Latyrx7
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Post by Latyrx7 on Jul 18, 2016 18:32:42 GMT
TRANSFORMERS VECTOR SIGMA :: CHARACTER CREATION GUIDE
The Transformers Vector Sigma : Character Creation Guide (CCG) is a comprehensive guide to creating Transformer characters for role playing games. This guide is an in-depth character creation system with well-defined stats and values made with over a decade worth of role-playing experience and experimentation. The CCG has taken from various sources within the realm of Transformers role playing, the TV shows, comics and video games. You will see in the CCG that players can pick from a large list of weapons, powers, abilities, equipment and so on.
Like most RPG systems, players are granted a certain amount of points to use for character building. Typically this CCG allows players to use 46 points in the Technical Stats section. The 46 points go towards strength, speed and etc. Also toward the size of a character since players have to spend a little more on large characters. A separate 9 points can be used on upgrades for weapons, such as attachments and ammo, and on equipment and abilities. Of course, the GM of the RPG can adjust the 46 points and 9 points to a different amount is they decide to do so.
The Transformers Vector Sigma Character Creation Guide was designed and complied by Latyrx7/Jazz and Onix Prime of the Total Transformers message board. To any and all users of the TVSCCG, please feel free to use it for all their RPG needs but please credit its creators.
SECTION 1.0 :: THE PROFILE LAYOUT
The profile is the very basis for the character. Each section has a short description of the profile element, but will be elaborated on further into this creation guide. A blank copy can be found below for easy copy and paste.
Name :: Character's name Motto :: "Character's Motto." Allegiance :: Autobot, Decepticon, etc... Sub-Team :: If your character belongs to another group, like the Aerialbots or Predacons Function :: What is your character's skill set? See 'Section 3.7: Specialist Skill' for a list of suggested functions Gender :: Refers to if your character is mech/bot ("male") or femmech/fembot ("female") Size Class :: How big is your character? Refer to 'Section 2.1: Size' below for size class guidelines Alternate Class :: In what alternate class does your character fit into? Refer to 'Section 2.2 below for class guidelines
TECHNICAL SPECIFICATIONS
Technical Stats
Strength :: Determines how strong your character is physically (See 'Section 3.1: Strength') Intelligence :: Determines how smart your character is (See 'Section 3.2: Intelligence') Speed :: Determines how fast your character is in alternate form (See 'Section 3.3: Speed') Endurance :: Determines how tough your character is (See 'Section 3.4: Endurance') Agility :: Determines how fast and nimble your character is in robot mode (See 'Section 3.5: Agility') Combatant :: Determines your characters proficiency with all type of combat (See 'Section 3.6: Combatant') Discipline :: Determines how proficient your character is at their given function (See 'Section 3.7: Discipline') Rank :: Given to you by the GM, determines your place in the hierarchy of command (See 'Section 3.8: Rank') Courage :: Tells how courageous your character is (See 'Section 3.9: Courage')
Technical Capabilities
Height :: A value determined by your size. See 'Section 2.1: Size' to determine specific value that belongs here. Weight :: A value determined by your size. See 'Section 2.1: Size' to determine specific value that belongs here. Overhead Lift :: A value determined by the size and strength of your character. See 'Section 3.1: Strength' for the specific value that belongs here. Max Speed :: A value determined by your speed and alternate form. See 'Section 3.3: Speed' for specific value that belongs here. - Melee Resistance :: A value determined by your characters endurance. See 'Section 3.4: Endurance' for the specific value that belongs here. Projectile Resistance :: A value determined by your characters endurance. See 'Section 3.4: Endurance' for the specific value that belongs here. Elemental Resistance :: A value determined by your characters endurance. See 'Section 3.4: Endurance' for the specific value that belongs here. Energy Resistance :: A value determined by your characters endurance. See 'Section 3.4: Endurance' for the specific value that belongs here. Explosive Resistance :: A value determined by your characters endurance. See 'Section 3.4: Endurance' for the specific value that belongs here. - Firearm Skill :: A value determined by your characters fighting skill. See 'Section 3.6: Combatant ' for the specific value that belongs here. Hand-to-Hand Skill :: A value determined by your characters fighting skill. See 'Section 3.6: Combatant ' for the specific value that belongs here. Melee Skill :: A value determined by your characters fighting skill. See 'Section 3.6: Combatant ' for the specific value that belongs here.
PROFILE
Biography :: Describe what your character's personality is like, how they act on the battlefield, and any other trait that may define them.
History :: Give an explanation of your character's historical background.
Robot Mode :: Description of your character's capabilities in robot mode. How he fights in hand to hand combat for example. And if you wish you may add any descriptive information about their respective modes.
Alternate Mode :: Description of your character's capabilities in their alternate mode. And if you wish you may add any descriptive information about their respective modes.
Weakness :: Tell us what makes your character vulnerable and/or their faults. All characters must have a true weakness, be it physical or a personality weakness.
WEAPONS
Primary Weapon Chosen primary weapon along with any upgrades and attachments you purchase for it. May be substituted for a melee weapon.
Heavy Weapon Chosen heavy weapon along with any upgrades and attachments you purchase for it. May be substituted for a melee weapon.
EQUIPMENT and ABILITIES
Equipment List any equipment purchased for your character here.
Abilities List any abilities purchased for your character here.
_End Data Feed.
Copy and paste for quick use ::
[hr]
[b]Name[/b] :: [b]Motto[/b] :: [b]Allegiance[/b] :: [b]Sub-Team[/b] :: [b]Function[/b] :: [b]Gender[/b] :: [b]Size Class [/b]:: [b]Alternate Class[/b] ::
[b]TECHNICAL SPECIFICATIONS[/b]
[b]Technical Stats[/b]
[b]Strength[/b] :: [b]Intelligence[/b] :: [b]Speed[/b] :: [b]Armour[/b] :: [b]Agility [/b]:: [b]Combatant[/b] :: [b]Discipline[/b] :: [b]Rank[/b] :: [b]Courage[/b] ::
[b]Technical Capabilities[/b]
[b]Height[/b] :: [b]Weight[/b] :: [b]Overhead Lift[/b] :: [b]Max Speed[/b] :: - [b]Melee Resistance[/b] :: [b]Projectile Resistance[/b] :: [b]Elemental Resistance [/b]:: [b]Energy Resistance[/b] :: [b]Explosive Resistance[/b] :: - [b]Firearm Skill[/b] :: [b]Hand-to-Hand Skill[/b] :: [b]Melee Skill [/b]::
[b]PROFILE[/b]
[b]Biography[/b] ::
[b]History[/b] ::
[b]Robot Mode[/b] ::
[b]Alternate Mode[/b] ::
[b]Weakness[/b] ::
[b]WEAPONS[/b]
[b]Primary Weapon[/b]
[b]Heavy Weapon[/b]
[b]EQUIPMENT and ABILITIES[/b]
[b]Equipment[/b]
[b]Abilities[/b]
_End Data Feed.
SECTION 2.0 :: THE BASIC PROFILE
Every character has a Name, Motto, Allegiance, Sub Group, Function along with Biography, History, Description & Capabilities and Weakness. These are largely left to the player’s imagination.One section that is more strictly defined is Size. Size is used to determine many stats later in the Technical Specifications (Tech Spec) area, but will be elaborated on in this section as it falls outside of the Tech Spec area on the profile.
SECTION 2.1 :: SIZE
There are fifteen size classes to choose between, based on your alternate form, when creating your profile. Smaller size classes like Minicon, Casseticon and Minibot give you free points to add to your tech spec to make up for their smaller size and the limitations that brings. Inversely, the larger classes like Leader, Brute, and Titan subtract points from your tech spec to compensate for their large size and increased endurance gained by it. Your size class plays a role in your strengths, which will be elaborated on later. Below are the nine size classes, and a brief description of how they work. These guidelines are not always required to be upheld, and a Minibot may have above average strength or a Destroyer above average Agility.
When choosing the size of your character you'll also adopt a certain weight for them as well. Smaller characters are lighter the larger characters and larger characters are heavier then lighter characters. Some air borne characters are lighter then land base characters even though they may share the same height and bulk when to comes to their bodies. Remember, size and weight play a part in agility. (1 Ton = 2000 pounds)
For characters who are Triple Changers, your character will adopt the dominant vehicle class of your character. For example if your character mainly has land based forms he will use the Land Based size classes. But if your character has a land-based mode and a flight based mode then your character will have use the weight of a land based character and the strength of a flight based character.
SIZES FOR CHARACTERS WITH LAND BASED ALTERNATE MODES
Minicon :: Receive 3 points (e.g. Minispy, Targetmaster, Headmaster) Generally not very strong in strength or armor endurance. But fast in robot mode and hard to hit. Note that due to this size class some weapons will not as powerful as listed due to their reduced size while other weapons are restricted. Average Height: 7 ft. Average Protoform Weight of 0.35 tons. Maximum strength for lifting over head: 2 tons.
Cassetticon/Minion :: Receive 2 points (e.g. Rumble, Ravage) Generally not very strong in strength or armor endurance. But fast in robot mode and hard to hit. Note that due to this size class some weapons will not as powerful as listed due to their reduced size while other weapons are restricted. Average Height: 10 ft. Average Protoform Weight of 0.75 tons.. Maximum strength for lifting over head: 6 tons.
Minibot :: Receive 1 point (e.g. Bumblebee, Brawn, Cliffjumper) Generally average in strength or armor endurance. Faster then average in robot mode. Average Height: 15 ft. Average Protoform Weight of 1.5 tons. Maximum strength for lifting over head: 10 tons.
Soldier :: Costs 0 points (e.g. Prowl, Jazz, Sideswipe) Generally average strength, endurance, speed and agility. Average Height: 20 ft. Average Protoform Weight of 2.5 tons. Maximum strength for lifting over head: 60 tons.
Destroyer :: Costs 0 points (e.g. Ironhide, Perceptor, Blaster) Generally above average to awesome strength and endurance. A little slower then Soldier robots making them harder to hit. Can handle some of the larger weapons. Average Height: 25 ft. Average Protoform Weight of 5.5 tons. Maximum strength for lifting over head: 140 tons.
Leader :: Minus 1 point from Tech Spec (e.g. Optimus Prime, Megatron, Shockwave) Usually awesome strength and armor endurance. Slow in robot speed but agility isn't bad. Average Height: 30 ft. Average Protoform Weight of 17 tons. Maximum strength for lifting over head: 160 tons.
Brute :: Minus 2 points from Tech Spec (e.g. Ultra Magnus) Incredibly strong in strength and endurance but very slow with limited agility. Average Height: 35 ft. Average Protoform Weight of 30 tons. Maximum strength for lifting over head: 240 tons.
Titan :: Minus 3 points from Tech Spec (e.g. Grimlock) Enormous strength and endurance. Very slow, making for an easy target. Limited agility, might be fast with the hands but slow when walking and running. Average Height: 40 ft. Average Protoform Weight of 40 tons. Maximum strength for lifting over head: 320 tons.
SIZES FOR CHARACTERS WITH AIREAL BASED ALTERNATE MODES
Bird of Prey :: Receive 2 points (e.g. Laserbeak, Buzzsaw) Very low in strength or armor endurance. But fast in robot mode and hard to hit. Note that due to this size class some weapons will not as powerful as listed due to their reduced size while other weapons are restricted. Average Height: 7 ft. Average Protoform Weight of 0.35 tons. Maximum strength for lifting over head: 2 tons.
Drone :: Receive 1 point (e.g. Powerglide) Generally low in strength or armor endurance. Faster then average in robot mode. Note that due to this size class some weapons will not as powerful as listed due to their reduced size while other weapons are restricted. Average Height: 10 ft. Average Protoform Weight of 0.75 tons. Maximum strength for lifting over head: 6 tons.
Voyager :: Costs 0 point (e.g. Jumpstarters) Generally average strength, endurance, speed and agility. Average Height: 18 ft. Average Protoform Weight of 1.75 tons. Maximum strength for lifting over head: 10 tons.
Aerialbot/Seeker :: Costs 0 points (e.g. Starscream, Airraid) Generally above average to awesome strength and endurance. A little slower then Soldier robots making them harder to hit. Can handle some of the larger weapons. Average Height: 28 ft. Average Protoform Weight of 6 tons. Maximum strength for lifting over head: 20 tons.
Hunter :: Minus 1 point from Tech Spec (e.g. Astrotrain, Blitzwing) Usually good strength and armor endurance. Slow in robot speed but agility isn't bad. Average Height: 30 ft. Average Protoform Weight of 17 tons. Maximum strength for lifting over head: 40 tons.
Predator :: Minus 2 points from Tech Spec (e.g. Jetfire) Generally great in strength and endurance but very slow with limited agility. Average Weight of 40 tons; Maximum strength for lifting over head: 60. Average Height: 35 ft. Average Protoform Weight of 30 tons. Maximum strength for lifting over head: 60 tons.
Dreadnought :: Minus 3 points from Tech Spec (e.g. Over Lord) Generally awesome strength and endurance. Very slow, making for an easy target. Limited agility, might be fast with the hands but slow when walking and running. Average Height: 40 ft. Average Protoform Weight of 40 tons. Maximum strength for lifting over head: 80 tons.
SECTION 2.2 :: ALTERNATE CLASS
Your Alternate Class is a generalized classification of your characters alternate form. It consists of two parts: the plane in which your alternate mode functions, and the type of your alternate form. There are several categories as followed:
Ground Vehicle Ground Animal Airborne Vehicle Airborne Animal Aquatic Vehicle Aquatic Animal Gadget Headmaster Targetmaster Edgemaster
Depending on the kind of animal your character transforms into they may qualify for claws and/or teeth/beak for free. (See Section 4.5 :: Alternate Mode Weapons for Claws & Teeth).
Characters that transform in gadgets or are a Head/Edge/Targetasters of some kind have a little mobility when in their alternate mode. For example, a gadget can leap off the wall their attached to, a Headmaster can leap from it's partner's head, a Targetmaster and a Edgemaster can leap from its partner's hand on their own without transforming to robot mode. However there is a limit to how much movement they can actually perform while in their alternate mode, no matter how high the character's agility may be.
SECTION 3.0 :: TECHNICAL SPECIFICATIONS OVERVIEW 3.0
The technical specifications section of the profile is broken up into two sections: Technical Stats and Technical Capabilities. Technical stats are a numerical value ranging from 1-10 that you determine by spreading a set amount of points between. Technical Capabilities are determined by the value of a corresponding Technical Stat or size class.
The Technical Specification section of the profile gives a numerical value to represent your characters attributes. Typically you will have 46 points to spread between Strength, Intelligence, Speed, Endurance, Agility, Fighting Skill and Specialist Skill unless the GM decides otherwise. Your Rank skill will be provided by the GM of the RPG you are participating in and do not detract from your tech spec points. The Courage skill is completely up to you as the player, and also does not detract from your 46 allotted tech spec points. All skills range from one through ten, one being the worst and ten being the best. Some skills have limitation based around the choices you make for your character, and the GM will approve or deny your decision based on those choices. Skills with more detailed restrictions will be listed below.
SECTIONS 3.1 :: STRENGTH
Strength ranges from one to ten. Listed below is the corresponding weight a character can lift over their head based on their size class and their skill level in Strength.
MINICONS - 10: 2 tons 9: 1.85 tons 8: 1.65 tons 7: 1.45 tons 6: 1.25 tons 5: 1 ton 4: 0.85 tons 3: 0.65 tons 2: 0.45 tons 1: 0.25 tons
CASSETTICONS/MINIONS - 10: 6 tons 9: 5.5 tons 8: 5 tons 7: 4.5 tons 6: 4 tons 5: 3.5 tons 4: 3 tons 3: 2.5 tons 2: 2 tons 1: 1 ton
MINIBOTS - 10: 35 tons 9: 30 tons 8: 25 tons 7: 20 tons 6: 17 tons 5: 13 tons 4: 10 tons 3: 7 tons 2: 5 tons 1: 3 ton
SOLDIER - 10: 60 tons 9: 55 tons 8: 50 tons 7: 45 tons 6: 40 tons 5: 35 tons 4: 30 tons 3: 25 tons 2: 20 tons 1: 15 ton
DESTROYER - 10: 120 tons 9: 110 tons 8: 100 tons 7: 90 tons 6: 80 tons 5: 70 tons 4: 60 tons 3: 50 tons 2: 40 tons 1: 30 tons
LEADER - 10: 160 tons 9: 150 tons 8: 140 tons 7: 130 tons 6: 120 tons 5: 110 tons 4: 100 tons 3: 90 tons 2: 80 tons 1: 70 tons
BRUTE - 10: 240 tons 9: 230 tons 8: 220 tons 7: 210 tons 6: 200 tons 5: 190 tons 4: 180 tons 3: 170 tons 2: 160 tons 1: 150 tons
TITAN - 10: 320 tons 9: 310 tons 8: 300 tons 7: 290 tons 6: 280 tons 5: 270 tons 4: 260 tons 3: 250 tons 2: 240 tons 1: 230 tons
BIRD OF PREY - 10: 2 tons 9: 1.85 tons 8: 1.65 tons 7: 1.45 tons 6: 1.25 tons 5: 1 ton 4: 0.85 tons 3: 0.65 tons 2: 0.45 tons 1: 0.25 tons
DRONE - 10: 6 tons 9: 5.5 tons 8: 5 tons 7: 4.5 tons 6: 4 tons 5: 3.5 tons 4: 3 tons 3: 2.5 tons 2: 2 tons 1: 1 ton
VOYAGER - 10: 10 tons 9: 9 tons 8: 8 tons 7: 7 tons 6: 6 tons 5: 5 tons 4: 4 tons 3: 3 tons 2: 2 tons 1: 1 ton
AERIALBOTS/SEEKERS - 10: 20 tons 9: 17 tons 8: 15 tons 7: 13 tons 6: 10 tons 5: 8 tons 4: 6 tons 3: 4 tons 2: 2 tons 1: 1 ton
HUNTER - 10: 40 tons 9: 37 tons 8: 33 tons 7: 30 tons 6: 27 tons 5: 23 tons 4: 20 tons 3: 17 tons 2: 13 tons 1: 10 tons
PREDATOR - 10: 60 tons 9: 57 tons 8: 53 tons 7: 50 tons 6: 47 tons 5: 43 tons 4: 40 tons 3: 27 tons 2: 23 tons 1: 20 tons
DREADNAUGHT - 10: 80 tons 9: 77 tons 8: 73 tons 7: 70 tons 6: 67 tons 5: 63 tons 4: 60 tons 3: 57 tons 2: 53 tons 1: 50 tons
SECTION 3.2 :: INTELLIGENCE
Intelligence ranges from one, being the least intelligent, to ten, being the most intelligent. Take care to choose your characters intelligence skill as best suited to your characters function. A Warrior is unlikely to be smarter than a Scientist. For example a point level between 8 -10 is generally expected for characters who's functions are that of Scientists, Commanders, Strategists, Leaders, Theoreticians, Tacticians, Engineers, Architect, Medics/Doctors and Security Directors.
SECTION 3.3 :: SPEED
The Speed skill in the tech spec denotes your characters top speed in alternate mode based on what type of alternate mode you've chosen. Bellow is a guideline to how fast your characters alternate mode can go by skill level in Speed, and based on their alternate form. Be logical with the Speed level you choose. A Tractor-Trailer is going to have a very low speed compared to a sports car, which would have a very high speed. The GM in highly unlikely to allow a high Speed skill on an alternate form that is generally accepted as being slow.
Cars, Trucks, Vans, Animals, Tanks and Tractor-Trailer/Semi Trucks - 10 : 350 mph 9 : 325 mph 8 : 300 mph 7 : 275 mph 6 : 250 mph 5 : 225 mph 4 : 200 mph 3 : 175 mph 2 : 150 mph 1 : 125 mph
Jets and Aircrafts - 10 : Mach 5.5 = 4183 mph 9 : Mach 5 = 3802 mph 8 : Mach 4.5 = 3422 mph 7 : Mach 4 = 3042 mph 6 : Mach 3.5 = 2661 mph 5 : Mach 3 = 2281 mph 4 : Mach 2.5 = 1901 mph 3 : Mach 2 = 1521 mph 2 : Mach 1.5 = 1140 mph 1 : Mach 1 = 760 mph
Helicopters - 10 : 350 mph 9 : 325 mph 8 : 300 mph 7 : 275 mph 6 : 250 mph 5 : 225 mph 4 : 200 mph 3 : 175 mph 2 : 150 mph 1 : 125 mph
Bird of Prey and Sea Vessels - 10 : 250 mph 9 : 235 mph 8 : 215 mph 7 : 200 mph 6 : 175 mph 5 : 150 mph 4 : 125 mph 3 : 100 mph 2 : 80 mph 1 : 60 mph
SECTION 3.4 :: ENDURANCE
Endurance represents your characters resistance to damage. Keep in mind that Transformers of larger size classes are considered to usually have higher endurance, while smaller Transformer size classes are generally considered to have less endurance. This, however, is not a strict rule that has to be followed, so a small character can have high endurance in the proper context; i.e. a Minibot that has a heavily armored vehicle mode.
There are four levels of damage resistance:
High :: Your character may resist up to half damage output from damage of this type, down to a base of 1. Medium :: Your character may resist up to a third of the damage output from damage of this type, down to a base of 1. Low :: Your character may resist up to a quarter of the damage output from damage of this type, down to a base of 1. None :: Your character take full damage from this damage type.
Additionally, there are five types of damage output that you might encounter, which is always defined in the weapons description in your profile:
Melee :: Basic damage from fists, claws, teeth, and melee weapons like swords and axes that have no modifying damage types. Projectile :: Basic damage from firearms that have no modifying damage types. Elemental :: Damage from melee weapons and firearms that do heat, cold, or electrical damage. Energy :: Damage from melee weapons or firearms that rely on plasma for high damage output. Explosive :: Damage from firearms that explode, doing high damage in a blast.
Below is a reference guide to the type of damage your character is resistant to based on the characters level in the Endurance skill. For your convenience below each Endurance rating has the technical info laid out for you to copy and paste into your profile.
Endurance :: 10 - Melee Resistance :: High Projectile Resistance :: High Elemental Resistance :: High Energy Resistance :: High Explosive Resistance :: High
Endurance :: 9 - Melee Resistance :: High Projectile Resistance :: High Elemental Resistance :: High Energy Resistance :: High Explosive Resistance :: Medium
Endurance :: 8 - Melee Resistance :: High Projectile Resistance :: High Elemental Resistance :: High Energy Resistance :: Medium Explosive Resistance :: Low
Endurance :: 7 - Melee Resistance :: High Projectile Resistance :: High Elemental Resistance :: Medium Energy Resistance :: Low Explosive Resistance :: None
Endurance :: 6 - Melee Resistance :: High Projectile Resistance :: Medium Elemental Resistance :: Medium Energy Resistance :: Low Explosive Resistance :: None
Endurance :: 5 - Melee Resistance :: Medium Projectile Resistance :: Medium Elemental Resistance :: Medium Energy Resistance :: Low Explosive Resistance :: None
Endurance :: 4 - Melee Resistance :: Medium Projectile Resistance :: Medium Elemental Resistance :: Low Energy Resistance :: None Explosive Resistance :: None
Endurance :: 3 - Melee Resistance :: Medium Projectile Resistance :: Low Elemental Resistance :: Low Energy Resistance :: None Explosive Resistance :: None
Endurance :: 2 - Melee Resistance :: Low Projectile Resistance :: Low Elemental Resistance :: Low Energy Resistance :: None Explosive Resistance :: None
Endurance :: 1 - Melee Resistance :: Low Projectile Resistance :: Low Elemental Resistance :: None Energy Resistance :: None Explosive Resistance :: None
What this all means is, when you are comparing your endurance with your opponents weapon's damage and damage type to determine how you will asses the damage done to yourself (or to determine if your opponent's action were fair), you may consider the weapon's damage to be lower based on your resistance, determined by your endurance. If your opponents weapon has a damage of 8 and damage type of Projectile, but your Endurance is 7 or above, you may consider the weapon to do only 4 damage. However, damage of any type may never be considered bellow a 1, so if a weapon does 1 damage it will always do full damage regardless. Luckily, 1 is pretty insignificant.
To add on extra endurance players may purchase armor in the equipment section of the CCG (See Section 5.1). Armor acts as a outer layer or skin for the character and has it's own endurance value. A character with an endurance of 7 can purchase armor with the value of 10. What the character gains in overall endurance they lose in speed and agility due to the weight of the armor and the bulkiness it adds on to the player's body. Once the armor has lost its effectiveness the player may chose to remove the damaged armor allowing the player to rely on their natural endurance, speed and agility. It’s important to note that while extra armor can add protection, a character can still suffer pain and damage depending on the natural of the punishment they are receiving.
SECTION 3.5 :: AGILITY
Agility is a measure of coordination, balance and quickness of movement in robot mode. Different levels of agility will inform how well your charter can perform and dodge attacks. Generally, it is accepted that the larger size classes are less agile, and the smaller size classes are more agile, however this is once again not always the case. An Agility skill of one means that a character is slow and does not react quickly in robot mode, while a skill of ten means that your character is very quick and fast to react in robot mode. Take care to base agility around your characters size, the function you've chosen, and the bulk of the alternate form you've chosen. Bulkier alternate forms usually mean a bulky robot mode. Players with characters who are acrobatic and/or have marital arts training should consider the levels of their character's agility carefully when setting their stats.
SECTION 3.6 :: COMBATANT
Combatant represents your characters level or training in combat areas like hand-to-hand combat and firearms. The different Firearm Skills represent gun discipline, marksmanship, and even how fast a character can reload their weapon. The different Hand-to-Hand skill levels range between fighter types like brawlers, boxers and martial artists including defensive and offensive tactics. The different Melee Skills represent the mastery your character has over a weapon or weapons, how familiar your are with different weapons to being able to fight without melee weapons against an opponent with weapons. There are five levels of experience your character may have in their combat skills:
Novice :: You are a beginner. You've had some lessons on the basics, but nothing more. Intermediate :: Well practiced in the basics, and on to learning the intermediate skills. Adept :: Well learned in intermediate skills. Formidable, but lacking in precision. Expert :: Well formed in your skills, you now study the expert level techniques. Master :: You have mastered your skill.
Below is a breakdown of your characters combat skills based on the Combatant level you have chosen for them. For your convenience below each Combatant level rating is the technical info laid out for you to copy and paste into your profile.
Combatant Level 1 - Basic Combat Training - Firearm Skill :: Novice Hand-to-hand Skill :: Novice Melee Skill :: Novice
Combatant Level 2 - Intermediate Combat Training - Firearm Skill :: Intermediate Hand-to-hand Skill :: Novice Melee Skill :: Novice
Combatant Level 3 - Advanced Combat Training - Firearm Skill:: Intermediate Hand-to-hand Skill:: Intermediate Melee Skill:: Novice
Combatant Level 4 - Basic Assault Combat Training - Firearm Skill :: Adept Hand-to-hand Skill :: Intermediate Melee Skill :: Intermediate
Combatant Level 5 - Intermediate Assault Combat Training - Firearm Skill :: Adept Hand-to-hand Skill :: Adept Melee Skill :: Intermediate
Combatant Level 6 - Advanced Assault Combat Training - Firearm Skill :: Expert Hand-to-hand Skill :: Adept Melee Skill :: Adept
Combatant Level 7 - Basic Marksmanship and Mixed Martial Arts Training - Firearm Skill :: Expert Hand-to-hand Skill :: Expert Melee Skill :: Adept
Combatant Level 8 - Intermediate Marksmanship and Mixed Martial Arts Training - Firearm Skill :: Expert Hand-to-hand Skill :: Expert Melee Skill :: Expert
Combatant Level 9 - Advanced Marksmanship and Mixed Martial Arts Training - Firearm Skill :: Master Hand-to-hand Skill :: Expert Melee Skill :: Expert
Combatant Level 10 - War Master - Firearm Skill :: Master Hand-to-hand Skill :: Master Melee Skill :: Master
Use your best judgement when choosing your Combatant skill. The GM, as always, has final say on your chosen skill. If you wish to switch up the level experience with a Fighting Skill ranking to represent a character who martial prowess is more melee centric rather than ranged, you may do so but only with the GM's permission. See example down below.
-
Combatant Level 6 - Advanced Assault Combat Training Firearm Skill :: Expert Hand-to-hand Skill :: Adept Melee Skill :: Adept
to
Combatant Level 6 - Advanced Assault Combat Training Firearm Skill :: Adept Hand-to-hand Skill :: Adept Melee Skill :: Expert
-
SECTION 3.7 :: DISCIPLINE
Discipline directly relates to your character's Function. Level one means that your character is not very disciplined so they are not very proficient at their function, while a ten means they are experts at their craft. In this case, a Sharpshooter with a discipline of ten would be exceptionally skilled with firearm accuracy.
SECTION 3.8 :: RANK
The Rank skill is set by the GM, and represents your characters position in the hierarchy of military ranks. Below is a representation of what the numerical Rank skill corresponds to.
Prime/Decepticon Warlord :: 10 (Commander of all Military Operations) General/Admiral :: 9 (Commander of Army/Fleet) Brigadier/Vice Admiral :: 8 (2nd in command of Army/Fleet) War/Air Marshal :: 7 (Strategist on and off field) Centurion/Captain :: 6 (Commander of base/ship) First Officer :: 5.5 (2nd in command of base/ship) Chief :: 5 (Commander of section in base/ship) Lieutenant :: 4 (Commander of squad) Sargent :: 3 (2nd in Command of squad ) Medical Officer :: 2.5 (Medics/Surgeons) Soldier :: 2 (Warriors, Scouts, etc) Sentinal :: 1 (Guards)
SECTION 3.9 :: COURAGE
Courage is a skill that the player if free to set to whatever they wish, and will not count against your tech spec points. This has been different in the past, but it was ultimately decided that no one wanted to spends points on Courage above other skills, nor did they want a cowardly character so that they could be more skilled elsewhere. So enjoy! Choose a Courage rank that best fits your character's personality.
SECTION 4.0 :: WEAPONS
Every character gets the choice of a Primary, Heavy, and Vehicle Mode weapon. Primary and Heavy weapons may be substituted for Melee weapons if desired. Along with these weapons, the player can also user their allotted points (typically 9) for upgrades and attachments for their weapons, if they choose to. Note that these points are also shared in purchasing Equipment and Abilities, which is outlined in the next section 'Section 5.0: Equipment & Abilities’.
Many of the weapons here have been taken from the War of Cybertron, Fall of Cybertron and Transformers Devastation video games. This is due to fact that if you have played the game or at least seen the game play, you have a reference to how these weapons are suppose to behave. Some other weapons have been made up or inspired by various sources, Transformers or otherwise.
Some weapons, upgrades and attachments have restrictions, so read them carefully.
SECTION 4.1 :: PRIMARY WEAPONS
Choose one for free:
Shell Shocker Grenade launcher with laser aiming and guidance system Damage: 7, Range: 7, Accuracy: 8, Rate of Fire: 2, Damage Type: Explosive
Bolt-Caster An ultra high-tension crossbow that fires cybertronium bolts and is near completaly silent. Damage: 7, Range: 6, Accuracy: 10, Rate of Fire: 2, Damage Type: Projectile
Cyber-Bow A high-tension, durable bow that fires energy tipped cybertronium-arrows, and is near completely silent. Great for spies, infiltrators, and scouts. Damage: 5, Range: 9, Accuracy: 8, Rate of Fire: 4, Damage Type: Projectile
E.D.K. Techvolt Unleashes a powerful electro-diffraction beam that coils and chains damage to enemies. Damage: 2, Range: 2, Accuracy: 10, Rate of Fire: 6, Damage Type: Elemental
Electro Bolter Launches a harpoon projectile that pierces and knocks back its target. Victims of the Electro-Bolter rarely get back up. Damage: 9, Range: 5, Accuracy: 7, Rate of Fire: 7, Damage Type: Projectile
Electro Ion Blaster A rapid fire machine gun that fire electric bolts overloading inner circuits along with doing physical damage. Damage: 6, Range: 6, Accuracy: 6, Rate of Fire: 7, Damage Type: Energy
'EMP' Shotgun A close quarters semi-automatic shotgun. Nick named 'EMP' for the fact that it "knocks out anything it hits". Reloads after 2 shots. Damage: 8, Range: 3, Accuracy: 3, Rate of Fire: 4, Damage Type: Projectile
Energon Battle Pistol Semi-auto heavy pistol with a 5x scope Damage: 6, Range: 8, Accuracy: 8, Rate of Fire: 5, Damage Type: Projectile
Energon Repair Ray Short-range, lock-on beam weapon that heals teammates and damages the enemy with Nanomites Restrictions: Usable only by Medics Damage: 4, Range: 1, Accuracy: 10, Rate of Fire: 9, Damage Type: Melee
'Flare' Gun Fires three shots of ignited fiery plasma gas. Damage: 5, Range: 4, Accuracy: 5, Rate of Fire: 6, Damage Type: Elemental
Gauss rifle A semi-automatic automatic weapon that fires bullet with a long range, making little noise. Damage: 5, Range: 9, Accuracy: 5, Rate of Fire: 6, Damage Type: Projectile
Ion Blaster A rapid fire machine gun good for long range attacks. Damage: 3, Range: 8, Accuracy: 6, Rate of Fire: 7, Damage Type: Projectile
Nucleon Charge Rifle Charged sniper rifle with a 10x scope. Reloads after 3 shots. Damage: 7, Range, 10 Accuracy: 9, Rate of Fire: 2, Damage Type: Projectile
Neutron Assault Rifle Reliable automatic rifle fires hyper-piercing heated neutrons at 600 rounds per minute Damage: 4, Range: 5, Accuracy: 5, Rate of Fire: 8, Damage Type: Projectile
Path Blaster Automatic heavy rifle that fires highly compressed Magma with lethal accuracy. Damage: 8, Range: 5, Accuracy: 6, Rate of Fire: 6, Damage Type: Projectile
Photon Burst Rifle A scoped, semi-automatic rifle that fires a three bullet burst. Damage: 5, Range: 7, Accuracy: 8, Rate of Fire: 3, Damage Type: Projectile
Plasma Cannon Heavy blaster that needs to charge up before it fires its strongest shot. Damage: 8, Range: 8, Accuracy: 7, Rate of Fire: 3, Damage Type: Energy
Scatter Blaster Automatic shotgun outfitted with an Ion Torque accelerator enabling the weapons' high rate of fire and brutal, close range stopping power. Damage: 7, Range: 3, Accuracy: 4, Rate of Fire: 5, Damage Type: Projectile
Subsonic Repeater Close range SMG with an over-clocked Nova Blow-back. Currently the fastest firing weapon on Cybertron. Damage: 4, Range: 4, Accuracy: 3, Rate of Fire: 10, Damage Type: Projectile
Triple Threat 'EMP' Shotgun A three barrel shotgun. Powerful yet slow rate of fire. Nick named 'EMP' for the fact that it "knocks out anything it hits". Reloads after 3 shots. Damage: 9, Range: 4, Accuracy: 3, Rate of Fire: 2, Damage Type: Projectile
SECTION 4.2 :: HEAVY WEAPONS
Choose on for free:
A-4 Pulsar Cannon Fires a slow but explosive plasma projectile with an immense damage radius. Projectiles can be manually detonated at any time. Reloads after 8 shots, 16 shots in total. Mounted on Shoulder. Damage: 8, Range: 6, Accuracy: 5, Rate of Fire: 2, Damage Type: Energy
Arc-Welder Rifle Fires a high temperature stream of concentrated infrared energy as it slices through and/or fuses its targets. Damage: 7, Range: 8, Accuracy: 4, Rate of Fire: 3, Damage Type: Energy
Chaos-Rift Combustor Fires a Choasmaster bomb that clusters out on impact or when manually detonated. Fine aim mode displays the bomb trajectory for precision aiming. Mounted on Shoulder. Damage: 9, Range: 8, Accuracy: 3, Rate of Fire: 2, Damage Type: Explosive
Corrosive Slime Canon Fires a metal-corroding slime projectile. When it explodes it creates a deadly puddle of toxic goo. Mounted on Shoulder. Damage: 8, Range: 4, Accuracy: 5, Rate of Fire: 5, Damage Type: Elemental
Drill Missile Launcher Fires rotating drill that embeds it's self in target before exploding. Mounted on Shoulder. Firepower: 8, Range: 5, Accuracy: 2, Rate of Fire: 1, Damage Type: Explosive
Fusion Canon Fires a rapid lightning blast with a large damage radius. Reloads after 6 shots. Mounted on Shoulder. Restrictions: Usable only by Destroyer, Leader, Brute and Titan sized characters. Damage: 7, Range: 9, Accuracy: 7, Rate of Fire: 4, Damage Type: Elemental
Gatling Rocket Launcher Spinning rocket launcher that fires a barrage of mini-rockets. 12 shots, 36 rockets in total. Mounted on Shoulder. Damage: 8, Range: 7, Accuracy: 7, Rate of Fire: 8, Damage Type: Explosive
Gear Shredder Launches ricocheting blades that slice through enemies. 3 Blades can also be fired at a time if the user wants to do so, but reduces ammo load faster. Fine aim displays blades trajectory. Mounted on Shoulder. Damage: 6, Range: 4, Accuracy: 8, Rate of Fire: 5, Damage Type: Projectile
Glass Gas Cannon Creates a polarity disruption zone on impact. Enemies are sent in to brief stasis before being smashed apart. Mounted on Shoulder. Damage: 9, Range: 9, Accuracy: 8, Rate of Fire: 2, Damage Type: Elemental
Riot Canon Modified fusion rocket launcher, its enhanced rumbler propels rockets forward at an extremely high speeds. Reloads after 6 shots. Mounted on Shoulder. Damage: 6, Range: 8, Accuracy: 7, Rate of Fire: 5, Damage Type: Explosive
Six-Shot Missiles Six mini-missile that can lock on to targets. 24 missiles in total. Mounted on Shoulder. Firepower: 7, Range: 6, Accuracy: 10, Rate of Fire: 5, Damage Type: Explosive
Slag Spitter Flame thrower designed to launch super heated streams of fire. Mounted on Shoulder. Damage: 9, Range: 6, Accuracy: 4, Rate of Fire: 4, Damage Type: Elemental
Sling Shock Fires electrified bolas, which can ensnare and coil around its victim. Mounted on Shoulder. Damage: 8, Range: 8, Accuracy: 8, Rate of Fire: 4, Damage Type: Elemental
Thermo Rocket Cannon Heat-seeking rocket launcher with the latest Holomaster lock-on tech. Ammo is limited due to the violate nature of the rockets. Reloads after 1 shot. Mounted on Shoulder. [Restrictions: Usable only by Destroyer, Leader, Brute and Titan sized characters.] Damage: 9, Range: 7, Accuracy: 6, Rate of Fire: 1, Damage Type: Explosive
Thermo Rocket Launcher Rocket launcher which locks on a vehicles fuel exhaust to track them once lock-on is established. Reloads after 4 shots, 12 shots in total. Mounted on Shoulder. Damage: 7, Range: 3, Accuracy: 4, Rate of Fire: 5, Damage Type: Explosive
Thunderclap Sonic Blaster This no longer illegal piece of hardware is a sonic disruptor that redirects high pitched frequencies to send shock-waves that vibrate objects on contact. Has been known to cause external and internal damage. Mounted on Shoulder. Damage: 8, Range: 4, Accuracy: 7, Rate of Fire: 4, Damage Type: Elemental
V32.Cyber Corruptor Infects the enemy with a Destruction chip virus causing them to attach their comrades. Mounted on Shoulder. Damage: 3, Range: 8, Accuracy: 8, Rate of Fire: 5, Damage Type: Mental
X12 Scrapmaker Full automatic machine-gun. Powerful but slow to fire at maximum rate. Mounted on Shoulder. Damage: 8, Range: 3, Accuracy: 2, Rate of Fire: 7, Damage Type: Projectile
X18 Scrapmaker Vastly improved over previous versions, this multi-barrelled machine gun employs a Gatling style spin up before its fury. Mounted on Shoulder. [Restrictions: Usable only by Destroyer, Leader, Brute and Titan sized characters.] Damage: 9, Range: 3, Accuracy: 2, Rate of Fire: 8, Damage Type: Projectile
X20 Gatling Gun A multi-barral machine gun that spins around and delivers a high rate of powerful firepower. Great as a anti-aircraft weapon. Mounted on Shoulder. [Restrictions: Usable only by Brute and Titan sized characters.] Damage: 10, Range: 8, Accuracy: 2, Rate of Fire: 10, Damage Type: Projectile
SECTION 4.4 :: MELEE WEAPONS
Replaces either Primary or Heavy Weapon. Choose one for free:
Axe Double-Bladed weapon. A effective battle field weapon used to deal out quick death. Damage: 5, Size: 3, Reach: 4, Weight: 5, Damage Type: Melee
Arm Blades Energon weapon which are attached to the forearm and are coated in Melee weapon upgrade of your choice. One blade for each arm. Damage: 4, Size: 2, Reach: 1, Weight: 2, Damage Type: Melee
Battle Cutters A spinning buzz-saw that fold out of at the end of each forearm replacing the hands. Buzz-saws and forearms have the option to be coated with power-up abilities or not. Damage: 7, Size: 3, Reach: 2, Weight: 3, Damage Type: Melee
Battle Hammer The heaviest of the melee weapons, the Hammer isn't as accurate as other melee weapon. But when impacted on the ground can deliver a charged blast of the power of the user's choice. Just make sure your on stable ground Damage: 7, Size: 10, Reach: 7, Weight: 10, Damage Type: Melee
Club A heavy weapon used to deal out quick and blunt punishment. Damage: 4, Size: 4, Reach: 5, Weight: 8, Damage Type: Melee
Hammer Heavy instrument of merciless destruction. Damage: 6, Size: 4, Reach: 7, Weight: 7, Damage Type: Melee
Katana A light weight but shape one-sided blade favored by assassins. Damage: 5, Size: 6, Reach: 6, Weight: 2, Damage Type: Melee
Mace A spike ball on a thick stick used for its brutal stopping power. Damage: 4, Size: 3, Reach: 4, Weight: 7, Damage Type: Melee
Morningstar Spiked ball on a chain, used for it's unforgiving reach. Damage: 6, Size: 6, Reach: 9, Weight: 4, Damage Type: Melee
Scimitar A sharp, one-sided cutting blade that make quick work of victim. Damage: 5, Size: 3, Reach: 3, Weight: 3, Damage Type: Melee
Staff For the skillful warrior who can out fight their opponents. Damage: 3, Size: 8, Reach: 9, Weight: 4, Damage Type: Melee
Sword A double-edge blade for dueling and melee combat. Damage: 5, Size: 6, Reach: 7, Weight: 4, Damage Type: Melee
Ultra Sword Double-Bladed weapon. Extreme dangerous, known for making the enemy run at the sight of it. Restrictions: Usable by Brutes and Titan's only. Damage: 7, Size: 10, Reach: 7, Weight: 9, Damage Type: Melee
War Axe Double-Bladed weapon. The thing that inspires nightmares. Restrictions: Usable by Brutes and Titan's only. Damage: 7, Size: 10, Reach: 7, Weight: 9, Damage Type: Melee
Whip A weapon great for keeping many opponents at a distance. Damage: 3, Size: 5, Reach: 10, Weight: 3, Damage Type: Melee
Wrecking Ball and Chain With deadly reach this make your world come crashing down. Damage: 7, Size: 5, Reach: 8, Weight: 10, Damage Type: Melee SECTION 5.0 :: EQUIPMENT AND ABILITIES
Equipment and abilities all cost points, unless stated otherwise. Typically you will have 9 points to spend between equipment and abilities, along with upgrades and attachments in the previous section.
SECTION 5.1 :: EQUIPMENT
Grenades are a special group of equipment that are restricted to one set of 3 grenades:
Chaff Grenades Used to disrupt missile lock. (2 points)
EMP Grenades Flash bangs that blinds and slows a victims energon flow. Damage: 5, Damage Type: Elemental (2 points)
Energon Grenades Grenades that spawns a healing aura when detonated. (Nanomites) Power: 4 (2 points)
Flak Grenades Explosive grenades that detonate on a fuse. Damage: 7, Damage Type: Explosive (2 points)
Smoke Grenades Causes smokescreens. (1 points)
Thermo Mine Payload Heat-seeking mines that pursue any target within range. Damage: 5, Damage Type: Elemental (2 points)
Thunderclap Grenade Lets loose crippling sonic outburst in a large radius. Damage: 6, Damage Type: Elemental (2 points)
Equipment are extra pieces of hardware that characters can be equipped with:
Assassin Blade Slim dagger that ejects from under the wrist to deliver a killing blow. Power: 6, Damage Type: Melee (3 points)
Battle Platform Similar to G1 Ironhide or Rodimus Prime's battle platform, separates from a Transformer and is operated like a gunner station. Can be programmed to fire on it's own and provide extra cover. Fires explosive rounds, 150 round capacity. Damage: 7, Endurance: 5, Damage Type: Explosive (2 points)
Blow Torch Cut through steel or reattach metal components and materials. (1 point)
Buzz-saw Non Thermo Energon weapon, attached to arm with concealable option. Power: 5, Damage Type: Melee (2 points)
Bike/Car Armour Allows character to actually become a full assault ground vechile with extremely durable armour. Will slow a character down in both robot and vehicle mode due the enormous weight of the extra armour. [Restrictions: Usable only by characters with car vehicle forms. Can only be used by Minicons, Cassetticons, Soldiers and Destroyers] Endurance: 8, Speed -1, Agility: -1 (5 points) Endurance: 9, Speed -2, Agility: -1 (6 points) Endurance: 10, Speed -2, Agility: -2 (7 points)
Cerebro-Shells The micro-circuited device travels from the point of injection until it reaches the cerebra-cortex, wherepon it opens up and releases tens of thousands of connecting wires. The wires coil around nearby neural dendrites until the victim's conscious functions are effectively rerouted through the cerebro-shell, which puts the mind of the victim under the remote control of the user. (4 points)
C.L.U.T.C.H. The Cybertronian Linked Ultra Tactical Combat Helper drone dutifully accompanies its user in to the heat of battle. Endurance: 4, Damage: 4, Range: 5, Accuracy: 6, Rate of Fire: 7, Damage Type: Projectile (2 points)
Collision Armour Resistance against high impacts, like Ramjet's nose cone. Limited area protection as it is used for the purpose of a battering ram. Can be used on most vehicle types. Endurance 7, Damage Type: Melee (2 points)
Combat Knife Large combat knife for hand to hand combat or to hack through jungle terrain. Damage: 2, Damage Type: Melee (2 points)
Diffraction Barrier Deployable Barrier. User can shoot through it while protected from all incoming fire. Can only be used for a limited time before shutting down. Heavy attacks can reduce it's lasting power much quicker then average attacks. Endurance: 6 (2 point)
Diamond Tipped Drill Tear through enemy armor or fortifications. Great for digging tunnels. Used only in vehicle mode. Damage: 7, Damage Type: Melee (2 points)
Energon Force Field Deflects most energy attacks, stresses against heavier energy or explosive attacks. Has a time limit and range, can cover more then one person. Shaped like dome when individual is on ground, a sphere when flying. Used be used in robot or alternate mode. Users can't shoot through barrier like the Diffraction Barrier. Endurance: 9 (2 points)
Explosives Explosives can be attached to most surfaces and timed to go off at a certain moment or detonated by radio waves. Strength of explosives may rise as more explosives are combined together. Explosives are extremely dangerous as enemy frequencies can set them off, use at your own risk! Great for spies, infiltrators, and saboteurs. Damage: 7, Amount: 5, Damage Type: Explosive (2 points)
Flame Suppressing Foam Used mainly by but not limited to, search and rescue crews to put out fires. (1 point)
Flares Used to break missile lock in vehicle mode. Restrictions: Usable by airborne characters only. (2 points)
Glider Wings Used in robot mode, wings carry Transformer across the sky, gliding on the wind with a small rocket booster to assist. Not faster then most flight capable Transformers. Best for smaller Transformers due to lighter weight. (1 points)
Heat Armour Ceramic-plated armored skin resistant to temperatures of up to 8000 Centigrade. (3 points)
Hook and Grapple Magnetic 'hook' attached to energon wire. Scale walls or pull up comrade and equipment to new heights. Installed in the chest area so it maybe used in both robot and vehicle mode. (1 points)
Harpoon Spike with barbed hooks and grapple line attached to the wrist with a rocket propelled booster. Damage Type: Melee (2 points)
Jet-Tech Armour Provides extra protection against attack. Good against rockets and some anti-aircraft fire. Will slow a character down in both robot and vehicle mode. [Restrictions: Usable only by characters with airborne vehicle forms. Not used with Sky-Tech Armour.] Endurance: 8, Speed: -1, Agility: -1 (5 points) Endurance: 9, Speed: -2, Agility: -2 (6 points) Endurance: 10, Speed: -3, Agility: -3 (7 points)
Launching Drills A spinning drill for each hand. Heavy but makes for a nasty melee weapon. Can be fired from wrist and reattached. Damage: 5, Range: 3, Accuracy: 2, Rate of Fire: 1, Damage Type: Melee (3 points)
Lock Hacking Modulator In the hand of a expert, most locks can be deactivated and allow a door to be opened. Great for spies, infiltrators, and saboteurs. (1 point)
Mark-O Orbital Beacon Up-links to overhead satellites and targets nearby enemies allowing to track their movements. (1 point)
Micro-Canon Perceptor's famous microscope/canon. For seeing things at a great distances, zooming in a microscopic substances and can turn into a plasma canon for offensive capabilities. Damage: 6, Range: 8, Accuracy: 7, Rate of Fire: 3, Damage Type: Energy (4 points)
Oil Slick Used for land-based vehicles, while in vehicle mode oil is released from behind to slip up pursers. Good for escapes. (2 points)
Open Hand Concussion Blast Inside the palm of the hand is a shock pad that delivers a stunning blast of energy. Only for one hand. Damage: 3, Range: 1, Accuracy: 6, Rate of Fire: 3, Damage Type: Elemental (2 points)
Over Shield These energon shields deploy a barrier over the users body that last for a limited time, depending on the punishment taken against them. Endurance: 7 (1 point)
Pile Drivers Arms fold into armoured plated, piston-driven pile drivers to deliver a strong punch or to break down enemy fortifications. Does not cause earthquakes. Power: 8, Damage Type: Melee (2 points)
Pretender Shell Outer shell that holds user inside, provides extra armor. Can be controlled remotely to fight. Transforms into a vehicle of your choice but must use your character's vehicle weapon set only. Will slow a character down in both robot and vehicle mode when the character is inside the shell in either mode. Ground Vehicle Mode: Endurance: 8, Speed Modifier: -2, Agility: -2 (4 points) Airborne Vehicle Mode: Endurance: 8, Speed Modifier: -2, Agility: -2 (5 points)
Radio-Jamming Broadcaster Transmits signals on 64 frequencies simultaneously to jam enemy attempts at jamming Autobot communications. (1 point)
Repair Platform Similar to G1 Ratchet's platform. Separates from a Transformer, acting as a field repair bay, providing extra cover. Endurance 5 (1 points)
Road Spikes Used for land-based vehicles, while in vehicle mode spikes are released from behind to rip up the purser's tires. Good for escapes. (2 points)
Rocket Pack Provides limited flight in robot mode and a boost in speed in vehicle mode. Not strong enough to break orbit. Speed: 8 : 215 mph, Duration: 10 minutes (2 points)
Rocket Propelled Flying Fist Remote-directed projectile that can punch or grab victim and be reattached after use. Damage: 5, Range: 4, Accuracy: 4, Rate of Fire: 1, Damage Type: Melee (2 points for 1 fist, 4 points for two fists)
S.C.O.U.T. The Smart Cybertronian Overhead Universal Tactician is a deployable drone that will seek out and update the user on enemy combatants from high above the battlefield. Endurance: 4, Speed: 5 (2 Points)
Sea-Tech Armour For all Sea-borne characters for extra ranged attack. Hydrofoils from alternate mode thrust/propel a transformer at a great speed to rush a transformer. Either mounted on back or shoulders or extends from a back panels. [Restrictions: Usable only by characters with aquatic vehicle modes.] Endurance: 8, Speed: 8, Agility: -1 (5 points) Endurance: 9, Speed: 9, Agility: -2 (6 points) Endurance: 10, Speed: 10, Agility: -3 (7 points)
Shock Wave Energy wave that pushes enemies back and causes damage. Damage: 6 Range 3: Accuracy: 6 Rate of Fire: 1, Damage Type: Elemental (2 points)
Sky-Tech Armour For all airborne characters for extra protection against attack. Good against rockets and some anti-aircraft fire. Has two large rockets on back for an extra speed boost. Engines in rockets carry a very limited fuel supply. Once fuel is used up speed is greatly reduced due to weight of armour. [Restrictions: Usable only by characters with airborne vehicle modes. Not useable with Jet-Tech Armour.] Endurance: 6, Speed: 8, Agility: -1 (5 points) Endurance: 7, Speed: 9, Agility: -2 (6 points) Endurance: 8, Speed: 10, Agility: -3 (7 points)
Smoke Screen Used for land-based vehicles, while in vehicle mode black smoke is released from behind to blind pursers. Good for escapes. (2 points)
Special Attachment Loader This allows a Transformer to load the attached weapon to his main weapon with different ammo. (1 point)
Surgical Attachments Repair wounded robots. For doctor, surgeons and medics. Located and attached to the forearms, hands and fingers of a Transformer. (1 points)
Tank Armour Allows character to actually become a full assault tank with extremely durable armour. Will slow a character down in both robot and vehicle mode due the enormous weight of the extra armour. [Restrictions: Usable only by characters with tank vehicle forms. Armour add up as much as 20 tons to a character's weight. Armour can only be used by Leaders, Briutes and Titans] Endurance: 7, Speed -1, Agility: -1 (4 points) Endurance: 8, Speed -2, Agility: -1 (5 points) Endurance: 9, Speed -2, Agility: -2 (6 points) Endurance: 10, Speed -3, Agility: -3 (7 points)
Thermo Resistance Energy Shields Hand held shield, good against energy and elemental powered weapons and firearms. Limited cover. Endurance 7 (1 point)
Tractor Beam An almost unshakable grip, used to capture Transformers. Can only pull objects or other transformers roughly the same size as character using the tractor beam Strength: 5 (1 points)
Trailer Armour For Transformers with trailers. Will slow a character down in both robot and vehicle mode. [Armour can add up as much as 20 tons to a character's weight. Armour can only be used by Leaders, Briutes and Titans] Endurance: 7, Speed -1, (4 points) Endurance: 8, Speed -1, Agility: -1 (5 points) Endurance: 9, Speed -2, Agility: -1 (6 points) Endurance: 10, Speed -3, Agility: -2 (7 points)
Trailer Armour Weapons For Destroyer, Leader, Brute and Titan sized Transformers with trailer armour. Added firepower in both modes, two Plasma Cannons, each attached to the shoulders or legs. Damage: 6, Range: 8, Accuracy: 4, Rate of Fire: 3, Damage Type: Energy (2 points)
Triple Changer Armour For Transformers with Triple Changer modes. Damaged received by armour in one alternate mode will carry other in the other alternate mode. Armour will slow a character down in both robot and vehicle mode. [Armour can add up as much as 20 tons to a character's weight.] Endurance: 7, Speed -1, (4 points) Endurance: 8, Speed -1, Agility: -1 (5 points) Endurance: 9, Speed -2, Agility: -1 (6 points)
Twin Antennaes Twin antennas attached to the back allow the user to generate an electric burst of up to 40,000 volts. User can also use antennaes to control virtually any electrically run device. In the proper weather conditions, the user can attract massive bolts of lightning from the sky to augment their own electrical generating capacity and then release that power through their hands. (6 points)
Web Launchers A wrist canon that fires sticky web-like material to capture opponents. Strength: 7, Endurance: 7, Range: 4, Rate of Fire: 1 (1 point)
Wrecking Ball Two heavy yet devastating wrecking balls for each hand. Extremely tough and almost impossible to break. Damage: 8, Damage Type: Melee (3 points)
SECTION 5.2 :: ABILITIES
Abilities offer extra, unique and specialized attributes on the battlefield:
Aquatic Mode The ability to travel across water while in vehicle mode, tires are replaced by hydrofoil skies. (1 point)
Blurr Booster An extra super fuel injected engine that gives those with a ground vehicle for a alt. mode great speed boosts. Limited range due to heating issues. (1 point equals +50 mph on Speed)
Chameleon Power Near invisibility. (Think Predator) Great for spies, recon agents, assassins, snipers and scouts. (2 points)
Circuit-Su Energy Blast Circuit-Su focuses heavily on mental and spiritual discipline, often to the exclusion of the physical. Practitioners study the focusing of their willpower, as well as the nature of their sparks. Masters of this fighting style can actually harness their spark energy as a physical attack. High energy drain. [Restriction: Only used by those with a Fighting Skill of 9-10.] Damage: 7 Range 6: Accuracy: 4 Rate of Fire: 2, Damage Type: Elemental (3 points)
Combiner Components Allows character to combine with other characters to form gestalt. (3 points)
Compressed Air Boosters Stored in the legs, used only in robot mode to increase a Transformers jumping capabilities or to simply dash out of harms way. (1 point)
Disguisemaster Power Allows the user to change the colors on their body, make detailed changes to the physical features of their body and face and change their insignia sign. Great for spies. (1 points)
Double-Jump Boosters Give the character the ability to fire their compressed-air boosters a second time in rapid succession for greater jumping height and distance. (2 point)
Double-Spy For an extra robot mode that looks completely different from the other robot mode. Good for spies, saboteurs. (2 point)
Dual Heavy Allows the character to have and use two of their chosen heavy weapon. (9 points)
Dual Melee Allows the character to carry and use two of their chosen melee weapon. (6 points)
Dual Primary Allows the character to carry and use two of their chosen primary weapon. Restrictions: No special ammo or attachments. (6 points)
Duo Ability The ability to separate from one robot into two different vehicles. Each vehicle can have their own set of weapons. (4 points)
Early Warning System Detects rapid and irregular movement as well as unfamiliar energy signals, warning the user of danger allowing for faster reaction. (2 points)
Earthquake Power Transmits immense low frequency ground-waves to create powerful earthquakes. (6 points)
Edgemaster Minicon sized robot who transforms into a sword. The Edgemaster's Melee Skill takes presence in melee fighting duties in combat and creates a heightened sense beyond a the characters normal senses, making for higher situational awareness in combat. [Player must assign the Edgemaster as there Primary or Heavy Weapon. A Edgemaster and his partner's hand-to-hand skills can't be combined. A profile must be made for the Edgemaster] (3 points)
Electromagnetic Cloak Can hide a Transformer from most monitoring devices but won't turn them invisible. [Restrictions: Usable only by spies, scouts, recon agents, snipers and assassins.] (1 points)
Energon Transfer Field At close range, character can generate a field that saps energy from another Transformer and transfers it to the character. Can stun or cause Stasis Lock depending on the amount of energy transferred. (4 points)
Energized Fists/Feet Add a power to your character's punching power or kicking power, does not increase character's lifting strength. Power: Cyro, Damage Modifier: +2, Opponent's Skill Modifier: -2, Damage Type Modifier: Elemental (2 points) [For both fist and feet, 4 points]
Enhanced Communications Intercept radio signals of all frequencies, broadcast capabilities superior to average Transformers. Mainly for communication officers. (1 points)
Enhanced Vision Allows user to zoom in on objects for a closer look. (2 points)
Extra High Jump Springs in the legs for higher jumps, taking a Soldier sized Transformer about 40 feet of distance. (2 points)
Extrasensory Perception Scenes of individual are fine-tuned with their spark far greater then normal individuals, allowing a heightened sense beyond a characters normal senses, making for higher situational awareness. (1 point)
Headmasters Minicon sized robot who transforms into another robot’s head. The Headmaster's Hand-to-Hand Skill takes presence and creates a heightened sense beyond a the characters normal senses, making for higher situational awareness in combat. (3 points)
Holograms Used for disguise by spies and by strategists to show plan of action. (1 point)
Hover Can hover about in the air while in robot mode. (For Flyers only, 1 points)
Junkion Reassembling Power Only for full Junkion characters. Junkion can put themselves back together using their blown off parts if their still in tact or spare parts. [Player must put their Junkion character Endurance up to 10. There is a limit to how many times a character can repair themselves along with a certain level of success.] (7 points)
Long Range Scanner High-powered scanner to detect things from further away in a 5 mile radius. Great for tacticians, scouts and recon agents. (2 points)
Magnetic Powers Move metal objects magnetically and throw them around. Magnetic engines are located in the arms of a Transformer, a positive and negative charge. Can only pull objects or other transformers roughly the same size as character using the magnetic powers. Can also attach themselves to metal surfaces. (1 points)
Minibot Strength Enhancer Extra tough gears and pistons designed to give smaller robots greater strength in there arms and legs. Strength booster enables minibot to level out at the same strength levels as a Destroyer [Restrictions: Usable only by Minibots.] (4 points)
Partner Combiner The ability to join with one other robot to become one vehicle while retaining your own personal alternate mode. The combined alternate mode may have up to three weapons, one from each of the alternate mode of the two characters that come together to form third vehicle and one weapon for the new, combined alternate mode. (4 points)
Phase Shift Emitter Devices that allows a Transformers to vibrate at a different frequency at a molecular level, allowing them to pass through solid object. Drains a characters power supply. (4 points)
Roller Blades Character's feet transform into wheels allowing them to travel up to 45 miles per hour in robot mode. (3 points)
Sonar High-frequency sound propagation allow the user to detect objects and maps surfaces. (1 points)
Targetmaster A Minicon or Cassetticon sized robot who transforms into a firearm. The Targetmaster's Firearm Skill takes presence and creates a heightened sense beyond a the characters normal senses, making for higher situational awareness in combat. [Player must assign the Targetmaster as there Primary or Heavy Weapon, e.g. Targetmaster transforms into character's x12 Scrapmaker. A Primary weapon TM is minicon sized and a Heavy weapon TM is Cassetticon sized. A Targetmaster and his partner's firearm skills can't be combined. A profile must be made for the Targetmaster] (3 points)
Teleportation Instantly teleport up to 2.5 miles by opening and passing through dimensional rift. Puts a drain on characters energy supply. (5 points)
Thermo Energon Edges Bladed edges coated with your choice of energon, thermo, cyro or lightning upgrades, upgrading Minicons damage type. [Restrictions: usable only by Edgemaster.] Damage Type Upgrade: Elemental (2 points)
Triple Changer For a total of two alternate modes. One set of vehicle weapons per alternate form. (4 point) [An extra vehicle mode can be added for 4 points for a total of three alternate modes] [See Section 2.1 :: Size for additional explanation and rules about Triple Changers]
SECTION 6.0 :: BANNED TECHNOLOGIES (Banned for becoming unnecessary, or due to their controversial nature.)
P.O.K.E. The "Punch Of Kill Everything" remains in testing due to a flaw in the "Kill Everything" feature.
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