may be performed untrained with only a +5 TN penalty.

INTERVIEW (Profession, Social) [Intelligence]
You are skilled at getting information out of individuals through non-hostile conversation. This Concentration may be performed untrained with only a +5 TN penalty.

LONG-DISTANCE RUNNING (Physical) [NA]
You are proficient at pacing yourself for running long distances. Your speed for Robot-Mode travel over long distances is equal to 1 plus 1 per Level in this Concentration.

MYTHOLOGY (Scholar) [Intelligence]
You are familiar with mythological stories from a variety of cultures.

OBSERVE (Hunter, Spy) [Intelligence]
This Concentration enhances Observation Rolls made against subjects who you are aware of but are unaware of your presence.

OVERHAUL (Technician) [Skill]
This Concentration allows Transformers to exchange a piece of Equipment for another of equal cost. The TN for this Concentration is 5 times the number of points being exchanged. This may also be used to modify a Transformation Mode. Multiply the number of points being changed by 5 to determine the TN for the retrofit. This Concentration may only be attempted once per character in-between Scenes, and takes time to perform.

POLITICS (Social) [Intelligence]
You understand the complexities of political planning and maneuvers.

PRESTIDIGITATION (Artist, Criminal) [Skill]
You are able to perform feats of slight of hand and simple magic, including palming an item or pickpocket tricks. This can be used to effect Systems on a subject as an attack would.

PROGRAMMING (Computing) [Intelligence]
You are proficient in creating and modifying computer programs of varying complexity. The TN and time required to use this Concentration is based on what you are trying to create or do:

Cosmetic Modification = TN 5, 1 action
Simple Program/Modification = TN 15, 2 action
Complex Program/Modification = TN 25, 3 action
Comprehensive Program/Modification = TN 35, 4 action
Transformer computer systems may be affected by this Concentration. With a successful check, a Transformer may have a Personality aspect changed to another respective aspect (i.e. one bad habit becomes another, one good aspect becomes another). The TN for such a modification is 30. This takes a while to do, and normally may only be done in-between Scenes.
Additionally, a Transformer may be reprogrammed to be on the other side, effectively acquiring the Switched Sides advantage for free, if a TN of 40 can be made. When this occurs, the Transformer exchanges their personality aspects for new ones, although they may retain the same traits if they are available to their characters of their new allegiance. Transformers who have Switched Sides in this manner may make a Courage Roll with a TN equal to the roll that was made to switch them, with a +5 bonus for every Scene they have spend on the opposite side. Making this modification on a character takes a while to do, and normally may only be done in-between Scenes.

QUICK HIT (Unarmed) [Skill]
This is a quicker, less accurate form of Brawling. Attacks made using this Concentration take 5 less Phases than normal actions, but have a -5 penalty to the roll.

REPAIR (Technician) [Skill]
Repair restores Major Damage to a subject. The technician performing the repairs declares how many points of Major Damage they are attempting to repair. The TN for the roll is 10 per point of Major Damage being repaired, or 5 per point of Major Damage if a successful Diagnose check is made. A successful roll restores all the damage that was being repaired. Only one Repair check may be made to restore Major Damage per subject per Segment, and may not be made during Scenes. This Concentration may also be used to negate any effect from Boosts which destroyed something of a subject with a TN equal to 5 times the number of Boosts made to cause the destruction. Using Repair on yourself requires a Boost to be successful.

SCRATCH-BUILD EXPLOSIVES (Demolitions) [Intelligence]
You are able to make explosives from common and uncommon items. Double the TN and time to create the explosive.

SCROUNGING (Criminal, Technician) [Intelligence]
You are able to find substitute equipment. The TN is based on how hard an item is to replace and how hard it would be to find in a given area. A frequent use of this Concentration is to find components for Handyman and Repair rolls. The TN achieved by this roll is the maximum TN permitted for any roll which uses vital components gathered because of this Concentration.

SECURITY SPECIALIST (Profession) [Intelligence]
You are knowledgeable in how to design security systems.

SENSE MOTIVE (Social) [Intelligence]
You are better able to sense the validity of statements as well as the reasoning behind them.

SIDESTEP (Physical) [NA]
Reduce the Initiative cost for taking an Active Defense by your Level in this Concentration, up to half your Speed, rounded down.

SOLID HIT (Unarmed) [Skill]
You can make a solid unarmed attack, such as a kick, dealing +0k1 damage. The TN for the attack is increased by 10.

STRATEGY (Commander) [Intelligence]
This Concentration is used to make long-term, wide-spread military plans. This allows you to gain Strategy Dice, which are nearly identical to Tactics Dice but last for an entire Segment. The TN for this Strategy Roll is equal to 5 times the number of Strategy Dice you want to gain. The limit on the number of Strategy Dice that may be added onto a single roll is equal to your level in this Concentration.

STUNNING HIT (Unarmed) [Skill]
You may make a melee attack using this Concentration that causes a Stun Effect instead of dealing damage. The TN for the Stun Effect is equal to the damage that would be dealt by a standard melee attack.

STUNT-DRIVING (Piloting) [Skill]
You are able to make leaps, rolls, high-speed 180-turns, and other spectacular feats when behind the helm of vehicles. Treat this Concentration exactly as the Acrobatics Concentration, except that it can only be used when piloting a vehicle (including yourself in Vehicle-Mode).

TRAPS (Hunter) [Skill]
You are able to design, set up, and remove traps capable of being connected with other Equipment, allowing it to function independently. This allows you to have gun emplacements that attack enemy targets, explosives that go off when someone comes within 100 meters, and similar effects.
Your traps are capable of functioning independently using your Tech Specs with a -1k1 penalty. They may use a limited number of your Concentrations as well, depending on their design. You may place your Equipment with a trap so that it may be utilized by it, but lose access to the Equipment when doing so.
The TN to set a trap depends on how complicated it is:

Range = +1 TN per 1 hex (range 0 means that the trap only activates if someone is in that specific hex where the trap is)
Conditions = +5 TN for each condition for activation for the trap
Area-of-Effect = +10 TN per each hex the trap effects when activated (if not specified with the Equipment used)
Concentrations = +5 TN for each Concentration of yours which the trap may use as their own
When encountering the proper conditions that trigger a trap they must make an Intelligence Roll with a TN equal to 5 times the number of conditions for the trap to determine if this is indeed the right time to be activated. Once activated a trap may continue to function until it is disabled. Any successful attack on a trap disables it. Traps have a Base Defense equal to your Intelligence plus modifiers for Size (typically 0 unless it is a pit trap), and may not use Active or Passive Defense.


PERSONALITIES

Transformers are complex beings, and as such, they have positive and negative aspects to their personalities. In game terms, a Transformer may take one positive personality trait (a Virtue for Autobots or Wile for Decepticons) by spending Character Points and/or gain Character Points by taking one negative personality trait (a Hubris for Autobots or Flaw for Decepticons). Transformers may have up to one positive and one negative personality trait.

Positive personality traits are activated by the player spending a half Energon Die. Negative personality traits are likewise activated by spending a half Energon Die, but someone other than the character with the personality trait spends the die (to give their self an edge over the character because of their weakness). This may be done regardless of whether you know what Personality they have. In this case, the Negative Personality comes into play whenever the next applicable situation comes up.

When the GM wants to activate a player's Negative Personality but an applicable NPC is not present, the player who had their Personality activated gains a number of points of Energon Deficit. At the beginning of any Scene they may choose a number of NPCs and deduct up to their Energon Deficit in Energon Dice from their collective Energon Dice. For example, a character had his Negative Personality activated for 3 Energon Dice. When he encounters a group of 4 NPCs, he chooses to have 2 of those NPCs each lose an Energon Die, and saves the other point of Energon Deficit for another Scene.

The following list contains all of the Personalities all in one list, with whether it qualifies as a Virtue, Wile, hubris, or Flaw listed in parenthesis. Personalities which award Character Points are negative personality traits, and ones which cost Character Points are positive personality traits.


POSITIVE PERSONALITIES

ADAPTABLE (Virtue/Wile) [Autobot/Decepticon]: 3
When activated you may cause any Durability Roll to automatically succeed.

ALTRUISTIC (Virtue) [Autobot]: 3
When activated you may add XkX to a roll to save a companion, where X is equal to the Dice of the Tech Spec being used for the roll.

BEGUILING (Wile) [Decepticon]: 4
You receive an Energon Die whenever you help out your enemies in a significant manner. When you make a roll that benefits your enemies, you receive a +5 bonus.

BRILLIANT (Wile) [Decepticon]: 5
When activated you cause an enemy to fail a roll in a round during which you have an action remaining. You must activate this Personality after the action is declared but before the roll occurs.

CAREFUL (Wile) [Decepticon]: 5
Whenever you spend a Energon Die, if it rolls less than 5 it does not count as spent.

CHARISMATIC (Wile) [Decepticon]: 4
When activated you may have one of your followers follow you fanatically and to their own death, regardless of whether it helps your goals or not.

COOL (Virtue) [Autobot]: 4
You do not suffer the effects of fatigue, nor any penalties for operating with more Major Damage than your Courage.
You may not take a Negative Personality if you have this Personality.

CREATIVE (Virtue) [Autobot]: 5
When activated you gain an idea from the GM in the form of a hint or a somewhat easy puzzle.

DECEITFUL (Wile) [Decepticon]: 2
You may cause others to believe you have any Personality you wish at will.

EXEMPLARY (Virtue) [Autobot]: 4
When activated you may allow a group to use one of your Concentrations for the remainder of the Scene.

FANATICAL (Wile) [Decepticon]: 5
You automatically recover from being Knocked Out at the end of the round which you were Knocked Out. Additionally, reduce any penalty for having Major Damage beyond your Courage by half.
You must take a Negative Personality if you have this Personality.

FOCUSED (Virtue/Wile) [Autobot/Decepticon]: 3
Once per Scene you may activate this Personality to transfer 2 Levels in one Tech Spec to another Tech Spec for the remainder of the Scene.

FORTUNATE (Virtue/Wile) [Autobot/Decepticon]: 3
When activated you may re-roll any failed roll. This may only be activated once per roll.

FRIENDLY (Virtue) [Autobot]: 5
When activated you gain an immediate contact in the form of an informant, ally, or confident. You may end up keeping the contact at the GM's discretion. Activating this Personality costs 1 full Energon Die.

HATEFUL (Wile) [Decepticon]: 4
When activated you may declare someone who just foiled one of your schemes to be your enemy. Any Persuasion, Intimidate, Taunt, or Authority Roll they make against you automatically fail, and any rolls made against your enemy are made at +1k0.

HONORABLE (Wile) [Decepticon]: 5
Whenever you could profit from a "dishonorable act" and decide not to, you gain a Energon Die.

INSIGHTFUL (Virtue) [Autobot]: 5
When activated you learn what Personality Traits an opponent has, and may then counter-spend Energon Dice to prevent the activation of their positive Personality as you can prevent the activation of your own negative Personality.

INSPIRATIONAL (Virtue) [Autobot]: 2
When activated you add +1k1 die to a roll of a chosen ally.

INTUITIVE (Virtue) [Autobot]: 5
You receive 1 extra Character Point when experience is awarded. Your GM can periodically offer to give you a hint or piece of helpful information. Each time you take the help, you lose a half Character Point from what you would receive for the Episode.

PASSIONATE (Virtue) [Autobot]: 3
When activated gain a +15 bonus to your Authority Rolls for the remainder of the Scene.

PERCEPTIVE (Virtue) [Autobot]: 1
When activated you automatically succeed at any opposed Observation or Surprise roll.

PERSPICACIOUS (Virtue) [Autobot]: 5
When activated the GM tells you what an enemy's next course of action will be. The enemy cannot change their course of action once the GM tells what it is to the player based on what the player does.

PROPITIOUS (Virtue) [Autobot]: 5
When activated you and your party make an amazing, unlikely, and successful escape from a clearly-hopeless situation. You must spend 1 Energon Dice per person who escapes because of this ability. Alternatively, other characters may spend 2 of their Energon Dice to gain this benefit when you are using it.

PRUDENT (Wile) [Decepticon]: 5
Whenever someone spends an Energon Die on a roll against you, you gain 1 Energon Die.

RECURRING (Wile) [Decepticon]: 5
When activated you may get away or survive an impossible peril, no matter how impossible escape may seem. However you cannot show up again until the next Episode. You must spend 2 full Energon Dice to use this Personality. You may spend another Energon Die to cut down your time to re-appear to the next Segment.

RESOURCEFUL (Wile) [Decepticon]: 3
When activated you gain Levels 2 in any Concentration you currently do not have.

RUTHLESS (Wile) [Decepticon]: 5
When activated you may add +Xk0 to any roll to defeat your adversaries, where X is the Dice of the Tech Spec being used for the roll.

SEDUCTIVE (Wile) [Decepticon]: 4
When activated gain a +15 bonus to your Persuasion Rolls for the remainder of the Scene.

SELF-CONTROLLED (Virtue/Wile) [Autobot/Decepticon]: 1
When activated you may cause any Persuasion, Intimidate, or Taunt Roll to automatically fail.

UNCANNY (Virtue/Wile) [Autobot/Decepticon]: 5
When activated you gain a warning of the next time your enemies try to spring an awful surprise on you.

VICTORIOUS (Virtue/Wile) [Autobot/Decepticon]: 4
When activated you automatically inflict one Major Damage rather than roll for damage.

WILLFUL (Virtue/Wile) [Autobot/Decepticon]: 3
When activated your enemies may not use Energon Dice when facing you in direct combat for the remainder of the Scene.

WORLDLY (Virtue) [Autobot]: 2
When activated you have 1 Level in any Concentration you do not currently have until the end of the Scene.


NEGATIVE PERSONALITIES

AMBITIOUS (Hubris/Flaw) [Autobot/Decepticon]: -4
When activated you will act in the interest of gaining personal power, even if it is risky to do so.

ARROGANT (Hubris/Flaw) [Autobot/Decepticon]: -3
When activated you show disdain or contempt for someone else.

CARELESS (Flaw) [Decepticon]: -4
When activated other characters may automatically succeed at any Simple Roll (unopposed by a target) to thwart one of your traps or plans.

COWARDLY (Hubris/Flaw) [Autobot/Decepticon]: -5
When activated you will avoid taking an action which could be dangerous.

CRUEL (Flaw) [Decepticon]: -3
When activated one of your allies is finally sick of your treatment of them, and betrays you.

ENVIOUS (Hubris/Flaw) [Autobot/Decepticon]: -4
When activated you will act to try to get something you want from another character.

EXTRAVAGANT (Flaw) [Decepticon]: -2
When activated you focus on your own comfort over your plans and ambitions.

GREEDY (Hubris/Flaw) [Autobot/Decepticon]: -3
When activated you give into temptation of wealth or demand a larger share of profits or power.

HEDONISTIC (Hubris) [Autobot]: -2
When activated you want to indulge yourself and have a good time over concentrating on a task at hand.

HOT-HEADED (Hubris/Flaw) [Autobot/Decepticon]: -3
When activated you lose your temper and get mad with a subject.

INATTENTIVE (Hubris) [Autobot]: -2
When activated you automatically fail any observation roll or take a -2 dice penalty on a Surprise Roll.

INDECISIVE (Hubris) [Autobot]: -4
When activated you lose -10 Phases from your current Initiative, or delay taking action by an appropriate time period while you figure out what to do.

JUDGMENTAL (Hubris) [Autobot]: -3
When activated you will jump to conclusions and form an unsubstantial opinion of someone you just met or a new situation or experience.

LOYAL (Hubris) [Autobot]: -5
When activated you will go back for or stay with a fallen comrade, or you will not betray an employer.

MEGALOMANIACAL (Flaw) [Decepticon]: -1
When activated you admit in front of your allies that you have no intention of sharing your power because you are superior to them. This typically makes them upset at you.

MERCIFUL (Flaw) [Decepticon]: -5
When activated you decide not to kill whoever activated this Personality.

MISFORTUNATE (Hubris/Flaw) [Autobot/Decepticon]: -4
When activated you must re-roll a successful roll whose TN was 25 or higher. This may only be activated once per roll.

MISLED (Flaw) [Decepticon]: -5
You believe you are a hero, doing good for the world when you have this Personality. When activated you have a moment of doubt about your course in life and lose -10 Phases from your current Initiative.

OPTIMISTIC (Hubris) [Autobot]: -3
When activated you ignore the negative aspects of the current situation and focus in on the positive aspects alone.

OVERCONFIDENT (Hubris/Flaw) [Autobot/Decepticon]: -3
When activated you lose any doubts in your abilities or course of action.

OVER-ZEALOUS (Hubris) [Autobot]: -3
When activated you will strongly defend your opinions or actions, regardless of how inappropriate of a time it may be to do so.

PACIFIST (Hubris) [Autobot]: -5
When activated you will insist on taking a non-violent solution to your situation.

PARANOID (Flaw) [Decepticon]: -4
When activated you believe one of your allies has betrayed you or become suspicious of one of your allies.

PESSIMISTIC (Hubris/Flaw) [Autobot/Decepticon]: -3
When activated you ignore the positive aspects of the current situation and focus in on the negative aspects alone.

PROUD (Hubris/Flaw) [Autobot/Decepticon]: -5
When activated you will refuse aid from another.

RASH (Hubris) [Autobot]: -5
When activated you will investigate something or try something despite the possible risks, but will still take any possible precautions.

RECKLESS (Hubris) [Autobot]: -5
When activated you act without hesitation or concern for your safety.

RIGHTEOUS (Hubris) [Autobot]: -3
When activated you lose any doubts about the moral implications of your actions.

SCHEMING (Flaw) [Decepticon]: -5
When activated you wouldn't do things the easy, and instead take a more complicated and somewhat contrived course of action that you believe will be more effective than the easy route.

SQUEAMISH (Flaw) [Decepticon]: -1
When activated you will pass the task of killing someone off to an ally.

STUBBORN (Hubris/Flaw) [Autobot/Decepticon]: -4
When activated you refuse to change your opinion on a subject.

TALKATIVE (Flaw) [Decepticon]: -4
When activated you explain your evil scheme to the character who activated this Personality. You may not take this Personality if you cannot talk.

TRUSTING (Hubris) [Autobot]: -5
When activated you lose any suspicions you have about a character.

WILD-ASS (Flaw) [Decepticon]: -4
When activated you will act without concern for the consequences of your actions.


BACKGROUNDS

Backgrounds are unresolved conflicts from their past, usually involving people out to get a character. The award a Transformer with extra Experience Points if the Background comes into play in a Episode. Each Background has a value, rewarding twice its value if it comes into play. Backgrounds cost 1, 2, or 3 points for a 1, 2, or 3 point value respectively. The higher the point cost, the more people are out to get you, or the more powerful they are, or the more significant the background in the greater scheme. This is the basic list of Backgrounds, but characters may have other ones at the GM's discretion.

All Backgrounds need to be fleshed out with a quality story explaining what the conflict is about. Only stories involving unresolved conflicts count for Backgrounds. Remember that the higher the point value, the more wide-reaching, or harder to achieve or more frequently will the Background come into play. Characters may not have more than 4 value levels worth of Backgrounds at any time, and no single Background may normally be higher than level 3.

AMNESIA: You are plagued by forgotten dangers from your past.

CURSED: You suffer from some sort of incredible streak of supernatural bad fortune, ranging from "You will never be entirely happy in love" and "You will always be second-best" to "You will betray the one you love most" to "Everyone you touch that you care about will die a painful death".

DEBT: You owe someone who did you a favor, and they don't have a problem causing harm to you to get back what they are owed.

DEFEATED: You are trying to overcome a brutal defeat in your past.

FEAR: All Actions Checks made while exposed to the subject of this Background suffer -XkX, where X is the Rating of the Background.

HUNTED: People are out to get you.

HUNTING: You are trying to get something you lost.

LOST LOVE: A former love is now with an enemy, and that enemy is not happy having you around.

MISTAKEN IDENTITY: You are mistaken for someone else, and it is not in a good way.

NEMESIS: Someone powerful is out to ruin your life.

OBLIGATION: You owe someone and have to repay the debt.

RIVALRY: You have someone who is many times in direct competition for the same goals you have.

ROMANCE: You have a love interest that is somewhat risky, possibly involving people who are trying to prevent you from being with your love.

TRUE IDENTITY: You have a past which you are leaving behind for some reason or another.

VENDETTA: You seek to truly hurt someone for something they did to you.

VOW: You made a promise to help someone or a group or an organization.


ADVANTAGES

Advantages are special conditions and/or qualities of a Transformer which provide a bonus in both Robot and Transformation Mode. Some Advantages may only normally be taken during character creation, but most can be taken later in a character's career. Unless otherwise noted you may not take an Advantage more than once.

ADAPTIVE DESIGN: 3
When you were designed, flexibility was built into your system. Any Overhaul checks made on your character automatically succeed.

ALTERNATE ROOT MODE: 1
Rather than being a normal man-shaped Robot, you become either a Beast, Object, or a Vehicle in Robot-Mode, effectively allowing you to purchase some Transformation Properties as Robot-Mode Equipment. You also gain a number of benefits and hindrances based on what Mode you become instead of a Robot-Mode.

BEAST-MODE: You transform into a Beast of some sort rather than a normal Robot. You have all the properties of a Beast-Mode in your Robot-Mode. You have some of the temperament of your Beast-Mode, but are as intelligence as any other Transformer can be. You may not speak normally, but do understand languages without penalty, although you may spend 2 additional Character Points to regain the ability to speak. You also receive the Physical Skillset for free. Finally, you may take any Transformation Properties that is specifically for Beasts (as opposed to Properties that may be taken by Any Mode) as Robot-Mode Equipment.
OBJECT-MODE: You transform into an Object of some sort rather than a normal Robot. You have all the properties of an Object-Mode in your Robot-Mode. You are as intelligence as any other Transformer can be, and may speak as well. You receive any one Skillset for free. Finally, you may take any Transformation Properties that is specifically for Objects (as opposed to Properties that may be taken by Any Mode) as Robot-Mode Equipment.
VEHICLE-MODE: You transform into a Vehicle of some sort rather than a normal Robot. You have all the properties of a Vehicle-Mode in your Robot-Mode. You are as intelligence as any other Transformer can be, and may speak as well. You receive the Piloting Skillset for free. Finally, you may take any Transformation Properties that is specifically for Vehicles (as opposed to Properties that may be taken by Any Mode) as Robot-Mode Equipment.
This Advantage may not normally be taken after character creation.

ANALOG: 2
Your design utilizes less computer components than most, giving you a -0k1 penalty for any Computing Concentrations, but in turn granting a +5 bonus to any Technician Concentrations used on you. You also require 1 less Energon Cube than normal. You gain a +10 bonus to resist Hacking and Programming. All Hacking attempts made against your character require 2 additional successes. Finally, all Programming rolls made on your character have a -10 penalty to the roll.
This Advantage may not normally be taken after character creation. You may not take the Digital Advantage.

ARTISTIC: 2 / 4
You are extremely creative and talented artistically, gaining +0k1 or +0k2 (for 2 or 4 points respectively) to all Artist Concentration Rolls.

BACKUP SPARK: 5
You have taken a part of your Spark, placed it in a dormant Transformer, and left it somewhere safe. In the even that your Spark is taken off-line permanently, this backup Spark will activate, effectively allowing your character to cheat deactivation. Activating this Spark costs 1 Energon Die, and when activated, the current character's body is dies. This Energon Die may be spent as long as your character has less Major Damage than their Major Damage limit. Your backup Spark shares your memories, but is only as up-to-date with you as the last time you made your backup. Updating a backup requires you to re-merge your Spark with your backup, and then split them apart again, requiring you to be in physical contact with your backup. When your backup comes online, you lose this Advantage. Additionally, if your actual backup Spark is found and destroyed, you lose this Advantage and 1 Energon Die. While you have this Advantage, reduce your starting Energon Dice by 1.

BOOKWORM: 2 / 4
You are a natural at all academic pursuits, gaining +0k1 or +0k2 (for 2 or 4 points respectively) to all Scholar Concentration Rolls.

BULKY: 2 / 4 / 6
Your design is an older one, with the same systems distributed more throughout your frame. Increase your character's Size by 1, 2, or 3 categories for 2, 4, or 6 Character Points (Size 10+ is the biggest your Size may increase). Any Technician Concentration rolls used on your character gain a +2, +4, or +6 bonus to the roll (for 2, 4, or 6 Character Points respectively), making you easier to work on because of the extra space incorporated in your body. Your Equipment limit is still determined by your Strength Tech Spec as normal.
You may not take this Advantage if you have the Compact Advantage.

CIVILIAN: 4, 2 for Autobots
You may take Civil Skillsets for 1 point instead of 2 during character creation, and for 3 points after character creation.
You may not take this Advantage if you have the Warrior Advantage.

COMMANDING: 1 / 2
Add +1k0 or +2k0 (for 1 or 2 points respectively) when making Authority Rolls.

COMPACT: 1 / 2 / 3
Your design is a newer one, with the same systems concentrated more tightly on your frame. Decrease your character's Size by 1, 2, or 3 categories for 1, 2, or 3 Character Points (Size 0- is the smallest your Size may increase). Any Technician Concentration rolls used on your character gain a -2, -4, or -6 penalty to the roll (for 1, 2, or 3 Character Points respectively), making you harder to work on because of the tightly-packed systems. Your Equipment limit is still determined by your Strength Tech Spec as normal.
You may not take this Advantage if you have either the Bulky or Simple Design Advantage.

COMPLICATED DESIGN: 2 / 4 / 6
You have more components than most Transformers of your Size. Increase either your Equipment or Transformation Property limits by 2, 4, or 6 points (for 2, 4, or 6 points respectively) in any combination you want, but placing a penalty on any Technician Rolls made on your character by -2, -4, or -6 points (for 2, 4, or 6 points respectively).
You may not take this Advantage if you have the Simple Design Advantage.

CONNECTIONS: 1 / 2 / 3
You are people who know people. When making a check to see if you know someone and how well you know them add +1k0, +2k0, or +3k0 (for 1, 2, or 3 points) to the roll.

DIGITAL: 2
Your Spark design hails back to older, more computerized designs, allowing you to think more like a computer does. Gain +0k1 kept die when making Computing Concentration rolls, but take a -0k1 die penalty when making social rolls.
This Advantage may not normally be taken after character creation. You may not take the Analog Advantage.

ENERGON-EFFICIENT: 1
Your design has lower Energon requirements than most, allowing you to consume 1 less Energon Cube a day and still remain in full operating condition.
You may not this Advantage if you have the Energon-Glutton Advantage.

ENERGON-GLUTTON: 1
Your design has a higher Energon requirement than most, requiring you to consume 1 extra Energon Cube per day. However, you do not suffer the disorienting effects from having Overpower Dice in your system.
You may not this Advantage if you have the Energon-Efficient Advantage.

EVASIVE: 5
Add +0k1 to all Active Defense rolls.

EXTRA BODY: 8 / 16 / 24
One of your Modes has 1, 2, or 3 additional bodies, very similar copies of yourself, for 8, 16, or 24 Character Points respectively. These extra bodies are capable of independent action, and may even have their own name and quirks, but are in continuous contact with each other and essentially share a Spark between them. Additional bodies are only available in one Mode, designated when this Advantage is selected, and all bodies, extra or otherwise, are required to change Modes. (Transformers with Extra Transformation Mode may designate that their extra body is available in that additional Mode.) Damage may be inflicted to an individual body, and is recorded separately, but is added together when the character is in a Mode without the extra bodies. For example, if one Robot has 2 Major Wounds and 12 Minor Wounds and another Robot has 3 Major Wounds and 9 Minor Wounds the merged, transformed character would have 5 Major Wounds and 21 Minor Wounds. You are not Knocked Out if your combined Major Wounds would be greater than your Courage, although you still operate with a penalty and any further Major Wounds will be treated as normal, and may die if your Major Wounds exceeds twice your Courage. Minor Wounds are lost when you merge. When you split again, divide the Minor Wounds evenly between the extra bodies. Any additional Major Wounds taken when the two bodies were merged that was not there when they were separated is likewise distributed to one of the extra bodies, but previous damage still stays. Your additional bodies may have different Personalities, Equipment, and/or Transformation Properties than your primary body, provided they cost the same amount as the primary body. Otherwise the additional bodies have identical Skillsets, Concentrations, Backgrounds, and Advantages (this Advantage has no effect for the additional body, so those additional bodies do not receive additional bodies). The base Size of each body in the Mode when the character has extra bodies is 1 less than the Size of the character when they are combined together (for example, when a Size 6 Robot becomes two Vehicles each Vehicle will have a base Size of 5). Each additional body has Tech Specs based on those of the primary body, but loses a number of levels to the additional body's Tech Specs equal to 2 times the number of additional bodies (in other words, two additional bodies would each have to have 4 less levels distributed between their collective total of Tech Specs).
This Advantage may not normally be taken after character creation.

EXTRA TRANSFORMATION MODE: varies
Your Transformer has an extra Transformation Mode. The cost of this Equipment is the same as the cost of the Transformation Mode you gain. The maximum number of points you may spend on this extra Mode is equal to your Rank times 2, minus 2 for each time you take this Advantage, so that a Transformer with a Rank of 6 would be able to spend 10 Character Points on their second mode, 8 on their third, and so on (designate whether a Mode is your second Mode, third Mode, etc).
This Advantage may be taken a number of times equal to your Rank divided by two, rounded down.

FAITH: 5
You have faith is something larger than yourself and your comrades. It may be faith in the Autobot Matrix, the eternal power of Unicron, or something else. However, you aren't really sure what this Advantage does for you. It may not do anything, so only those of true faith will take it.

FAME: 5, 3 for Autobots
Add 10 to your Reputation.

HEAVYWEIGHT: 1
You are heavier than most Transformers of your Size, allowing you to count as one Size larger for purposes of being lifted, pulled, pushed, or thrown. Increase your Base Impact Damage by +0k1. Add +5 to your Grapple Passive Defense, and +1k0 to any Grapple Rolls. The penalty for exceeding your Equipment and Transformation Property Character Point limits is reduced by half, rounded down.
You may not take the Lightweight Advantage if you have this Advantage.

HENCHMAN: varies
You have a Henchman at your disposal. Henchman are explained in more detail below. The cost of your Henchman varies with what type of Henchman you have:

DORMANT TRANSFORMER: 6 / 9
You have a Transformer that is stored inside your frame when inactive. The Henchman can only be stored when in their Transformation Mode, and must be at least 2 Sizes smaller than your character's Robot-Mode. The Henchman must be lower on the Chain-of-Command than your character. Activating a Henchman for a Scene costs a either a 1 Energon Die (for a 6 point Henchman) or a half Energon Die (for an 8 point Henchman) and takes one action, put you may activate as many of your Henchman at one time as you want to and can pay the Energon Die cost for. These Energon Dice may be payed by either the Henchman or by you. It costs one action to return a Henchman to dormant Mode. If this Energon Die cost is not payed the Henchman may not take actions during a Scene.
HUMAN: 3
You have a Human Henchman at your disposal.
HEADMASTER: 6
You are bonded with a Human (or other similar species) Henchman with an Exosuit who transforms into head when you assume Robot-Mode. Without this Henchman present, willing, and able to transform into your head you are not capable of assuming Robot-Mode. This Henchman functions as a standard Human Henchman except that they receive a free Basic Exosuit and may not take a Transformation Mode. While in Robot-Mode with your Henchman as your head, you may use any of your Henchman's Civil Concentration as if they were your own. You may make any Intelligence or Rank-based roll using your Henchman's Intelligence or Rank in place of your own. By spending an Energon Die you may use the best Tech Spec and/or Concentration between you and your Henchman for a single roll. When attached as your head, this Henchman uses your Size modifier with whichever character's Intelligence is higher, and takes four Boosts to directly attack. This particular Advantage may only be taken once.
TARGETMASTER: 6
You are bonded with a Human (or other similar species) Henchman with an Exosuit who transforms into your main Armament. This Henchman functions as a standard Human Henchman except that they receive a free Basic Exosuit and they also receive a Firepower Tech Spec equal to your Firepower Tech Spec. Your Human Henchman's Exosuit Transformation Mode is that of an Object with one of your Armaments as Equipment, along with standard cost modifiers for Transformation Properties plus any additional Transformation Properties you wish it to have (if you do not have an Armament you must purchase one to take this Advantage). You may use this Armament in any Mode, treating two-handed as mounted and one-handed as turreted, and may use your Henchman's Levels in any Firearm or Weapon Skillset Concentrations in place of your own. The Character Point limit for this Transformation Mode is equal to your Firepower Tech Spec. This does not cost your Henchman character Points, and instead costs you Character Points. Attacking this Henchman when he is being used as an Armament requires 3 Boosts on the attack roll. This Armament counts against your Armament limits but does not count against those of your Henchman.
POWERMASTER: 6
You are bonded with a Human (or other similar species) Henchman with an Exosuit who transforms into a power pack, engine or similar type of device. Without this Henchman present, willing, and able to transform into this power pack you are not capable of assuming a specific Mode (specify which Mode). This Henchman functions as a standard Human Henchman except that they receive a free Basic Exosuit and may not take a Transformation Mode. Transforming to the specified Mode does not require a Transformation roll, and takes one less action than normal. Your Henchman begins play with 1 Overpower Dice. You may use the Overpower Dice of power pack as if they were your own. Neither you nor your Henchman suffer any penalities associated with having Overpower Dice. Finally, when your Henchman is attached as a power pack you may have it make your Courage Rolls to tap your Energon reserve in place of your own roll. Attacking this Henchman when he is being used as a power pack requires 2 Boosts on the attack roll. This particular Advantage may only be taken once per Mode your character may assume.
TRANSPORT: 12
You have a Transport Henchman at your disposal.
AUTOMATON: 9
You have an Automaton Henchman at your disposal.
If a character loses their Henchman or the Henchman dies they may make a Rank roll to receive a new Henchman. The TN for this roll is equal to the Character Point cost of the Henchman times 5. if successful, their new Henchman will be available for the character at the beginning of the next Episode. If unsuccessful, remove this Advantage from the character's sheet at the end of the Episode (the character does not regain the character points spent on this Advantage).
You may purchase this Advantage a number of times equal to half your Rank Tech Spec (rounded down) in addition to any other restrictions on the number of times you may purchase a particular type of Henchman. Henchman may not take this Advantage.

HYPNOTIC: 5
You may use the power of your mind to effect others. To use this Advantage you must be in the same hex as the target, and they must be able to perceive you fully. You then make a Opposed Roll using the attacker's Rank and the victim's Courage to determine the success. This Advantage may be used to achieve a variety of results:

Distracting Trick: The victim is lost in thought on what the attacker has done, and suffers a Blinding Effect.
Mesmerizing Trick: The victim is captivated by the attacker, and suffers a Paralysis Effect. This effect only lasts as long as the attacker takes no other actions while their victim is captivated.
Commanding Trick: The victim is overpowered by the attacker's will and obeys one command as if it was their own idea. They will carry out this course of action for one action plus one action for every 3 Boosts made on the attack roll. This effect only lasts as long as the attacker takes no other actions while their victim acts.

INDOMITABLE WILL: 1 / 2
All Courage-based Rolls gain +1k0 or +2k0 (for 1 or 2 points respectively).

INTIMIDATING: 1 / 2
Add +1k0 or +2k0 (for 1 or 2 points respectively) when making Intimidate Rolls.

JINX: 5
You have a way of attracting trouble and controversy. You receive one 4-point Background at the start of the game. If you resolve this Background, you receive another 4-point Background for free.
This Advantage may not be taken after character creation. You may not take any other Backgrounds. You may not take the Lucky Advantage if you have this Advantage.

KNOWLEDGEABLE: 1 / 2
Either you've been around a long time, been exposed to tons of facts, or something else, but whatever the case, you are very knowledgeable on miscellaneous subjects. Add +1k0 (for 1 points) or +2k0 (for 2 points) to any miscellaneous Knowledge Roll.

LEGENDARY SPEC: 2
Choose one of your Tech Specs. It may be raised to 10+, providing you with a Dice of 6 for that Spec. Treat this Tech Spec as a 11 for any purposes requiring a specific Level of the Tech Spec. This Advantage may be taken more than once, with each time applying to a different Tech Spec.
This Advantage may not normally be taken after character creation.

LIGHTWEIGHT: 1
You are lighter than most Transformers of your Size, allowing you to count as one Size smaller for purposes of being lifted, pulled, pushed, or thrown. Decrease your Base Impact Damage by -0k1. You have a -5 penalty to your Grapple Passive Defense, and -1k0 to any Grapple Rolls. Your base Movement is increased by 1 point. Your Equipment and Transformation Property limits are both reduced by 1 point.
You may not take the Heavyweight Advantage if you have this Advantage.

LINGUIST: 2
You may make an Intelligence roll to pick up a language. The roll TN is based on the time a character is exposed to a language:
Time   TN

15 days   0
10 days   5
3 days   10
1 day   15
8 hours   20
6 hours   25
3 hours   30
1 hour   35
15 minutes   40

Keep track of the languages you have learned with this Advantage.

LUCKY: 5
You run into a lot of fortunate coincidences in your adventures. Add +1k0 to all of your Search, Scrounging, and Luck Rolls.
You may not take the Jinx Advantage if you have this Advantage.

MARTIAL ARTIST: 5
You are skilled in the art of unarmed combat, gaining +0k1 to all non-wrestling unarmed melee attacks.

MECHANICAL: 2 / 4
Your design stems back to the more robotic aspects of Transformers. You either need very little rest (4 hours for 2 Character Points) or no rest at all (for 4 Character Points). Transformers with this Advantage still require regular maintenance, however, just not daily rest.
This Advantage may not normally be taken after character creation. You may not take the Organic Advantage if you have this Advantage.

MEMBERSHIP: varies (between 1 and 5)
You are a member of a secret society. Your Gamemaster has information on the various societies available and their associated costs.

ORGANIC: 2 / 4, 0 / 2 for Maximals/Predacons
Your design is a more futuristic one, incorporating organic and cybernetic aspects into its design. This has a number of effects. First, your primary Transformation Mode must be a Beast-Mode (or alternatively your Robot-Mode must be a Beast-Mode). You may automatically repair a half point of Major Damage (for 2 points) or 1 point of Major Damage (for 4 points) between Segments. In your Beast-Mode you can consume 50 kg of organic material to gain either 0.5 Energon Cubes (for 2 points) or 1 Energon Cube (for 4 points) between Scenes (you may not gain Overpower Dice in this manner, however). Finally, you do not suffer penalties for having 2 Overpower Dice (for 2 points) or 3 Overpower Dice (for 4 points).
This Advantage may not normally be taken after character creation. You may not take the Mechanical Advantage if you have this Advantage.

OVER-VALUED: 3
Despite your lack of appropriate Rank, you have a +2 Chain-of-Command, and may make all Authority Rolls with +1k1.

PERSUASIVE: 1 / 2
Add +1k0 or +2k0 (for 1 or 2 points respectively) when making Persuasion Rolls.

PLATFORM: varies
You have a detachable platform capable of being utilized in any of your Modes. You may put Equipment on this Platform, giving it the effect of being modified by both Multi-Mode and Transferable without actually having either Modification. Any Equipment on the Platform may not have the Connected, Multi-Mode, or Transferable modifications. Treat the Platform as either a Vehicle or Object Mode, and you may place Transformation Properties specific to either Mode on it as Equipment. Its Size is equal to the total Character Points worth of Equipment it has divided by 2, modified by its Mode's Size Change Range. The Platform has a base Movement of 1. It is capable of operating by your direction by spending an action. A Platform may operate independently for the remainder of the Scene using your Tech Specs (but not your Concentrations) if you spend an Energon Die. A Platform may have a number of Character Points worth of Equipment equal to your Strength plus your Rank. Your Character Point Limit for Equipment and/or Transformation Properties must be reduced by a total amount equal to the number of Character Points of Equipment on your Platform. For example, a character with 12 points of Equipment on their Platform might reduce their Equipment limit by 4 points and their Transformation Property limit by 8 points, or Equipment by 7 points and Properties by 5 points, and so on. Neither limit may be reduced below 1 in this manner. This Advantage costs a number of Character Points equal to the number of pieces of Equipment that it has.

PROFESSIONAL: 2 / 4
You can easily focus when performing any civilian occupation, gaining +0k1 or +0k2 (for 2 or 4 points respectively) to all Profession Concentration Rolls.

PROGRAMMABLE: varies x 2
You have a number of variable Levels worth of Concentrations that may be assigned to Concentrations you do not currently have, up to Level 2 for any single Concentration, regardless of whether you have the appropriate Skillset or not. These assignments may be reassigned at the beginning of any Segment. This Advantage costs a number of Character Points equal to the number of variable Levels of Concentrations you gain from this Advantage. You may not spend more Character Points on this Advantage than your Intelligence Tech Spec.

RENOWN: 5, 3 for Autobots
You have a way of attracting attention. Whenever Reputation is awarded, gain an extra point of Reputation.

ROOKIE: 2
You are a fairly new Transformer, and do not have as much knowledge and experience as other Transformers do. All knowledge checks are made with a -1k0 die penalty, and all opposed social interaction checks (including Persuasion, Intimidate, and Taunt Rolls) made against Transformers of your opposite allegiance are made with a -1k0 penalty. However, you gain 1 extra Experience Point when experience is awarded. Once you have received 10 extra Experience Points in this manner, you lose this Advantage.
This Advantage may not normally be taken after character creation. You may not take the Veteran Advantage if you have this Advantage.

SIMPLE DESIGN: 1
Your design is easy-to-maintain, granting a +10 bonus for any Technician Concentration rolls made on you.
You may not take this Advantage if you have either the Compact or Complicated Design Advantage.

SOCIABLE: 2 / 4
You are likeable and can strike up a conversation with ease and confidence. Add +0k1 (for 2 points) or +0k2 (for 4 points) to any Rank-based rolls.

SPECIALITY: 1 / 2
You gain one Concentration (for 1 point) or one Advanced Concentration (for 2 points) at Level 1, even if you do not have the corresponding Skillset.
You may take this Advantage a number of times equal to half your Intelligence (rounded down). This Advantage may not normally be taken after character creation.

SWITCHED SIDES: 2
Despite your heritage, you are on the opposite side now. You bring with you knowledge of how to combat your former comrades, but at the same time, you are generally mistrusted by both sides. Gain +1k0 on any attack, Intimidate, or Taunt roll against Transformers of your own heritage (the side you switched away from), but roll -1k0 from all Social Rolls. Your Transformer also has a -1 Chain-of-Command.

ULTRA MODE: varies
Once per Segment you are capable of assuming a more-powerful version of one of your Modes by spending one action and a 1 Energon Die. Once activated, this effect remains for the remainder of the Scene or until you transform into another Mode. You must choose which of your Modes to be effected by this Advantage. When you assume Ultra Mode take on a new set of Transformation Properties equal to the number of points you currently have in Equipment/Properties for that Mode plus 1 for each 2 points spend on this Advantage.

Robot Ultra Modes may gain any Transformation Property which can be taken by Any Mode (such as Equipment, Size Change, or Tech Spec Alteration) as Equipment. (Note that standard Equipment gains the cost reduction that comes with any Transformation Mode Equipment.) You may alter your Size by +1 or -2 when you assume this Ultra Mode. Your limit on how many additional Character Points of Properties that may be gained in this fashion is equal to your Strength Tech Spec.
Beast, Object, or Vehicle Ultra Modes may gain up to your Rank Tech Spec in additional Transformation Properties.
This Advantage may only be taken by characters with a Rank 8 or higher, and counts as a Transformation Mode.

UNDER-APPRECIATED: 3
Despite your Rank, you have a -2 Chain-of-Command and a -1k1 penalty on all Authority Rolls. However, you gain one extra Reputation Point whenever Reputation is rewarded.

VERSATILE: 4
Reduce non-proficiency penalties for making Concentration rolls without having a Concentration by 5 points.

VETERAN: 2
You have an old Spark, and have seen a lot of combat action. You gain +1k0 on Tactics and Authority rolls, and +1 Chain-of-Command.
You may not take the Rookie Advantage if you have this Advantage. Additionally, you may not take this Advantage if you have had the Rookie Advantage at any point in the last 5 Episodes.

WARRIOR: 4, 2 for Decepticons
You may take Martial Skillsets for 1 point instead of 2 during character creation, and for 3 points after character creation.
You may not take this Advantage if you have the Civilian Advantage.

WITTY: 1 / 2
Add +1k0 or +2k0 (for 1 or 2 points respectively) when making Taunt Rolls.


EQUIPMENT

Because Transformers go through such drastic changes in shape, all their Equipment is integrated into their being, and must be purchased with Character Points. Equipment may be switched out for different equipment of lesser or equal Character Point value with an appropriate Overhaul roll. The amount of Character Points a character may spend on Equipment is equal to their Strength Tech Spec times 2 without penalty. Each Character Point spent beyond this limit reduces the character's Base Defense by 1 point and places a -1 modifier on Active Defense rolls for all Modes.

All equipment needs to be fleshed out. If you have Defensive Gear, you might have a force shield, armor plating, or perhaps even a thick layer of blubber. Armaments may deal their damage as a blast of cold or heat, or maybe just as a projectile. Many items, if fleshed out properly, can grant bonuses to other situations. For example, a freezing ray makes an excellent fire extinguisher as well as it does for damaging targets with cold.

Unless otherwise noted, you may not take Equipment more than once. All Equipment has a minimum cost of 0.5 point, regardless of its modifications.

ABLATIVE COAT: 3 / 6
You may ignore up to 1 point of Major Damage when it is taken once (for 3 points) or twice (for 6 points) per Episode.

ARMAMENT: varies
Armaments are what Transformers use to hurt each other and blow stuff up. They range from firearms to artillery cannons to hand-grenades, and sometimes a combination of more than one type of weapon. They comprise a large and important part of a Transformer's Equipment.
Ranged attacks have modifiers depending on how far away the target is. There are three range categories: Short, Medium, and Long. Short range is the first 1/4th of the maximum range (rounded down), long is the last 1/4th of the maximum range (rounded down), and medium is everything else. For example, an Armament with a range of 8 hexes has a short range from 1 to 2 hexes, medium range from 3 to 6 hexes, and a long range from 7 to 8 hexes. The max range for all thrown attacks is equal your Strength Tech Spec plus your Rank in Throwing in hexes. The base attack modifier (applied to the attack roll total) depends on what type of ranged attack is being made and at what range.
The cost for an Armament is based on how many dice are rolled for its effect, how many are kept for its effect, as well as what other properties it may have. All Armament must have a Type, which dictates what Tech Spec the effect of the Armament is based on (Strength or Firepower), as well as what Tech Spec is used for operating the weapon, what Concentration is used for operating the weapon, the weapon's base damage, and any other important details. You may only have one of any given aspect for a single Armament.

TYPES OF ARMAMENT:

Projectile [Prj]:
Power Based On: Firepower
Tech Spec for Operation: Skill
Concentration Used: Shooting
Starting Power Dice: 0k0
Range Modifiers: Short = +5, Medium = +0, Long = -5
Description: Projectiles are the primary type of Armament used by Transformers. They fire a projectile of some sort, from an energy bolt to a missile to a spray of acid, at a single target, inflicting their effect upon impact. The more aggressive Projectile Armaments incorporate Autofire into their design, enabling them to make multiple attacks simultaneously.
Special Requirements: Must take Max Range aspect
Melee [Mle]:
Power Based On: Strength
Tech Spec for Operation: Skill
Concentration Used: Strike
Starting Power Dice: 0k0
Range Modifiers (Thrown only): Short = +0, Medium = +5, Long = -5
Description: Much more rare than Projectiles, Melee Armaments are nonetheless an important part of a Transformer's arsenal. Transformers inflict a respectable amount of unarmed damage without the aid of weaponry, hence Melee Armaments are typically only employed by those Transformers dedicated to front-line melee combat. Some Melee Armaments have the Thrown aspect, allowing them to be used to attack targets a short distance away.
Cannon [Cnn]:
Power Based On: Firepower
Tech Spec for Operation: Intelligence
Concentration Used: Gunnery
Starting Power Dice: 0k1
Range Modifiers: Short = -5, Medium = +0, Long = +5
Description: Unlike Projectiles, Cannons are a more refined weapon, capable of greater damage over a longer range. They can also deal their damage in an Explosion Area-of-Effect instead of against a single target. However, they require far more calculations to operate, and hence are usually taken only by the most intelligent combatants to operate best at a distance.
Special Requirements: Must take Max Range aspect
Grenade [Gre]:
Power Based On: Strength or Firepower (your choice)
Tech Spec for Operation: Skill
Concentration Used: Throwing
Starting Power Dice: 1k0
Range Modifiers: Short = +0, Medium = +5, Long = -5
Description: Much less common than most Armaments, Grenades nonetheless make up an important part of a Transformer's arsenal. While they are throw rather than fired, giving them a shorter range, Grenades deal better damage, making them effective close-range weapons. Also, unlike thrown Melee Armaments, Grenades have an effectively unlimited supply, allowing them to be used more than once. Some Grenades are based on Strength, relying on the Transformer's muscle-power to deal damage, but most utilize Firepower to inflict their effect. A very common aspect of Grenades is to use an Explosion Area-of-Effect, allowing a Transformer to deal with multiple opponents when they are grouped together. Grenades which are not hand-held may be dropped but not thrown.
Emitter [Emt]:
Power Based On: Firepower
Tech Spec for Operation: Skill
Concentration Used: Shooting
Starting Power Dice: 0k0
Range Modifiers: Short = +5, Medium = +0 Long = -5
Description: Emitters are Area-of-Effect weapons designed to handle multiple targets at close range. They distribute their effect in a near half-circle, projecting outward from three base hexes on one side of the character. Calculate the Range Modifiers for Emitters based on their farthest point. They lose their effectiveness much outside of two hexes away, but are still very capable for their ability to hit multiple targets simultaneously.
Stream [Str]:
Power Based On: Firepower
Tech Spec for Operation: Skill
Concentration Used: Shooting
Starting Power Dice: 0k0
Range Modifiers: Short = +5, Medium = +0 Long = -5
Description: Streams are Area-of-Effect weapons designed to reach targets farther away. They deal their damage in an Area-of-Effect in a straight line, losing 1 die of effect every 3 hexes the effect travels. Calculate the Range Modifiers for Streams based on their farthest point. Streams do not have as effective of a range as Projectiles or Cannons, but are still able to effect multiple targets, especially in a formation.
Spray [Spr]:
Power Based On: Firepower
Tech Spec for Operation: Skill
Concentration Used: Shooting
Starting Power Dice: 0k0
Range Modifiers: Short = +5, Medium = +0 Long = -5
Description: Sprays are Area-of-Effect weapons designed to hit multiple targets farther away. They deal their damage in a series of hexes, allowing them to effect multiple targets with a single attack. Sprays require the character to take a Maximum Range as a Projectile does, but it costs more to have as effective of a distance. When attacking, begin with a single base hex and lose 1 die of effect for each additional hex effected. All the hexes in the Area-of-Effect must be adjacent to each other and within the Max Range of the Spray. The Range Modifiers for Sprays are based on the distance in hexes from the attacker to potential victims, and may be different for different victims in different parts of the Area-of-Effect. Because of their ability to hit more than one target with an attack, Sprays are a useful medium-range weapon when enemies begin to close in.
Special Requirements: Must take Max Range aspect
Layer [Lyr]:
Power Based On: Firepower
Tech Spec for Operation: Skill
Concentration Used: Strike
Starting Power Dice: 0k0
Range Modifiers: NA
Description: Layers are Area-of-Effect weapons that release their effect in hexes as a character moves through them, leaving a lingering hazard for anyone moving through an effected hex. As a character moves, they may deploy the effect of this Armament in hexes they travel through. After every 2 hexes the effect is distributed to reduce the effect TN of additional hexes by 1 die as per an Area-of-Effect attack. This effect remains in the effected hexes, losing its strength as per a Persistent Effect until it is gone. Layers have no Range Modifiers because their effect is distributed one hex at a time as a character travels through the hex, effectively at point-blank range. Finally, characters with the Traps Concentration may opt to ignore the Persistent Effect of Layers and instead deploy the effect as mines, delivering their effect to anyone who comes in their range. This application of the Layer uses the Traps Concentration rather than Strike. Though they lack the direct hit ability of other Armaments, Layers are nonetheless useful Armaments for creating temporary deterrents over a large area, and are especially useful when an enemy is closely following a character.

ASPECTS OF ARMAMENT:

Effect: * You must take this aspect *
0 points = One effect
1 point = Choose two effects, only one of which may be used at a single time [/]
2 points = Two effects [&]
Possible Effects:
Damage [Dam]
Blinding [Bld]
Entanglement [Ent]
Stumbling [Stm]
Stun [Stun]
Paralysis [Para]
Knock-Out [KO]
Nullify [Null]
Power Dice:
Strength: 0.5 points per 1k0 or 0k1 of effect, max 3k3
Firepower: 1 points per 1k0 or 0k1 of effect, max 3k3
Extra Edge:
0.5 points = 0.5k0 or 0k0.5 of effect [EE]
Hands Required: * You must take this aspect *
-1 point = Two-Handed (Robot-Mode only) [2H]
0 points = One-Handed (Robot-Mode only) [1H]
1 point = Mounted; does not require hands but is limited to one firing arc (front unless otherwise noted) [MNT]
2 points = Turret; does not require hands and reduce your Movement Attack Penalties [TUR]
Max Range: (Cannons, Projectiles, and Sprays must have this aspect)
Cannons/Projectiles = 0.5 points per 4 hexes, max 20 hexes
Sprays = 1 points per 4 hexes, max 20 hexes
Thrown (One-Handed or Two-Handed Melee only):
0.5 points = can be thrown for a ranged attack and counts as a ranged weapon; must be retrieved before it may be used again [THR]
1.5 points = Returning; can be thrown for a ranged attack and counts as a ranged weapon, and comes back to be used again [RTN]
Short Range Modifier (Ranged Armaments only):
1 points = +5 bonus to short range attacks [S+]
-0.5 points = -5 penalty to short range attacks [S-]
Medium Range Modifier (Ranged Armaments only):
2 point = +5 bonus to medium range attacks [M+]
-1.5 point = -5 penalty to medium range attacks [M-]
Long Range Modifier (Ranged Armaments only):
1 points = +5 bonus to long range attacks [L+]
-0.5 points = -5 penalty to long range attacks [L-]
Reach (Melee Armament only):
1 point = +5 bonus to melee attacks [R+]
2 points = +10 bonus to melee attacks, but +10 bonus to target's Active Defense rolls against this weapon [R++]
-1 point = -5 penalty to melee attacks [R-]
Armor-Piercing:
1 point = ignore any Effect Reduction [AP]
Explosive (Cannons and Firepower-based Grenades only):
2 points = causes effect in an explosion Area-of-Effect, with target hex as base [Exp]
Continuous Effect:
2 points = deal additional effect at the end of each round [CE]
Persistent Effect (Area-of-Effect Armaments only:
2 points = effect remains for a short while [PE]
Homing Effect:
2 points = this weapons requires 2 Active Defense rolls to be avoided [HE2]
4 points = this weapons requires 3 Active Defense rolls to be avoided [HE3]
Extended Range (Cannons only):
1 point = may spend up to 10 actions to multiply the ranges by the number of actions spend, attacking on the last action [ER]
Automatic Fire (Projectile only):
1 point = is autofire capable [AF]
Delayed Hit (non-Melee only):
-1 point = add +10 bonus to any Active Defense rolls against this weapon [DH]
Readying Required:
-1 point = lose 5 additional Phases of Initiative when using this weapon [RR]
Stationary:
-1 point = You may not move when making an attack [STT]
Limited Use:
-0.5 point = usable once per Round [1/RND]
-1 points = usable three times per Scene [3/SCN]
-2 points = usable two times per Segment [2/SEG]
-3 points = usable once per Episode [1/EPI]
You may not spend more points on a single Armament than your Firepower Spec. Additionally, you may not have more than 2 Armaments that require one-hand to operate, or more than 1 Armament that requires two-hands to operate. You take this Equipment more than once, but not more than your Firepower Tech Spec divided by 2, rounded up.

AUTOMATED RESPONSE SYSTEMS: 3 / 6
Add +1k0 or +2k0 (for 3 or 6 points respectively) to your Initiative Rolls.

BACKUP SYSTEMS: 2
You have a number of redundant systems on your character enabling you to spend 1 Energon Die to restore any single System damage such as damaged Movement, disabled Transformation ability, destroyed Equipment, and so on.

BOMB KIT: 3 / 6
Add +0k1 or +0k2 (for 3 or 6 points respectively) to Setup Bomb and Disarm Bomb rolls.

CLIMBING GEAR: 1 / 2
You may add +1k1 or +2k2 (for 1 or 2 Character Points respectively) to any Climbing checks.

COMM PORT COUPLING: 2 / 4
You have a more-direct, higher-speed computer connection, allowing you to more direct access a computer this Equipment is physically attached to. Add +0k1 (for 2 points) or +0k2 (for 4 points) to Hacking rolls against this computer. Physically attaching this Equipment in combat against unwilling subjects requires a successful Grapple check on a character you are already grappling with.

COMMUNICATIONS ARRAY: 4
This Equipment is a more sophisticated version of the Communicators all Transformers are equipped with. It allows for communication with any number of other Communicators within a planetary system or in orbit at a single time. You may also make and receive audio transmissions which only your character may hear, and may allow over characters you are communicating with to communicate through you. Any rolls to encrypt these communications are made with a +10 bonus. Social Rolls may be made using this Equipment without penalty. Finally, any Tactics Rolls made by a character using this Equipment may be made with a +15 bonus if the character has at least one other character with them at the time.

CONTROL CIRCUIT: 5
This device allows you to rapidly reprogram other computers, including Transformers, to obey your commands. First you must physically place a control device generated by this Equipment on its intended victim, requiring an attack roll with 4 Boosts. Then you must succeed in an opposed roll Courage roll. If successful, the target is now under your control. At the end of every Scene they are under your control they may make another opposed Courage roll to break free from your will. If the control device is removed, the subject breaks free immediately. Finally, you must maintain Focus for each victim you are controlling.

DEFENSIVE GEAR: 3 / 6
You have enhancements to keep you alive longer, giving you an Effect Reduction of 3 or 6 points (for 3 or 6 Character Points respectively).

DEFLECTION FIELD PROJECTOR: 5
You can project a barrier which deflects effects attempting to pass through it. This Equipment can protect 1 hex plus 1 hex for every Energon Die spent when this Equipment is activated, at a range of up to 4 hexes. When an effect encounters a hex protected by this Equipment, make an Endurance Roll with a TN equal to that of the effect. If successful, this effect is deflected away harmlessly. If the roll is successful by 20 or more you may redirect the effect at a target within the effect's range. Use of this Equipment requires Focus, and requires your character to not move, although you may still use Passive and Active Defense.

DEMOLITIONS KIT: varies
You have an amount of explosives capable of causing multiple explosions. Every 1 point spend on Demolitions Kit provides a 3 ratings worth of explosives usable during the Episode (do not factor in your Firearm Tech Spec for damage). You may create up to Rating 10 explosions using this equipment, but may be able to set up other explosive items to increase the blast force. The TN for creating an explosive is equal to the TN that is used for avoiding damage from it (5 times the Rating of the explosion). Bombs are time-delayed by default, although you may take Boosts to make more elaborate detonators. Typical remote detonators require two Boosts. You may not spend more than Character Points on this Equipment than your Firearm Tech Spec.

DUAL-PROCESSOR: 4
You have a secondary processor, allowing you to take two actions at the same time by spending a half Energon Die.

ECM DEVICE: 3 / 6
You have advanced electronic jamming and scrambling gear, adding +0k1 (for 3 points) or +0k2 (for 6 points) to ECM rolls.

ENERGON COLLECTOR: 3
You may collect Energon from an energy source without empty Energon Cubes. The time it takes to gain the effect of 1 Energon Cube depends on the energy source being harvested. You may not gain Overpower Dice in this manner.

ENERGON CUBE CREATOR: 3
You have the necessary equipment for the creation of Energon from raw energy sources. By spending one action you can create an empty Energon Cube capable of converting raw fuel into Energon. Energon Cubes typically take five full actions to fill.

ENHANCED SENSORS: 2 / 4
Your sensors are unusually keen, adding +1k0 or +2k0 (for 1 or 2 points respectively) to all observation and surprise rolls.

FULL-FIELD SENSORS: 2
You can make observation rolls equally well outside of their main field of attention, allowing you 360-degrees of vision, hearing, and such. As a result you also gain +2k0 to Surprise Rolls.

FUSION UNIT: 5
You are able to convert raw materials directly into Energon. The amount of raw materials that must be consumed to give you 1 Energon Cube vary with the source being consumed. You may not gain Overpower Dice in this manner. This Equipment be used as a melee attack dealing damage equal to your standard Size-based melee damage, augmented with unkept damage dice equal to your Firepower Dice rather than your Strength Dice. The damage caused by this attack is extreme: treat the Durability Check as if it failed. Attack rolls with for this attack must be made with three Boosts to be successful.

GRAPPLING HOOK: 1
This is a grappling hook with cable and launcher. It has a range of 4 hexes, and a tensile strength equal to three times your Strength. The grappling hook can be targeted with a successful Skill check.

HOLOGRAPHIC PROJECTOR: 3 / 6
Add +0k1 (for 3 points) or +0k2 (for 6 points) to Holography rolls.

INTERSTELLAR COMMUNICATOR: 4
You are able to use your communicator between planets and planetary systems at the cost of 1 Energon Die per conversation. This property may only be used once per Segment.
You need explicit Gamemaster approval to take this Property.

INTERSTELLAR TRAVEL: 8
You are capable of travelling faster-than-light in-between planets and planetary systems at the cost of 2 Energon Dice per interplanetary trip. This may only be performed once per Segment.
You need explicit Gamemaster approval to take this Property.

MAINFRAME CONNECTION: 5
You have a connection to the Mainframe Network, allowing you to access vast amounts of data.

MAJOR REPAIR SYSTEM: 3
You may restore one Major Damage to yourself by spending 1 Energon Die. This takes a while to do, and cannot be done during a Scene, but may be done as many times as desired.

MINOR REPAIR SYSTEM: 3
You may reduce your Minor Wounds by any amount, but also reduce your Initiative by the same amount. If this would result in a negative Initiative, reduce your Initiative to 0 and apply the remainder as a penalty to your Initiative for the next round, repeating this process until this negative Initiative modifier is gone.

MOVEMENT BOOSTER: 2 / 4 / 6
You may increase Concentration-based Movement by 1, 2, or 3 hexes (for 2, 4, or 6 points). Apply this bonus Movement after any applicable Movement Multipliers.

NULL SIGNATURE SYSTEM: 3 / 6
You have some type of equipment which shields your Transformer's presence from all forms of detection. Add +1k1 or +2k2 (for 3 or 6 points respectively) to all Shadowing and Stealth rolls. Additionally, this Equipment allows your character to make such rolls while under observation. Additionally they gain a +5 or +10 (for 3 or 6 points respectively) bonus to Passive Defense against non-Area-of-Effect effects, but suffer this same amount as a penalty to Active Defense against such effects. You may make attacks and take other actions, but this Equipment automatically deactivates after the effect resolves. This Equipment deactivates if your character takes any effect, such as stun, nullify, or damage, while using it. You may activate this Equipment either once per Scene (for 3 points) or twice per Scene (for 6 points).

POINT DEFENSE SYSTEM: 2
You have a short-range weapon with semi-automatic targeting equipment, allowing you to make Active Defense rolls against ranged attacks using your Skill rather than your Intelligence.

PROFESSIONAL TOOLS: 1 / 2
You may add +0k1 or +0k2 (for 1 or 2 points respectively) to rolls based on your Skill Tech Spec for a Profession Concentration (choose one). This Equipment may be taken once per Skill-based Profession Concentration you have.

PROPULSION: varies
This Equipment allows a character to travel in a method not normally permitted. The cost of this Equipment is based on the travel method gained and the rate at which you can move in that method, as well as any restrictions you might have while travelling in that manner. All Propulsions have a base Movement of 1. You may take more than one method of travel for a single Propulsion, but must abide by each method's restrictions when using them.
Propulsions do not stack with Concentrations that provide Movement.

Flight: (Decepticons may take this aspect for -2 points)
You must travel half your Movement each Action or begin to fall.
2 points = Can fly within Flight Zone 0
3 points = Can fly within Flight Zone 1
4 points = Can fly within Flight Zone 2
5 points = Can fly within Flight Zone 3
Ground:
You move as a Vehicle with a Movement Multiplier of x1.5 (or your Mode's Movement Multiplier, whichever is greater)
1 point = Standard ground travel
2 points = Off-Road; ignore any Movement reductions due to the terrain and gain a +10 bonus for any Strength-based roll where traction might be a factor
Space:
1 points = Standard space travel
Subterranean:
2 points = Can travel below ground
3 point = Can travel through a planet
Water:
1 points = Can travel at Water Depth 0
2 point = Can travel within Water Depth 1
3 points = Can travel within Water Depth 2
Quickness:
1 point per additional hex of Movement, max 5
Hover (Flight Propulsions only):
2 points = You may stand still while flying without restriction
Streamlined (Flight Propulsions only):
1 point = Increase your Movement Multiplier for a Flight Zones to that of the next higher Flight Zone (Zone 1's x1.5 becomes Zone 2's x2, etc.).
Overdrive:
1 point = Once per Scene you may double your Movement/Thrust
Cannot travel in reverse:
-1 point = you may not travel in reverse while using this Propulsion
Turning:
-2 points = You may not turn at all when using when using this Propulsion
-1 point = You may turn one less hex facing than normal when using this Propulsion (1 facing change per 2 hexes travelled for Vehicles)
2 points = You may turn one additional hex facing at the cost of 1 Movement Point when using when using this Propulsion
This Equipment may be taken more than once. You may not spend more Character Points on a single Propulsion than your Speed Tech Spec.

RECORDING UNIT: 1
You have the ability to record your observations on a moment's notice, and playback these recording to yourself and others.

RECUPERATOR: 1
You can make a Fix Roll on a subject within 4 hexes.

REMOTE MANIPULATOR: 5
You may perform actions requiring manipulation or unarmed attack actions at a distance. Apply a -0k1 penalty to the roll for every three hexes between you and your target. Any Energon Dice spend on a roll performed using this Equipment counts as 2 Energon Dice instead of just 1.

REMOTE TRANSMITTERS: varies
You have a set of transmitters allowing you to make observation rolls from afar. You have one transmitter for each 1 Character Point you spend on this Equipment. Transmitters may be reused if they can be retrieved from where you left them.
By default, transmitters have a range equal to roughly a state. You may reduce the cost of this Equipment by 1 point by reducing the range to that of roughly a county. You can also increase the range to that of roughly a continent by spending 0.5 Character Point, planet-wide (including within orbit and/or on a moon of the planet) by spending 1 Character Point, system-wide (between planets in the same solar system) by spending 2 Character Points, or interplanetary (between solar systems) by spending 4 Character Points.
Remote Transmitters do not normally have the ability to record information, only to transmit it in real-time. For 0.5 additional Character Points your transmitters may record their observations for playback at a later time.
Transmitters are normally small, non-mobile, fairly easy-to-conceal devices, giving you a +5 bonus when attempting to make rolls to conceal them. By spending 1 Character Point your transmitters may be mobile, giving them a Movement of 1 hex, controlled by remote. Mobile transmitters have a Size of 0 and Speed and Skill Tech Spec of 2, but all other Tech Specs are 0. Stealth and Shadowing rolls may be made for the transmitter using your Concentration Levels with an additional +5 bonus. For 1 further Character Point your transmitters may have an Intelligence Tech Spec of 2, allowing them to make basic judgments for a situation and react without your control, although you may override their control if you are actively monitoring their actions. They also gain Shadowing and Stealth Concentrations at Level 2, and still gain an additional +5 bonus for both Concentrations.
You may not spend more Character Points on this Equipment than your Intelligence Tech Spec.

RESERVE POWER: 2 / 4
You may ignore the Energon Die cost to recover from being Knocked Out once (for 2 points) or twice (for 4 points) per Episode.

RESTRAINTS: varies x 3
You have the necessary gear to disable the majority of the actions a Transformer is capable of performing. Characters who have been restrained are able to move at half speed and may talk or perform other actions which do not require physical manipulation, but are otherwise unable to act normally. They may not transform while restrained. Placing restraints on a character requires an opposed Strength roll with the attacker taking three Boosts. Placing restraints on a willing or unconscious character requires no roll. The cost for this Equipment is 2 for each character that may be restrained at a given time.

SABOTEUR KIT: 2 / 4
You have advanced sabotage equipment granting you +0k1 or +0k2 (for 2 or 4 points respectively) to Disable Device rolls.

SELF-DESTRUCT DEVICE: 2
You have the ability to cause a large explosion centered on yourself at will. The damage of this explosion is equal to your courage Dice, plus your Firepower Dice as unkept damage, in an Area-of-Effect centered on your character. The character using this Equipment takes 1 point of Major Damage plus their Courage Tech Spec in Major Damage, all of which may not be prevented.

SHIELD: 3
You have the necessary defensive equipment to use the Block Concentration on yourself at all times.

STRUCTURAL REINFORCEMENT: 3 / 6
Add +1k0 or +2k0 to Durability rolls (for 3 or 6 points respectively).

SUPER-COMPUTER: 3 / 6
You have a dedicated high-speed computer, granting you +0k1 or +0k2 (for 3 and 6 points respectively) to Computing Concentration rolls.

TARGETING COMPUTER: 5
You have an advanced targeting systems giving you +0k1 die on all non-thrown ranged attack rolls.

TOOLKIT: 3 / 6
You carry multiple tools and common spare parts granting you a +0k1 or +0k2 (for 3 or 6 points respectively) to Fix, Handyman, Overhaul, and Repair rolls.

TORTURE DEVICE: 2 / 4
You have a device capable of inflicting pain, granting you +0k1 or +0k2 (for 2 or 4 points respectively) to Interrogation rolls.

TRACKING GEAR: 1 / 2
You have advanced sensors granting you +0k1 or +0k2 (for 1 or 2 points respectively) to Tracking rolls.

TRIGGERS: 2 / 4
You have wide selection of simple sensors, granting you +0k1 or +0k2 (for 2 or 4 points respectively) to rolls to setup and disarm traps using the Traps Concentration.

VELOCITY REDUCERS: 2 / 4
You have a device to help you avoid the damage from falls or high-speed crashes. Reduce falling damage by -4k0 or -8k0 (for 2 or 4 points respectively) and crashing damage by -2k0 or -4k0 (for 2 or 4 points respectively).

WARP FIELD GENERATOR: 5
You have the ability to bend space, allowing you instant travel to a destination far away. This ability requires a lot of energy, however, with greater distances requiring more energy. You must spend Energon Dice to activate this Equipment, with the amount required based on how far you are travelling:

1 Energon Die = any hex on the current board
2 Energon Dice = anywhere on the continent
3 Energon Dice = anywhere on the planet
4 Energon Dice = to any of the planet's moons


FREE GEAR

All Transformers receive the following items, usable in both Robot and Transformation Mode, without spending Character Points:

COMMUNICATOR
A communicator is standard Transformer gear, allowing them to communicate with any other single Communicator within a planetary system or in orbit with ease. This normally requires the character to speak aloud, with the responses from whom their talking to being audible as well. You may spend text messages, requiring the player to write down their message and pass it to whoever their character is sending the message to. Communications are capable of being encrypted, but are not normally so. Any Social Rolls made using a Communicator suffer a -2k2 penalty.

DIGITAL INTERFACE
This device allows Transformers to connect with other computer systems located in their same hex.

GRAVITY INDUCERS
Transformers have minor gravity inducers, allowing them to operate without penalty in a low-gravity and/or zero-g environment.

INTERNAL STORAGE
You have some small compartments capable of storing materials within. The Size of materials that may be stored is dependent on what Mode you are in and how many Character Points you have spent on Equipment or Transformation Properties for that Mode:

Robot: Strength - (Chr. Pts. Spent / 2); max Size - 3, min 0-
Beast: Rank - (Chr. Pts. Spent / 2); max Size - 4, min 0-
Object: Rank - (Chr. Pts. Spent / 2); max Size - 2, min 0-
Vehicle: Rank - (Chr. Pts. Spent / 2); max Size - 1, min 0-
Transformers with Alternate Modes of Beast and Vehicle use their Strength in place of their Rank for their "Robot-Mode".

LAMPS
You have the necessary gear to illuminate a 4 hex long area in one facing.

NIGHTVISION
You may see in conditions without light, but suffer a -2k2 to any rolls requiring fine detail while doing so.

ON-BOARD COMPUTER
You have a fully-functional, high-speed performance computer built into your system. The computer monitors your system functions, executes programs you want to run, and communicates with other computers.

SIGNAL FLARES
You may send up a bright firework capable of being seen for a good distance. These flares will ignite combustible materials, and can deal 1 point of damage to a target.

TELESCOPIC VISION
You may make observation rolls at a distance without penalty if you are aware of what you are looking for and at what approximate range.

TORCH
Transformers may use this simple piece of equipment to start a fire or deliver a 1 point of damage with a successful melee attack.

TRANSLATION MATRIX
All Transformers come equipped with a Translation Matrix, allowing them to know a variety of languages. A Transformer have a number of active languages equal to half their Intelligence rounded up, although they may switch which languages they know if they have the proper language program.


TRANSFORMATION PROPERTIES

All Transformers have at least one Transformation Mode. Transformation Modes have a variety of aspects, the collective sum of which make up a Transformation. The amount of Character Points a character may spend on Equipment is equal to their Rank Tech Spec times 2 without penalty. Each Character Point spent beyond this limit reduces the character's Base Defense by 1 point and places a -1 modifier on Active Defense rolls for all Modes.

The minimum cost for a Transformation is 0.5. Unless otherwise noted, you may only take a Transformation Property once. You must take a Mode property for your Transformation, which will dictate what other Properties you can take.

Your Transformation Mode applies four basic changes to your character, plus Mode-specific additional changes. First, your Movement is increased, multiplied by your Mode's Movement Multiplier. Your Size may be changed by a specific amount within your Mode's Size Change Range. All Social Rolls suffer a Social Roll Penalty, and all actions requiring manipulation suffer a Manipulation Penalty. Reduce your lifting limit by 2 Levels for every -1k1 of Manipulation Penalty your Mode has (Beast, Object, and Vehicle Modes are typically considered to be using two hands for these purposes). Finally, all Modes have specific Conditions to them as well, special limitations and restrictions based on what Mode you change into.

MODE - BEAST
Movement Multiplier: x2
Size Change Range: +1 to -2
Social Roll Penalty: -0k1
Manipulation Penalty: -1k1
Conditions: When moving you must spend Movement to make hex facing changes. You may use your Sprinting and Swimming Concentrations to augment your Movement as a Robot does, and may alternatively utilize Propulsions.

MODE - OBJECT
Movement Multiplier: x0
Size Change Range: +2 to -4
Social Roll Penalty: -0k3
Manipulation Penalty: -2k2
Conditions: You may not add Concentration bonus to Passive Defense, nor use Active Defense, but instead gain a +5 bonus to your Base Defense. All your Equipment in this Mode is treated as if it were modified by the Transferable Modification. Others may use you for whatever purpose you serve as an Object, but each time you are used in this manner you must reduce your Initiative by the same amount as that of whoever used you. You may not be used if you have no Initiative left in a Round. Any Concentration Rolls made using you as an Object are made at a +0k1 bonus. You may disallow any action made with you if you can succeed in a Opposed Roll between your Courage and theirs, with a +10 bonus to your roll. You may turn in place freely but cannot otherwise move much at all (you may move within your current hex freely) unless you have a Propulsion, in which case you may move as a Robot using that Propulsion.

MODE - VEHICLE
Movement Multiplier: x3
Size Change Range: +1 to -2
Social Roll Penalty: -0k2
Manipulation Penalty: -3k3
Conditions: You lose the use of any Physical or Unarmed Concentrations, and instead must use Piloting Concentrations to perform most physical actions. When moving you are allowed to make one facing change per hex moved.


ACROBATIC (Beast): 1 / 2
Add +0k1 or +0k2 (for 1 or 2 points respectively) to Acrobatic rolls.

APPENDAGE (Vehicle): 1 / 2
You have a device extending from your frame that allows you better ability to interact with things easier, reducing your Manipulation Penalty to -2k2 (for 1 point) or -1k1 (for 2 points).

CONSTRICTIVE (Beast): 1 / 2
You are able to wrestle without penalty for 1 Character Point. For Character Points you may not only wrestle without penalty but also gain +0k1 to all Grapple checks.

EQUIPMENT (Any): varies -1
You have a piece of Equipment when in your Transformation Mode. The Equipment costs 1 less point than normal, minimum 0.5. To gain the full benefits of this cost reductions you may group several pieces of Equipment together, add their cost together, and then apply any cost reduction. Limits for the number of points spendable for a piece of Equipment (such as those on Remote Transmitters based on your Intelligence Tech Spec) are determined using the final cost of the Equipment.
You may take this Property more than once.

EXPRESSIVE (Beast, Object, or Vehicle): 2
Decrease your Social Roll Penalty to -0k0.

GOOD AGILITY (Beast): 3
You more agile than most Beast-Modes, providing you with a +5 bonus to any Dodge and Acrobatics rolls as well as any Dodge and Acrobatics Passive and Active Defense.
You may not take this Property if you have the Poor Agility Property.

GOOD HANDLING (Vehicle): 3
Your Vehicle-Mode handles better than the standard Vehicle, giving you a +5 bonus to any Maneuvering and Stunt-Driving rolls as well as any Maneuvering and Stunt-Driving Passive or Active Defense.
You may not take this Property if you have the Poor Handling Property.

GUIDING (Object): 1 / 2
You may allow a user of you to use your one more of your Basic Concentrations (for 1 point) or an Advanced Concentration (for 2 points) when they are using you in place of their own.
This Property may only be taken once for a specific Concentration, and not more than a number of times equal to half your Intelligence, rounded down.

HELPFUL (Object): 3 / 6
All Concentration rolls made by another Transformer using you as an Object gain an additional +0k1 or +0k2 (for 3 or 6 points respectively).

IMMOBILE (Object): -1
You are completely incapable of making any movement or taking any physical actions. You may still take actions which do not require any movement at all, and may transform normally.

KEEN SENSE OF SMELL (Beast): 1
Your Beast-Mode has a very keen sense of smell. You are able to use your sense of smell to track, can detect the presence and rough location of other beings, and can identify familiar scents as well as humans can identify familiar sights.

MECHANICAL ARM (Object or Vehicle): 3
You may perform manipulations without a penalty to the roll, but take twice as long to do so. Your limit for lifting, pulling, and pushing using this Property is based on using one arm.

NO GROUND MOVEMENT (Beast or Vehicle): -2
Your Transformation Mode lacks all ability to move on the ground, regardless of your normal Movement or what Propulsions you may have.

NON-PREHENSILE (Beast): -1
Your Manipulation Penalty increases to -3k3.
You may not take this Property if you have the Prehensile Property.

POOR AGILITY (Beast): -2
You less agile than most Beast-Modes, giving you with a -5 penalty to and Dodge rolls as well as any Dodge Passive and Active Defense.
You may not take this Property if you have the Good Agility Property.

POOR HANDLING (Vehicle): -2
Your Vehicle-Mode handles worse than the standard Vehicle, giving you a -5 penalty to any Maneuvering and Stunt-Driving rolls as well as any Maneuvering Passive or Active Defense.
You may not take this Property if you have the Good Handling Property.

PREHENSILE (Beast): 2
Your Manipulation Penalty is now -0k0.
You may not take this Property if you have the Non-Prehensile Property.

QUICK TRANSFORMATION RATE (Any): 2
Transforming between Robot and your Transformation Mode occurs faster than most. You may transform as a free action, but suffer a +5 TN penalty to any rolls made while transforming.
You may not take this Property if you have the Slow Transformation Rate Property.

SIZE DECREASE (Any): 1 / 2
Your Transformation Size Change is 1 or 2 points smaller than normal (for 1 or 2 Character Points respectively). Your Robot-Mode Size is naturally unaffected by this Property.
You may not take this Property if you have the Size Increase Property.

SIZE INCREASE (Any): 2
Your Transformation Size Change is 1 point larger than normal. Your Robot-Mode Size is naturally unaffected by this Property.
You may not take this Property if you have the Size Decrease Property.

SLOW (Beast or Vehicle): -1
You move at a slower pace than most. Your Movement Multiplier is now x1.

SLOW TRANSFORMATION RATE (Any): -1
Transforming between Robot and your Transformation Mode occurs slower than normal. It takes you an additional action to transform.
You may not take this Property if you have the Quick Transformation Rate Property.

TECH SPEC DECREASE (Any): -2
When you transform, you may decrease your Speed, Endurance, Courage, or Skill by 1 Level. You may not go below 1 in a Tech Spec. Alterations to your Strength do not change your Size accordingly.
You may take this Property up to two times.

TECH SPEC INCREASE (Any): 3
When you transform, you may increase either your Strength, Speed, Endurance, Courage, Firepower, or Skill by 1 Level. You may exceed 10 in a Tech Spec unless you have the appropriate Legendary Spec Advantage. Alterations to your Strength do not change your Size accordingly.
You may take this Property up to two times.


MODIFICATIONS

Modifications are alterations that can be taken with any piece of Equipment. They effect how that Equipment is used, as outlined below, effecting their Character Point cost based on what new bonuses or penalties they now have.

The cost of a modified Equipment may not be reduced lower than 0.5 through a Modification. To gain the full benefits of cost reductions through Modifications when the cost is brought below 0.5, you may use the remaining Character Points to purchase another piece of Equipment. This Equipment gains the Modification from which you gained the Character Points to purchase it with, but does not gain the cost reduction from the Modification. You may assign as many negative Character Points gained from taking a Modification to as many pieces of Equipment as you like, or alternatively may split up the cost reduction from a Modification amongst several pieces of Equipment, so that a specific piece of Equipment may cost differently. Equipment modified in this manner do not have to be in the same Mode.

Example: A character wants to take Disposable with Velocity Reducer, a 2-point piece of Equipment. Since Disposable is a -3 Modification, the cost of the Equipment would be -1. Because no Equipment can have a cost below 0.5, this means that 1.5 Character Points would be wasted in taking this Equipment as Disposable. Rather than waste these 1.5 Character Points, they may be used to purchase another piece of Equipment. The character decides to purchase Null Signature System with these 1.5 points, reducing its cost from 3 to 1.5. However, because these Character Points were acquired by taking the Disposable Modification, this new Equipment will likewise have the Disposable Modification, except that it does not get the -3 cost reduction for being Disposable. (The Null Signature System is now Disposable as well, and costs 1.5 points.) To make the Velocity Reducers fit properly and be slightly less vulernable to damage, the character decides to make their final cost 1 point and apply -2 to the cost of the Null Signature System, also making it cost 1 point. Both pieces of Equipment are now Disposable, saving the character 3 Character Points from the standard price of the Equipment.

Use the new cost of the Equipment for determining any applicable Character Point limits. All Modifications may be taken more than once, but not more than once for a specific piece of Equipment.

CONNECTED: varies
This Modification must be taken on with two or more pieces of Equipment. When one of those pieces of Equipment is damaged, disabled, destroyed, or otherwise made unavailable, the other pieces of Equipment are likewise effected. The cost of each Equipment is reduced by an amount based on how many items are connected together. You may not have more than 4 pieces of Equipment Connected together as one unit.
Number of Equipment   Character Point Reduction to Each Equipment

2 Items   -0.5
3 Items   -1
4 Items   -1.5

List which pieces of Equipment a piece of Equipment is connected to (typically by having all connected pieces of Equipment have a "CnnA", "CnnB", and so on listed with them). Connected Equipment does not need to be in the same Mode. [Cnn]

DISPOSABLE: -3
The modified Equipment may only be used once per Episode. It may not be taken with any Equipment that has a restriction on the number of times it may be used (such as once per Round, twice per Segment, etc.). For example, you would not be able to take this Modification with an Armament with Limited Use, nor with Ablative Coat or Reserve Power, but would be able to be taken with Null Signature System or ECM Device. [Dsp]

EXPOSED: -1
Attacks against this Equipment take 1 less Boost on the attack roll than normal.
You may not take Internal with Equipment modified by this Modification. [Exp]

FRAGILE: -1
When this Equipment is damaged or disabled the effect lasts for the remainder of the Segment instead of the remainder of the Scene. Repairing this Equipment takes one additional Boost than normal.
You may not take Hardened with Equipment modified by this Modification. [Fra]

HAND REPLACEMENT (Robot-Mode only): -1
Instead of having a hand, you have the Equipment modified by this. The Equipment modified by this Equipment may be used without penalty as if it is always held in one hand. Transformers with the Alternate Mode Advantage may not take this Modification. You may only take this Equipment twice (one for each hand). If non-Armament Equipment is taken, your limit on hand-held Armaments is reduced by the number of times you've taken this Modification.
You may not take Transferable with Equipment modified by this Modification. [HR]

HARDENED: 1
When this Equipment is damaged or disabled the effect lasts for the next character's five actions instead of the remainder of the Scene. When this Equipment is destroyed it remains unusable for the remainder of the Segment rather than for the remainder of the Episode.
You may not take Fragile with Equipment modified by this Modification. [Hrd]

INTERNAL: 1
Attackers must take 1 additional Boost to attack this Equipment.
You may not take the Exposed or Transferable Modification for this Equipment. [Int]

MULTI-MODE: varies
This modified Equipment is now available in multiple Modes. Damage to the Equipment in one Mode transfers over to all other Modes for which the Equipment is available. The cost of this Modification is equal to the number of extra Modes for which the Equipment is available in. If the Equipment has a different cost in one of the Modes it is available in, use the most expensive cost. If the Equipment has a different Character Point limits in one of the Modes it is available in, use the lowest limit for determining how many Character Points may be spent on it. Treat any Multi-Mode two-handed Armament as mounted and any single-hand Armaments as turreted for use in a Transformation Mode. The cost of the Equipment is counted against the Character Point limits for all Modes which it is available in. For example, for a character to have Defensive Gear (3 points) in Robot, tank, and submarine Mode, the character would have to pay 5 total points (3 for the Equipment, and 2 points for the two extra Modes it may be used in), which is counted against their Equipment limit for all three Modes. [MM]

PARTIAL TRANSFORMATION: -1 / -2
The modified Equipment is normally not part of your Mode and is instead only available after spending one action to make a partial Transformation to enable the modified Equipment. When this Equipment is active for use, the character loses access to limbs, Equipment, or Transformation Properties. The loss is dependant on how many points this modification is take for, and must be determined and written down when this modification is taken.

-1 point: one arm, both legs, or a total amount of Equipment or Properties costing 2 Character Points or more [PT2]
-2 points: both arms, your head, or a total amount of Equipment or Properties costing 4 Character Points or more [PT4]

This Modification may be taken a total number of times equal to your Rank divided by 2, rounded down. You may not take Platform or Transferable with Equipment modified by this Modification.

SECONDARY SYSTEM: -3
The modified Equipment now requires the expenditure of a half Energon Die to operate. Optionally, you may spend one whole Energon Die to activate the Equipment for the remainder of the Scene (choose when activating). [SS]

TRANSFERABLE (Robot-Mode only): 1
This Equipment may be given to another Transformer to use, or allow another character to gain the benefit of its operation as if they had used it.
This Modification may only be taken a number of times equal to your Rank divided by 2, rounded down. You may not take Internal with Equipment modified by this Modification. [Trn]


FINISHING TOUCHES

To complete your character, be sure you have a name for them, usually based on their Transformation, background, role, and personality. Then come up with a function, a brief 1 to 3 word job title that explains what your character does. Next write down what specific group your character is a part of, such as Dinobots, Constructions, and so on (use Autobot/Decepticon if you are not a member of a specific group). Now come up with a short catch-phrase or saying that summarizes your character's attitude or view on life. Finally, write 4-7 detailed sentences about your character, highlighting all of the most-important aspects of their personality, skillset, appearance, Transformation Mode, background, or whatever else is significant about your character. While it is good to be able to write volumes about your character, you only want to write a brief amount for these purposes. Look on the back of old Transformer packages for samples and ideas about how to write these final touches on your character.




ADVANCED RULES

These rules handle the less-common, yet nonetheless important, aspects of the Transformers universe, as well as the rules for designing and running Episodes. Players usually do not need to read any of these rules, but they likewise are not restricted from doing so.


Designing Episodes:
Designing Transformer Episodes is not a very complicated process. Typically the stories which Transformers are involved in are fairly straight-forward. They often involve the basic struggles of Transformers, usually conflict against their enemies, quests of Energon, escape from their current location, and so on. There are several approaches to making stories that fit into the Transformers universe, but throughout all of these you should remember these key points about Transformers:

When designing an Episode, consider the scope of what you have in mind for the story. This establishes some simple guidelines for the number of encounters as well as the severity of each encounter for the Episode:

Episode
Scope
Challenge
Rating
Number of EncountersNumber of Segments
SimpleDifficultExtreme

Routinex12201
Easyx23301
Hardx34312
Challengingx44423
Epicx55434

Simple encounters are almost always against Brutes or against threatening obstacles that have some time beforehand to avoid. The number of Brutes or time limit to avoid an obstacle should vary based on the size of the group, but ideally should merely soften up a party and not pose any major threat.

Difficult encounters should involve rather large amounts of Brutes, a number of Henchman equal to the size of the party, a couple of full characters, or immediate and serious obstacles. They should leave a party fairly shook and damaged, and come pretty close to seriously harming a character, but should not outright slay anyone.

Challenging encounters are the major meat of the story. They should involve many Henchman, several full characters, or very serious and dangerous obstacles. Typically at least one of these encounters should be against a major villain who is significantly better than any individual in the party.

With all of these encounters you should add a number of Character Points to the NPCs to keep them on par with the player-characters. This amount varies with the challenge level of the encounter, but typically should be just short of what the player-characters have.

These are just some guidelines for designing Episodes for Transformers. Use your own discretion when coming up with stories and challenges for your players.


Awarding Experience:
As characters complete Episodes, the GM rewards them with additional Character Points to enhance their character. The number of Character Points awarded is based on the scope of the adventure:
Episode ScopeCP Rating

Routine0.5
Easy1
Hard1.5
Challenging2
Epic2.5

Typically these are rewarded at the end of an Episode. You receive half of any unspent Energon Dice as bonus Experience Points as well. If your leader still has their Leadership Die they trade it in for one point of Experience. Finally, if your character had a Background that was directly part of the adventure, they gain a number of Experience Points equal to the value of their Background times 1.5. The GM decides how complete the particular conflict for that Background is, and reduces the value of the Background accordingly (usually by one point).


Spending Character Points:
Between Episodes, you may spend earned Character Points on a variety of things:

NEW EQUIPMENT: You may add Equipment by spending Character Points equal to the standard Character Point cost of the Equipment. This is in addition to your normal ability to replace equipment, so if you dropped 4 points of Equipment and spend 4 Experience Points you would be able to add 8 points of Equipment. Your Strength-based limit on Equipment still applies.

NEW PROPERTIES: You may add Properties to a Transformation Mode by spending Character Points equal to the standard Character Point cost of the Property. This is in addition to your normal ability to replace Properties, so if you dropped 4 points of Properties and spend 4 Experience Points you would be able to add 8 points of Properties to a Transformation. Your Rank-based limit on Transformation Properties still applies.

NEW SKILLSETS: You may spend 5 Character Points to gain a new Skillset. You gain all the Basic Concentrations associated with that Skillset at Level 1, but do not gain any overlap bonus if you already have a Concentration provided by your new Skillset.

NEW BACKGROUNDS: You may take a 1, 2, or 3 point Background for 1, 2, or 3 Character Points accordingly.

NEW ADVANTAGES: You may take an Advantage for twice the standard cost in Character Points. Advantages with more than one cost must be taken at the lowest cost. Note that some Advantages may only be taken during character creation, and therefore cannot be purchased in this manner.

INCREASING AN ADVANTAGE: You may spend additional Character Points on an Advantage you already have, allowing you to take the next level of benefits for that Advantage. The cost for this increase is equal to the cost difference from your current level to the increased level times 2.

INCREASE A CONCENTRATION: You may increase any Concentration you have access to. The rate to increase a Concentration is what the next level of the Concentration will be. For example, to go from Level 0 (meaning you don't have that Concentration) to Level 1 would cost 1 Character Points, and going from Level 3 to Level 4 would cost 4 Character Points. You may only increase a Concentration by one Level at a time, and may not increase any Concentration past Level 5. The cost of Concentration increases is the same for Basic and Advanced Concentrations, making it cheaper to dabble in Advanced Concentrations later in a character's career but cheaper to specialize in them at character creation.

INCREASE A TECH SPEC: Increasing a Tech Spec costs whatever the new level of the Tech Spec would be. For example, going from Level 5 in Speed to Level 6 would cost 6 Character Points. The highest any Tech Spec may normally reach is Rank 10. Characters with Legendary Spec Advantage may increase their appropriate Legendary Spec to 10+ by first increasing it to 10 and then spending 10 Experience Points. Your Dice for that Tech Spec is now 6, and treat it as a 11 for any Level purposes.


Altering Equipment and Transformations:
Transformers are adaptable. They can undergo overhauls to change out Equipment or alter their Transformations (see Overhaul Concentration). In-between Episodes Transformers may make free Overhauls, gaining the benefits of an Overhaul without having to make a roll. Frequently Transformers will alter their common name if they alter their Transformation as well.

You may never gain Character Points by reducing the Properties of a Transformation nor your amount of Equipment, but any unspent Character Points dedicated towards Equipment / Transformations are not lost if they are not used.


Losing Advantages, Concentrations, and Skillsets:
Characters may lose one Advantage completely to regain a number of Character Points equal to half the points spent on the Advantage. Only Advantages which can be purchased after character creation may be lost in this fashion. This may only be done once in-between Episodes.

Characters may forget a Level in one Concentration to gain back 1 Character Point once in-between Episodes. If a character has no Concentrations left in a Skillset, they may choose to forget the Skillset entirely to regain 1 Character Point. This also may only be done once in-between Episodes.


Awarding Reputation:
As characters perform noteworthy tasks which are known to others, they gain Reputation Points. Gamemasters should reward Reputation Points for defeating your enemies or accomplishing your goals, typically in an amount equal to the experience reward for an adventure. Specific acts which are noteworthy (such as a rescue of an important political figure) may also warrant a point or two of Reputation gain. The leader of a party of characters (as determined by their Rank and any Chain-of-Command modifications due to Advantages) gains one extra Reputation point for their accomplishments. If they still have the Leadership Die they also gain a point of Reputation. Finally, characters with the Renown and Under-Appreciated Advantages also receive one extra Reputation Point (or two extra points if they have both Advantages).

Reputation measures how well you are known for what you do. Infamous individuals are known for being ruthless and deceitful, and get their way through extortion and coercion. Famous individuals are known for their concern for others and heroic deeds, and find individuals who want to help them because they know what the character does is for a greater good. Either way the effects of Reputation are identical.


Mega-Sized Robots:
In the Transformers world, the larger you are, the more powerful you are. Some characters manage to stretch beyond the standard Sizes of Transformers and achieve Mega-Size. Mega-Size Transformers are immensely powerful, capable of taking on entire parties of Transformers. Stopping a Mega-Size Transformer typically requires another Mega-Size Transformer or some seriously good planning.

There are 10 Mega-Sizes. Devastator and the other Gestalts were Mega-Size 1. Omega Supreme was Mega-Size 2. Metroplex was Mega-Size 3, and Fortress Maximus was Mega-Size 4. A Transformer the size of a continent would be Mega-Size 5, and a Transformer the size of a small moon would be Mega-Size 7. Unicron was Mega-Size 10.

Being a Mega-Size character gives a Transformer a number of characteristics based on their exact Mega-Size:

Characters must take the Mega-Size Advantage to become Mega-Sized. Only characters of Size 10 or 10+ may take the Mega-Size Advantage. It costs a number of Character Points equal to 4 raised to the power of the Mega-Size, times 10, so that Mega-Size 1 costs 40 Character Points, Mega-Size 2 costs 160 points, Mega-Size 3 costs 640 points, and so on. Being Mega-Size 10 would cost 10,485,760 Character Points. Mega-Size character may upgrade their Advantage as they would any other Advantage, except that it does not cost double the standard cost (this is factored into the cost already). Some characters may be able to eventually achieve Mega-Size 1 and possibly after years of play achieve Mega-Size 2, but Mega-Sizes beyond that are pretty much in the realm of extremely significant NPCs and really should not be something players can reach.


Gestalts:
Some Transformers learn to assemble into one larger character called a Gestalt. Together they are able to perform more impressive feats than any individual member of the group, but are only able to remain united in this manner for a short time.

To form a Gestalt, a group of 2 to 13 characters must agree to each become part of the Gestalt. Each member must spend Character Points to take the Gestalt Advantage. The cost of this Advantage depends on which parts of the Gestalt they become. Between the whole group the entire body must be purchased, even if the Gestalt forms into a Beast or an Object (still use all these rules, just with each location referring to a different part of the Gestalt). You may only purchase a location which is adjacent ot a location you already have purchased.

LocationCostAdjacent LocationsTech Spec Contributed

Head3Upper TorsoRank, Intelligence
Upper Left Torso1Head, Upper Left Torso, Lower Right Torso, Upper Right ArmCourage/2
Upper Right Torso1Head, Upper Right Torso, Lower Left Torso, Upper Left ArmCourage/2
Lower Left Torso1Lower Right Torso, Upper Left Torso, Upper Left LegEndurance/2
Lower Right Torso1Lower Left Torso, Upper Right Torso, Upper Right LegEndurance/2
Upper Left Arm2Upper Torso, Lower Left ArmFirepower/2
Lower Left Arm2Upper Left ArmFirepower/2
Upper Right Arm2Upper Torso, Lower Right ArmSkill/2
Lower Right Arm2Lower Right ArmSkill/2
Upper Left Leg2Lower Torso, Lower Left LegStrength/2
Lower Left Leg2Upper Left LegStrength/2
Upper Right Leg2Lower Torso, Lower Right LegSpeed/2
Lower Right Leg2Upper Right LegSpeed/2

Gestalt Characters are not true Transformers in that they do not necessarily have a Transformation, although they may take Extra Transformation Mode to have one. They are treated as a Transformation of all of the characters whom they are formed from. Gestalts do, however, all have a Mode, being either Robot, Beast, Object, or Vehicle, with all applicable modifiers. They use their Strength for determining their Equipment limit. Beasts, Objects, and Vehicle-Modes may take any Transformation Properties specific to their exact Mode as Equipment, but not any Properties which are available to Any Mode.

Gestalts are their own character, forged from the components of others but possessing a personality all to their own. When merged as a Gestalt, all individual character abilities are lost. Gestalt characters receive 30 Character Points, plus another 15 times the number of members of the Gestalt. Their maximum starting Concentration Level is 5 (rather than the standard 3). Finally, for every 10 Character Points that a member of a Gestalt has earned add 1 Character Point to the Character Point total of the Gestalt character. Gestalt characters make all Character Point expenditures as if they were starting characters.

The Tech Specs of the Gestalt are determined by the Tech Specs of the characters who form specific parts of the Gestalt, as indicated from the chart above. After determining their Tech Specs, apply a -2 Intelligence and -2 Rank to these Tech Specs. Gestalts tend to be dumber grunts who rely on raw force over finesse. Gestalts may purchase higher Tech Specs at the cost of 10 Character Points per increase, up to 10 in any Tech Spec.

The base Size of the Gestalt is equal to the Size of the largest member plus 1 per each additional member, up to Size 10+. If this Size goes over 10+ the Gestalt must purchase the Mega-Size Advantage.

Transforming into a Gestalt requires every member of the Gestalt to be within one hex of each other and spend one action and 1 Energon Die to merge together. The Gestalt may not act until every member of the Gestalt has spend an action and an Energon Die to merge with it. Once assembled, the Gestalt acts as a group, using one action check, for the remainder of the Scene or until it is disassembled. Some of any existing Major Damage on the characters who merge into the Gestalt is transferred to the Gestalt character. Transfer 1 Major Wound for every Major Wounds a character has, up to the number of locations of the Gestalt a character occupies.

Since Gestalts are composed of individual Transformers who will have to live with any damage they take while part of a merged Gestalt, the exact location where specific hits are taken becomes important, and hence uses this Hit Location Chart. Roll 2d10 and consult the result for standard attacks. Attacks which come from significantly below roll 1d10, and attacks that come from significantly above roll 1d10+10. Apply a + or - 1-point flex on this hit location roll for every Boost made on the attack roll. The side that is hit is based on where the character making the attack is standing: right side if they are to the right, left side if they are to the left, defenders's choice if they are in the front, and attackers's choice if they are in the rear. Gestalts still use standard rules for how much damage they can take, but just apply that exact damage to specific spots rather than in a more abstract manner.

RollLocation Hit

1Lower Leg
2Lower Leg
3Lower Leg
4Lower Leg
5Lower Leg
6Upper Leg
7Upper Leg
8Upper Leg
9Lower Torso
10Lower Torso
     
RollLocation Hit

11Upper Torso
12Upper Torso
13Upper Arm
14Upper Arm
15Upper Arm
16Lower Arm
17Lower Arm
18Lower Arm
19Head
20Head

Gestalts may be forced to disassemble if the Head of the Gestalt is Knocked Out. Alternatively they may disassemble if they wish to. Either way, all members of the Gestalt have an Initiative equal to whatever the Initiative of the Gestalt was at the time it split apart. If they were forced apart they may not act for the remainder of the round, but may take Active Defense without restriction.


Minicons:
Minicons are a race of tiny robots which originally came into Transformer society as laborers. They are Transformers, but are completely mechanical: they do not have Sparks as normal Transformers do. Autobots treat Minicons as sentient beings, while Decepticons see these Sparkless robots as mere machines to be used.

Minicons are typically too weak to be very effective in combat on their own. Instead they use their abilities to augment those of another Transformer, providing them with power increases and additional gear.

Minicon characters are built mostly as any other character, with the following exceptions:

Because of the extra power they could grant Transformers, Minicons were harvested and enslaved for use in warfare. Eventually the Minicons were able to escape, and have since hid throughout the universe. Now they are quite rare, and very valuable to any Transformer who can find one.


Humans:
Compared to Transformers, Humans are pretty weak. Nonetheless, Humans have played an important part in the Transformer's conflicts, and eventually become an important political force in the galaxy.

Human characters are built as any other character, with the following exceptions:


Exosuits:
Compared to Transformers, Humans are extremely weak. However, some Humans gain access to an Advantage called Exosuit, which allows them to mimic some of the aspects of Transformers. Exosuits come in two varieties, Basic for 10 Character Points and Advanced for 20 Character Points. Both Exosuits grant Human characters the following abilities:

Basic Exosuits allow a character to spend up to their Strength Tech Spec in Character Points on Equipment usable with the Exosuit and up to their Rank Tech Spec in Character Points on a Transformation. The Basic Exosuit is Size 2, and may store an item of Size 0- in their frame (in addition to the character and their Equipment).

Advanced Exosuits allow a character to spend up to twice their Strength Tech Spec in Character Points on Equipment usable with the Exosuit and up to twice their Rank Tech Spec in Character Points on a Transformation. The Size of the Advanced Exosuit begins at Size 3, and may be increased by 1 point for every Character Point spent on increasing its Size. It may store up to Size 1 worth of items in their frame (in addition to the character and their Equipment).

Characters using Exosuits without the proper training (i.e. they didn't spend Character Points on them) suffer a -1k1 penalty (for Basic Exosuits) or -2k2 penalty (for Advanced Exosuits) to all rolls made using their Exosuit. This penalty may only be negated by the character taking the appropriate Exosuit Advantage.


Transports:
When Transformers need to get from one location to another quickly and in one group, they use a Transport. Transports are Mega-Size vehicles capable of transporting multiple Transformers at a time. In game terms Transports are treated as Mega-Size characters. Transports are created in the same manner as normal characters, with the following exceptions:

Some rare Transports eventually get upgraded and are able to take the Spark Advantage, allowing them to have a Robot-Mode as well as a Transformation-Mode, make Authority, Persuasion, Social, and Taunt Rolls, gain a place on the Chain-of-Command, and use their Reputation to its fullest, giving them nearly all the abilities of a normal Transformer. When this occurs they may purchase Advantages that may only be taken at character creation as a starting character would, with the exception of the Speciality Advantage which is still unavailable for them. The only hinderance they retain is that they may only take a number of Skillsets equal to their Intelligence Tech Spec divided by 2, rounded down. They must still pay the regular cost for these Skillsets and their corresponding Concentrations. They may still have a crew, if desired, as outlined above. This Advantage costs a number of Character Points equal to the difference in Character Points from the Character Points they payed for their Mega-Size and what they would normally have to pay, so that a Mega-Size 2 character who payed 40 Character Points for that Advantage would have to pay 120 Character Points for a Spark. Non Mega-Size Transports must pay 10 Character Points for their Spark.


Automatons:
Automatons are mechanized beings who possess artificial intelligence and are capable of independent operation yet do not have a Spark. In a world of giant robots that transform, Automatons are the more-traditional depiction of what a robot is, although many of them are actually large, immobile computers. Unlike Minicons, either Autobot nor Decepticon considers Automatons to be sentient beings, but nonetheless are very useful, and therefore are remain well-treated. Perhaps the most famous, as well as the most powerful, Automaton was the Autobot's super-computer, Teletraan-1.

Automaton characters are built as any other character, with the following exceptions:

Automatons are typically very specialized, often having a Level 1 in any Tech Spec considered outside their design parameters and as high as a Level 8 in Tech Specs that are vital to their function. This makes them extremely useful, but also extremely vulnerable. Since they lack the ability to keep up in combat with a Transformer, Automatons are usually used for support off the battlefield.


The Mainframe Network:
Transformers have a vast amount of knowledge out there on the Mainframe Network, their equivalent of the Internet. This knowledge has accumulated to the point where there is very little that is not available on the Mainframe Network. However, finding this information is not always an easy task. Piling through the numerous data entires for something relevant to a very specific subject can be mind-numbing, and try the sanity of even the most dedicated of individuals.

In game terms this translates into the ability to search the Mainframe Network for any information, regardless of how obscure this information is. Even information on events which just recently occurred are documented on some system somewhere on the Mainframe Network. There is no limit to what knowledge is available for those able to find it. First the character making the search must spend an Energon Die. Next they make a Search Concentration Roll against a TN determined by the obscurity of the information you are seeking (see Knowledge Rolls above). If successful, they have the information, with every 10 they beat the TN by indicating better quality or larger amounts of information on the subject.

It is possible to send messages using the Mainframe Network. This requires a Computer Use Roll with a TN equal to the number of words in the message. This likewise requires the expenditure of 1 Energon Die. You also need to know the exact Network Location of the recipient of the message. The message is finally received once its recipient checks their Mainframe Network messages. Only characters with Mainframe Connections have Network Locations.


Building a Transformer:
Transformers are extremely complex technological beings capable of extreme feats, making them perhaps the most difficult-to-construct beings in the universe. The easiest part of making a Transformer is building their body. Typically this takes a lot of time, patience, and skill of the highest caliber, making it a feat that only the most seasoned technician will even attempt. The hard part is giving this technological creation a Spark, bringing it to life. Some rare and ancient mega-computers such as Vector-Sigma are capable of bestowing a Spark upon the empty shell of a Transformer, but most of these wonders have been lost to time. Instead two Transformers may merge their Sparks together, each giving up a piece of their experience and life force, and create a new Spark from the merging which can then occupy an awaiting shell. This process, however, is by no means an easy one, and can only be performed between two compatible Transformers of the opposite gender. Determining whether two Transformers are compatible for each other is a intense and lengthy calculation, one sometimes taking decades or even centuries to complete. Fortunately, Transformers are effectively immortal, so they have the time and patience to make sure they are compatible before attempting to have an offspring.


The Transformers of the Mid 1980s:
Flat out the Transformers of the 1980s are legends, both to Transformers and humans alike. They performed feats that defy imagination, and had powers and abilities that seem beyond comprehension. Sometimes their tales have been exaggerated, and the accuracy of what size they became or how many people rode inside of them has been stretched. Some Transformers think they can be as powerful as these legends, and perhaps they are right, but there are some acts which require technology that has been lost to the ages, and some stories that are simply exaggerations of what did happen. In other words, if it was in the TV show and is not in this system, it is because it was something only Transformers of legendary status could pull off, or the tales of it have been greatly exaggerated.




Credits:

This game system was written by Brian Debler with input and advice from his dedicated play-testers (Andy McIlwain, Eric Garcia, Stefan Kudek, R. Jesse Deneaux, Mike Scotta, Brad Allen, Tom Lundberg, Nathan Fostey, Alex Abbiss, Ben Rosenburg, Wade Schwindlmen, and Kevin Debler). Its origin stems back to fall of 1999, but I was unable to find or develop a game system capable of capturing it properly. There is sat as a pipedream until December of 2001 when I was first exposed to the 7th Seas game system, and knew that this point-based character system was exactly what I needed to make Transformers RPG a reality. Over the next few months I began developing these rules and finally completed and debuted the first draft in September of 2002. Since then it has continued to grow and develop into its current incarnation. With any luck and something to distract me long enough, it might even be finished one of these days.

Special thanks to Mike Scotta and Tom Lundberg for help with some of those little details you just cannot see by yourself. Special thanks also to Andy McIlwain and Eric Garcia for listening to me ramble on about this game system over the months it took to develop. Special thanks to Stefan Kudek for the many great ideas for the game system, especially the Gestalt rules. Finally, very special thanks to my brother Kevin Debler for helping me with the initial adventures and fleshing out of the system. All you guys kick major ass! I have proof!


Copyright 2003 Brian Debler
You have full permission to use and enjoy these rules and this gaming system as long as you give credit where it is due and remember where you got it from.