Category Archives: Not Quite D&D

This is a place where we give you ways to make the entire game, as a whole, your own- usually through custom-built, homemade campaign settings. But don’t be fooled- we’ll also give you a heads-up on brand new systems we invented, just for your gaming entertainment. Unlike most other columns, not a weekly feature.

Transmissions From Cybertron 011: Handguns And Integrated Weapons Table

Cybertronian Weapons- Handguns

Weapon Damage Critical Range Type Size Weight Capacity RoF Cost Prof
Pistol: Acid pellet 4d6 20×2 50 ft. Acid Large 10 lbs. 30 rounds S, A 350 Personal Firearms
Concussion blaster 6d6 20×3 75 ft. Bludgeoning Large 25 lbs. 15 charges per cell, 4 cells S, A 500 Advanced Energy Weapons
Glue Gun Special 20×2 50 ft. N/A Large 15 lbs. 30 rounds S, A 2,500 AdvancedFirearms
My First Blaster 4d8 20×2 150 ft. Energy Medium 6 lbs. N/A S, A, B 900 Personal Energy Weapons
Blaster Pistol 4d8 20×2 150 ft. Energy Large 8 lbs. 30 charges S, A, B 400 Personal Energy Weapons
Black beam gun 4d8Special 20×2 150 ft. Energy Large 12 lbs. 30 charges S 600 Advanced Energy Weapons
Electron gun 2d10 20×2 75 ft. Energy Huge 9 lbs. 30 charges S, A 3,500 Advanced Energy Weapons
Laser pistol 3d10 19-20×2 100 ft. Energy Large 10 lbs. 25 charges S 150 Persona Energy Weapons
Pistol: Ion blaster 4d8Electrical 19-20×2 50 ft. Electrical Large 15 lbs. 30 shots S, A 250 Personal Energy Weapons
Photon displacer gun 3d10Special 19-20×2 100 ft. Energy Large 12 lbs. 25 charges S 3,500 Advanced Energy Weapons
Photon pistol­ Special, see below N/A 50 ft. Energy Large 8 lbs. 30 charges S 150 Personal Energy Weapons
Nega-gun 4d10 19-20×2 150 ft. Energy Large 14 lbs. 20 charges S, A 5,000 Advanced Energy Weapons
Plasma blaster 4d8+ Special 20×2 150 ft. Energy Large 12 lbs. 30 charges S, A 650 Personal Energy Weapons

Acid pellet

Cybertronian technology

Acid pellets are small projectiles formed of synthetic glass enclosing various potent acids. A variety of delivery methods exist; a modification that allows a standard laser or blaster weapon to fire them, or dedicated acid-pellet launchers. The latter may be configured for semi- or fully automatic fire, while the former is limited to semi-automatic fire only.

Acid pellets (ammunition) – Cost: 1000 Credits for a box of 50

Acid pellet (modified laser/blaster pistol) – Damage: 4d6 acid, Range: (as modified pistol), Critical: 20, Size: (as modified pistol), Capacity: 20 rounds, RoF: S, A, Cost: 750 Credits

Acid pellet (modified laser/blaster rifle) – Damage: 4d6 acid, Range: (as modified rifle), Critical: 20, Size: (as modified rifle), Capacity: 40 rounds, RoF: S, A, Cost: 1400 Credits

Special: Due to the specific nature of this weapon, it deals 6d6 damage on auto-fire, and a reflex save for half damage against auto-fire is made at DC 17. Additionally, the acidic compounds from which it is made are highly viscous, clinging to surfaces and burning even after the initial attack. This takes the form of 2d6 acid damage on the round following a successful attack. If a target saves against auto-fire, that target ignores this effect.

Note: Acid (like all energy damage) ignores all hardness, but not damage reduction.

Known users: The Autobot Prowl uses a blaster pistol that is capable of firing acid pellets, as well as lasers. Scattershot wields an automatic acid pellet gun, which is also used by Computron. A burst from Scattershot or Computron will burn you. Doubleheader’s Pretender shell uses a semi-automatic acid pellet pistol.

Concussion blaster

Cybertronian technology

Concussion weapons cause the bulk of their damage through sheer physical force. For whatever reason, they appear to be used almost exclusively by Decepticons.

Concussion blaster– Damage: 6d6, Range: 75 ft., Type: bludgeoning, Critical: 20 x 3, Weight: 25 lbs., Size: Large, Capacity: 15 shots, RoF: S, A, Cost: 500 Credits

High-intensity concussion blaster– This specialized concussion weapon sacrifices the ability to fire in semi-automatic mode for a more devastating full-auto mode.

Damage: 8d6, Range: 75 ft., Type: bludgeoning, Critical: 20 x 3, Weight: 30 lbs., Size: Large, Capacity: 20 shots, RoF: A, Cost: 600 Credits

Special: because of the rate at which the high-intensity concussion blaster projects concussion blasts, the reflex save DC for half damage is 17 (instead of the normal DC of 15).

Known users: Soundwave uses a concussion blaster with its own adorable battery alt-mode. Horry-Bull can hit targets over twelve miles away with his. And while Stranglehold’s manly Pretender shell gets its job done with a brawn blaster, the tiny terror lurking inside prefers a concussion blaster in both robot and rhino mode. Perceptor bucks the Decepticon trend, using a concussion rifle when he finds himself facing a problem without a solution in the back of the textbook.

Glue gun

Cybertronian technology

The glue gun fires adhesive-filled capsules which cement their target to whatever they might touch.

Glue gun– When you fire a glue gun at a creature (a ranged touch attack), the shell fired comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Colossal or larger creatures are unaffected by a glue gun. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A glue gun does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 22 Strength check or by dealing 30 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of manifesting Special Powers who is bound by the goo must make a DC 15 Concentration check to manifest a Special Power. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of solvent of adequate strength (GM’s discretion) to a stuck creature dissolves the goo immediately.

Known users: Vortex may carry a glue gun, but he’s no arts-and-crafts enthusiast.

My First Blaster

Cybertronian technology

“My First Blaster” is a fun, safe way for Autobots with hands too little for normal guns to rain hot death on any and all potential targets.

My First Blaster– Special: The kid-friendly prompts to “reload,” “aim a little the other way,” and the like, confers a +1 competence bonus to attack and damage rolls. However, its colorful paint job and cheery AI voice confer a -2 penalty to hide and move silently checks.

Note: Only an adult can disable the AI voice (consult the handy parent’s guide), and it is against manufacturer’s specifications to paint (or in any way alter the exterior of) My First Blaster.

Known user(s): The original My First Blaster was built by Brainstorm for Swerve to suit the Autobot’s smaller stature and inability to properly wield larger weapons, like the Shoomer. When confronted by a Legislator in his bar, Swerve used the weapon to disable his attacker, prompting congratulations from My First Blaster.

Since that time, it has seen successful mass production and exportation to many markets.

Blaster Pistol

Cybertronian technology

This is the baseline standard in Cybertronian weapons technology, and the quintessential side-arm of Autobot and Decepticon alike.

Black beam gun

Cybertronian technology

This weapon emits a blinding bolt of black gas, blotting out all light and leaving its victims flailing about in the dark. From there, they’re easy pickings. A weapon of discretion, the black beam gun can fire either harmless bolts of blinding blackness, or can use those bolts as the carrier wave for deadly particles, much like a blaster.

Black beam gun– as blaster pistol, except; user may choose to fire either a particle beam, a blinding beam, or both at once. Selecting the mode of fire is a swift action that does not provoke attacks of opportunity, but can only be performed once per round. The particle beam function is identical to the effects of a blaster pistol. The binding beam is a ranged touch attack that blinds the target (as the Special Power) unless a successful reflex save (against DC = attack roll) is made. Using the ‘both beams at once’ function drains as much energy from the weapon’s power pack as 2 shots.

Known users: When Tracks wants to give the Autobots an edge in the war against the Decepticons, he whips out his black beam gun.

Electron gun

Cybertronian technology

This weapon is an unwitting Cybertronian homage to Nikolai Tesla’s death ray idea, realized in full mass-production. Unlike the electro-scrambler, this heinous weapon uses bolts of electricity to simply burn and melt its victims.

Known users: Brawl wields an electron gun, which can dish out ten megawatts of pain on his enemies. If and when the plot feels like calling on him, Skids uses a similar twin electron blaster capable of kicking out 20,000 volts per shot. But since it usually doesn’t, he’s relegated to using this gun only in his daydreams, where he’s having western-style showdowns with Megatron.

Laser Pistol

Cybertronian technology

A cheap, rugged and effective staple of the Cybertronian civil war since Alpha-Trion’s time. Some weapons just never retire, and this one is among them.

Ion Blaster Pistol

Cybertronian technology

Ion weapons come in a wide variety of forms and an even wider variety of nomenclature, though truthfully, few are meaningfully different from one another. Ion blasters fire streams of highly charged ions along a laser carrier wave. These ions cause massive interference in all but the best of insulated electronics.

Ion blaster (pistol) – Damage: 4d8 electrical, Range: 50 ft., Critical: 19-20, Size: Large, Weight: 50 lbs., Capacity: 30 shots, RoF: S, A, Cost: 500 Credits

Special: On a confirmed critical threat, the target of an ion blaster must save (fortitude DC 15) or slip into stasis (which is basically unconsciousness for a transformer) for 1d6 rounds. Multiple exposures to this effect increase the DC by +1.

Known users: The ion blaster is a kind of energy weapon and the primary weapon of Optimus Prime. Blast Off shouldn’t even bother shooting you with his ionic blaster. You’re beneath him. Literally. Should he deign you worthy of notice, however, you’ll find yourself bombarded with ions, disrupting all of your electrical systems—should you have any. Mirage’s electro-disrupter also shorts out his targets’ electrical systems, only it uses electrical charges instead of ions, making it the perfect weapon whenever the ship needs to be a little less full. Zigzag, one of the gnarly Needlenose’s tubular Targetmaster partners, who totally fits in with the other Decepticon Targetmasters, turns into a wicked rad twin electrostatic over-loader rifle. One wicked shot can overload and shutdown those lame-o Autobots’ circuits. Misfire’s Nebulan partner Aimless transforms into a double-barrel ion particle blaster that fires up to 4,000 rounds of high-charged particles.

Known variants: (1) between his lightning whip and his electricity-firing thunderbolt laser pistol, Cloudburst pretty much has the whole electric weapon thing covered.

Note: The thunderbolt laser pistol differs from the ion blaster pistol in name alone.

Photon displacer gun

Cybertronian technology

By creating a charged field around certain key clusters throughout a Transformer’s body, this weapon alters the vectors of photons (that means bending light). It distorts its target’s vision (and indeed, all of their perceptive systems), leaving them practically helpless for several minutes, at which point the weapon’s effects wear off.

Photon displacer gun– Special: A character that takes damage from a photon displacer gun must save (reflex DC= attack roll) or become blinded as the spell, blindness/deafness; even on a successful save, a ‘bot or ‘con is effectively deafened by the static and sensor muting created by light-bending fields.

Known users: Woe to any Decepticon who falls prey to Fireflight’s photon displacer gun. Mixmaster also sports a shoulder-mounted optical distortion projector that is different in name alone.

Photon pistol

Cybertronian technology

Photon pistols are small side-arms which fire photon blasts, capable of blinding their targets with flashes of light.

Photon pistol­– Special: anyone targeted with a photon pistol must succeed on a reflex save (DC = attack roll) or become blinded (as the Special Power) for 1d6 rounds.

Known users: The Protectobots (except for Hot Spot) carry photon pistols as standard side-arms. Even pacifistic First Aid and Groove. Some other Transformers who also use photon pistols include Nightbeat (who goes so far as to carry two of them), and Quake (if and whenever Heater puts effort into transforming into one). One of Needlenose’s pet Nebulans, Sunbeam, turns into a solar-powered light-burst discharger, which is different in name alone.

Plasma blaster

Cybertronian technology

Essentially an amped-up version of a standard blaster pistol, with some intuitive but largely superficial differences.

Plasma blaster– (as blaster pistol except; this weapon ignores all hardness)

Special: due to the inherently high quality of manufacture, all plasma blasters are considered to be masterwork items, granting a +1 on all associated d20 rolls.

Known user(s): There’s no mystery too tangled, no conspiracy too intricate, and no clue too obscure when Nightbeat’s on the case. But since most mysteries won’t be unraveled without a fight, he carries a plasma blaster with infra-red sighting to make sure he lives long enough to expose the truth.

Known variants: (1) Drag Strip also uses a trunk-mounted plasma energy blaster, which should theoretically work like Nightbeat’s. But confusingly enough, it actually fires explosive balls of energy, much like Headstrong’s plasma sphere shooter at a range of 2000 yards. Apparently, he wants to brag to Nightbeat and Headstrong how much better his plasma weapon is.

Known variants: (2) Omega Supremes’ primary weapon: arm-mounted plasma blaster. Can pulverize: 12′ x 12′ x 12′ steel cube. Results: satisfactory. Most of the time.

Known variants: (3) Headstrong’s plasma sphere shooter shoots explosive balls of plasma. Goodness gracious.

Note: Each of the variants presented here are different from the statistics as presented above in name (and sometimes cosmetic appearance) alone.

Nega-Gun

Cybertronian technology

By breaking the molecular bonds of matter, it crumbles and destroys all but the strongest materials.

Nega-gun– Special: On a successful critical hit, a target that takes damage from a Nega-gun must save (fortitude DC=1/2 damage dealt) or disintegrate as the spell.

Known user(s): All the Decepticons are is dust in the wind when they face Skydive’s Nega-gun.

Cybertronian weapons- Integrated Systems

Weapon Damage Critical Range Type Size Weight Capacity RoF Cost Prof
Optic Weapon As normal As normal As normal (must be Energy) As normal Special Special As normal +2,500 N/A
Destruction beam 4d6 20×2 30 ft. Energon Special Special Special S, A 10,000 N/A
Electro-scrambler 4d8 20×2 100 ft. Sonic Special Special Special S, A 20,000 N/A
Water gun 2d8+ Special 20×2 50 ft. Bludgeoning + Special Special Special 10 shots S 12,000 N/A

Optic weapons

Cybertronian technology

Optics make up a mechanoid’s sense of sight, feeding video data to their other systems. However, many mechanoids enhance these structures by installing optional weapons systems. Common examples include beam or particle weaponry, especially lasers. In these cases a robot can quite literally shoot what it sees.

Optic weapon– is an upgrade, one that larger bots can use to integrate a smaller weapon system that they like, but could not fit into their way-too-big hands. A weapon to be installed must be of an appropriate size; GM’s discretion reigns, but generally, a large or huge character can have any handgun-sized energy weapon integrated into their optics, gargantuan and colossal characters may have long gun-sized weapons built in. The cost presented here is for the procedure to attach the weapon only; the cost of a weapon to be thusly integrated is separate and in addition to that listed here.

Whatever the weapon or the ‘bot it is to be attached to, and regardless of their size, the DCs and prerequisites to install them are the same. The ‘bot getting the eye-job (patient) cannot perform the procedure himself as he must be off-line or in stasis. To perform the procedure, a ‘bot (or ‘con, or human for that matter) must have the surgery feat an at least 7 ranks in either treat injury or repair. No one ‘bot need have all these abilities; with adequate facilities (which are necessary for this whole process in the first place, GM’s discretion), many characters could work together. No matter how many hands, a roast must still roast; the process takes a full 8 hours, during which time an entire repair kit and a type I (or larger) energon cube are consumed in making a repair of treat injury check DC: 20. One ‘bot must make this check, but up to 2 other characters may aid another. Failure means the supplies were wasted, but the adequate facilities (likely a laboratory) and the weapon are reusable for a second attempt.

Note: A weapon successfully integrated into a Transformers’ optics gains an inherent +1 proficiency bonus to hit, and is tied directly into the power core of the patient (giving it functionally limitless ammunition).

Destruction beam

Cybertronian technology

The Destruction Beam is a delicate piece of tunneling technology. More a tool than a weapon, it was nonetheless designed by the Decepticons and therefore sees use as the latter more than the former. This beam can slowly chew through bedrock to any number of various purposes; mining, inciting earthquakes, or construction, for instance.

Destruction beam– Special: This weapon has an integrated optics system (yes, laser-eyes); it cannot be taken from its owner without serious physical harm, nor can the owner be disarmed. (But the weapon system ceases to function if the owner is blinded) It draws its power directly from its owners’ power core, and therefore never needs to be reloaded. Further, due to its specific nature, using it is considered a ranged touch attack.

Known users: Laserbeak enjoys working with Rumble and this device to ‘plant’ earthquakes or coax volcanoes into erupting.

Electro-scrambler

Cybertronian technology

This weapon emits electromagnetic waves that cause all but the most heavily shielded electrical systems to go haywire. Theoretically, it should work the same way on the electrical impulses of a human’s nervous system, but that’s something Blaster would rather not find out, tempting as it may be.

Electro-scrambler– Special: Any robot that takes damage from an electro-scrambler must save (fortitude DC= damage dealt) or be stunned for 2d6 rounds while systems re-boot.

Special: This weapon is integrated into the bot’s hands; it cannot be taken from its owner without serious physical harm, nor can the owner be disarmed. (But the weapon system ceases to function if the owner loses the use of his or her hands) Even though it draws its power directly from its owners’ power core, the Electro-scrambler has high energy demands, and therefore requires additional ammunition. Further, due to its specific nature, using it is considered a ranged touch attack.

Known users: Blaster’s weapon of choice is the electro-scrambler.

Water gun

Cybertronian technology

A Water Gun is a device that weaponizes pressurized jets of liquid. Although the name would imply that such a weapon would be restricted exclusively to dispensing water, the title is often used loosely by Transformers, and used as a catch-all term for any weapon that is simply capable of firing water, regardless of what other substances can actually be fired from it. Many Cybertronians who transform into fire trucks come equipped with a default water gun due to their choice of alternate mode.

Water gun– Special: The pressurized jet of liquid projected by this weapon strikes its targets with such force that they may be pushed back. Unless a successful strength check opposed by the attack roll is made, the target is pushed back by 1 square for every 5 that the attack roll exceeds the strength check. For example, if Ironhide rolls a total of 27 on his ranged attack to shoot Laserbeak, and Laserbeak rolls a total of 12 on his strength check, Laserbeak would be pushed back 3 squares (27-12=15, 15/5=3) away from Ironhide.

Known users: Ironhide, Inferno, and anyone who transforms into a fire truck.

Known variants: (1) though once limited in his wave-making abilities, to thrashing his tail around while in Jawbreaker cannon mode, Overbite was rebuilt into a devastating Storm-surge cannon that directs a jet of water at an incredible velocity. This is statistically identical to the weapon described above.

Note: Since the ‘ammunition’ for this weapon can be nearly any fluid (provided said fluid has a similar viscosity to water) acid, poison and flammable liquids are just a few of the possibilities. Any such special ‘ammunition’ imparts it effects on a target, as well as its normal effects. It takes 90 gallons of a given fluid to make 1 shot. The act of siphoning fluids into the reservoir is a move-equivalent action that provokes attacks of opportunity; a partially-submerged transformer equipped with a water gun has an essentially limitless supply of ammo.

Pain (the music world don’t know what hit ’em)

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Transmissions From Cybertron 010: Melee Weapons Table

Cybertronian Weapons- Melee

Weapon Damage Critical Reach Type Size Weight Cost Proficiency
Electro-weapon +1d6 Electrical +1 range As normal As normal, +Electrical As normal +10 lbs. +4,000 Powered Weapons
Pyro-weapon +1d6 Fire +1 multiplier As normal As normal +Fire As normal +10 lbs. +4,000 Powered Weapons
Cryo-weapon +1d6 Cold +1 range As normal As normal, +Cold As normal +10 lbs. +4,000 Powered Weapons
Corro-weapon +1d6 Acid +1 multiplier As normal As normal, +Acid As normal +10 lbs. +4,000 Powered Weapons
Sonic-weapon +1d6 Sonic +1 range As normal As normal, +Sonic As normal +10 lbs. +4,000 Powered Weapons
Vibro-weapon Double # of DMG dice +1 multiplier or range As normal As normal As normal +5 lbs. +6,000 Powered Weapons
Whip 2d4 + Special 19-20×2 30 ft. Slashing Large 10 lbs. 5 Exotic Weapon
Lightning whip 2d4+4d6 electrical + Special 19-20×2 30 ft. Slashing/ Electrical Large 25 lbs. 2,500 Exotic Weapon
Long-Sword 2d6 19-20×2 +5 ft. Slashing Large 10 lbs. 50 Martial Weapons
Curved Sword 3d4 + Special 18-20×2 N/A Slashing Large 10 lbs. 75 Exotic Weapon
Great-Sword 2d8 19-20×2 +10 ft. Slashing Huge 15 lbs. 100 Martial Weapons
Chainsword 4d6 + Special 19-20×2 +10 ft. Slashing Huge 50 lbs. 2,200 Powered Weapons
Battle Axe 1d12 20×3 N/A, throw: 10 ft. Slashing Large 12 lbs. 20 Martial Weapons
Great Axe 1d20 20×3 +5 ft., throw: 10 ft. Slashing Huge 18 lbs. 40 Martial Weapons
Hammer 1d10 20×2 N/A, throw: 10 ft. Bludgeoning Large 10 lbs. 24 Simple Weapons
War Hammer 1d12 20×2 +5 ft., throw: 10 ft. Bludgeoning Huge 20 lbs. 48 Martial Weapons
Kinetic Hammer 2d12 + Special 20×2 +10 ft. Bludgeoning Huge 50 lbs. 2,200 Powered Weapons
Spear 1d10 20×2 +15 ft., throw: 10 ft. Piercing Huge 12 lbs. 5 Simple Weapons
Pneumatic Spear 2d8 + Special 20×2 +15 ft. Piercing Huge 45 lbs. 2,750 Powered Weapons
Flail 1d10 + Special 20×2 +10 ft. Bludgeoning Large 10 lbs. 16 Martial Weapons
Gravity Flail 1d12 + Special 20x(Special, see below) +0-15 ft. (See below) Bludgeoning Huge 45 lbs. 3,500 Powered Weapons
Mace 1d10 20×2 +5 ft. Bludgeoning Large 16 lbs. 24 Simple Weapons
Scythe 2d6 20×4 +15 ft. Slashing Huge 20 lbs. 36 Martial Weapons
Laser Scythe 4d6 19-20×4 +15 ft. Energy Huge 60 lbs. 2,250 Powered Weapons

Electro-weapon

Cybertronian technology

These fancy pieces of death are the notorious electro-weapons, which are perpetually sheathed in a web of powerful electric bolts. These do not harm the wielder.

Electro-weapon – A robot that takes damage from an electro-weapon must save (fortitude DC= damage dealt) or be stunned for 1d6 rounds.

Known users: Like the rest of his sword-wielding Predacon teammates, Tantrum also carries a sword. His is an electro-sword. Insecticon overkill extraordinaire Barrage also packs an electro-sword of his own. He mostly just uses it to hack your body into itty-bitty pieces after he’s shot you in the face five times. Blitzwing has an electron scimitar, a weapon that’s been in use since ancient Cybertronian times. Finally, Splashdown favors an electron sword as well. All of these are electro-weapons.

Pyro-weapon

Cybertronian technology

For the fire-bug in every Transformer, look no further than the infamous pyro-weapons, which use tiny microwaves to sheathe themselves in waves of rippling heat. These are not harmful to the wielder.

Pyro-weapon – A robot that takes damage from a pyro-weapon must save (reflex DC= attack roll) or catch fire.

Cryo-weapon

Cybertronian technology

                Thanks to powerful micro-refrigerators installed along the striking surface, cryo-weapons constantly exude bitter, numbing cold. Despite its intensity, this cold does not harm the wielder.

Cryo-weapon – A robot that takes damage from a cryo-weapon must save (fortitude DC= damage dealt) or become slowed for 1d6 rounds.

Corro-weapon

Cybertronian technology

                Though it is not yet fully understood by human scientists how it is accomplished, corro-weapons include tiny condensers which extract corrosive material from the environment and then sheath the weapons’ striking surface in these corrosive materials, which never harm the wielder.

Corro-weapon – A corro-weapon ignores half of a Transformer’s special damage reduction.

Sonic-weapon

Cybertronian technology

                By installing powerful micro-speakers into its striking surface, a sonic-weapon produces harmful sonic vibrations, which despite their intensity, never harm the wielder.

Sonic-weapon – A robot that takes damage from a sonic-weapon must save (fortitude DC= damage dealt) or become deafened for 1d6 rounds.

Vibro-weapon

Cybertronian technology

                Equipped with dozens of tiny kinetic oscillators, vibro-weapons constantly hum with powerful micro-tremors. These have no effect on the weapon is wielded, or on the wielder.

                Vibro-weapon – A vibro-weapon ignores all natural armor bonuses to Defense.

Lightning whip

Cybertronian technology

Among the earliest designs for a weapon, the lightning whip takes the idea a step further by sending thousands of volts of electricity down its length.

Special: Like all whips, a lightning whip confers a +2 bonus on all trip and disarm attempts. Because it is fueled directly from a transformers’ power core, it has essentially unlimited fuel.

Known users: When a problem comes along, Cloudburst must whip it—with his lightning whip. This electrified weapon allows him to subdue and dominate his Decepticon foes—but don’t get any ideas, ladies.

Chainsword

Cybertronian technology

                Part chain-saw, part sword, this fearsome weapon rightly enjoys a reputation as being among the most savage weapons in the Transformer arsenal.

Special: If used as part of an Intimidate check against characters who are familiar with the reputation of the chainsword, it confers a +2 circumstantial bonus on such a check.

Kinetic hammer

Cybertronian technology

Within the head of a kinetic hammer is a small gravity engine, which greatly intensifies the energy of each blow.

Special: A character wielding a kinetic hammer is treated as having the Awesome Blow feat, even if they do not meet the prerequisites. If a kinetic hammer wielder already has the Awesome Blow feat, then the save against the effects thereof increases by 2.

Pneumatic spear

Cybertronian technology

                The pneumatic spear contains a powerful pneumatic piston within its shaft, which can be suddenly deployed by the wielder to devastating effect.

Special: Provided that the weapon is “set,” the wielder may choose to deploy the pneumatic piston as part of an (otherwise normal melee) attack, which adds a +4 circumstantial bonus to hit, and another d8 of damage. Additionally, if such an attack should be a confirmed critical hit, then the weapons’ critical modifier is considered to be x3 for that attack. Re-setting a pneumatic spear is a move-equivalent action that provokes attacks of opportunity.

Note: If a character has the Quick Reload feat, then re-setting a pneumatic spear is only a swift action, but still may only be performed once per round. If a character has both Quick Reload and Quick Draw, then re-setting a pneumatic spear no longer provokes attacks of opportunity.

Additionally, a pneumatic spear may be used as a ram. The wielder plants the spear’s base 30 feet or less from the portal to be forced and in line with it, then pushes the button. The force exerted has a Strength modifier of +20.

Gravity flail

Cybertronian technology

A gravity flail is actually more accurately described as an electro-magnetic flail; it is the latter, and not the former, that cause 4 ultra-dense metallic spheres to orbit around the weapons’ haft.

Special: Because of this unique nature, gravity flails ignore bonuses to Defense from shields or from cover less than 100%. Additionally, by adjusting controls located on the weapons’ grip (a move-equivalent action, which does not provoke attacks of opportunity), the wielder may extend the orbit of the metal spheres by as much as 15 ft.

Note: The dimensions of the area in which a gravity flail is wielded limit its maximum orbital distance in the same way that they limit the use of pole-arms and larger melee weapons.

In the event of a critical hit, roll a d4; the value indicated is the critical multiplier of the gravity flail for that attack, representing the number of metallic spheres that connect with the target.

When used to make a Disarm, Sunder or Trip attempt, a gravity flail confers a +2 circumstantial bonus to the check, just like a “mundane” flail. However, in the event of a failed Trip attempt the wielder need not drop the weapon, as the unique nature of the weapon means that the target receives no counter-Trip attempt.

Laser scythe

Cybertronian technology

                Simply a broad-bladed energy beam fixed at a 90 degree angle to a long haft, this weapon is nonetheless a formidable one in the hands of an expert.

Special: A laser scythe emits dim light in a 20 ft. radius. The color of which is an affectation that can change at the whim of the wielder, but is in all other ways similar to the glow of a neon sign. This confers a -2 penalty on Hide checks taken by the wielder while the scythe is activated. Special non-glowing variations are available for an additional 250 credits.

Additionally, this weapons carries heavy psychological connotations for many humanoids (GMs discretion), which confer a +4 circumstantial bonus on Intimidate checks when brandished prominently.

Pain (crackin’ heads and dodgin’ Feds)

Transmissions From Cybertron 009: A Primer To Weapons

CYBERTRONIAN WEAPONS: LASERS, BLASTERS, AND WHY NONE OF THIS MAKES ANY SENSE

“Where misunderstanding serves others as an advantage, one is helpless to make oneself understood.”

-Lionel Trilling

 

“To be misunderstood can be the writer’s punishment for having disturbed the reader’s peace. The greater the disturbance, the greater the possibility of misunderstanding.”

-Anatole Broyard

 

“It is by universal misunderstanding that all agree. For if, by ill luck, people understood each other, they would never agree.”

-Charles Baudelaire

 

Who’s On First?

Barriers to effective communication can retard or distort the message and intention of the message being conveyed which may result in failure of the communication process or an effect that is undesirable. These include filtering, selective perception, information overload, emotions, language, silence, communication apprehension, gender differences and “political correctness.”

This also includes a lack of expressing “knowledge-appropriate” communication, which occurs when a person uses ambiguous or complex legal words, medical jargon, or descriptions of a situation or environment that is not understood by the recipient.

Things get a bit confusing when it comes to what Cybertronians call their weapons. One ‘bot’s laser pistol is another ‘bot’s beam rifle. With almost no standardization, a wide variety of variants, and a staggering differential in the intelligence of those employing them, Cybertronian weapons are at best, complicated. So here is a (hopefully more-or-less comprehensive) breakdown of what to call everything.

Unless, of course, you think of something better.

Pistols– Are generally designed on Cybertron to be a relatively big (but still one-handed) weapon for a Large character, or a somewhat little one-handed weapon for a Huge character. Characters of size Gargantuan and larger cannot make use of a pistol, nor can characters of size Small or smaller.

Note: Many characters whose size category does not fall between Large and Gargantuan may still carry a weapon they refer to as a pistol (and for them, it is) but for the smaller characters, these would be human-scale weapons, and for the larger characters, these would be specially configured rifles.

Rifles– Following popular Cybertronian design specifications, a rifle would be a truly big, shoulder-mounted weapon for a size Large character. A size Huge character could wield one as a rifle (2-handed, that is) and characters of sizes Gargantuan and Colossal could wield such a weapon 1-handed. Size Medium and smaller characters may be able to use a rifle as a mounted or emplaced weapon, but would need a crew to successfully operate one.

Note: Human-scaled rifles (and many of their 2-handed weapons as well) may be wielded as 1-handed weapons by characters of size Large, but starting at size Huge, human-scale weapons are simple too small for bigger characters.

Cannons– These beastly weapons were designed for size Huge and Gargantuan characters to use as rather big or slightly compact 2-handed weapons, respectively. Size Large and smaller characters need a crew of at least 2 (more for smaller sizes) to operate a cannon, while size Colossal characters may use them as bulky 1-handed weapons.

Note: Certain feats and abilities may allow characters to ignore some size restrictions. These are detailed elsewhere.

Blaster– This is a sort of catch-all term for plasma weapons and their derivatives. In common informal parlance, it could mean any firearm, though it usually refers to the standard-issued plasma projection sidearm carried ubiquitously by both factions. Many Cybertronian weapons have names with few (or no) equivalent term in any Earth language (their science is that advanced) so they just kind of “wing it” when it comes to describing what their weapons are and how they work.

Note: If Megatron whips out a shotgun and calls it his “hate beam launcher,” are you going to try and tell him he’s wrong?

Laser– Another catch-all term, this one (mostly) refers to the outdated (for Cybertronians) standard-issue battle rifles from the early days of the war. Weaponized lasers have been surpassed in total destructive capacity by plasma projection weapons, but the ruggedness and durability of many laser weapons, coupled with the primitive state of Earth technology, has made them quite popular, especially with veteran ‘bots and ‘cons.

Note: Among Cybertronians, the laser rifle (and all of the millions of variations on it) occupy a similar status to the AK-47 on Earth. Some laser rifles manufactured on Cybertron (and still in use today) are literally millions of years old.

Starting Credits By Priority

Characters begin play with a certain amount of Credits based on the Priority that they invested into gear, as indicated below. These Credits can be spent on gear and weapons during character creation, or saved for later at the discretion of the player.

  1. 2,500
  2. 5,000
  3. 7,500
  4. 10,000
  5. 12,500

Requisitioning Items

When a Transformer needs more gear than he has Credit to cover, he may try to requisition it, provided he is a member of a faction with access to said gear. The rules governing a Transformer requisitioning items from Autobot or Decepticon command are no different than those presented in the d20 Modern Core Rulebook.

Pain (this is one dude that knows his weapons)

Transmissions From Cybertron 008: More Robot Than You Can Handle

This installment of Not Quite D&D might more appropriately be filed under “Massive, Entire Writing Staff Collaboration”. Everybody pitched in on this one, and it’s huge.

Just, huge.

-The entire damn DDN staff

Chapter 4: Skills, Feats, and other character options

MAD SKILLZ

Skill Re-allocation…

Transformers (and other suitably mechanoid life-forms) have extremely computerized brains. So much so that they can literally reprogram themselves, in a sense ‘forgetting’ one aptitude in order to instantly ‘learn’ another.

Note: within Transformers canonical fiction, a characters’ aptitudes seem to change with the weather (or more likely, at the necessity of the plot). The rules presented here are an attempt to make sense of it all, while simultaneously presenting something playable.

At their player’s option (and that of the GM), such a character may choose to have skill ranks re-allocated via a Computer Use check. The ‘bot having the ranks re-allocated (hereafter referred to as the ‘patient’) must spend an Action Point, and another ‘bot (hereafter referred to as the ‘technician’) must succeed on a Computer Use check against DC: (10 + patient’s character level + [number of skill ranks to be re-allocated x 2]). This procedure takes 10 minutes per skill rank to be re-allocated; any interruption (GMs may decide what exactly constitutes a ‘distraction’) causes the procedure to fail (but only the patient’s Action Point, and a little time, are wasted).

A ‘bot may not use this procedure to re-allocate skill ranks into a cross-class skill.

A ‘bot may not exceed his normal max ranks in any skill.

Skill ranks may be re-allocated in this way only from one skill into another. For instance; a ‘bot may have ranks re-allocated from Climb and into Jump, but if he or she also wanted to re-allocate ranks from Swim to Drive, he or she would require an additional procedure (and the expenditure of an additional Action Point, etc.).

A ‘bot may serve as his or her own technician, but should they chose to do so, skill ranks may not be re-allocated to- or from the Computer Use skill (since doing so would inhibit the use of that skill).

As one might suspect, there are some inherent eccentricities involved in such a process. In the event of a failure, the procedure fails and the Action Point is lost, but no other effects befall the patient.

Should the technician fail the Computer Use check by 5 or more, 50% (rounded down) of the skill ranks that were intended to be transferred are instead corrupted (and deleted). If the technician should fail by 10 or more, all of the skill ranks that were intended for reallocation are corrupted and deleted. In either event, the technician may choose to spend n Action Point to reduce any skill rank loss by 50% (rounded down).

If the technician should succeed by a margin of 10 or more, he may choose to spend an Action Point so that 50% (rounded down) of the skill ranks being re-allocated are “mirrored” back into the first skill. For instance; if a level 6 ‘bot were re-allocating 10 ranks from Escape Artist into Hide (a DC: 36 Computer Use check), and the technician performing the re-allocation got a result of 46 or better, the patient would have 10 ranks transferred as escribed above, but 5 skill ranks would be copied and “mirrored” back into the Escape Artist skill. Skill ranks thusly mirrored may not be re-allocated (and should therefore be tracked separately of normal skill ranks) but in all other ways are considered normal skill ranks.

Building things with the Craft skill…

Whenever a character decides to use the Craft skill to make something, he or she must first secure the use of an appropriate facility. Since the types of facilities necessary vary so widely from one type of Craft check to the next, it I up to GMs to decide what constitutes an appropriate facility. As a general rule, you need a garage (or better) to make a Craft (Mechanical) check; a work bench (or better) to make a Craft (Electrical) check; a pharmacy (or better) to make a Craft (Pharmaceutical) check; a studio (or better) to make a Craft (Art) check; and a laboratory (or better) to make Craft (Chemical) check.

Making such a check takes 8 hours of work on behalf to the character making the check, all of which must be spent in the afore-mentioned facility, working (with only minimal distractions) on the item being constructed. A significant interruption (GMs my decide what that is), including any more than an hour of breaks, halts all progress, but results in no other negative effects.

Procuring the necessary raw materials to build a given item costs 1/3 (rounded down) of that items’ normal market price. As the exact nature of these supplies widely, so too does their availability. GMs discretion reigns in this regard (as in all things).

Once a character has secured an appropriate facility, acquired the raw materials, and set aside the necessary amount of time, he or she must roll the Craft check. Multiply the character’s Craft check result by that character’s total modifier to the relevant skill check. Compare the resulting number (called the total Craft check result) to the US Dollar value of the item the character is attempting to construct (which is equal to the item’s cost in Cybertronian Credits x 10). If the total Craft check result is equal to- or exceeds the US Dollar value of the item being constructed, then the device is completed.

If the total Craft check result exceeds the US Dollar value of the item being constructed, then the character may have created an item of superior quality, as follows;

If the total Craft check result is equal to twice the US Dollar value of the item being constructed, then the character performing the Craft check may spend an Action Point to create a Mk. I version of the item.

If the total Craft check result is equal to three times the US Dollar value of the item being created, then character performing the Craft check may spend an Action Point to create a Mk. II version of the item.

If the total Craft check result is equal to four times the US Dollar value of the item being created, then character performing the Craft check may spend an Action Point to create a Mk. III version of the item.

If the total Craft check result is equal to five times the US Dollar value of the item being created, then character performing the Craft check may spend an Action Point to create a Mk. IV version of the item.

If the total Craft check result is equal to six times the US Dollar value of the item being created, then character performing the Craft check may spend an Action Point to create a Mk. V version of the item.

Alternatively, if the total Craft check result exceeds the US Dollar value of the item being constructed, then the character performing the check may choose to create a number of devices. For example; if the total Craft check result equals 4 times the US Dollar value of the item, then that character may choose to create 4 identical copies of the item being constructed; if the total Craft check result equals 7 times the US Dollar value of the item being constructed, then the character may choose to create 7 identical copies of the item being constructed; and so on.

Should the total Craft check result be less than the US Dollar value of the item being constructed, then the item is incomplete after the first 8 hours of work; in this event, the character may choose to either abandon the project or return to it later. If he or she chooses the former, the time and the supplies are both wasted; if he or she chooses the latter, the project remains incomplete, but the character may choose to return to it later on without purchasing additional supplies.

The procedure for such additional checks resembles the initial check in all ways, except that since the supplies have already been purchased, the character need purchase no more. As many additional checks are allowed as a character cares to make, though GMs may rule that certain items are beyond the capacity of a given character to create in this way.

If a character has access to detailed schematics of the item he or she is attempting to create, then apply a +4 circumstantial bonus to all of his or her Craft checks to create such an item.

Exceptionally well-appointed facilities confer a like bonus, though it is up to GMs to decide what exactly constitutes such a facility.

Drive, Pilot and Swim: Let’s be perfectly clear…

A Transformer in Alt-mode seems to blur the lines regarding the use of the skills Drive, Pilot and Swim (indeed, GMs are encouraged to rule whatever, whenever, in order to keep the game fun and fair). So for the sake of exhaustive clarity, it is discussed here.

A Transformer’s racial bonus to either Drive or Pilot does not apply to those checks when made to operate a vehicle other than themselves. Transformers are no inherently better at operating vehicles than any other species.

Pilot checks are used to handle operating any vehicle which travels in 3 dimensions, such as aircraft, spacecraft, and submersibles. Drive checks are used to handle operating any vehicle which travels in 2 dimensions such as surface watercraft, hovercraft, and automobiles. Regardless of this caveat, a -4 penalty applies to any such checks made by characters without the appropriate vehicle proficiency feat. Transformers only use Swim to operate themselves in vehicular mode due to their very specific and exceptional nature.

As a side-effect of the Move Your Body racial ability, Transformer characters suffer no penalty for “operating” themselves in Alt-mode without the appropriate proficiency feat.

Skill ranks and statistical bonus’ apply to both skills. The move your body feat only applies towards moving yourself, NOT other vehicles.

Computer Use and ECM/ECCM…

                If you are at all familiar with the concept of spell resistance as presented in the Dungeons and Dragons game, then you are already familiar with the basic concept of ECM and ECCM.

An electronic countermeasure (ECM) is an electrical or electronic device designed to trick or deceive radar, sonar or other detection systems (such as infrared (IR) or lasers). It may be used both offensively and defensively to deny targeting information to an enemy. The system may make many separate targets appear to the enemy, or make the real target appear to disappear or move about randomly. It is used mostly (and in fact was developed-) to protect aircraft from guided missiles. Most air forces (human, Cybertronian, and otherwise) use ECM to protect their aircraft from missile attacks. It has also been deployed by military ships and on some advanced tanks, in order to fool laser/IR guided missiles. It is frequently coupled with stealth systems so that the ECM systems have an easier job. Offensive ECM often takes the form of jamming. Defensive ECM includes using blip enhancement and jamming of missile guidance systems.

Electronic counter-countermeasures (ECCM) is a part of electronic warfare which includes a variety of practices which attempt to reduce or eliminate the effect of electronic countermeasures (ECM) on electronic sensors aboard vehicles, ships and aircraft and weapons such as missiles. ECCM is also known as electronic protective measures (EPM), chiefly in Europe (and among some aliens). In practice, EPM often means resistance to jamming.

So that’s how it all works. What it all means in game terms is this; a character with a computer capable of sending and receiving transmissions may attempt to jam, fool and/or shut down enemy targeting systems.

GMs hold absolute discretion as to what exactly constitutes such a computer, but any modern PC (or equivalent) with internet access can do the job. There are inherent bonuses/penalties associated with using certain kinds of transmissions-capable computers, which will be discussed later.

A character who wishes to use ECM must spend a full-round action doing so (provoking attacks of opportunity as normal for Computer Use checks). The character rolls a normal Computer Use check (representing the work done during that full-round action); and is thereafter considered to be generating an ECM field, centered the device generating it, with a radius equal to the transmission range of the device being used. Anyone who targets any character protected by ECM must roll a d20 and add any equipment bonus they receive from targeting software (such as rangefinder scopes and TAG systems). If the result of this roll is equal to- or less than the Computer Use check that established the ECM, then the ECM has baffled the targeting systems and the character making the ranged attack loses all equipment bonus to hit. If the roll exceeds that of the Computer Use check, then the ECM has failed to deceive any targeting systems, and the attack is resolved normally.

For example;

ECM has no effect on melee attacks, or attacks that do not utilize some sort of electronic targeting.

Most mechanoid life-forms have central processors that are far too advanced to be hampered by ECM. Therefore, Cybertronians (and those like them) are themselves, not affected by ECM.

A character who is sick of his or her (very expensive) missiles never hitting anything, may choose to generate ECCM in much the same way as generating ECM. A character needs only the same kind of hardware as called for by ECM, a similar Computer Use check and a full-round action (which provokes attacks of opportunity as normal for Computer Use checks). If the result of the ECCM Computer Use check is equal to- or greater than the ECM Computer Use check, then the ECCM effectively negates the ECM, and all ranged attacks are once again resolved as normal. If the ECCM Computer Use check does not exceed the ECM Computer Use check, then the ECM remains in effect. Like ECM, ECCM has an area of effect with a radius equal to the transmission range of the device being used to generate it, centered on that device.

For instance;

Multiple checks can be made at will, with the only restrictions being access to the appropriate item and the investment of full-round actions. This means that in a struggle to “out-jam” one another, opponents may each make several ECM and/or ECCM checks in a given encounter.

Impromptu devices used to make ECM/ECCM Computer Use checks confer a -4 penalty. This includes cell phones, tablets, and laptops.

Improvised devices used to make ECM/ECCM Computer Use checks confer a -2 penalty. This includes desktop PCs and older (outdated) computers in commercial and military vehicles.

Standard devices used to make ECM/ECCM Computer Use checks confer no bonus or penalty. This includes Cybertronian hand-held computers, computers in modern commercial and military vehicles, and some older alien computers.

Good Devices used to make ECM/ECCM Computer Use checks confer a +2 bonus. This includes the most advanced Earth computers, computers in commercial and civilian Cybertronian vehicles, and most alien computers.

Great Devices used to make ECM/ECCM Computer Use checks confer a +4 bonus. This includes Cybertronian console computers and alien military vehicle computers.

 

Knowledge (Alien Lore)

                This skill replaces Arcane Lore in the d20 Modern Core Rulebook, though in all ways functions as normal for the Knowledge skill.

Alien (relative to oneself) culture, history, current events and perhaps even political or social structure are all considered to be Alien Lore. What exact kinds of information constitutes “Alien Lore” is subject to the discretion of the GM.

} FEATS: THE KIND WITHOUT TOES

Presented here for your pleasure is a list of new feats. As with nearly every other aspect of them, Transformers are privy to unique feats that other characters may not be able to benefit from. Note that this is very much a 2-way street; Transformers’ incredible anatomy can sometimes limit their ability to interact with smaller life-forms.

Also, screw it, right? Does anyone really need any excuse to drool over a whole new list of goodies for his or her character? This is certainly the section most strongly recommended as material to be modified and exported into your game; feats are flexible.

Alternate rules for existing feats…

Toughness: What a stupid, useless feat. Anyone who actually bothered to take this feat, go ahead and take a moment to face-palm.

Or did you really believe that an additional 3 HP was worth more than Power Attack? Or Dodge. Or another weapon proficiency. Or Weapon Focus…

How it works now: You gain an additional 3 HP per level. This feat applies retroactively, meaning when you first take it, you gain 3 HP per character level that you already have. You may take this feat multiple times; its effects stack. You must possess a Constitution Score of at least 13 in order to take this feat.

Feat Re-allocation…

Because of the computerized nature of certain mechanoid life forms, their central processors can be reformatted. This follows the rules as described in skills re-allocation except as follows…

The Computer Use DC to re-allocate a feat is 20 + total character level of the character having a feat re-allocated (the patient). For example; the DC for a 10th level character to switch his or her Power Attack feat for the Dodge feat would be 30.

Re-allocating a feat is significantly more difficult than re-allocating skills; therefore the character performing the Computer Use check (the technician) must also spend an Action Point (in addition to the one being spent by the patient), otherwise the procedure fails (but the feat is not lost).

Performing such a procedure takes 10 minutes per patient character level.

Should the technician fail by a margin of 5 or more, the feat being re-allocated is instead lost forever. There is no further penalty for even lower checks, nor bonus for a particularly high successful role. Careful, careful!

A character may not use this procedure to gain a feat for which he or she does not meet all the necessary prerequisites.

Due to the particularly sensitive (and difficult) nature of feat re-allocation, the patient must be in a state of induced stasis to safely perform this procedure. Should a ‘bot be left online and conscious while this procedure was attempted upon him or her, that unfortunate ‘bot would be receiving the Transformer version of an incredibly painful (and ultimately fatal) lobotomy.

{NEW FEATS

Feat name Prerequisites Description
Crushing Tumble Dexterity 13+, Tumble 4+ ranks, Size Large+ You can crush smaller opponents by tumbling over them.
Lumbering Gait Size Large+ You stand and walk in such a way that makes it hard for smaller creatures to maneuver between your legs.
Suppressing Fire Dexterity 13+, Point Blank Shot, Burst Fire You can focus considerable firepower over a concentrated area.
Special Power Focus Ability to manifest 3 different Special Powers. You gain an additional daily use of one of your Special Powers.
Greater Special Power Focus Special Power Focus You manifest one of your Special Powers as though you were 1 level higher.
The Touch Level 20+, Good Alignment You may spend as many as 2 Action Points per round.
The Power Level 20+, Good Alignment, The Touch Once per week, you may enter a state of ass-kicking enlightenment.
Crazy as Hell The GM must declare you to be particularly reckless. -2 Wisdom, but you roll an extra die each time you spend an Action Point.
Sound Blaster The GM must declare you to be an actual fan of Stan Bush. Whenever a Stan Bush song is playing (in or out of game), you gain a +1 circumstantial bonus on d20 rolls.
GEEWUN The GM must declare you to be an actual member of the GEEWUN camp. You have excellent taste.
TRUKK NOT MUNKY The GM must declare you to be an actual member of the TRUKK NOT MUNKY camp. Your pallet is well-refined.
Furmanism Like some vast, predatory bird…

Crushing Tumble

Overview: You’ve learned to roll over and crush opponents smaller than you.

Prerequisites: Dexterity 13+, Tumble 4 ranks, Size: Large+

Benefits: When using the Tumble skill to pass through occupied squares, you may choose to deal damage to creatures who occupy those squares. Only creatures 2 size categories smaller than you are affected by this damage; you simply tumble past all others. This special Tumble attack deals bludgeoning damage as your base unarmed attack, except that the number of damage die is doubled. A creature in the affected area may save (Reflex DC = Tumble check result) to take only half damage. All other rules governing the use of the Tumble skill apply as normal.

Special: If you are wearing armor with spikes, or some other piece of equipment that deals damage by physical contact, that damage is also dealt to anyone who also takes bludgeoning damage.

 

Lumbering Gait

Overview: You know how to fight smaller opponents, denying access to your blind spots and closing mall gaps in your defenses.

Prerequisites: Size: Large+

Benefits: Normally, a creature 3 Sizes smaller than you may move through a square you occupy. With this feat, only creatures 4 Sizes smaller than you may move through a square you occupy.

Suppressing Fire

Overview: You know how to shoot particularly menacing bursts of fire, keeping your enemies pinned beneath a hail of lead.

Prerequisites: Dexterity 13+, Point Bank Shot, Burst Fire, Strafe

Benefits: When making a full attack action with an automatic weapon, you may forego all attacks for the round and instead target 4 contiguous 10 foot squares within your weapons’ first range increment; these attacks are resolved as a normal ranged area attack. You must have line of sight to each area targeted; anything providing 50% cover or better prevents the 10 foot square behind it from being targeted. Obviously, you must have enough ammunition/shots remaining in order to make such an attack (for most weapons, this means 40 rounds/charges).

Special Power Focus

Overview: You’ve mastered the use of one of your Special Powers. You manifest easier, and more often, and to greater effect, the Special Power to which this feat is applied.

Prerequisites: You must be able to manifest 3 different Special Powers

Benefits: You gain an additional use per day of the Special Power selected. Additionally, any Save DCs for this ability increase by +2, and any Concentration check made to sustain a Special Power receives a +4 competence bonus.

Special: You may select this feat multiple times; each time you do, it applies to a different Special Power that you can manifest.

Greater Special Power Focus

Overview: You proficiency and understanding with one of your Special Powers is legendary.

Prerequisites: Special Power Focus

Benefits: You manifest the selected Special Power as though you were 1 level higher. This may increase range, damage, and duration of the Special Power (just to name a few). Additionally, manifesting the Special Power for which you selected this feat never provokes an attack of opportunity.

Special: You may select this feat multiple times; each time you do, it applies to a different Special Power that you can manifest.

The Touch

Overview: You got the touch… After all is said and done, you’ve never walked, you’ve never run; you’re a winner. Additionally, you got the moves, you know the streets; break the rules, take the heat, you’re nobody’s fool. Select this feat if you’re at your best when the goin’ gets rough, you’ve been put to the test but it’s never enough; you got the touch.

Prerequisites: Character level 20+, Must be of Good-Alignment

Benefits: You may spend 2 Action Points in a round, instead of the normal 1.

The Power

Overview: You got the power… When all hell’s breaking loose, you’ll be riding the eye of the storm. Additionally, you got the heart, you got the motion; you know that when things get too tough, you got the touch. Select this feat if you never bend, you never break, and you seem to know just what it takes; you’re a fighter. It’s in the blood; it’s in the will, it’s in the mighty hands of steel. When you’re standing your ground, you never get hit when your back’s to the wall. Gonna fight to the end and you’re takin’ it all. You got the touch, you got the power.

Prerequisites: Character level 20+, Must be of Good-Alignment, The Touch

Benefits: Once per week, you may enter a state of ass-kicking enlightenment. While in this state, you may make a full attack action each round, regardless of any other actions you may have taken (a Hasted character, or one who spends an action point while under the influence of The Power could make 2 full attack actions in a single round, provided they did nothing else). The effects of such a state persist for the duration of an entire combat, or 10 minutes, whichever is shorter.

Crazy as Hell

Overview: Call it bravery, call it reckless abandon. Whatever you call it, your capacity to leap without looking actually serves you well. In fact, you are at your best in the wild throes of some high-risk maneuver.

Prerequisites: The GM must declare you to be a particularly reckless person; relentlessly charging the enemy, ignoring critical injuries to press the attack, and charging through minefields to get to an enemy are al examples of the kind of behavior that defines a “particularly reckless person.”

Benefits: Whenever you spend an Action Point to improve a d20 roll, you roll an extra d6. All other rules governing the use of Action Points apply normally.

Sound Blaster

Overview: Gaming goes better with music in the opinion of many, and doubly so when the music is particularly appropriate.

Prerequisites: You must be an actual fan of Stan Bush, owning at least 1 album, and knowing all of the words to at least 2 Stan Bush songs.

Benefits: Provided that you aren’t grating the nerves of your fellow gamers, you gain a +1 competence bonus on all d20 rolls whenever a Stan Bush song is playing. Ultimately, this bonus applies at the GMs discretion, but only while a Stan Bush song is playing.

GEEWUN

Overview: You have excellent taste.

Prerequisites: The GM must declare you to be an actual member of the GEEWUN camp.

Benefits: You receive a +1 utter hatred bonus on all rolls which oppose a Transformer that was not created during the original run of the 1980s cartoon (or is portrayed in a way that is not consistent with the aforementioned). This bonus extends to fan- and player-created characters, but not those invented by a GM. Additionally, you deal an extra amount of damage on successful melee attacks against these character types equal to your total character level. Bonus damage dealt in this way is NOT multiplied by a critical hit.

TRUKK NOT MUNKY

Overview: You have a well-refined pallet.

Prerequisites: The GM must declare you to be an actual member of the TRUKK NOT MUNKY camp.

Benefits: You receive a +1 utter hatred bonus on all rolls which oppose a Transformer who in any way, possesses an animal Alt-Mode. Additionally, you deal an extra amount of damage on successful melee attacks against these character types equal to your total character level. Bonus damage dealt in this way is NOT multiplied by a critical hit.

Furmanism

Overview: Comic book writer Simon Christopher Francis Furman (born March 22, 1961) is well and truly the most well-known of all Transformers comic scribes, and is surplus to requirements for being the most prolific.

Prerequisites:

Benefits: Once per day, if you coin a Furmanism as part of an action, then you may choose to re-roll the d20 roll associated with that action. The result of this second roll must be accepted (even if it is lower than the original roll), and cannot, will not, be modified by Action Points.

} FORM FEATS

Form feats are special, atypical feats; Transformers may utilize their special control of their bodies to perform “sub-transformations.” It has been described to human scientists that it is like learning how to “grow” a new body part, out of an existing one. These sub-transformations are known as form feats. They are generally more powerful (albeit more specific) than their “mundane” counterparts, and are acquired differently (see character creation, above).

Unless you are a mechanoid life-form with the ability to assume an Alternate mode of some type, you may not benefit from Form Feats.

Unlike the aforementioned mundane feats, form feats may not be re-allocated for other form feats. However, they may be re-allocated for mundane feats. Additionally, any time a character acquires a form feat, he or she may choose instead to acquire a mundane feat.

Feat name Prerequisites Description
Adaptable Evolution favors not the strongest, but those most responsive to change.
Alt-Mode Strike Dexterity 13+ While in Alt-Mode, you can briefly transform a part of yourself into Robot-Mode to make an attack.
Hybrid Form Dexterity 13+, Alt-Mode Strike You have a third mode; one that marries the speed and maneuverability of Alt-Mode with the versatility and firepower of Robot-Mode.
An Improved Extension of Me Appropriate Alt-Mode Parts of your Alt-Mode’s anatomy become weapons or equipment in Robot-Mode.
Armor Boost You have a thick hide compared to other Transformers.
Concealed Weapon One of your integrated weapons is undetectable until called upon.
High Performance You receive bonuses to maneuver attempts while in Alt-Mode.
Combat Pilot/ Driver/ Swimmer Pilot 4 ranks, Appropriate Alt-Mode You can use a Pilot, Drive or Swim check as your Defense while in Alt-Mode.
Artful Pilot/ Driver/ Swimmer Dexterity 13+, Combat Pilot As long as you’re moving, your Defense is increased.
Vehicle Charging Combat Pilot By suddenly transforming from Alt-Mode to Robot-Mode, you can perform a devastating charge attack.
Vehicle Ramming Strength 20+, Combat Pilot You deal more (and take less) damage from ramming while in Alt-Mode.
Vehicle Somersault Dexterity 13+, Combat Pilot By suddenly transforming from Alt-Mode to Robot-Mode, you can perform great leaps with ease.
Weapon Network The weapon systems of you Alt-Mode are available in Robot-Mode.
Repair Tools Intelligence 13+ Your hands can transform into useful and versatile tools, capable of performing many tasks with ease.
Increased Maneuverability You are more maneuverable than most.
Increased Speed You are faster than most.
Additional Alt-Mode You gain an additional Alt-Mode of equal or lesser Priority than your current Alt-Mode.
Combiner Must be part of a willing group of 2-6 You become part of a Combiner team.
Onebox Component Your Robot-Mode features a specialized personal battle station.
Combat Deck Onebox Component Your Robot-Mode features an even more powerful, personal battle station.
Micro-digits Dexterity 13+ You may use implements that would otherwise be too small for you without penalty.
Macro-digits Strength 18+ You may use implements that would otherwise be too large for you without penalty.
Additional Equipment Slot Your body can accommodate more equipment than most.
Greater Linked Mind Must have a companion The connection between you and your companion(s) is exceptionally strong.
Greater Natural Attack Base Attack Bonus +1 Your unarmed attacks are better than most.
Electrostatic Discharge Appropriate Alt-Mode You can utilize electro-static energy to power a weapon for a special attack.
Jet-Assist Wings Appropriate Alt-Mode You are capable of daunting aerial acrobatics.
Quick Change Base Attack Bonus +1 You switch between forms with unbelievable speed.

“Mundane” feats that may be selected as Form Feats…

Dodge, Mobility, Spring Attack, Vehicle Dodge, Drive-by/Fly-by Attack, Vehicle Expert, Force Stop, Wingover, Shot-on-the-Run, Improved Initiative, Improved Bull Rush, Improved Unarmed Strike, Advanced Unarmed Strike, Greater Unarmed Strike, Toughness, Great Fortitude, Lightning Reflexes, Iron Will, Endurance, Diehard

Adaptable

Overview: The Earth’s surface is covered mostly with water, therefore the cunning Transformer may invest in some ability to maneuver therein.

Prerequisites:

Benefits: Instead of sinking straight to the bottom (which is completely normal for a Transformer), your body has a complicated system of bladders and bilges that make you approximately as buoyant as an organic creature of your Size. With this feat, you may swim normally in Robot-Mode.

 

Alt-Mode Strike

Overview: What could be cooler than watching a sports car choke-slam the bad-guys? With this feat, you can access limited parts of your Robot-Mode while in Alt-Mode. This takes the form of a special attack; part of you transforms into an arm or leg to deliver a punch or a kick, and then instantly transforms back.

Prerequisites: Dexterity 13+

Benefits: While in Alt-Mode, you can make a single unarmed attack as a standard action. Reach and damage dealt is calculated as normal for such an attack made in Robot-Mode. You may use an integrated weapon with this ability, provided it is attached to an extremity (arms, legs, or head/shoulders).

Hybrid Form

Overview: You have the ability to assume “Battle-Mode” which marries all of the offensive capabilities of both forms, at the expense of some defensive capability.

Prerequisites: Dexterity 13+, Alt-Mode Strike

Benefits: In Battle-Mode, you use the movement characteristics of your Alt-Mode, and the weapons and equipment of both Modes. Unfortunately, when you do so, much of your external plating is left open. This reduces your damage reduction and energy resistance by 50% until you assume a different form.

Armor Boost

Overview: For some ‘bots, the thicker the hide, the better. You are one such ‘bot.

Prerequisites:

Benefits: You gain a +1 natural armor bonus to Defense. This bonus stacks with all others.

Special: You may select this feat multiple times; its effects stack.

Concealed Weapon

Overview: One of your integrated weapons remains concealed (and largely undetectable) until called upon.

Prerequisites:

Benefits: Either form can have a concealed weapon, but such a weapon is only available in the mode to which it is attached. It is undetectable to the naked eye, and only appears on scans if the character performing the scan succeeds on a DC: 20 Computer Use check. A concealed weapon takes up 1 equipment slot more than normal, and may still benefit from the Weapon Network feat.

Special: You may select this feat multiple times; each time you do, it applies to a different integrated weapon.

High Performance

Overview: You really know how to get around in Alt-Mode.

Prerequisites:

Benefits: While in Alt-Mode, you receive a +4 competence bonus on Drive, Pilot, or Swim checks made to avoid hazards and execute maneuvers.

Special: The skill affected by a Transformers’ Move Your Body racial ability is the one that receives the bonus. If a character has more than 1 such skill (such as a triple changer), he or she may select this feat multiple times. Each time, it applies to a different skill affected by the Move Your Body racial ability.

Combat Driver/Pilot/Swimmer

Overview: You have received extensive training in combat maneuvers, which make you a particularly hard target.

Prerequisites: Pilot, Drive, or Swim 4 ranks, appropriate Alt-Mode.

Benefits: You receive a +4 competence bonus on all Concentration checks made while moving about in Alt-Mode. Additionally, whenever you are hit while in Alt-Mode, before damage is calculated, you may make a special Drive Pilot or Swim check; if the result of this check meets or exceeds that of the attack roll, then the attack instead misses and you take no damage. You may use this ability a number of times per day equal to your Dexterity modifier +1 (minimum 1). This ability may not be used to negate critical hits.

Special: The skill affected by a Transformers’ Move Your Body racial ability is the one that receives the bonus. If a character has more than 1 such skill (such as a triple changer), he or she may select this feat multiple times. Each time, it applies to a different skill affected by the Move Your Body racial ability.

Artful Driver/Pilot/Swimmer

Overview: You have mastered the use of your Alt-Mode to an incredible level.

Prerequisites: Dexterity 13+, Combat Pilot

Benefits: While in Alt-Mode, and travelling at a speed at least ¼ of your maximum, your Dexterity bonus to Defense doubles. Additionally, you receive a +4 competence bonus on Drive, Pilot, or Swim checks made to execute a maneuver.

Special: The skill affected by a Transformers’ Move Your Body racial ability is the one that receives the bonus. If a character has more than 1 such skill (such as a triple changer), he or she may select this feat multiple times. Each time, it applies to a different skill affected by the Move Your Body racial ability.

Vehicle Charging

Overview: By suddenly transforming from Alt-Mode to Robot-Mode, you can deliver an exceptionally deadly charge attack.

Prerequisites: Combat Pilot

Benefits: While in Alt-Mode, you may make a special charge attack as a full-round action. You must travel at maximum speed, in a straight line, for a distance at least equal to twice your base land speed in Robot-Mode, at which point you transform into Robot-Mode and make a single melee attack. This attack is made at your highest bonus, and if successful, deals double damage. If the attack is a critical hit, then increase the normal critical multiplier by 1 (x2 becomes x3, x3 becomes x4, etc.)

Vehicle Ramming

Overview: You know how best to smash into opponents in Alt-Mode, such that you minimize damage to yourself, and maximize that dealt to your target. It’s a maneuver neither fancy nor graceful, but effective nonetheless.

Prerequisites: Strength 20+, Combat Pilot

Benefits: When you make a ramming attack in Alt-Mode, you take 50% less base collateral damage. You may still make a Reflex save as normal to halve this damage again, meaning you take only ¼ of the base damage. Additionally, if you spend an Action Point to do so, you deal 50% extra damage to whatever (or whomever) you strike. All other rules for vehicular collisions apply as normal.

Weapon Network

Overview: You liked the weapons of your vehicular Alt-Mode so much, you incorporated them into your Robot-Mode.

Prerequisites:

Benefits: At the cost of 1 equipment slot each, your Alt-Mode’s integrated weapons become integrated into your Robot-Mode as well. They are considered natural weapons (meaning you need take no proficiency feat), but only integrated melee weapons overcome a transformers’ special damage reduction.

Repair Tools

Overview: It is significantly more difficult to misplace objects that are built into one’s body. Because of this, you have learned how to transform your hands into a versatile set of tools.

Prerequisites: Intelligence 13+

Benefits: As a swift action, you can turn your hands into highly adaptable tools, quite handily capable of performing any Repair or Craft check (provided said check does not call for extremely specific and/or unique tools). If you are able to use Treat Injury to restore HP to an injured Transformer, these tools function perfectly well for that purpose, too. Repair tools grant an equipment bonus of + (wielder’s total HD/4, rounded down). Until a character reaches 4 HD, they confer no bonus at all.

Increased Maneuverability

Overview: By making dozens of up-to-the-minute, subtle transformations, you milk every drop of performance possible out of your Alt-Mode.

Prerequisites:

Benefits: Your maneuverability score improves by 1.

Special: You may take this feat multiple times; its effects stack.

Increased Speed

Overview: You are able to coerce incredible speed out of your Alt-Mode, even out-performing its more “mundane” counterparts.

Prerequisites:

Benefits: Your speed in Alt-Mode increases by 10%. You may select this feat multiple times; its effects stack.

Micro-Digits

Overview: The tiny little creatures (especially humans) have actually come up with some cool little gadgets. You can transform your hands into specialized manipulators that can use tiny little weapons and equipment.

Prerequisites: Dexterity 13+

Benefits: Your hands can automatically transform to accommodate items up to 2 sizes too small for you. For instance; a Large character with Micro-Digits could use weapons and equipment designed for Small or Medium characters without penalty. Additionally, you gain a +4 equipment bonus on all skill checks involving fine manipulation.

Macro-Digits

Overview: Not one to be left out on the biggest weapons and equipment, your hands can transform into specialized manipulators that minimize the penalties for using over-sized items.

Prerequisites: Strength 20+

Benefits: The penalties for using over-sized weapons and equipment is reduced by half. Additionally, your Strength Score is considered to be 4 points higher for the purpose of calculating the effect of encumbrance.

Additional Equipment Slot

Overview: In a material word, you are a material girl robot. You have adapted your body to accept more equipment than most.

Prerequisites:

Benefits: You have an additional equipment slot, in a part of your anatomy of your choosing. Critical hits disable items equipped to this slot normally.

Special: You may select this feat multiple times. Its effects stack.

Greater Lined Mind

Overview: You and your companion(s) share a truly deep bond, through multiple redundant networks that exist between you.

Prerequisites: You must have at least 1 companion, as described in the Controller class description.

Benefits: You and your companions have developed a hive mind. All companions within 50 miles of their master are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No member of a hive mind is considered flanked unless all of them are.

Greater Natural Attack

Overview: You have mastered the basics of Transformer hand-to-hand combat.

Prerequisites: Base Attack Bonus +1

Benefits: The critical threat range of your natural attack increases by 1. Additionally, such an attack never provokes an attack of opportunity, and benefits from a +1 competency bonus to hit.

Special: You may select this feat multiple times; its effects stack.

Quick Change

Overview: You switch from one form to the next with surprising speed.

Prerequisites: Base Attack Bonus +1

Benefits: You can switch form once per round as a swift action, or as part of a move action.

Electrostatic discharge

Overview: While travelling at super-sonic speeds, you funnel the electro-static energy building up on your body into your weapons systems.

Prerequisites: Appropriately-capable flying Alt-modes only (pending GM’s approval).

Benefits: When a Cybertronian with this Form Feat is travelling at supersonic speeds, it grants him or her an extra ranged attack each round with any 1 integrated energy-projection weapon, at his or her highest bonus. This extra shot does not consume a charge from an NRG pack and unlike most ranged attacks, does not provoke attacks of opportunity.

Jet-Assist Wings

Overview: Jet-assist wings allow a flying Transformer to maneuver more effectively, but do not provide the Transformer with the ability to fly.

Prerequisites: Flying alt-modes only (GM’s discretion)

Benefits: A transformer with jet-assist wings improves its flight maneuverability by one category (clumsy to poor, poor to average, and so on).

Combiner

Overview: When a character chooses this feat, he or she becomes part of a combiner team. The specific team of which the character is a part is chosen when the feat is selected, and cannot be thereafter changed. Such a team must have at least 2- and not more than 6, component robots, each with the combiner feat. A slain combiner team member may be replaced by a willing party.

A character gains an additional Alt-mode upon selecting this feat; that of a part of the combiner’s anatomy (such as an arm or a leg).

It takes a combiner team a full round action, spent transforming while adjacent to one another, to form their combiner. A team where at least one of the members has the quick morph feat, then it takes a standard action to combine; if the entire team has the quick morph feat, then they may combine with a swift action. In any event, all of the combiner team members must be adjacent to one another in order to form their combiner.

Prerequisites: Must be a mechanoid life-form with the ability to assume an Alt-mode, must be at least level 2.

Benefits: Combiners are powerful creatures. The specific statistics of a combiner are determined by those of its constituent members. Consult the following…

  • HD: a combiner is considered to have HD equal to the combined HD of the combiner team that forms it.
  • Base Attack Bonus: ¾ of total HD, rounded down.
  • Base Save Bonus: Fortitude- ½ of total HD, Reflex- ½ of total HD, Will- ¼ of total HD
  • Defense: combiners have a bonus to defense equal to the lowest class bonus to Defense of all the combiner team members.
  • HP: combiners have a number of HP equal to the total HP of the combiner team that forms it.
  • Speed: a combiner has a base Speed equal to the highest speed among the component robots, +10ft. per Size increase.
  • Size: for combiners made of 2 or 3 component robots, the combiner is 1 size category larger than the largest character that is part of its combiner team. For combiners with 4 or more component robots, the combiner is 2 size categories larger than the largest character that is part of its combiner team.
  • Abilities: For each of the 3 physical Ability Scores, use the best between all members of the combiner team, modified for Size increase. The mental statistics are derived from the component robot that form the head, with a +1 to each of these per component robot whose alignment is within 1 step of the head-forming robot. If alignment differs more than 1 step from the head-forming robot, then the +1 bonus becomes a -1 penalty, per robot whose alignment differs. Similarly, robots whose personalities are particularly compatible enjoy a +1 to all mental Ability Scores per such agreeable robot. Robots who are particularly bad at teamwork, or who simply do not get along, impose a -1 penalty each, instead of a bonus.
  • Skills: a combiner in considered to have all of the skills possessed by each of the combiner team members. In cases where more than 1 team member has the same skill, use the one with the highest number of ranks. For all of a combiner’s skills, use the combiner’s own Ability Modifiers.
  • Feats: combiners have access to all of the feats possessed by each of its constituent members (including weapon and armor proficiencies), though some feats may not be usable by a combiner (such as if the combiner lacks appropriate anatomy).
  • Special Attacks/Qualities: a combiner gains use of all Special Attacks and Special Qualities of the combiner team, though some of these may not be usable by a combiner (such as if the combiner lacks appropriate anatomy). In cases where multiple team members have the same Special Attack or Special Quality with an associated numerical value, use the highest of these. Note that some such abilities may be modified by the combiner’s size.
  • Equipment: a combiner may choose to use the anatomical features of any of its constituent robots, modified for the increase in Size. However, any such decision is permanent; the corresponding equipment slots on the combiner are occupied by any such equipment. When the combiner breaks apart into component robots, any such allocated equipment returns to its owner (unless it was destroyed while said component robot was combined).

Additional Alt-mode

Overview: For some characters, a single At-mode just isn’t enough. You are one such character.

Prerequisites: Must be a mechanoid life-form with the ability to assume an Alt-mode, must be at least level 2.

Benefits: By taking this feat, a character gains an additional Alt-mode (of equal or lower priority to his or her first Alt-mode) and all of the associated bonuses and abilities. You may take this feat up to 5 times (for a total of 6 Alt-modes), gaining a different new Alt-mode each time.

Onebox Component

Overview: Some Transformers (particularly Autobots) have Alt-modes with trailers or large, boxy cargo areas. Often, these Transformers take the Onebox Component feat, filling said trailer or cargo area with weapons, and gaining the ability to deploy a small personal defensive position. Anyone can operate another character’s Onebox Component, provided the owner of said Onebox Component allows it.

Prerequisites: Must be a mechanoid life-form with the ability to assume an Alt-mode which possess a trailer, large cargo area, or other feature which is of sufficient size to accommodate an Onebox Component (GM’s discretion), must be selected at first level.

Benefits: You gain an Onebox Component, such as those possessed by Ratchet and Ironhide. Upon taking this feat, you select which type of Onebox Component you will possess; either a repair bay or a weapons platform.

Repair Bay                                                                          Weapons Platform

Integrated medical drone                                            automated turret

Diagnostics computer                                                    defensive shields

ECM suite                                                                            ECM/ECCM suite

4 weapon/equipment mounts                                   6 weapon/equipment mounts

Repair Bay Onebox Component features

Integrated medical drone (Ex): the repair bay features a fully-functioning field hospital, staffed by an AI that performs Treat Injury and Repair checks with a bonus equal to the owners’ total HD. Once such a character reaches 4th level, the integrated medical drone is considered to have the Surgery feat. When a repair bay owner reaches 8th level, his or her integrated medical drone is considered to have the Cybernetic Surgery feat. If given a supply of the stuff, it can even administer Energon cubes (or Nucleon). An integrated medical drone still requires medical supplies as normal to do its job.

Diagnostics computer (Ex): this computer synchs up with that of its owner, feeding a constant stream of physical status updates on all of his or her allies within sensor range. When this computer becomes active, in addition to any information such a characters’ sensors would normally reveal, he or she also knows the current HP of all allies within range, as well as any status effects actively affecting them.

Weapons Platform Onebox Component

Automated turret (Ex): this weapon mount can be fitted with any weapon the owner could wield with 2 hands (or any weapon smaller than that). Such a weapon automatically reloads itself, so long as it is provided with a stockpile of ammunition. An automated turret attacks with the base attack bonus of the owner, but receives no Dexterity bonus to hit (and cannot make melee attacks). When the owner reaches 4th level, the automated turret is considered to have the Weapon Focus feat with any weapon that it equips. At 8th level the automated turret is considered to have the Weapon Specialization feat with any weapon that it equips.

Defensive shields (Ex): a weapons platform is equipped with shields that grow in strength with the owner. These grant a deflection bonus to Defense equal to 1/3 of the owner’s total HD, rounded down.

Regardless of specific type, all Onebox Components share the following statistics…

Crew: 1 (or zero, see below), Passenger(s): 2, Top Speed: 100 squares (10 squares tactical), Initiative: -2, Maneuver: -2, Cargo Capacity: (as owner’s max load), Type: Tracked surface vehicle, Hardness: 10, HP: (special, see below), Size: (special, see below)

Weapons: laser cannon, turret, nose-mounted: Damage: 5d10, Range: 300 ft., Critical: 20/x2, Type: Energy, Capacity: N/A (powered directly by the owner’s power core), RoF: S, A

Crew (Auto-pilot) (Ex): Due to its advanced computer brain, an Onebox Component is quite capable of carrying out complex tasks by itself, even over long lengths of time. However, it is utterly mindless and unforeseen circumstances can sometimes stop such an AI in its tracks. Generally, it is wisest for an Onebox Component to be actively crewed by someone.

Hit Points: An Onebox Component shares a pool of HP with the character who owns it, to which it adds an additional 20% (rounded down). If any effect instantly destroys an Onebox Component, the owner of said Onebox Component suffers 50% of his HP in damage. A character cannot make use of his or her Onebox Component if his or her HP falls below 50%; at such a point it is considered to be damaged beyond the point of functionality.

Size: Onebox Components are generally the same Size as their owners; 1 Size category smaller than their Alt-mode. For instance, a Transformer who turns into a Gargantuan bus, could split into a Huge robot and a Huge Onebox Component; a Transformer who turns into a Large truck, could split into a Medium robot and a Medium Onebox Component.

Weapon/equipment slots (Ex): Each of these may be fitted with a weapon or piece of equipment that the owner could wield 1-handed. Thusly fitting a weapon or piece of equipment to an Onebox unit requires a Repair check DC: 15. Aside from this caveat (and any imposed by the GM), there are no restrictions on the kinds of things a Transformer may attach to their Onebox Component.

Combat Deck

Overview: a ‘bot who takes this feat has either a serious need for firepower, a desperate need to endure grueling battle, a target-rich environment, or any combination of all of the above. Combining all the features of both types of Onebox Component, the Combat Deck introduces additional features that make it even more formidable. Erector and Optimus Prime both have Combat Decks.

Prerequisites: Must be a mechanoid life-form capable of assuming an Alt-mode, must have selected the Onebox Component at 1st level.

Benefits: Combat Decks possess a wide variety of features, as described here.

Integrated medical drones (Ex): a Combat Deck has a pair of integrated medical drones, as described above.

Diagnostics computer (Ex): Combat Decks feature a diagnostic computer exactly as described above.

Automated turret (Ex): this weapon mount can be fitted with any weapon the owner could wield with 2 hands (or any weapon smaller than that). Such a weapon automatically reloads itself, so long as it is provided with a stockpile of ammunition. An automated turret attacks with the base attack bonus of the owner, but receives no Dexterity bonus to hit (and cannot make melee attacks). When the owner reaches 4th level, the automated turret is considered to have the Weapon Focus feat with any weapon that it equips. At 8th level the automated turret is considered to have the Weapon Specialization feat with any weapon that it equips. The automated turret is mounted such that is has an almost completely spherical arc of fire. It comes equipped with a pair of laser cannons as described, but the owner may choose to replace these (Repair DC: 15)

Defensive shields (Ex): a Combat Deck is equipped with shields that grow in strength with the owner. These grant a deflection bonus to Defense equal to 1/3 of the owner’s total HD, rounded down.

Hit Points: An Combat Deck shares a pool of HP with the character who owns it, to which it adds an additional 10% (round down, these bonus HP stack with the bonus HP gained from selecting the Onebox Component feat). If any effect instantly destroys a Combat Deck, the owner of said Combat Deck suffers 50% of his HP in damage. A character cannot make use of his or her Combat Deck if his or her HP falls below 50%; at such a point it is considered to be damaged beyond the point of functionality.

Size: Combat Decks are generally the same Size as their owners; 1 Size category smaller than their Alt-mode. For instance, a Transformer who turns into a Gargantuan bus, could split into a Huge robot and a Huge Combat Deck; a Transformer who turns into a Large truck, could split into a Medium robot and a Medium Combat Deck.

Weapon/equipment slots (Ex): Combat Decks have 10 such slots. Each of these may be fitted with a weapon or piece of equipment that the owner could wield 1-handed. Thusly fitting a weapon or piece of equipment to a Combat Deck requires a Repair check DC: 15. Aside from this caveat (and any imposed by the GM), there are no restrictions on the kinds of things a Transformer may attach to their Combat Deck.

Crew (Auto-pilot) (Ex): Due to its advanced computer brain, a Combat Deck is quite capable of carrying out complex tasks by itself, even over long lengths of time. However, it is utterly mindless and unforeseen circumstances can sometimes stop such an AI in its tracks. Generally, it is wisest for a Combat Deck to be actively crewed (or at least remote-controlled) by someone.

ECM/ECCM (Ex): A Combat Deck includes extensive electronic warfare equipment.

Integrated sensors (Ex): sophisticated tracking and positioning equipment “built-in” to a Combat Deck confer a +1 increase to the “Mk. factor” of the owners’ sensors. If the owner already has Mk. V sensors, then these redundant systems grant a +4 bonus to all Navigate checks.

Additionally, Combat Decks have Hardness 15, a base Speed equal to half that of the owner, and a manipulator arm that has just enough Dexterity to perform simple tasks within its reach (which is equal to that of the owner).

ALTERNATE RULE: WEAPON/ARMOR PROFICIENCY CHART

The Periodic table of Proficiencies

Each of the Proficiency trees are presented in the same color, with the beginning feat of the tree at the top and the final feat at the bottom. Detailed descriptions of each feat follows.

Simple Weapons Proficiency   Alien Weapons Proficiency Exotic Weapons Proficiency Archaic Weapons Proficiency Light Armor Proficiency
Personal Energy Weapons Proficiency Martial Weapons Proficiency Personal Firearms Proficiency       Medium Armor Proficiency
Advanced Energy Weapons Proficiency Powered Weapons Proficiency Advanced Firearms Proficiency Advanced Firearms Proficiency Advanced Firearms Proficiency Small Shields Proficiency Heavy Armor Proficiency
Heavy Energy Weapons Proficiency   Machine guns Proficiency Grenade launchers Proficiency Rocket launchers Proficiency Large Shields Proficiency Powered Armor Proficiency
    Cannons Proficiency Mortars Proficiency Missile launchers Proficiency Tower Shields Proficiency  
    Howitzers Proficiency   Missiles Proficiency    

*Note: A Transformer fighter may select feats from this list whenever he or she gains a Transformer Fighter bonus feat.

Presented here is a brief list of some examples of the kinds of weapons or armor indicated by each type, along with any special conditions or prerequisites that apply.

Simple weapons: knives, clubs, bats, maces, machetes, hammers, mourning stars and the like.

Martial weapons: swords, axes, spears, maces, modern bows and crossbows, flails and most non-powered melee weapons. Note that even though bows and crossbows are indicated here, this refers to modern, “updated” versions; an older design would be considered an Archaic Weapon.

Powered weapons: weapons like chainswords, Energon-weapons, and thermal weapons.     Prerequisites: Martial Weapons Proficiency, Base Attack Bonus +1

Personal energy weapons: weapons like laser pistols, blaster pistols, and hand-held particle weaponry. Prerequisites: Intelligence 13

Advanced energy weapons: Laser and blaster rifles, most energy-projecting and beam weapons. Prerequisites: Intelligence 13, Personal Energy Weapons Proficiency

Heavy energy weapons: Ship-to-ship scale energy weapons and anti-vehicle weapons, like blaster and laser cannons.                                                                                                                                                                   Prerequisites: Intelligence 13, Personal Energy Weapons Proficiency, Advanced Energy Weapon Proficiency.

Personal firearms: most normal firearms; shotguns, pistols, hunting rifles, and the like.

Advanced firearms: SMGs, assault rifles, and other fully automatic, infantry-scale firearms. Prerequisites: Personal Firearms Proficiency.

Machine guns: any and all automatic firearms too large to be a rifle and too small to be a cannon. Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.

Cannons: all of the very largest line-of-sight firearms fall into this category.                               Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency, Machine Guns Proficiency.

Howitzers: any and all large-bore, indirect-fire weapons and vehicle-mounted guns.             Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency, Machine Guns Proficiency, Cannons Proficiency.

Grenade launchers: Any and all grenade-launching devices, from rifle-grenades to underslung assault rifle combos to fully automatic area denial weapons.                                                                                     Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.

Mortars: Any and all bomb-hurling devices too large to be considered grenade launchers, but mostly too small to be dropped from an aircraft.                                                                                                                  Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency, Grenade Launchers Proficiency.

Rocket launchers: any and all rocket-projecting devices, such as shoulder-mounted anti-tank weapons and vehicle mounted rocket pods.                                                                                                        Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.

Missile launchers: any and all infantry-scale (usually) shoulder-mounted device, which differs from rocket launchers in that the munition (not the launcher) that provides guidance.                      Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency, Rocket Launchers Proficiency.

Missiles: any and all long-range, often very large, explosive devices not already covered by rocket- or missile launchers, including ICBMs and the like.                                                                                                     Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency, Rocket Launchers Proficiency, Missile Launchers Proficiency.

Exotic weapons: any weapon too strange to be categorized elsewhere falls under this category. This feat may be selected multiple times; each time you do, it applies to a different Exotic weapon.

Alien weapons: All of the known weapons of a given species (that is, in relation to the character taking the feat, alien) fall under this category. This feat may be selected multiple times; each time you do, it applies to a different alien species.                                                                                                          Prerequisites: Intelligence 13

Archaic Weapons: rustic, ancient, and/or outdated weapons fall under this category, such as black-powder guns, catapults, early-style bows and crossbows. Note that even though bows and crossbows are indicated here, modernized versions of these weapons would be considered Martial Weapons.

Small Shields: bucklers, bracers, armored gauntlets and of course, small shields.

Heavy Shields: medium-to-large sized shields.                                                                                       Prerequisites: Small Shields Proficiency.

Tower Shields: Riot shields, the kinds of shields employed by ancient phalanxes, and the like. Prerequisites: Small Shields Proficiency, Heavy Shields Proficiency.

Light Armor: minimal protection, such as light bolt-on armor or a helmet and mantle.

Medium Armor: moderate protection, such as medium bolt-on armor or a breastplate and sabatons. Prerequisites: Light Armor Proficiency.

Heavy Armor: good protection, such as heavy bolt-on armor, full plate armor, or SWAT forced entry armor.                                                                                                                                                                             Prerequisites: Light Armor Proficiency, Medium Armor Proficiency.

Powered Armor: any armor that helps the wearer move about rather than simply covering him or her in protective layers.                                                                                                                                                        Prerequisites: Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency

An Improved Extension of Me

Overview: Due to choice of Alt-mode, some Transformers gain anatomical features that may manifest as weapons or equipment in robot-mode. A brief list follows, though GMs and players are encouraged to work together to create new ideas of their own.

Prerequisites: Your Alt-Mode must possess the feature you wish to manifest as weapons or equipment in Robot-Mode.

Benefits: Described below are a number of features and the weapon/equipment that each turns into in Robot-Mode.

Special: You may select this feat multiple times; each time you do, it applies to a different feature.

  • Rotor Blades– Blade length determines Size and damage die; 1 ft. to 5 ft. = Medium, d4, 6 ft. to 10 ft. = Large, d6, 11 ft. to 20 ft. = Huge, d8, 21 ft. and up= Gargantuan, d10; Number of blades determines number of damage die on a 1-for-1 basis. Critical: 19-20/x2, Reach: by blade length, Type: Slashing
  • Plows and Spades– Become shields as a type deemed appropriate by the GM; or become armor as a type deemed appropriate by the GM.
  • Tow Winches, Treads and Cables– Become whips (of various Sizes according to length) that deal lethal slashing damage. Any such device with a prominent hook or similar feature grants a +2 bonus on Trip and Disarm attempts.
  • Search-lights and Rack lights– These simply shed light per the specifications of the lighting system in question. Note that some such systems include a PA (such as Police, Emergency and some military vehicles) that is likewise available in robot-mode.
  • Scoops and Wrecking-balls– A scoop transforms with the ‘bot it is attached to into a claw attack that deals damage by size, a follows; Small: 1d6, Medium: 2d4, Large: 1d12, Huge: 2d8, Gargantuan: 1d20, Colossal: 4d6, Immense: 4d10. Any smaller ‘bot than Small Size equipped with such a scoop deals only 1 point of damage. A wrecking ball becomes a flail 1 size category larger than the ‘bot to which it is attached, essentially making it a 2-handed weapon.
  • Augers and Saws– Augers become spear-like weapons (damage as spear of equal size to the ‘bot which it is attached to) that have Critical: 20/x3, Ignore Hardness: 10. Saws become weapons that deal damage (and are sized) by blade length; 1 ft. to 5 ft. = Medium, 4d4, 6 ft. to 10 ft. = Large, 4d6, 11 ft. to 20 ft. = Huge, 4d8, 21 ft. and up= Gargantuan, 4d10. Critical: 19-20/x2, Type: Slashing
  • Performance Hydraulics– Grants either a +5 on all Jump checks, or an additional die of damage with successful unarmed attacks.
  • Afterburner System– The afterburner system dumps a shot of raw fuel into the Transformer’s thruster system, giving the Transformer a temporary speed boost. The Transformer’s fly speed is doubled for 1 round, once per day. You may select this feat multiple times; each time you do, you gain an additional use of afterburners per 24 hours.

CHARACTER FLAWS

Flaws are like the flip side of feats. Whereas a feat enables a character to be better than normal at performing a task (or even to do something that normal characters can’t), a flaw restricts a character’s capabilities or imposes a penalty of some sort.

A player may select up to two flaws when creating a character. After 1st level, a character cannot take on additional flaws unless the game master specifically allows it (such as permanent massive critical or ability damage). Each flaw a player selects entitles his character to a bonus feat. In other words, when you create a character, if you select two flaws, you can also take two bonus feats beyond those your character would be normally entitled to.

Unlike many other traits, flaws are entirely negative in their impact on a character’s capabilities.

 

Meta-game Analysis: Creating Flaws

You can create new flaws, but be careful: Flaws can unbalance your game. When creating flaws, keep a few issues in mind:

  • A flaw must have a numeric effect on a character’s specific capabilities. Flaws with primarily roleplaying or story effects have unpredictable effects on game balance.
  • Flaws are generally bigger in magnitude than feats. That’s because players always choose flaws that have the least impact on their characters, while taking feats that have the most. For example, while a feat affecting skills grants a +2 bonus on two skills, its counterpart flaw might impose a -4 penalty on two skills.
  • A flaw must have a meaningful effect regardless of character class or role. That way, a player can’t reduce the flaw’s importance through multi-classing. For instance, a flaw that only affects power manifesters might seem reasonable-but for non-power manifester characters, the flaw likely proves meaningless. Even if you restrict the selection of such feats to characters of specific classes, a player can easily select a power manifesting class at 1st level, choose two flaws that apply to power manifesters, gain the bonus feats, multiclass into a non-power manifesting class at 2nd level and thereafter proceed as a primarily non-power manifesting character. The player has sacrificed a level to gain two bonus feats, a tradeoff that appeals to some players.
  • Similarly, a flaw that penalizes a character’s Charisma based skill checks only has a significant impact on the party spokesperson-the quiet fighter or barbarian likely won’t feel any impact from the penalties.

 

Flaw Descriptions

Each of the flaws described here has a specific game effect. Some flaws can only be taken by a character who meets a special requirement.

Feeble Hydraulics: You are un-athletic and uncoordinated.                                                                            Effect: You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.

Frail Superstructure: You are thin and weak of frame.                                                                                       Effect: Subtract 1 from the number of hit points you gain at each level. This flaw can reduce the number of hit points you gain to 0 (but not below).                                                                                                         Special: You must have a Constitution of 4 or higher to take this flaw.

Outmoded Sensors: You are particularly unaware of your surroundings.                                                                                   Effect: You take a -4 penalty on Listen checks and Spot checks.

Meager Nanites: You are sickly and weak of “stomach”.                                                                                                   Effect: You take a -3 penalty on Fortitude saves.

Cataracticons: Your vision is obscured.                                                                                                                      Effect: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.

Noncombatant: You are relatively inept at melee combat.                                                                               Effect: You take a -2 penalty on all melee attack rolls.

Pathetic: You are weaker in an attribute than you should be.                                                                         Effect: Reduce one of your physical Ability Scores by 2.                                                                                                          Special: You cannot take this flaw if the total of your ability modifiers is 8 or higher.

Slow Servos: You often zig when you should have zagged.                                                                             Effect: You take a -3 penalty on Reflex saves.

Unstable Targeting: You are relatively poor at ranged combat.                                                                                      Effect: You take a -2 penalty on all ranged attack rolls.

Slow Hydraulics: You move exceptionally slowly.                                                                                                 Effect: Your base land speed is halved (round down to the nearest 5-foot interval).                            Special: You must have a base land speed of at least 20 feet to take this flaw.

Flawed Combat Protocols: You are slow to react to danger.                                                                            Effect: You take a -6 penalty on initiative checks.

Flawed Defensive Protocols: You are not good at defending yourself.                                                       Effect: You take a -1 penalty to Armor Class.

Weak Will: You are highly suggestible and easily duped.                                                                                                  Effect: You take a -3 penalty on Will saves.

Rust: You have not aged particularly well; your body creaks and groans with rust.                                 Effect: You take a -2 penalty on all Move Silently, Escape Artist, Sleight-of-Hand, and Grapple checks. Special: Only robotic characters of suitably advanced age or dereliction may select this flaw.

Advanced disease: You have not only contracted a rare disease; it has developed to an advanced stage. Effect: Select a disease from the list provided below. You begin play with that disease in (advanced) stage. It may be cured, provided you seek proper (expensive) medical care.                                     Special: GM’s discretion reigns in any selection of such a disease.

Limb failure: Maybe it was a war-wound, maybe you just slept on it wrong (for like a century or 5). Whatever the cause, one of your limbs are useless.                                                                                                         Effect: The selected limb becomes vestigial while in robot-mode. Integrated equipment that is attached to the limb still functions, but the limb itself does not.                                                                                        Special: Only a technological life-form of sufficiently advanced age (GM’s discretion) may select this flaw.

System failure: Your systems just aren’t what they used to be.                                                                    Effect: All FCS, TAG and Scanners equipped to you suffer a 10% chance to fail each time they are used. Special: Only a technological life-form of sufficiently advanced age (GM’s discretion) may select this flaw.

Armor deterioration: Your armored hide has aged poorly or been exposed to chemicals that reduce it into much less effective protection.                                                                                                                      Effects: Any hardness or Damage Reduction you possess drops by 25% (always round down to the nearest whole number).                                                                                                                                          Special: Only a technological life-form may select this flaw.

Memory Failure: Some people just can’t remember things. Some are youngsters with no attention span, while others’ central processors are corrupted with age. Whatever the reason, you are one such person. Effect: You must succeed on a DC: 10 Wisdom check in order to recall the specific details of any event.

GPS (Galvanic Plasticizing Syndrome): From time to time, transformer bodies are produced that are made of materials with inferior strain limitations, a condition known as GPS. You have this condition. Effect: When confirming a critical hit against you, enemies receive a +4 bonus.                                     Special: Only a technological life-form may select this flaw.

Bayformer: You suffer from the Cybertronian equivalent of a horrible genetic deformity. Compared to most Transformers, you are acutely ugly; you may appear misshapen, distended, bloated, emaciated, insectoid (in a creepy, offensive way), aberrant, or any combination of the above. Additionally, many of your internals are exposed, making you particularly susceptible to damage. Finally, your awkward and contemptible behavior leads many to treat you with scorn (though some seem to be oddly immune to this effect).                                                                                                                                                                    Effects: -2 to any 2 physical Ability Scores, or -4 to any 1 physical Ability Score; special damage reduction drops to 5/ Energon; sentient creatures with an Intelligence Score higher than 13 begin all encounters with a Bayformer with an Initial Attitude one step worse (for example, from Friendly to Indifferent, or from Unfriendly to Hostile).                                                                                                                                   Special: Only a technological life-form with an Alt-Mode may select this flaw.                                         Note (1): Sentient creatures with an Intelligence Score of 6 or less begin all encounters with a Bayformer with an Initial Attitude one step better (for example, from Indifferent to Friendly, or from Hostile to Unfriendly).                                                                                                                                                                              Note (2): Being a Bayformer is a serious disadvantage. GMs may consider awarding as many as 3 bonus feats to a character who selects this flaw (instead of the normal 1).

Disease

When a character is exposed to a treatable disease, the character must make an immediate Fortitude saving throw. The victim must make this roll when he or she comes into contact with an infectious carrier, touches an item smeared with diseased matter, consumes food or drink tainted with a disease, or suffers damage from a contaminated attack. If the character succeeds, the disease has no effect on him or her—the character’s immune system fights off the infection. If the character fails the save, he or she takes damage after an incubation period; once per day thereafter, the character must succeed at a Fortitude saving throw to avoid secondary damage. Two successful saving throws in a row indicate that the character has fought off the disease and recovers, taking no more damage.

The characteristics of some treatable diseases are summarized on Table: Diseases.

Type: The disease’s method of delivery—ingested, inhaled, or via an injury—and the DC needed to save. Some injury diseases can be transmitted by a wound as small as an insect bite. Most diseases that are inhaled can also be ingested (and vice versa).

Incubation Period: The amount of time before initial damage takes effect (if the victim fails his or her Fortitude save).

Initial Damage: The damage the victim takes after the incubation period.

Secondary Damage: The amount of damage the hero takes one day after taking initial damage, if he or she fails a second saving throw. This damage is taken each day the saving throw fails.

Note: Many Transformer diseases are pretty debilitating. GMs beware; there’s a reason diseases were often the center of plotlines in Transformers fiction.

Table: New Diseases
Disease Type Incubation Period Initial Damage Secondary Damage
Cosmic Rust Contact DC 18 1d6 hours 1d4 Strength, Dexterity and Constitution 1d6 Strength, Dexterity, and 1d6 Constitution
Corrodia Gravis Contact DC 13 2d4 days 1 Strength, Dexterity, and Constitution 1d4 Strength, Dexterity, and Constitution
Cybercrosis 150 million years age+ DC 25 1d6 decades Special, see below Death
Hate-Plague* Contact DC 18 1 minute Confusion and 1d4 Wisdom 2d4 Wisdom and 1d6 Charisma
Nanovirus Download DC 15 1d6 days Paralysis 1d6 hours Permanent paralysis
Rust Rash Injury (or special) DC 12 1d4 days 1d4 Dexterity 1d6 Dexterity and become contagious
If damage is sustained, make a second, identical saving throw to avoid 1 point being permanently drained (instead of damaged).Diseases marked with an * affect biological life-forms and technological ones alike.

Cosmic Rust

“If Cybertron be your home, far away never roam. Hear my message, listen and fear. Danger comes, the end is near! Just like us, you soon will rust. All shall be turned to dust.”                                                                                                                                                                                                                           -Warning hologram

Overview: Cosmic Rust is a microorganism that devours Cybertronian metals. An infected Transformer starts growing a rust-like substance all over their body. Eventually, the corrosion causes the Transformer to waste away to nothing.

Special: If any of a character’s physical Ability Scores are reduced to 0 due to Cosmic Rust damage, that character crumbles into dust and is slain.

The Cure: The only known cure for Cosmic Rust is the tragically rare chemical, Corrostop.

Corrodia Gravis

Overview: Corrodia Gravis condemns a Transformer to a slow, wasting death as rust consumes his body.

Special: In many ways, Corrodia Gravis resembles early onset Cosmic Rust. A Treat Injury or Repair check that fails to beat a DC of 20 misdiagnoses Corrodia Gravis as Cosmic Rust (and likely causes quite a scare). Cosmic Rust typically advances too quickly to be misdiagnosed as Corrodia Gravis.

The Cure: Only a systems boost from a Transformer with a “compatible constitution” (Constitution Score equal to or greater than that of the infected character), can stave off the degeneration. There is no cure for Corrodia Gravis; a systems boost merely retards its progress. With medical treatment, an infected character may overcome Ability damage, but once infected, the disease never goes away.

Cybercrosis

Overview: Cybercrosis is a Cybertronian disease with no known cure and a 100% fatality rate. Its mere existence challenges the popularly-held notion of Cybertronian immortality. Essentially caused by the spark ‘giving out’, it causes an incremental shutdown in a Transformer’s body. In its early stages, Cybercrosis causes one’s innermost energon to curdle and destroys the ability to transform. As it progresses, the disease induces paralysis and blindness, then partial muteness and, potentially, memory loss. Death always follows shortly thereafter.

Special: In order, per failed save, a character who has contracted Cybercrosis loses the ability to assume an Alt-Mode (though they retain associated feats and some associated abilities, per the GM’s discretion). Next, the character loses the ability to receive signals from visual sensors, becoming completely, permanently blind. Next, the character suffers 2 points of Dexterity damage per failed save. When a character in these late stages fails 2 such saves, his or her vocabulation systems begin to decay, resulting in periods of muteness that permanently drain 6 Charisma. After a Cybercrosis victim’s Dexterity drops to 0 in this way, he or she receives 2 final saves; the first to avoid massive cascade failure in the memory circuits resulting in a permanent 6 points of Wisdom drain. The last save staves off death.

The Cure: There is no cure, nor treatment, for Cybercrosis. Under the intensive care of a team of skilled technicians, an infected character can enjoy comfortable, even extended winter years, before certain systems failure.

Hate Plague

“It’s a madness plague, Galvatron! If one of those Transformers touches you, you’re infected.”                                                                                                                                                                                 -Rodimus Prime

Overview: Wretched scumbags! Before you die an agonizing, chainsaw-related death, you’re gonna hear about the Hate Plague! This insidious, maddening, blood-red malady was one of the few capable of affecting those disgusting, rust-bucket Transformers. Any filthy organism infected turns bright red, like freshly spilled gore, and displays incredibly high levels of SHUT UP AND DIE toward everything and everyone. Now get on your knees and pray, because it’s all over!

Special: A character infected with Hate Plague sheds insidious red light in a 5 ft. radius, conferring a -2 penalty on Hide checks. Additionally, they perceive every other living thing as a plotting enemy. When no living creatures are within reach, an infected character turns on objects (tending to start with whatever seems most expensive).

The Cure: The only known remedy to Hate Plague is an energized burst that a Prime can coax out of the Matrix of Leadership. To do so, the Prime in question must spend an Action Point and a full round prominently displaying The Matrix. Such a burst of energy utterly eradicates all traces or Hate Plague within its radius (which is 2 miles per character level of the Prime performing it).

Nano-virus

Overview: A relatively common malady among Transformers, an untreated nano-virus can cause serious complications nonetheless. Thankfully, treating this condition is a relatively simple procedure.

Special: A nano-virus can affect nearly any kind of computerized system. In these, it attacks any security (whose DC is compared to that of the nano-virus; the higher value defeating the other and controlling the computer in question) and facilitates easy access of even the most secure files; once any files are retrieved, the virus hopelessly corrupts and burns out the memory of a computer, rendering it useless.

The Cure: Even in a campaign set on Earth, anti-viral treatment for a nano-virus is relatively easy to come by, and is likewise (usually) quite affordable.

Rust Rash

Overview: More an irritation suffered by the lazy than a disease proper, a Transformer who rusts and neglects to treat it may still suffer serious consequences. If a Transformer is rusting due to

Special: There are 2 types of rust rash; that which develops from personal neglect, which is not contagious, and the nano-machine irritant which is.

The Cure: Like treatment for nano viruses, treatment for rust rash is both affordable and ubiquitous, even in a campaign set on Earth.

The Whole Staff (we all kinda thought stuff up on this one)

Transmissions From Cybertron 007: You Stay Classy, Primus

Chapter 3: Classes

CLASSES OVERVIEW

What in the world was I thinking?

Variety is the spice of life, and nowhere could this caveat hold more truth than in table-top RPGs. In order to address as many different styles of play, themes, tastes, levels of interest (or maturity), and approximate experience with the d20 system, a wide selection of classes have been compiled here. Some have been mined and refined from familiar sources like the Player’s Handbook or the Dungeon Master’s Guide. Others are completely original and presented here for the first time, while still others were harvested from more obscure sources (raise your hand if you’ve ever heard of Mechamorphosis).

By no means comprehensive, the following Classes section describes classes (in addition to several others) that were converted from the core Dungeons and Dragons core rulebooks. Players and GMs are encouraged to use the material here as an example, to work together to create new ideas of your own.

All told, this book presents 7 new base class choices for Transformer (or other mechanoid life-form) characters. In addition to these all-new options, many other classes are acceptable for Transformer characters…

All classes as presented in d20 Modern Core Rulebook, except;

Shadow Slayer, Occultist, Telepath, Battle Mind, Mage, Acolyte- Simply put, there are no magic-using ‘bots. Nothing prevents bold and daring GMs and players from defying the convention and embracing these choices, just know that you would be straying a bit from the overall themes and flavor of Transformers.

Some of the unacceptable classes for Transformers (and a brief explanation as to why) follows…

Dogfighter- technically this one is allowed, but only in the case of a Transformer actually piloting another ship and not himself. (See skills).

Helix Warrior- Transformers have no DNA, so this one is right out.

Technosavant- Transformers cannot benefit from cybernetics, and that fact makes this class all but useless to a Transformer.

{NEW CLASSES}

All of the following classes are exclusive to mechanoid and robotic life-forms (such as, but not limited to, Cybertronians). As to exactly what kinds of characters qualify for these classes, consult one’s GM.

CONTROLLER  

Prerequisites: In order to take levels in the Controller class, a character must be a mechanoid life-form with the ability to transform into an Alt-mode. Per the GMs’ discretion, this Alt-mode must be able to –in some capacity- carry a number of other, smaller robots with Alt-modes.

Controllers are linked to one or more smaller Transformers. These companions make excellent spies, messengers, and support combatants (and whatever else you can think of), which means controllers are some of the most versatile and self-sufficient Transformers around. Some Controllers hang back and let their minions do the dirty work, enhancing their combat abilities from a safe distance. Others leap into the fray right alongside their charges, a veritable “one-‘bot” wrecking crew.

Soundwave and Blaster are excellent examples (and one of only a very few) of Controllers; if you want to play a character like one of them (with a number of minions at your disposal), then the Controller class is for you. With their many remote drones (each of which, a formidable Transformer in their own right), Fortress Maximus, Omega Supreme, and Scorponok are also Controllers.

Adventures: Some Controllers (like many other character classes) adventure to increase their power, collecting more and more followers over time and using their squads of smaller Transformers to carry out various schemes. Others were simply built to organize and protect their smaller kin, and act more like older siblings or responsible parents to the often younger, weaker Transformers in their care. Whether intentionally sending them on dangerous missions or not, having multiple Transformers linked to you means that trouble will eventually find a controller.

Characteristics: Surprisingly, Controllers are rarely leaders of other Transformers. Their intense attention to beings that are essentially parts of themselves can make them seem self-absorbed or, at the least, distant. Other Transformers often chafe over the attention with which Controllers lavish their counter-parts. However, due to the wide range of abilities a Controller acquires through charges, they tend to be incredibly adaptable (and therefore dependable).

Priorities: Controllers often choose Items or Special Powers as their greatest priorities, in order to accommodate their role as back-rank support. They must also place at least some priority into Alt-form, to ensure that they are large enough to have companions. Controllers with impressive Alt-modes are more likely to dive into combat alongside their charges than those with impressive Items or Special Powers.

Abilities: Constitution is fairly important for controllers, in that they are often larger targets than their companions, while Charisma helps with their ability to lead and direct their smaller counter-parts. Of all the classes, however, Controllers are probably the least concerned with ability scores. After all, they have their companions to take care of the action; the Controller most often simply directs things.

 

{Hit Die: d8

Class skills: The Controllers’ class skills (and the key ability for each)

Bluff (Charisma), Computer use (Intelligence), Craft (Electronic, Mechanical) (Intelligence), Diplomacy (Charisma), Drive (Dexterity), Gather Information (Charisma), Handle Animal (Charisma), Intimidate (Charisma), Knowledge (Alien lore, Behavioral Science, Current Events, Popular Culture, Streetwise, Tactics) (Intelligence), Pilot (Dexterity), Profession (Wisdom), Repair (Intelligence), Search (Intelligence), and Sense Motive (Wisdom)

Skill points at 1st level: (6 + Intelligence modifier) x 4                                                                                                        Skill points at each additional level: 6 + Intelligence modifier

{ }

{Class features

All of the following are class features of the controller.

Weapons and armor proficiency: Controllers are proficient with Simple Weapons, Personal Firearms, and Light Armor, but not Shields.

Bonus feats: Advanced Firearms Proficiency, Armor Boost, Blind Fight, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Concealed Weapon, Dodge, Exotic Weapon Proficiency, Frightful Presence, Heavy Armor Proficiency, High Performance, Improved Initiative, Leadership, Linked Mind (Improved Linked Mind, Greater Linked Mind), Martial Weapons Proficiency, Medium Armor Proficiency, Mini-Digits, Mobility, Mounted Weapons, Quick Morph, Quick-draw, Quick Reload, Repair Tools, Skill Focus, Spring Attack, Weapon Network.

Transformer companions: You gain a Transformer companion that can act independently from you, but is predisposed to follow your orders. Your primary form must be at least one Size larger than that of a companion (and usually 2 sizes), and must be in some way related to your Alt-form (for example; a submarine Controller could have a torpedo or ballistic missile as a companion, while a fighter jet Controller may have missile- or bomb- companions. If you are large, your companion’s primary form may be no larger than small. If you are huge or gargantuan, your companion’s primary form may be no larger than medium. If you are colossal or immense, your companion’s primary form may be no larger than large. If your are vast or planetary sized, your companions’ primary form may be no larger than huge (GM‘s discretion).

All companions have the Link, Share Feats, and Share Special Powers extraordinary qualities. When choosing form feats, items, and Special Powers, you may designate them as belonging to one of your companions instead of yourself.

Companions’ primary forms can be either based on animals, humanoids, or vehicles.

  • An animal companion’s primary form vaguely mimics that of an animal (or dinosaur) from Earth (GM’s discretion). Any such companion gains the Special Attacks, Special Qualities, Ability Score bonuses, natural armor, senses and racial skill bonuses of the animal they are imitating (though GMs may rule otherwise in certain specific situations).
  • A humanoid companion selects 2 feats of their own choosing, and selects 2 of their master’s Ability Scores; the modifier for the master’s Ability Score becomes the racial bonus to the companions’ Ability Score. For instance: if a humanoid companion selects his master’s Strength Score (22) and Charisma Score (18), then that companion would gain a “racial” bonus of +6 to Strength and +4 to Charisma.
  • A Vehicular companions’ form is (usually) an imitation of some type of un-manned vehicle, such as a predator drone or a bomb squad robot (GM’s discretion). These follow the same procedure as animal companions, except that they acquire abilities based on the anatomy of their chosen form. For example; the afore-mentioned predator drone would be able to fly, have very long-range visual abilities (as per the specifications of an actual predator drone), but lacking legs, could not walk, and lacking hands, could not hold any object (but may still have them strapped to him or her as normal for Transformers and integrated equipment). In all ways, such a companion follows the rules for Transformers in vehicular Alt-mode with regards to combat, movement, saves, skill checks, etc.

You may generate your companion’s Ability Scores using the point-buy system, modified as follows. All companions begin with a value of 8 in each Ability Score, and 25 additional points to distribute among them.

Companions share all Cybertronian traits common to their masters, including the Living Machine type, special Damage Reduction, Energy Resistance, etc. A companion is a (mostly) normal Cybertronian (see companion basics) that gains new powers when summoned to service by a Controller. It retains the appearance of the normal Cybertronian it once was, but determines its attributes based upon its master. Only a normal, unmodified Cybertronian may become a companion. A companion can serve only one master at a time.

For details regarding the generating of statistics for companions, see below.

Defense Bonus: As a Transformer that must be constantly aware of its many followers and their actions, Controllers become hyper-aware of their surroundings. As such, they receive a dodge bonus to Defense as listed in the table below.

Table: The Controller
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense
1st +0 +0 +1 +1 Skill focus: Diplomacy, class ability, minor aura +2
2nd +1 +1 +1 +2 Bonus feat, Major aura +1 +2
3rd +1 +1 +2 +3 Class ability, minor aura +3
4th +2 +2 +2 +4 Bonus feat, Grant move action 1x/day +3
5th +2 +2 +3 +4 Class ability, minor aura +3
6th +3 +2 +3 +5 Bonus feat +4
7th +3 +3 +3 +5 Class ability, Major aura +2 +4
8th +4 +3 +4 +6 Bonus feat, Grant move action 2x/day +4
9th +4 +4 +4 +6 Class ability, minor aura +5
10th +5 +4 +4 +7 Bonus feat +5
11th +5 +4 +5 +7 Class ability, minor aura +5
12th +6/+1 +5 +5 +8 Bonus feat, Grant move action 3x/day +6
13th +6/+1 +5 +5 +9 Class ability, minor aura +6
14th +7/+2 +5 +6 +9 Bonus feat, Major aura +3 +6
15th +7/+2 +6 +6 +10 Class ability, minor aura +7
16th +8/+3 +6 +7 +10 Bonus feat, Grant move action 4/day +7
17th +8/+3 +6 +7 +11 Class ability, minor aura +7
18th +9/+4 +7 +8 +11 Bonus feat +8
19th +9/+4 +7 +9 +12 Class ability, minor aura +8
20th +10/+5 +7 +9 +12 Grant move action 5x/day, Major aura +4 +8

} Class abilities

Additional Companion: You gain an additional animal, humanoid, or vehicular companion. Doing so takes 24 hours and uses up sensitive high-tech materials that cost 100 credits.

The Controller chooses the kind of companion he or she gets. As the Controller advances in level, his or her companion(s) also increases in power.

Note: Companion death and dismissal: If the companion dies or is dismissed by the Controller; the Controller must attempt a DC 15 Fortitude saving throw. Failure means he or she loses 200 experience points per Controller level; success reduces the loss to one-half that amount. However, a Controller’s experience point total can never go below 0 as the result of a companion’s demise or dismissal. A slain or dismissed companion cannot be replaced for a year and day (but new, additional companions may still be acquired as normal). A slain companion can be raised from the dead just as a character can be (if the GM allows that kind of thing), and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a companion may have multiple companions at a time; in this event, the abilities ad characteristics of each companion are determined separately and exclusively, per the details of the class that granted it.

 

Combiner Companions (Ex): Prerequisites: 2-5 companions (see text). A Controller with at least 2 companions may select at least 2, and no more than 5 of his or her companions to become a combiner team, per the combiner rules described elsewhere. You may gain this ability multiple times. Each time you do, it applies to a new group of 2-5 of your companions. Any one companion may be on multiple combiner teams, but only one of those combiners would be able to form at any given time.

 

Companion Basics

Use the basic statistics for a creature of the companion’s kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the companion’s normal HD total, whichever is higher.

Hit Points: The companion has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the companion’s Dexterity or Strength modifier, to get the companion’s melee and ranged attack bonuses.

Saving Throws: For each saving throw, use either the companion’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The companion uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the companion has ranks, use either the normal skill ranks for a creature of that type or the master’s skill ranks, whichever are better. In either case, the companion uses its own ability modifiers. Regardless of a companion’s total skill modifiers, some skills may remain beyond the companion’s ability to use (GM’s discretion).

Master Class Level Bonus Ability Points Special
1st-2nd +1 Alertness, share special powers,empathic link
3rd-4th +2 Deliver touch special powers
5th-6th +3
7th-8th +4
9th-10th +5
11th-12th +6 Special power resistance
13th-14th +7
15th-16th +8
17th-18th +9
19th-20th +10

 

Companion Ability Descriptions

All companions have special abilities (or impart abilities to their masters) depending on the master’s Controller level. The abilities given on the table are cumulative.

Bonus Ability Points: The number noted here is the number of points with which a companion may improve his or her Ability Scores.

Alertness (Ex): While a companion is adjacent to him or her, the master gains the Alertness feat.

Share Special Powers: At the master’s option, he or she may have any special power (but not any special power-like ability) he or she casts on him- or herself also affect his or her companion. The companion must be within 5 feet at the time of manifesting to receive the benefit.

If the special power or effect has a duration other than instantaneous, it stops affecting the companion if it moves out of the Controller’s sight and will not affect the companion again even if it returns to the master before the duration expires. Additionally, the master may manifest a special power with a target of “You” on his companion (as a touch range special power) instead of on him- or herself.

A master and his or her companion can share special powers even if the special powers normally do not affect creatures of the companion’s type (for example: vehicle).

Empathic Link (Su): The master has an empathic link with his companion out to a distance of up to 1 mile. The master cannot see through the companion’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his companion does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a companion can deliver touch special powers for him or her. If the master and the companion are in contact at the time the master manifests a touch special power, he or she can designate his or her companion as the “toucher.” The companion can then deliver the touch special power just as the master could. As usual, if the master manifests another special power before the touch is delivered, the touch special power dissipates.

Special Power Resistance (Ex): If the master is 11th level or higher, a companion gains special power resistance equal to the master’s level + 5. To affect the companion with a special power, another special power manifester must get a result on a manifester level check (1d20 + manifester level) that equals or exceeds the companion’s special power resistance.

 

{Advance Animal: Your animal companion is one superior piece of machinery. See below for details.

  • Advanced Animal I: One of your animal companions’ gains either 1 HD (as an animal of the appropriate type) or Dodge and Toughness as bonus feats. This ability may be selected multiple times; each time you do, it applies to a different animal companion.
  • Advanced Animal II: One of your animal companions’ gains +2 HD (as an animal of the appropriate type), or +2 Natural Armor, +1 Strength and Dexterity, and the Evasion extraordinary ability. You may select this ability multiple times; each time you do it applies to a different animal companion.

Prerequisites: An animal companion to benefit from this ability must already have the Advanced Animal I ability.

  • Advanced animal III: One of your animal companions gains +2 HD (as an animal of the appropriate type), or +2 Natural Armor, and +1 Strength and Dexterity. Ability Score bonuses gained in this way stack. This ability may be selected multiple times; each time you do, it applies to a different animal companion.

Prerequisites: An animal companion to benefit from this ability must already have the Advanced Animal II ability.

  • Advanced animal IV: One of your animal companions gains +2 HD (as an animal of the appropriate type), or +2 Natural Armor, + 1 Strength and Dexterity, and a feat of your choosing (you must still meet any prerequisites to do so). Ability Score bonuses gained in this way stack. This ability may be selected multiple times; each time you do, it applies to a different animal companion.

Prerequisites: An animal companion to benefit from this ability must already have the Advanced Animal III ability.

  • Advanced animal V: One of your animal companions gains +2 HD (as an animal of the appropriate type), or +2 Natural Armor, and + 1 Strength and Dexterity. Ability Score bonuses gained in this way stack. This ability may be selected multiple times; each time you do, it applies to a different animal companion.

Prerequisites: An animal companion to benefit from this ability must already have the Advanced Animal IV ability.

  • Advanced animal VI: One of your animal companions gains +2 HD (as an anima of the appropriate type), or +2 Natural Armor, + 1 Strength and Dexterity, and its base land speed increased by 10 feet or 10%, whichever is greater. Ability Score bonuses gained in this way stack. This ability may be selected multiple times; each time you do, it applies to a different animal companion.

Prerequisites: An animal companion to benefit from this ability must already have the Advanced Animal V ability.

  • Advanced animal VII: One of your animal companions gains +2 HD (as an animal of the appropriate type), or +2 Natural Armor, and + 1 Strength and Dexterity. Ability Score bonuses gained in this way stack. This ability may be selected multiple times; each time you do, it applies to a different animal companion.

Prerequisites: An animal companion to benefit from this ability must already have the Advanced Animal VI ability.

  • Advanced animal VIII: One of your animal companions gains +2 HD (as an animal of the appropriate type), or +2 Natural Armor, + 1 Strength and Dexterity, and a feat of your choosing (you must still meet any prerequisites to do so). Ability Score bonuses gained in this way stack. This ability may be selected multiple times; each time you do, it applies to a different animal companion.

Prerequisites: An animal companion to benefit from this ability must already have the Advanced Animal VII ability.

 

Advanced Humanoid: One of your humanoid companions gains a level in any class for which he or she qualifies (but not Controller, nice try). A humanoid companion does not advance in levels normally. You may select this ability multiple times. Each time you do, one of your humanoid companions gain a level in a class of your choice (provided the humanoid in question meets any prerequisites). Humanoid companions may multiclass, but do not gain special powers. Otherwise, they gain all the benefits of the new class, including HD, feat accumulation, skill point accumulation, Ability Score increases and class abilities, as normal for each level.

 

} Advanced Vehicle: One of your vehicular companions is a cut above his or her peers.

  • Advanced vehicle I: One of your vehicle companions gains Special Powers of his or her own as though he or she had invested a like priority into Special Powers as his or her master, or +2 Hardness, +10% base Speed, and +1 Initiative and Maneuverability. You may select this ability multiple times. Each time you do, it applies to a different vehicle companion.
  • Advanced vehicle II: One of your vehicle companions gains additional uses of his or her Special Powers as though he or she had invested a like priority into Special Powers as his or her master, or +2 Hardness, +10% base Speed, and +1 Initiative and Maneuverability. You may select this ability multiple times. Each time you do, it applies to a different vehicle companion.

Prerequisites: A vehicle companion to benefit from this ability must already have the Advanced Vehicle I ability.

  • Advanced vehicle III: One of your vehicle companions gains additional uses of his or her Special Powers as though he or she had invested a like priority into Special Powers as his or her master, or +2 Hardness, +10% base Speed, and +1 Initiative and Maneuverability. You may select this ability multiple times. Each time you do, it applies to a different vehicle companion.

Prerequisites: A vehicle companion to benefit from this ability must already have the Advanced Vehicle II ability.

  • Advanced vehicle IV: One of your vehicle companions gains additional uses of his or her Special Powers as though he or she had invested a like priority into Special Powers as his or her master, or +2 Hardness, +10% base Speed, and +1 Initiative and Maneuverability. You may select this ability multiple times. Each time you do, it applies to a different vehicle companion.

Prerequisites: A vehicle companion to benefit from this ability must already have the Advanced Vehicle III ability.

  • Advanced vehicle V: One of your vehicle companions gains additional uses of his or her Special Powers as though he or she had invested a like priority into Special Powers as his or her master, or +2 Hardness, +10% base Speed, and +1 Initiative and Maneuverability. You may select this ability multiple times. Each time you do, it applies to a different vehicle companion.

Prerequisites: A vehicle companion to benefit from this ability must already have the Advanced Vehicle IV ability.

 

Improved Form: One of your companions is a Triple-Changer! You may chose an additional Alt-mode for any of your current companions. They may have any Alt-mode whose priority is lower than that of their master. Such a companion gains all the bonuses and abilities as normal for the selected Alt-mode. You may select this ability multiple times, each time you do, it applies to a different companion.

 

Auras (Ex): The Controller exerts an effect on his or her companions in his or her vicinity. He or she can learn to produce different effects, or auras, over the course of his or her career. The Controller may project one minor aura and (starting at 2nd level) one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until the Controller uses a free action to dismiss it or activates another aura of the same kind (major or minor). A Controller can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the Controller takes his or her first turn.

Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming companions. A Controller sizes up the enemy, allies, and the terrain, then gives his or her companions the direction that they can use to do their best. Unless otherwise noted, a Controller’s aura affects all of his or her companions within 60 feet (including him- or herself) who can hear and understand the Controller. Only a Controller’s companions gain the benefits of tier auras. A Controller’s aura is dismissed if he or she is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his or her companions. A Controller begins play knowing one minor aura of his or her choice. As his or her Controller level increases, he or she gains access to new auras.

All bonuses granted by a Controller’s auras are circumstance bonuses that do not stack with each other.

 

{Minor Aura: A minor aura lets companions add the Controller’s Charisma bonus (if any) to certain rolls.

Minor Aura Effect
Accurate Strike Bonus on rolls made to confirm critical hits
Art of War Bonus on disarm, trip, bull rush, and sunder attempts
Demand Fortitude Bonus on Fortitude saves
Determined   Manifester Bonus on rolls to overcome Special Power resistance
Force of Will Bonus on Will saves
Master of Opportunity Bonus to Defense against attacks of opportunity
Master of Tactics Bonus on damage rolls when flanking
Motivate Charisma Bonus on Charisma checks and Charisma-based skill checks
Motivate Constitution Bonus on Constitution checks and Constitution-based skill checks
Motivate Dexterity Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks
Motivate Intelligence Bonus on Intelligence checks and Intelligence-based skill checks
Motivate Strength Bonus on Strength checks and Strength-based skill checks
Motivate Wisdom Bonus on Wisdom checks and Wisdom-based skill checks
Over the Top Bonus on damage rolls when charging
Watchful Eye Bonus on Reflex saves

 

} Major Aura: Beginning at 2nd level, a Controller can project a major aura in addition to his or her minor aura. A major aura lets companions add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level.

Major   Aura Effect
Hardy Soldiers The Controller’s companions gain additional damage reduction equal to the amount of bonus the aura provides.
Motivate Ardor Bonus on damage rolls
Motivate Attack Bonus on melee attack rolls
Motivate Care Bonus to Defense
Motivate Urgency Companions’ base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides.
Resilient Troops Bonus on all saves
Steady Hand Bonus on ranged attack rolls

 

Skill Focus (Diplomacy): Because a Controller has a way with people, he or she gains this feat as a bonus feat. If the Controller already has the feat, he or she can choose a different one.

 

Grant Move Action (Ex): Starting at 4th level, a Controller can direct and motivate his or her companions to act immediately. Once per day, as a standard action, he or she may grant an extra move action to any or all of his or her companions within 30 feet (but not to himself). Each of the affected companions takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the companions’ initiative count; the round continues normally after the Controller’s turn is over. (This may mean, for example, that a companion whose initiative count immediately follows the Controller’s may get an extra move action from the Controller, followed directly by a full round worth of actions on the companion’s turn.)

At 8th level, a Controller gains the ability to grant an extra move action to his or her companions twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level. If a companion chooses not to take the extra move action, it is lost.

INFANTRY

“When are we gonna start bustin’ Decepti-chops?”

—Ironhide (Infantry) displays his version of diplomacy

Some ‘bots were just built to fight. Others find that they must learn the art of war, in order to advance their desires for peace. Wrestlers, Soldiers, Fighters, Boxers (or Kick-Boxers), Mercenaries, Gunslingers, Marksmen and Swordsmen (and women) are all Infantry. No matter the motivations, or the method by which they developed their fighting techniques, they are all share in the ability to rapidly hospitalize anyone giving them a problem. For ostensibly not being “the answer,” violence sure does resolve a lot of issues. If you want to play a character that follows in the fine tradition of kicking all kinds of ass in combat, then select this class.

Ironhide and Brawn are great examples of an Infantry, as are Ultra Magnus, Omega Supreme, and Sideswipe.

Adventures: Not every Infantryman goes looking for a fight, but each knows how to finish one. Infantry are masters of all kinds of combat. Whether protecting a human ally, storming an enemy fortress, or rescuing a captured comrade against impossible odds, if the job calls for brute force and tactical know-how, then it calls for the Infantry.

Characteristics: Infantry are the masters of combat, and they often set the pace of a battle. Depending on the individual, they may be skilled sharpshooters, gallant protectors or ferocious hand-to-hand brawlers, and almost any other type of front-line combatant you can imagine. Regardless, (perhaps ironically) characteristics tend to be a very character-specific matter when it comes to Infantry.

Priorities: Alt-mode and Ability Scores make good high-priority candidates for the Infantry, which benefit greatly from an impressive Alt-mode and high physical abilities like Strength. Items tends to be another high priority, in order to gain access to better weapons and equipment. Special Powers tend to take a low priority for most Infantrymen and women, who rely more on conventional weapons and tactics. Infantry who place a high priority on Form Feats tend to be highly mobile on the battlefield.

Abilities: Physical Ability Scores are far and away the most important to the Infantry, but which of those is most important is a matter of individual styling. Ranged combat-heavy Infantry should favor Dexterity, while Melee combat-heavy Infantry should favor Strength. All Infantry benefit greatly from a high Constitution score, for fairly obvious reasons.

Hit Die: d10

Weapon and Armor Proficiencies: Infantry are proficient with all simple and martial weapons, and with personal firearms.

Class Skills: The Infantry’s class skills (and the key Ability for each one) are; Climb (Strength), Demolitions (Intelligence), Drive (Dexterity), Intimidate (Charisma), Jump (Strength), Knowledge (Tactics), (History) (Intelligence), Navigate (intelligence), Profession (Wisdom), Repair (Intelligence) and Swim (Strength).

Skill Points at 1st level: (2 + Intelligence Modifier) x 4

Skill Points at Each Additional level: 2 + Intelligence Modifier.

Action Points at 1st level: 6

Action Points at Each Additional level: 5 + ½ character level, rounded down.

Bonus Feats: The Infantry’s available bonus feats are; Advanced Firearms Proficiency (Burst Fire Strafe), Armor boost, Armor Proficiency (Light, Medium, Heavy, Powered), Athletic, Blind-Fight, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Improved Unarmed Strike, Shield Proficiency, Heavy Weapon Proficiency: Machine Guns, Heavy Weapon Proficiency: Grenade Launchers, Heavy Weapon Proficiency: Rocket Launchers, Heavy Weapon Proficiency: Mortars, Point Blank Shot (Far Shot, Precise Shot, Double Tap, Improved Precise Shot), Toughness, Great Fortitude, Lightning Reflexes, Iron Will, Weapon Focus, Weapon Finesse, Quickdraw, Quick Reload, Power Attack (Cleave, Improved Bull Rush, Improved Over-run, Improved Sunder, Great Cleave), Run, Endurance (Diehard), Improved Grab, Trample, Weapon Specialization*, Improved Initiative, and Improved Critical.

Class Abilities

All of the following are class abilities of the Infantry. Each time the special column indicates ‘class ability,’ select one from the list below.

Built to Last I – IX (Su): I: You gain Damage Reduction 1/-. This Damage Reduction is in addition to- and stacks with any existing Damage Reduction. II: You have a 30% chance to ignore the extra damage from a critical hits. III: You gain Damage Reduction 2/-. This Damage Reduction is in addition to- and stacks with any existing Damage Reduction. IV: You have a 40 % chance to ignore the extra damage from critical hits. V: You gain Damage Reduction 3/-. This Damage Reduction is in addition to- and stacks with any existing Damage Reduction. VI: You have a 50% chance to ignore the extra damage from critical hits. VII: You gain Damage Reduction 4/-. This Damage Reduction is in addition to- and stacks with any existing Damage Reduction. VIII: You have a 60% chance to ignore the extra damage from critical hits. IX: You gain Damage Reduction 5/-. This Damage Reduction is in addition to- and stacks with any existing Damage Reduction.

Defender I, II, III, IV (Ex): I: At the beginning of each round, you may designate one adjacent ally of at least 2 Size categories smaller than you. You shield that ally, so that whenever he is attacked, you become the target instead. Doing so is a full-round action. II: Shielding an ally from a full round of attacks now only consumes a standard action on your part. You must still be adjacent to the ally to be shielded in order to shield him or her. III: You may now shield up to 2 adjacent allies, which are both 2 Sizes smaller than you and adjacent to you. Doing so is a full-round action. (You may still choose to use a standard action to shield a single such ally). IV: Choose one; either you may shield any number of adjacent allies which are 2 Size categories smaller than you (by spending a full-round action to do so), or you may shield up to 2 adjacent allies which are at least 1 Size category smaller than you.

Brawler (Ex): When grappling opponents larger than yourself, your modifiers to grapple checks are treated as if you were one Size category larger. You may select this ability multiple times; each time you do, when grappling opponents larger than yourself, you are considered to be an additional Size category larger. For instance; if you are Large, and you select this ability twice, you are considered Gargantuan (but only when grappling opponents larger than yourself).

Marksman I – VII (Ex): I: Using a full-round action, you may make a single ranged attack that deals an additional die of damage. This extra damage is multiplied on critical hits. II: You no longer provoke attacks of opportunity when making ranged attacks. Period. III: You now deal 2 additional die of damage with a single ranged attack that consumes a full-round action. IV: As a full-round action, you may “cover” an area that includes a 60 ft. radius surrounding yourself. Until the beginning of your next turn, you threaten that area with any single ranged weapon you possess. Any actions in that area that would normally provoke an attack of opportunity from an adjacent opponent, now provoke attacks of opportunity from you. V: Using a full-round action, you may make a single ranged attack that deals an additional 3 die of damage. This extra damage is multiplied on critical hits. VI: By spending an action point, you may designate a single successful ranged attack per round as a critical hit. You must confirm such a designated critical hit as normal. VII: By spending an Action Point, you may designate a single ranged attack per round as a special “sure-shot,” if the attack hits, you deal an additional 3 die of damage, which is multiplied as normal in the event of a critical hit. If the attack misses, the extra damage (and the Action Point) is wasted.

Adaptive Defense I, II, III (Su): I: Once you have seen an enemy in action, you can improvise an appropriate pattern of defensive moves to counter future attacks from that enemy. On your turn, immediately following a melee or ranged attack directed against you by an opponent, you may use a standard action (and spend an Action Point) to calculate a response. If the same opponent attacks you on its’ next turn, your Defense against the attack roll is considered to be equal to his last attack against you. In other words, the opponent in question must beat his or her previous attack roll to hit you on following rounds. This ability may not be used on the same opponent in 2 consecutive rounds. As always, a natural 20 still threatens a critical hit. II: You may continuously benefit from this ability on consecutive rounds. Once an opponent bests the attack upon which you developed your improvised defensive moves, the ability disappears and you must spend another standard action (and another Action Point) to re-establish it. III: Calculating and improvising an appropriate set of defensive moves now takes only a swift action. However, the other conditions of the ability still apply (including the expenditure of an Action Point) and such a swift action can still only be taken on your turn.

Keep Rollin,’ Rollin,’ Rollin’ (Ex): The penalties you accrue for firing while on the move are reduced by 2. You may select this ability multiple times; each time you do, the penalties for firing a ranged weapon while moving are reduced by 2 (to a minimum of 0).

Table: The Infantry
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense
1st +1 +0 +1 +1 Class ability, Bonus feat +2
2nd +2 +1 +1 +2 Bonus feat +2
3rd +3 +1 +2 +3 Class ability, Bonus feat +3
4th +4 +2 +2 +4 Bonus feat +3
5th +5 +2 +3 +4 Class ability +3
6th +6/+1 +2 +3 +5 Bonus feat +4
7th +7/+2 +3 +3 +5 Class ability +4
8th +8/+3 +3 +4 +6 Bonus feat +4
9th +9/+4 +4 +4 +6 Class ability +5
10th +10/+5 +4 +4 +7 Bonus feat x 2 +5
11th +11/+6/+1 +4 +5 +7 Class ability +5
12th +12/+7/+2 +5 +5 +8 Bonus feat +6
13th +13/+8/+3 +5 +5 +9 Class ability +6
14th +14/+9/+4 +5 +6 +9 Bonus feat +6
15th +15/+10/+5 +6 +6 +10 Class ability, Bonus feat +7
16th +16/+11/+6/+1 +6 +7 +10 Bonus feat +7
17th +17/+12/+7/+2 +6 +7 +11 Class ability +7
18th +18/+13/+8/+3 +7 +8 +11 Bonus feat +8
19th +19/+14/+9/+4 +7 +9 +12 Class ability +8
20th +20/+15/+10/+5 +7 +9 +12 Bonus feat x 2 +8

SKIRMISHER

“When they built me, they broke the mold!” —Sunstreaker (Skirmisher) on how fantastic he is

“Look at Megatron. I’m gonna blast that smile off his faceplate.” —Cliffjumper, raring to go

It takes a special kind of ‘bot to be a Skirmisher. Fast, agile, dogged, and committed, the Skirmisher makes being a thorn in the side of his enemies a matter of personal pride. The intrepid explorer, the feral hunter, the avid thrill-seeker, the cold assassin and the deceitful spy are Skirmishers, all. They freely enter areas and situations into which other ‘bots would be reluctant to venture, and they do so with style. The very best Skirmishers strike hard and fast from hiding, then disappear as quickly as they came. Experienced Skirmishers often leave their enemies confounded and unable to counter-attack. If stealthily stalking your enemies, harassing them at every move, and launching deadly ambushes sounds like your kind of thing, then the Skirmisher class is for you.

Sunstreaker and Cliffjumper are both fine examples of Skirmishers, as are Tracks, Hound and Smokescreen.

Adventures: Skirmishers adventure often for the same reasons as Infantry, and in so doing, often serve with the same groups, albeit in a vastly different capacity. Their fleet-footing and rugged skills make them the perfect ‘bots to perform reconnaissance missions in the wilderness or track opponents through an urban setting undetected. Through stealth, guile, subterfuge and ambush, Skirmishers are able to perform many of the same duties as their Infantry counterparts. However (and perhaps, despite their claims to the contrary) they are best suited to a combat-support role. They can be found serving as scouts, spotters, assassins, forward observers, spies, and look-outs from one end of the galaxy to the other.

Characteristics: As they rely mostly on ranged combat (and generally avoid melee), Skirmishers tend to be (relatively) lightly armed and armored, and usually with a large assortment of skill-related equipment. Most Skirmishers are loners, keeping to themselves (and keeping themselves to the shadows), waiting for the perfect opportunity to strike. They are at their best in brush, foliage, or some other kind of cover, and prudent Skirmishers always plan an emergency escape route. Despite being so private, many Skirmishers relish the fame and notoriety their skills can bring.

Priorities: Since they depend so much on their skills, Ability Scores tend to be a high priority, as do Special Power and Alt-mode, which can both make a Skirmishers’ life much easier. Because they so easily acquire (steal) new weapons and equipment, Skirmishers rarely place a priority on Items. However, the Skirmishers’ wide range of abilities means that any priority choice can be a good one.

Abilities: Dexterity is far and away the most important Ability for a Skirmisher, with Intelligence and Wisdom close behind. Skirmishers must be fast, witty and observant (perhaps in that order) above all else. Other abilities are far less important.

 

Hit Die: d8

Action Points at 1st level: 6

Additional Action Points at Each level: 5 + ½ your character level, rounded down.

Class Skills: The Skirmisher’s class skills (and they key Ability associated with each skill) are; Bluff (Charisma), Climb (Strength), Computer Use (Intelligence), Craft (Mechanical), (Electrical) (Intelligence), Demolitions (Intelligence), Disable Device (Intelligence), Disguise (Charisma), Drive (Dexterity), Escape Artist (Dexterity), Gather Information (Charisma), Handle Animal (Charisma), Hide (Dexterity), Intimidate (Charisma), Investigate (Intelligence), Jump (Strength), Knowledge (Streetwise), (Tactics), (Pop Culture), (Current Events) (Intelligence), Listen (Wisdom), Move Silently (Dexterity), Navigate (Intelligence), Profession (Wisdom), Repair (Intelligence), Search (Intelligence), Sleight of Hand (Dexterity), Spot (Wisdom), Survival (Wisdom), Swim (Strength), and Tumble (Dexterity).

Skill Points at 1st level: (8 + Intelligence Modifier) x 4

Skill Points at Each Additional level: (8 + Intelligence Modifier)

Class abilities

All of the following are class abilities of the Skirmisher.

Weapon and Armor Proficiencies: The Skirmisher is proficient with all simple and martial weapons, as well as personal firearms and light armor (but not shields).

Bonus Feats: The Skirmisher’s available bonus feats are; Advanced Firearms Proficiency (Burst Fire, Strafe), Armor boost, Blind-Fight, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, and Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Improved Initiative, Lightning Reflexes, Point Blank Shot (Far Shot, Precise Shot, Double Tap, and Improved Precise Shot), Suppressing Fire, Skill Focus, Quickdraw, Quick Reload, Weapon Focus, and Weapon Finesse.

 

Each time “class ability” appears in the special column, select one from the list below.

Defensive I, II, (Ex): I: If you choose to fight defensively or use the total defense action, you gain an additional +1 bonus to Defense for every 2 levels of Skirmisher you possess. II: By readying an action to do so, you can dodge one attack of which you are aware. If the attack occurs, you may immediately roll a Tumble check, opposed by the attack roll. If you succeed, the attack misses you, even if it would have otherwise beaten your Defense.

Solar-Powered Nanites I, II, III, IV (Su): I: While exposed to star-light equivalent to that of a sunny summer day on Earth (Gm’s discretion), the rate at which you recover HP due to your Fast Healing racial ability doubles. II: As above, except that your Fast Healing rate triples. III: As above, except that your Fast Healing rate quadruples. IV: As long as you are exposed to star-light equivalent to that of a sunny summer day on Earth (GM’s discretion) for at least 8 hours per day, you are no longer dependent upon Energon for fuel.

Spotter (Su): Per the rules detailed in the Controller class, you acquire a companion (except that yours must be of the humanoid type). You may select this ability multiple times; each time you do, you may add a level of any (GM-approved) character class to your companion.

Lay of the Land (Ex): A Skirmisher knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 100 feet away from the Skirmisher. The Skirmisher can use this bonus at the start of an encounter.                                                                                                       Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result.

Improvised Munitions (Ex): You know how to make bombs from damn near anything. With approximately 50 credits of basic, widely available supplies, you can craft a variety of explosives using the Demolitions skill. A DC: 15 Demolitions check (that takes 1 hour to perform) yields an Improvised Explosive Device (IED) that deals 1d6 damage; a DC: 17 check produces an IED that deals 2d6 damage; a DC: 19 check yields an IED that deals 3d6 damage; and a DC: 21 checks produces an IED that deals 4d6 damage. Regardless of the damage it deals, all IEDs are grenade-like devices with a (thrown) range increment of 10 ft., a blast radius of 20 ft., a weight of approximately 5 to 10 lbs., and are Tiny in Size. If the Skirmisher should fail the Demolitions check, the supplies (and his or her time) are wasted, but no other ill effects occur.

High-Efficiency Systems I, II (Su): I: You consume 50% less fuel Energon than a normal Transformer of your Size. Energon administered for restorative purposes is unaffected. II: Energon cubes administered to you for restorative purposes cure an additional 5 HP of damage each (meaning, for instance, that a type-I Energon cube would restore 1d8 + 10 HP for a character with this ability).

Air Recon I, II, III (Ex): I: You ignore the penalties for moving through light atmospheric conditions (such as a small dust-devil or a light wind-storm) in either mode. II: You gain a +4 competency bonus on all associated Pilot checks. III: Both your Primary mode and Alt-mode gain a fly Speed equal to ½ your base Speed (meaning, among other things, that you may always take 10 on an associated Pilot check, even if rushed, distracted or threatened). If either mode already has a fly Speed, then that Speed increases by 50 %.

Amphibious I, II, III (Ex): I: You ignore the penalties for moving through light turbulent waters (such as a river or a tide-pool) in either mode. II: You gain a +4 competency bonus on all Swim checks. III: Both your Primary mode and Alt-mode gain a swim Speed equal to ½ your base Speed (meaning, among other things, that you may always take 10 on a Swim check, even if rushed, distracted or threatened). If either mode already has a swim Speed, then that Speed increases by 50 %.

Ranger I, II, III (Ex): I: You ignore the penalties for moving over light difficult terrain (such as rocky, broken ground or loose sand and gravel) in either mode. II: You gain a +4 competency bonus on all Climb checks. III: Both your Primary mode and Alt-mode gain a climb Speed equal to ½ your base Speed (meaning, among other things, that you may always take 10 on a Climb check, even if rushed, distracted or threatened). If either mode already has a climb Speed, then that Speed increases by 50 %.

Optic Camouflage (Su): Your external plating is covered in tiny cameras and display screens, constantly recording images of your surroundings and displaying them upon you. You now ignore your Size penalty to Hide checks. Additionally, any time you are granted a miss chance (such as from a displacement Special Power) that miss chance increases by 10%.

Evasion I, II (Ex): I: You gain the Evasion special ability. II: You gain the Improved Evasion special ability.

On the Move (Ex): You can transform once per round as a free action, provided that transformation takes place as part of another action, such as while moving, attacking, or manifesting a Special Power.

Improved Sensors (Su): You can get more out of your sensors than other Transformers, even some of those with more advanced equipment. Your sensor range doubles, due to extremely efficient (and well outside of regulation) data-processing subroutines.

Sneak Attack (Ex): If you catch an opponent when he or she is unable to defend his- or herself effectively from your attack (whenever such an opponent is denied his or her Dexterity bonus to Defense, or is flanked) you can strike a vital spot for an extra 1d6 points of damage (this special “vital damage” bypasses all Damage Reduction and Hardness). You may use ranged weapons to perform a sneak attack, but due to the precision with which this kind of attack must be delivered, the target must be within 30 ft. of you. You may select this ability multiple times. Each time you do, the bonus damage dealt by your sneak attack increases by another d6.

Tracker (Ex): You gain the Track feat as a bonus feat.

 

Swift Tracker (Ex): Beginning at 3rd level, a Skirmisher can move at his or her normal speed while following tracks without taking the normal -5 penalty. He or she takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Combat Style (Ex): At 7th level, a Skirmisher must select one of two combat styles to pursue: marksmanship or two-weapon melee. This choice affects the character’s class features but does not restrict his or her selection of feats or special abilities in any way.

If the Skirmisher selects marksmanship, he or she is treated as having the Burst Fire feat, even if he or she does not have the normal prerequisites for that feat. If the Skirmisher already has this feat, he or she may select another instead.

If the Skirmisher selects two-weapon melee, he or she is treated as having the Two-Weapon Fighting feat, even if he or she does not have the normal prerequisites for that feat. If the Skirmisher already has this feat, he or she may select another instead.

The benefits of the Skirmisher’s chosen style apply only when he or she wears light or no armor. He or she loses all benefits of his or her combat style when wearing medium, heavy or powered armor.

 

Improved Combat Style (Ex): At 12th level, a Skirmisher’s aptitude in his or her chosen combat style (marksmanship or two-weapon melee) improves. If he or she selected marksmanship at 7th level, he or she is treated as having the Strafe feat, even if he or she does not have the normal prerequisites for that feat.

If the Skirmisher selected two-weapon melee at 7th level, he or she is treated as having the Improved Two-Weapon Fighting feat, even if he or she does not have the normal prerequisites for that feat.

As before, the benefits of the Skirmisher’s chosen style apply only when he or she wears light or no armor. He or she loses all benefits of his or her combat style when wearing medium or heavy armor.

 

Combat Style Mastery (Ex): At 18th level, a Skirmisher’s aptitude in his or her chosen combat style (marksmanship or two-weapon melee) improves again. If he or she selected marksmanship at 7th level, he or she ignores all of the penalties associated with using auto-fire weapons.

If the Skirmisher selected two-weapon melee at 7th level, he or she is treated as having the Greater Two-Weapon Fighting feat, even if he or she does not have the normal prerequisites for that feat. If the Skirmisher already has this feat, he or she may select another feat instead.

As before, the benefits of the Skirmisher’s chosen style apply only when he or she wears light or no armor. He or she loses all benefits of his or her combat style when wearing medium or heavy armor.

Table: The Skirmisher
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense
1st +0 +0 +2 +0 Bonus feat, class ability +3
2nd +1 +0 +3 +0 Bonus feat +4
3rd +2 +1 +3 +1 Class ability, Swift Tracker +4
4th +3 +1 +4 +1 Bonus feat +4
5th +3 +1 +4 +1 Class ability, Bonus Form feat +5
6th +4 +2 +5 +2 Bonus feat +5
7th +5 +2 +5 +2 Class ability, Combat Style +6
8th +6/+1 +2 +6 +2 Bonus feat +6
9th +6/+1 +3 +6 +3 Class ability +6
10th +7/+2 +3 +7 +3 Bonus feat, Bonus Form feat +7
11th +8/+3 +3 +7 +3 Class ability +7
12th +9/+4 +4 +8 +4 Bonus feat, Improved Combat Style +8
13th +9/+4 +4 +8 +4 Class ability +8
14th +10/+5 +4 +9 +4 Bonus feat +8
15th +11/+6/+1 +5 +9 +5 Class ability, Bonus Form feat +9
16th +12/+7/+2 +5 +10 +5 Bonus feat +9
17th +12/+7/+2 +5 +10 +5 Class ability +10
18th +13/+8/+3 +6 +11 +6 Bonus feat, Combat Style Mastery +10
19th +14/+9/+5 +6 +11 +6 Class ability +10
20th +15/+10/+5 +6 +12 +6 Bonus feat, Bonus Form feat +11

TECHNOLOGIST

 “Me, Grimlock say; this formula express why they called pooters.”

                                                -Grimlock, not a Technologist

“It sure is nice when one of my inventions actually works.”          

-Wheeljack, (Technologist) regarding his track record

“Ultimately, I serve only one master… pure logic.”

-Shockwave, (Technologist), on his true loyalties

“Antielectrons, of course! They attack our electro-circuits! Now why didn’t I think of that?”

                                                -Perceptor, (Technologist) has an epiphany

Technologists are calculating individuals who constantly seek innovative methods and new ways of thinking in order to accomplish their goals. In addition to those listed above, Beachcomber and several (most? all?) of the Technobots are also good examples of technologists. Select this class if you want to play a brainy character who uses wits over might, and wins the day with logic and reason.

Adventures: Technologists tend to adventure as part of a larger study. These activities range from massively-sponsored archaeological digs to routine meteorological expeditions. Newly discovered or rediscovered ground presents the opportunity to encounter new life forms, new technologies, and new insights into existing mysteries; indeed, the scientific method at times requires a technologist to retrace the paths of previous adventurers, in order to see if his or her efforts can duplicate, and therefore affirm, the work of those before him or her.

Characteristics: Technologists are typically focused on their chosen pursuits at the cost of all others. To some, this single-mindedness can be chafing, even offensive. Yet, it is this focus allows them to excel in particular areas, and they are highly sought for their insights and abilities.

Priorities: Technologists may choose gear as their greatest priority in order to gain access to the sensitive equipment necessary to do their duties. Many also have high priorities in special powers to allow them to observe subjects undetected or enhance their repair abilities. Those with a sufficient priority in their Alt-modes might transform into deep-space telescopes, or undersea laboratories. Some choose animal Alt-modes to better study life-forms in their native habitats.

Abilities: Intelligence is probably the most important ability to a technologist, as it directly affects his or her Intelligence-based skills (of which a technologist has many). A high Wisdom allows a technologist to take better note of things, while a high Constitution ensures that a ‘bot (or ‘con) lasts long enough to complete his or her work.

Hit Die: d6

Action Points at 1st level: 6

Action Points at each additional level: 5 + 1/2 current level, rounded down.

Class skills

The Technologists class skills (and the key ability for each) are: Computer Use (Intelligence), Craft: (Chemical, Electronic, Mechanical, Pharmaceutical, Structural) (Intelligence), Decipher Script (Intelligence), Disable Device (Intelligence), Investigate (Intelligence), Knowledge (Alien lore, Behavioral Science, Earth and Life Sciences, History, Physical Sciences, Technology, Theology, and Philosophy) (Intelligence), Navigate (Intelligence), Profession (Wisdom), Repair (Intelligence), Research (Intelligence), Search (Intelligence), Treat Injury (Wisdom)

Skill points at 1st level: (8 + Intelligence modifier) x 4                                                                                                        skill points at each additional level: 8 + Intelligence modifier

Table: The Technologist  
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense
1st +0 +2 +2 +2 Bonus feat, class ability +3
2nd +1 +3 +3 +3 Bonus feat +4
3rd +2 +3 +3 +3 Class ability +4
4th +3 +4 +4 +4 Bonus feat +4
5th +3 +4 +4 +4 Class ability +5
6th +4 +5 +5 +5 Bonus feat +5
7th +5 +5 +5 +5 Class ability +6
8th +6/+1 +6 +6 +6 Bonus feat +6
9th +6/+1 +6 +6 +6 Class ability +6
10th +7/+2 +7 +7 +7 Bonus feat +7
11th +8/+3 +7 +7 +7 Class ability +7
12th +9/+4 +8 +8 +8 Bonus feat +8
13th +9/+4 +8 +8 +8 Class ability +8
14th +10/+5 +9 +9 +9 Bonus feat +8
15th +11/+6/+1 +9 +9 +9 Class ability +9
16th +12/+7/+2 +10 +10 +10 Bonus feat +9
17th +12/+7/+2 +10 +10 +10 Class ability +10
18th +13/+8/+3 +11 +11 +11 Bonus feat +10
19th +14/+9/+4 +11 +11 +11 Class ability +10
20th +15/+10/+5 +12 +12 +12 Bonus feat +11

Class features

Weapons and Armor Proficiency: Technologists are proficient with Simple Weapons. That’s it.

Bonus Feats: Armor Boost, Concealed Weapon, Dodge (Mobility), Improved Initiative, Iron Will, Lab Tools, Lightning Reflexes, Mini-digits, Mounted Weapons, Quick Morph, Repair Tools, Self-Sufficient, Gearhead, Educated, Personal Firearms Proficiency, Light Armor Proficiency, Skill Focus, Special Power Focus (Greater Special Power Focus), Surgery, Point-Blank Shot, Far Shot, Precise Shot, Shield Proficiency

Defense bonus: Technologists are built to explore the far reaches of space, many of which are dangerous to a transformer’s health. As such they receive a class bonus to Defense as listed in the table.

 

Class abilities

                Select any one of these (as long as you meet any prerequisites) each time you acquire a class ability, per the table presented above.

                Absent-minded Professor (Ex): You are well-learned and book-smart, yet somewhat lacking in common sense and intuition. You gain a permanent +2 bonus to Intelligence, and a similar -2 penalty to Wisdom. You may select this ability multiple times; its’ effects stack.

                Critical Thinker I, II, III (Ex): You have excellent sub-routines and processors capable of fluidly handling large amounts of data.                                                                                                                                                                                            I: You receive a +1 bonus on all Knowledge checks.                                                                                                      II: when you conduct research, it takes you half as long as normal to reach a conclusion.                                            III: You may add Action Points to Knowledge checks.

                Energetic I, II, III (Su): You love energy type weapons, and they love you. Because of this, your Nanites have reconfigured themselves to amplify any the damage energy type weapons you wield.                   I: you deal 1 additional damage die when using energy type weapons.                                                                            II: you deal another 1 additional damage die when using energy type weapons.                                                            III: you deal yet another additional damage die when using energy type weapons.

                Delicate Calibrations (Ex): When using a device of your own construction, you receive a +1 competency bonus on all Attack rolls, Damage rolls, Saves and Skill checks. However, all others who use such a device suffer -1 non-familiarity penalty on all Attack rolls, Damage rolls, Saves, and Skill checks. You may select tis ability up to 5 times. Its’ effects stack.

                Unstable Prototype (Ex): You have a sufficient understanding of high the systems to construct prototypes of devices 1 progress level higher than your own. Any such device is unstable, suffering a cumulative 10% chance per use of exploding, dealing its’ base damage to all within 20 ft. (if the device is a weapon) or 1d6 damage per size category starting at Small to all within 10 ft. A successful Reflex Save (DC: 15) halves this damage.                                                                                                                                                             Starting at level 12, prototypes you construct are more stable, suffering only a cumulative 5% chance per use of exploding as described above.                                                                                                                                    Upon reaching level 20 in the Technologist class, prototypes you construct have only a cumulative 1% chance per use of exploding as described above.

                Smart Move (Ex): Being so smart, you know how best to take advantage of cover. Because of this fact, whenever you take cover (10% or better), your Intelligence Modifier applies to your Defense.

                In the name of Science! (Ex): You know better than most that advancing science sometimes comes at the cost of daring heroics. Whenever you spend an Action Point to improve a d20 roll, add an extra d6.

                Reconfigure (Su): Thanks to your advanced scientific know-how (and your ever-helpful army of Nanites) you can coerce a device to perform as another for a short time. With a successful DC: 25 Repair check, you can (for example) make a laser pistol perform as a welder, or a flashlight perform as a laser sight. Any such reconfiguration must be suitably related to the item being converted. A boat motor cannot for instance, be reconfigured into a television. It is only by GM’s consent that any reconfiguration be allowed. Reconfigured items function for a number of rounds equal to your Technologist level + 1, and is thereafter useless, having been totally burned-out and deplete by your nanites.

Mad Scientist (Ex): After years of studying and note-taking you have developed a kind of short-hand that is easy for you to read, but almost impossible for others to make sense of. Any writing you make (unless you specify otherwise) is automatically considered encrypted. Interpreting any data thusly encrypted requires a DC: 30 Decipher Script check. Because this short-hand includes a fair amount of scientific jargon, other Technologists (and some GMs may rule, other classes as well) apply one-half of their class level on any Decipher Script check to make sense of this kind of encrypted writing.

                Skill Mastery (Ex): Your attention to detail and steadfastness in scientific pursuits make you skilled even among the ranks of the highly skilled. Select 3 class skills. For each of these class skills, you gin a permanent +3 competency bonus, and may take 10 on associated skill checks even if rushed, distracted, or threatened. You may gain this ability multiple times. Each time you do, it applies to a new set of 3 skills.

                Colleague/Research Assistants (Ex): Prerequisite: you must have a laboratory. You attract either an NPC Colleague, or a number of NPC Research Assistants as detailed on the table below. These NPCs are non-combatant helpers, there to help further your scientific work. As such, they will only fight in defense of their lives (and if that happens too many times, bet your Energon cubes that they will leave).

                Knack (Ex): Select a class skill. You are particularly adept at that skill, gaining a bonus equal to your Technologist level on all checks made with it. You may gain this ability multiple times. Each time you do, it applies to a new skill.

                Reserved ‘bot of Science (Su): A Technologist learns that sometimes, it is what is not said, or what is not done, that makes all the difference. Because of this discretion, as long as you have 2 or more Action Points remaining, you may apply your Intelligence bonus to either Attack rolls, Damage rolls, Defense, or saving throws. Designating which gains this bonus is a non-action but it can only be changed once per turn, on your turn. If this bonus is applied to Defense, then anything that denies you your Dexterity bonus to Defense, also denies your Intelligence bonus.

                Laboratory (Ex): Prerequisite: Technologist level 5+. Pending the GM’s discretion (and within any limitations that your GM may impose) you acquire a well-appointed laboratory, equipped to your specifications. This facility may be located just about anywhere, provided that there is approximately enough room for a large airplane hangar. Such a laboratory comes furnished, but only with mundane, normal tools (but any variety or reasonable amount of them, within GM’s discretion). This is considered to be a combination of grants and awards for scientific achievement, so laboratories designed for blatantly nefarious schemes (such as biological weapons research) are not allowed.

Database (Ex): You pick up a lot of stray knowledge while conducting research. When confronted with a topic in which you do not have any relevant Knowledge skill, you may still remember something useful about it. Make a database check with a bonus equal to your Technologist level + your Intelligence Modifier to see whether you know something relevant about a particular person, place or thing. You may not take 10 or 20 on this check, as this kind of knowledge is essentially random. Your GM can determine the DC of a database check by consulting the table presented below.

DATABASE CHECKS

DC                          Level of Knowledge                       Examples

10                           Common                                             The name of a local politician, his or her public image

20                           Uncommon                                        A celebrity’s favorite food, location of a power station

25                           Obscure                                               Location of a bomb shelter, military vehicle armament

30                           Very Obscure                                    A security password, location of a classified facility

 

COLLEAGUES AND RESEARCH ASSISTANTS

Leadership Score Colleague Level Number of Research Assistants by Level
1st 2nd 3rd 4th 5th 6th
1 or lower
2 1st
3 2nd
4 3rd
5 3rd
6 4th
7 5th
8 5th
9 6th
10 7th 5
11 7th 6
12 8th 8
13 9th 10 1
14 10th 15 1
15 10th 20 2 1
16 11th 25 2 1
17 12th 30 3 1 1
18 12th 35 3 1 1
19 13th 40 4 2 1 1
20 14th 50 5 3 2 1
21 15th 60 6 3 2 1 1
22 15th 75 7 4 2 2 1
23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1
25 or higher 17th 135 13 7 4 2 2

Leadership Score

A character’s base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores. Outside factors can affect a character’s Leadership score, as detailed below.

Colleague Level

The character can attract a colleague of up to this level. Regardless of a character’s Leadership score, he can only recruit a colleague who is two or more levels lower than himself. The colleague should be equipped with gear appropriate for its level. A character can try to attract a colleague of a particular race, class, and whatever other criterion he or she sees fit. The colleague’s alignment may not be opposed to the Technologist’s alignment on either the law-vs-chaos or good-vs-evil axis, and the Technologist takes a Leadership penalty if he recruits a colleague of an alignment different from his own.

Colleagues earn XP as follows:

The colleague does not count as a party member when determining the party’s XP.

Divide the colleague’s level by the level of the PC with whom he or she is associated (the Technologist who attracted the colleague).

Multiply this result by the total XP awarded to the PC and add that number of experience points to the colleague’s total.

If a colleague gains enough XP to bring it to a level one lower than the associated PC’s character level, the colleague does not gain the new level—its new XP total is 1 less than the amount needed attain the next level.

Number of Research Assistants by Level

The character can lead up to the indicated number of characters of each level. Research Assistants are similar to colleagues, except they’re (sometimes) low-level NPCs, and (usually) low-HD drones. Because they’re generally five or more levels behind the character they follow, they’re rarely effective in combat. In fact, outside of extremely dire circumstances, Research Assistants generally refuse to fight at all.

Research Assistants don’t earn experience and thus don’t gain levels. However, when a character with this ability attains a new level, the player consults the table above to determine if he or she has acquired more Research Assistants, some of which may be higher level than the existing ones. (You don’t consult the table to see if your colleague gains levels, however, because colleagues earn experience on their own.)

Leadership Modifiers

Several factors can affect a character’s Leadership score, causing it to vary from the base score (character level + Cha modifier). A character’s reputation (from the point of view of the colleague or research assistant he is trying to attract) raises or lowers his Leadership score; see below.

Table: Reputation
Technologist’s Reputation Modifier
Great renown +2
Fairness and generosity +1
Special power +1
Failure -1
Aloofness -1
Cruelty -2

Other modifiers may apply when the character tries to attract a colleague; see below.

Table: Attracting Colleagues
The Technologist… Modifier
* Cumulative per colleague killed.
Has a companion of some type -2
Recruits a colleague of a different alignment -1
Caused the death of a colleague -2*

Research Assistants have different priorities from colleagues. When the character tries to attract a new research assistant, use any of the modifiers that apply; see below.

Table: Attracting Research Assistants
The Leader… Modifier
Has a stronghold or fortress of some type +2
Moves around a lot -1
Caused the death of other Research Assistants -1

Pain (loves him some bots)

Transmissions From Cybertron 006: More Than Meets The Eye

Chapter 2: Alt-modes, Form feats, and Item skills

ALT-MODE

It is important to note that GM’s discretion reigns here, as certain types of Alt-mode may not be an acceptable choice in a given campaign setting. The following list is by no means comprehensive, but is instead to be taken as examples.

Priority 1- Economy cars, motorcycles, motor-trikes, dune buggies, Go-carts, Ultralight aircraft, jet-skis, snowmobiles, hot-air balloons, Volkswagen Beetles, bumper cars, clown cars, Japanese-style light trucks, golf carts and ATVs.

Priority 2- Trucks, race cars, sedans, Jeeps, HMMWVs (and similar lightly armed and armored military trucks), small planes and other civilian personal aircraft, speedboats, smaller sailboats, ambulances, Suburban’s, vans and minivans, ice cream-trucks, blimps, semi-trucks, and most other normal civilian cars, trucks and boats.

Priority 3- Fire trucks, military armored vehicles (such as tanks, APCs and self-propelled artillery pieces), military aircraft and high-end luxury jets, racing boats, construction equipment, larger sailboats, fishing boats, dump trucks, heavy mining and digging equipment, high-end luxury vehicles, and research submarines.

Priority 4- Experimental aircraft, smaller surface warships, advanced aircraft (such as stealth fighters and high-altitude spy-planes), military submersibles, heavily modified or James Bond/Spy Hunter-style vehicles, bunkers, oil platforms, and very large industrial or marine equipment.

Priority 5- Orbiters and satellites, hospitals, larger surface warships (such as battleships and aircraft carriers), Cybertronian (or other advanced alien) vehicles, space stations, reinforced bunkers, headquarters facility, massive industrial or marine equipment and the largest nuclear submarines.

CYBERTRONIANS IN ALT-MODE

In Alt-mode, Cybertronians take on most of the characteristics of the vehicles they imitate. They retain Crew (and they can be operated in this way, though they generally choose to do their own driving), Passengers, Cargo Space (but rules for encumbrance based on Strength still apply; Pending GM’s discretion, some Alt-modes may grant a bonus in this regard), Top Speed (though they can easily increase this value through feats), Size (in fact, a Cybertronian’s Size is determined by the size of the Alt-mode he or she chooses), method of movement (driving, flying, sailing, diving, hovering, exoplanetary, etc.), and finally, any and all integrated weapons, equipment and systems.

FORM FEATS

An Extension of Me II: Due to choice of Alt-mode, some Transformers gain anatomical features that may manifest as weapons or equipment in robot-mode. Each of the following anatomical features must be selected individually; in each case, GM’s discretion reigns as to whether or not a given character qualifies. A brief list follows, though GMs and players are encouraged to work together to create new ideas of their own.

  • Rotor Blades- Blade length determines Size and damage die; 1 ft. to 5 ft. = Medium, d4, 6 ft. to 10 ft. = Large, d6, 11 ft. to 20 ft. = Huge, d8, 21 ft. and up= Gargantuan, d10; Number of blades determines number of damage die on a 1-for-1 basis. Critical: 19-20/x2, Reach: by blade length, Type: Slashing
  • Plows and Spades- Become shields as a type deemed appropriate by the GM; or become armor as a type deemed appropriate by the GM.
  • Tow Winches, Treads and Cables- Become whips (of various Sizes according to length) that deal lethal slashing damage. Any such device with a prominent hook or similar feature grants a +2 bonus on Trip and Disarm attempts.
  • Search-lights and Rack lights- These simply shed light per the specifications of the lighting system in question. Note that some such systems include a PA (such as Police, Emergency and some military vehicles) that is likewise available in robot-mode.
  • Scoops and Wrecking-balls- A scoop transforms with the ‘bot it is attached to into a claw attack that deals damage by size, a follows; Small: 1d6, Medium: 2d4, Large: 1d12, Huge: 2d8, Gargantuan: 1d20, Colossal: 4d6, Immense: 4d10. Any smaller ‘bot than Small Size equipped with such a scoop deals only 1 point of damage. A wrecking ball becomes a flail 1 size category larger than the ‘bot to which it is attached, essentially making it a 2-handed weapon.
  • Augers and Saws- Augers become spear-like weapons (damage as spear of equal size to the ‘bot which it is attached to) that have Critical: 20/x3, Ignore Hardness: 10. Saws become weapons that deal damage (and are sized) by blade length; 1 ft. to 5 ft. = Medium, 4d4, 6 ft. to 10 ft. = Large, 4d6, 11 ft. to 20 ft. = Huge, 4d8, 21 ft. and up= Gargantuan, 4d10. Critical: 19-20/x2, Type: Slashing
  • Performance Hydraulics- Grants either a +5 on all Jump checks, or an additional die of damage with successful unarmed attacks.

ITEM SKILLS

All Transformers have a degree of racial proficiency with computers and complex machines, based on the Priority they invested into items, as follows:

  • Priority 1: +2 on all Computer Use and Craft checks involving complex machines.
  • Priority 2: +4 on all Computer Use and Craft checks involving complex machines.
  • Priority 3: +6 on all Computer Use and Craft checks involving complex machines.
  • Priority 4: +8 on all Computer Use and Craft checks involving complex machines.
  • Priority 5: +10 on all Computer Use and Craft checks involving complex machines.

Pain (transforming sound effect)

Diet Dungeons II: More Where That Came From

Like any good RPG, Diet Dungeons is not without supplemental materials and errata. We know all too well how you gamers can fiend, so here we are with another bump of exactly the stuff you need.

Diet Dungeons II picks up where the first Diet Dungeons left off, expanding the game with new race, class and equipment choices, as well as a fresh assortment of monsters.

Additionally, GMs will find a bounty of material to expand their gaming sessions; sample dungeons, alternate rules and more in-depth options. Feel free to pick and peruse through these, adding them to your game or discarding them as appropriate for your gaming group.

New Team Quirks

The following Quirks are new to Diet Dungeons, but follow all the same rules as presented in the same. GMs and players are free to allow (or disallow) any and all of them.

Commune: It costs only 2 Team Points to recruit a Team member, but no Team Points may be exchanged for Core Stat bonuses; both of these caveats apply only at Level 1. Thereafter a Commune advances normally.

Cult: Your Team may only consist of the following Classes: Bard, Cleric, Druid, Fighter-Mage, Monk, Paladin, Psion, Sorcerer, Wizard; however, their gods have rewarded their zealous devotion with a pool of 4 additional Experience Points with each successful battle; even in the event of a loss, they still gain a similar pool, but only 2 additional Experience Points. Players are free to distribute these Experience Points as they choose, representing the fickle whims of the gods.

Guild: At least 50% of your Team must be of the same Class, but their industrious teamwork grants them a 1,000 GP bonus for a battle that they win. Even in the event of a defeat, they minimize their losses with a 250 GP bonus.

Royalty: Your Team starts out at Level 1 with 5,000 bonus GP, due to the excessive wealth of the Monarch on the Team. This Monarch (Emperor, King/Queen, Prince/Princess, whatever) is designated at Level 1 and can never change. Such a Monarch gains a permanent +2 bonus to each of his/her/its Core Stats. However, if the Monarch Falls in Battle, roll a d6 for each Team member; on a 1 or a 2, their courage fails at the loss of their Monarch and they flee. Treat this as the character having Fallen in Battle, but without any injury. Team members need make such a roll only once; if their courage holds without their Monarch, nothing can break it.

Note: Should a monarch fall in battle, then his/her/its crown falls to another original member of that Team (and they gain all of the bonuses of royalty). If no such member has survived their monarch (a truly dismal situation), then the player may create a new monarch.

New Races

Few are content with just the classic fantasy race choices for long. Therefore, a number of new (more exotic races) are presented here for your pleasure. As with the new quirks, GMs and players are free to allow (or disallow) as little or as much as they like.

Race Core Stat Bonuses Special Movement
Centaur +2 Health     +2 Attack Haste
Clockwork-folk +1 Attack            +1 Health Haste Fly, Swim
Fairy +2 Magic   +1 Attack Ignore Terrain Fly
Lizardfolk +1 Speed             +2 Attack Ignore Terrain Swim
Minotaur +3 Attack Ignore Terrain
Treant +1 Health   +1 Attack     +1 Defense Ignore Terrain
Undead +3 Health Spawn Zombie

    

Centaur: While some might think them boorish and brutal, these noble masters of the forest brook no aggression against their sylvan homes, and their tribes are well-known warriors.

          

Clockwork-folk: An entire race of automatons that is new to the world, clockwork-folk are industrious, inquisitive, and strange. Legends speak of an entire nation of them, living in a utopia on the surface of the moon.

Fairy: The enigmatic fairies hail from deeper tracts of forest than even the elves dare venture. Theirs is a kingdom of wonder and whimsy, rife with magic.

Lizardfolk: The ancient lizardfolk hail from mysterious swamp- and jungle-based kingdoms, the youngest of these older by far than even the elven dynasties. These brutal tribesmen linger in the ruins of their own once-great empire.

        

Minotaur: The hulking Minotaurs enjoy a well-deserved reputation for violence of the kind that would make an orc’s toes curl. Their tribes are as feared as those of the green-skins.

Treants are the literal shepherds of the forest, an ancient race whose lumbering frames belie incredible power. These stoic tree-folk are the oldest lived of all the races by far.

Undead: The restless and wicked spirits of all the races have lent forces to the unrelenting hordes of the undead. Terror is their herald, death is their steed, and destruction is all that remains in their wake.

New Classes

Along with new race choices come new class choices. Some of these are geared towards the new races, while others are designed with any race in mind. Choose and use them as you see fit (and as you GM allows).

Class Core Stat Bonuses Special
Assassin +2 Attack              +2 Speed
Fighter-Mage Smash, Black Magic
Fighter-Thief Back-Stab, Smash
Gunner +1 Attack               +1 Speed Smite-(Ranged only)
Knight +2 Attack               +2 Defense
Ninja Camouflage, Back-Stab
Pirate Any 2 Special Abilities
Psion +1 to any 2 Core Stats Black Magic
Samurai +1 Attack               +1 Defense Smite-(Hand-to-Hand only)
Witch Black Magic, Spawn Zombie

Assassin: Assassins specialize in seeking out and eliminating a single opponent at a time, often through stealth and deception rather than overt force.

Fighter-Mage: An esoteric group who blends magic and melee into a deadly cocktail. The fighter-mage is all about offensive power, up close and at range.

Fighter-Thief: These devious warriors blend speed and power into a swift and deadly cocktail. Dashing adventurers, Fighter-Thieves are at home in the shadows or the thick of combat.

Gunner: With black-powder weapons and clay grenades, the mighty gunner stands alone among ranged combatants; fierce and effective.

Knight: The knight is a master of defense; shielding himself and drawing fire from his allies. Few can match the knight for toughness.

Ninja: The ninja is a master of stealth, never affording his enemies the chance to counter attack, while mastering deadly exotic weapons.

Pirate: These swift, swashbuckling brigands make use of every dirty trick in the book. In fact, “the book” may well have been penned by a pirate.

Psion: The psion has mastered the abilities of the mind through a strange and confounding pseudo-science; with a mere thought, they can kill.

Samurai: Bound by honor, the samurai is an unsubtle combatant, best suited to straight-forward single combat.

Witch: Through unmentionable pacts with entities beyond the material world, the witch learns to manifest the powers of the same.

 

 

New (optional) Rule: Character Quirks

When you open your mind to endless possibility, you become free. In such a medium as that of a table-top RPG, the higher the flight of fancy, the better. In order to facilitate this condition, presented here for your gaming pleasure are character quirks.

Character quirks represent specific conditions surrounding a character; sometimes those of its origin, and universally what (aside from normal customization) distinguishes the character from those like him/her/it.

A character quirk is recorded as part of the characters’ race, though certain specific conditions may vary from one quirk to the next.

ACQUIRING CHARACTER QUIRKS

Some character quirks (indicated with an *) can be purchased with GP and Experience Points in between battles.

Others must be selected at character creation. In this case, the player sacrifices all 10 Core Stat points and instead gains the bonuses described with each character quirk.

Vampire*: These universally despised undead have long preyed upon the living, literally perpetuating their profane existence with the blood of their victims.

Undead, Clockwork Folk, Fairies, and Treants cannot become vampires.

Becoming a vampire costs 10,000 GP and 10 Experience Points.

Vampires recover an amount of Health equal to ½ that dealt with each Hand-to-Hand attack. Additionally, they gain Fly and +2 Attack. Vampires are considered Undead for the purpose of what kinds of items they may use.

Lich*: The wicked lich is a master of ancient and evil secrets; the terrible whispers of the mad gods that grant them their strange powers.

Undead, Clockwork Folk, Fairies, and Treants cannot become liches.

Becoming a lich can only be undertaken by an Evil character with the Black Magic Special who has advanced to at least Advanced Experience Level. It costs such a character 12,000 GP and 8 Experience points to do so.

Liches ignore all of the negative effects of Falling in Battle; they never gain scars and can never be slain. Additionally, each of the Core Stats of a lich increase by 2. Liches are considered Undead for the purpose of what kinds of items they may use.

Mummy*: Mummification is a powerful rite reserved only for royalty, clergy, and other prominent courtiers and nobles. Mummies become incredibly resilient, ignoring blows that would lay others low.

Undead, Clockwork Folk, Fairies, and Treants cannot become liches.

Becoming a mummy can only be undertaken by characters who are a member of a Royal Team; such a Team must include at least 1 Cleric. It costs such a character 7,500 GP and 6 Experience points to do so.

Mummies ignore the first attack against them each turn. Additionally, they gain a +2 increase to Core Stat, but lose the ability to charge. Mummies are considered Undead for the purpose of what kinds of items they may use.

Lycanthrope*: The shape-shifting animal hybrids known as lycanthropes are swift, feral predators influenced by the moon. Each has the ability to turn into a different (more or less) predatory (or at least aggressive) mammal.

Undead, Clockwork Folk, Fairies, and Treants cannot become lycanthropes.

Becoming a lycanthrope costs 10,000 GP and 10 Experience Points.

Lycanthropes recover 1 point of Health damage each turn. Additionally, they gain Ignore Terrain and +2 Attack.

Drider*: These twisted mockeries of centaurs are composed of the upper portion of a dark elf and the lower portion of a giant spider, fused together and twisted and bloated by their cruel goddess.

Only a dark elf can become a drider.

A dark elf Bard, Cleric, Druid, Fighter-Mage, Psion, Sorcerer, Witch or Wizard of Advanced Experience Level who falls in battle automatically becomes a drider (and recovers for free).

Driders gain Ignore Terrain, Haste, and a +2 bonus to Attack and Speed.

Burrow Warden: In modern human society, these elite gnomes would resemble a combination of sheriff, emergency medical technician, firefighter, and park ranger. They are witty, adaptable, and well-loved by the communities under their care.

Only a gnome of Advanced Experience Level can become a Burrow Warden.

Becoming a Burrow Warden costs 7 Experience Points and 10,000 GP.

Burrow Wardens’ speed while Burrowing is doubled; additionally, each of a Burrow Wardens’ Core Stats increase by +2.

Crusader: Among Paladins, Crusaders are the leaders and the elite; at the head of the battle against the forces of evil… or just the forces of those who are different in some offensive way.

Only a Paladin who is a member of a Terribly Racist Team may become a crusader. Doing so costs 5,000 GP and 5 Experience Points.

Crusaders may use Smite (Hand-to-Hand only) on non-humans of Evil alignment any number of times.

Voodoo Priest: When a Druid masters the ability to manipulate the will of others, he/she/it becomes a Voodoo Priest; like the Witch, exchanging powers for favors to entities beyond the mortal realm.

Only Druids of Advanced Experience Level may become a Voodoo Priest. Doing so costs 8,000 GP and 8 Experience Points.

A Voodoo Priest who takes no other action may direct the actions of another character; both parties roll a d6 and add their Magic Scores. If the target of this Special succeeds, the ability fails to work and nothing happens. If the Voodoo Priest succeeds, then he/she/it decides all actions for the target character on the following turn.

Shaman: Certain orcs and goblins (especially those with easy access to psychedelic mushrooms or other hallucinogenic venom), are able to establish truly deep relationships with the violent totemic spirits and ancestors that rule their tribes.

Only orc and goblin Clerics and Druids may become a Shaman. Becoming a Shaman costs 7,500 GP and 8 Experience Points.

Shamans who take damage roll a d6; on a roll of a 1, the Shaman instead takes no damage.

Half Golem: Sometimes, when the Clockwork Folk go to war, and especially when the circumstances are particularly desperate, they have been known to modify themselves into Half Golems. These clanking combatants inexorably lurch across the battlefield, flattening any foolish enough to end up beneath their fists.

Only Clockwork Folk may become Half Golems. Doing so costs 10,000 GP and 10 Experience.

Half Golems cannot run. However, they gain a +4 bonus to Health. Additionally, when a Half-Golem is targeted with a Magic attack, roll a d6; on a 1, the Half-Golem ignores the attack.

Half Dragon: Born of a union between a dragon (in the magical guise of some other creature) and a normal mortal, half-dragons are powerful, handsome creatures. Their appearances are regal and unsubtle, as is their nerve in combat.

Due to the magical nature of dragons, only Clockwork Folk and Undead cannot bear half dragon children.

Half dragons gain Fly and Black Magic, as well as a +2 bonus to Magic.

Celestial/Fiendish: Angels, devils, and demons have long competed for the souls of mortals, and these children are the result of inevitable pairings between those who tarry in the mortal world. Though the circumstances of these pairings vary from violent rape to innocent affairs, the children bear the countenance of their divine parents overtly.

The gods can directly intervene to make any creature a celestial or fiendish creature. However, only Evil creatures can become Fiendish; only good characters can become Celestial. Neutral characters cannot benefit from this quirk.

Celestial/Fiendish creatures may Smite (Hand-to-Hand only) oppositely-aligned creatures up to 3 times in a battle. Additionally, they gain a +2 bonus to Magic and Fly.

Polycephalic: In a world rife with the unpredictable radiation of magic, strange things are bound to happen. Polycephalic characters are just such an instance; their many heads allow them to split their focus in combat.

Because polycephalism is a random, magical “mutation” brought on by exposure and proximity to powerful spells, any creature can benefit from this quirk.

Polycephalic characters gain an extra action on their turn (increasing their total to 3) with which to attack, move, or take other actions. If an action takes a full turn for a normal character, it takes a full turn for the polycephalic counterpart as well.

Demigod: Literal children of the gods, these titan-children surpass their peers in every way. However, it is this superiority that alienates them; few are willing to do business with a demigod (and risk the wrath of his/her/its parent).

The gods may choose to make children with any creature (and honestly, even inanimate objects if they so choose). Any character can benefit from this quirk.

Demigods gain 20 points to distribute at character creation (instead of the normal 10), however, the only merchants willing to do business with these outsiders charge +50% on all goods and services.

Scarecrow: First developed to supplement the ranks of armies with plenty of magic, but not enough troops, the scarecrow is an imitation of a creature, rather than the real thing. This affords them a unique flexibility.

Any creature can be imitated by those who build scarecrows. Therefore, any character may benefit from this quirk.

Scarecrows gain only the movement types of the creature they imitate; they do not gain racial bonuses to Core Stats, nor do they gain racial Specials. However, they may use any gear items, regardless or racial restriction (class restrictions still apply, and scarecrows still acquire class Specials and Core Stat bonuses normally.

Weapons and Equipment

The gear section follows, rife with the latest bells and whistles and magical baubles with which to bedeck your characters.

Of particular import is the accompanying tables, which detail the rules and the (incredibly simple) system for creating weapons and equipment of your own devising.

Note: Some items from Diet Dungeons are listed here, to include which new races and classes may use them; these are indicated with an *

 

Items IV: Miscellaneous

Item  Cost Effect Notes
Battle Standard Knight only
Mithral Chassis 6,500 GP +2 Defense +2 Speed Clockwork Folk only
Steam Piston 4,500 GP +1d6 Health damage/ Attack Clockwork Folk only
Chain Drive 750 GP Gain Ignore Terrain Clockwork Folk only
Diving Bell 750 GP Gain Swim Clockwork Folk only
Tunneling Drill 750 GP Gain Burrow Clockwork Folk only
Totem Pole* 5,000 GP First time per battle the character falls, they automatically gain a second wind Centaur, Lizardman, and Minotaur only
Sarcophagus 1,500 GP +3 Health Undead only
Hypnotic watch Optional- Magic attacks damage Defense instead of Health Psion only
Loaded Dice 1,000 GP +2 Magic Bard and Pirate only
Battering Ram Pass through barred/locked doors as though they were not Minotaur and Treat only
Marionette 2,000 GP +1 Attack     +1 Health   +1 Magic Psion only
Cloak & Pointy Hat* 2,000 GP +2 Magic Wizard and Witch only
Thundering Horse-shoes 1,500 GP +3 Speed Centaur only
Pointy Shoes & Silly Hat* 3,000 GP +2 Magic Elf and Fairy only

Items V: Miscellaneous

Item Cost Effect Notes
Holy Symbol* 2,000 GP +1 Magic Witch only
Holy Book* 2,000 GP +1 Magic Witch only
Flying Broom 1,000 GP Gain Fly Witch only
Pixie Dust 1,250 GP +2 Magic Fairy only
Crystal Ball 1,000 GP Gain Stubborn Psion only
Lock Picks 5,000 GP Pass through barred/locked doors as though they were not Ninja, Pirate and Rogue only
Cauldron* 1,250 GP +2 Health Psion, and Witch only
Wand* 1,000 GP +1 Magic Witch only
Rod* 2,000 GP +2 Magic Witch only
Staff* 3,000 GP +3 Magic Witch only
Spell Book* 1,500 GP +2 Magic Witch only
Pan Pipes* 1,000 GP +1 Magic Fairy only
Black Belt +5 Attack Monk and Ninja only
Nose ring Minotaur only
Tabard of the Hero Knight only
Smoke bombs Optional- Ranged attacks create a 2” x 2” area of Difficult Terrain Ninja only
Stylish Scarf 1,250 GP +2 Magic Assassin, Ninja and Pirate only
Tire Swing 2,250 GP +4 Magic Treant only
Somebody’s Initials 3,750 GP +2 Magic   +2 Defense Treant only

 

 

Miscellaneous VI

Item Cost Effect Notes
Clockwork appendage +1 Defense Replaces peg-leg/missing limb
Brain Crystal Advance 1 Special Replaces head trauma
Monster-skin graft +2 Defense Replaces scarring
Clockwork organs +2 Defense Replaces ailing wound
Hexing eye +1 Magic   +1 Defense Replaces eye-patch
Wind-up trigger finger +1 Speed   +1 Defense Replaces (any amount of) missing fingers
Mark of the Beast 500 GP +1 Defense Undead, Cult Team members, and Evil characters only
Tarot Cards +1 Magic Psion only
Calligraphy Set +1 Health   +1 Magic Samurai only
Psychic Crystals +3 Magic Psion only
Kabuki Mask +1 Defense   +1 Attack Samurai only
Tea Set +2 Magic Samurai only
Vampire cape 750 GP Gain Fly Undead only
Big Ball Bearings +2 Health Clockwork Folk only
Book of Dark Vileness +4 Magic Evil characters only
Book of the Dead +4 Magic Cleric, Druid, Monk, Sorcerer, and Witch only
Book of Judgment +4 Magic Neutral characters only

 

Weapons III

Item Cost Effect Notes
Daisho 5,000 GP +3 Attack   +2 Magic Samurai only
Dream catcher If the character takes no other action, he/she/it may make 2 Magic ranged attacks in a turn Fairy only
Tiny Stinging Bow +1d6 Health damage/ Ranged attack Fairy and Small characters
Ballista +1d6 Health/ Ranged attack Human only
Double-barreled If the character takes no other action, he/she/it may make 2 ranged attacks in a turn Clockwork Folk, Gunner, and Pirate only
Axe of the Big Nasty Animal 1,000 GP +2 Attack Barbarian and Fighter only
Bow of the Lightning Storm 5,000 GP If the character takes no other action, he/she/it may make 2 ranged attacks in a turn Elf and Ranger only
Sword Breaker Optional- Hand-to-Hand attacks damage Attack instead Assassin only
Poison 1,000 GP +1d6 Health damage/ Attack Assassin, Ninja, Pirate, Rogue, and Evil characters only

Weapons IV

Item Cost Effect Notes
Jousting Lance Optional- Hand-to-Hand attacks damage Defense instead Knight only
Tail Flail +2 Attack Lizardfolk only
Blowgun +2 Range Lizardfolk only
Weaponized hook-hand +1d6 Health damage/ Hand-to-Hand attack Replaces hook-hand
Flail hand +1d6 Health damage/ Range attack Replaces hook-hand
Nunchaku +2 Attack   +2 Defense Monk only
Wax-wood staff +1 Attack   +1 Defense +1 Speed Monk only
Blunderbuss +2 Attack   +2 Speed Clockwork Folk, Gunner and Pirate only
Boomerang +1 Range
Javelins of Ganymede’s Lover +2 Range   +2 Magic

 

Shields

Item Cost Effect Notes
Spiky Buckler 1,000 GP +1 Defense +1 Attack Small characters only
Spiky Shield 1,500 GP +2 Defense +1 Attack No Small characters
Turtle Shell Shield 2,750 GP +2 Defense +2 Health Lizardfolk
Imperial Crest 10,000 GP Ignore 1 attack per turn Human only
Mirror Shield +3 Defense +3 Magic

 

Bestiary II

Beast Cost Effect Notes
Familiar* 1,000 GP +1 Magic       +1 Health Psion and Witch only
Riding Lizard Dark Elf and Lizardfolk only
Talking Parrot 500 GP +1 Magic Pirate only
Stealing Monkey 750 GP +2 Speed Monk and Pirate only
Mechanical Owl 1,250 GP +2 Speed Clockwork Folk only
Dinosaur Buddy 7,500 GP +5 Health   +4 Attack Barbarian and Lizardfolk only, replaces War Mount
Noble Steed +4 Health     +4 Magic Knight, Paladin, and Samurai only replaces War Mount
Toxic Frogs +3 Magic Lizardfolk only
Lucky Cricket 1,000 GP Re-roll any 1 roll 1x/ battle. Ninja and Samurai only
Black Cat +1 Magic     +1 Health Witch Only

Hirelings II

Hireling Fee Effect Notes
Weapon Caddy-Master May equip up to 6 weapons Replaces weapon caddy
Shield-Bearer May equip 2 shields
Master Shield-Bearer May equip 3 shields Replaces Shield-Bearer
Personal armorer May equip 2 suits of armor
Master Personal armorer May equip 3 suits of armor Replaces Personal armorer
Demonic Consort Must be evil
Angelic Consort Must be good
Barrister Must be neutral
Pixie Entourage 5,000 GP +2 Health   +2 Magic Elf, Fairy and Treant only
Poltergeist 1,500 GP +2 Attack Undead only
Herald Knight Paladin and Samurai only
Squire Knight only
Mime +2 Magic Psion only
Tail Gunner 5,000 GP Free ranged attack each turn Centaur and Treant Only
Homunculus 2,500 GP +3 Health     +1 Attack

Pain (don’t worry, he’s got a million of ’em)

Transmissions From Cybertron 005: Tell Me, What’s Important To YOU?

The Priority System

The following is a brief explanation of the priority system.

Priority 1- This reflects a low level of concern, or even an after-thought. A character who chooses this priority cares very little about the area it is assigned to.

Priority 2- Only slightly better than priority 1, this priority represents a low-to-moderate amount of concern. A character who chooses this priority cares somewhat about the area to which it is assigned.

Priority 3- This reflects a moderate amount of concern. A character who chooses this priority cares about the area to which he assigned it, but not overly-so.

Priority 4- This reflects a moderate-to-high amount of concern. Character who chooses this priority likely cares a lot about the area it was assigned to, but cares about one other thing more.

Priority 5- This is the thing a character cares about most. It is of the highest importance and priority, and comes first before everything else.

Transformer characters have 5 Priorities; Ability Scores, Alt-mode, Form feats, Items, Special Powers. Each priority is assigned a numerical value as described above.

Ability Scores: Transformer characters’ Ability Scores are generated via a variation of the point-buy method, detailed below. The higher the priority a character assigns to Ability Scores, the more points he or she will have with which to buy better Ability Scores. Note that all Transformers benefit from certain Ability Score bonuses, detailed below.

Alt-Mode: Generally speaking, the higher priority a character assigns to Alt-mode, the better the Alt-mode choices available to him or her. Lower priority Alt-modes are somewhat more common among Autobots than Decepticons, though there is no hard-and-fast rule regarding Alt-mode choice based upon factional affiliation.

Items: If a character assigns a high priority to Items, then he or she will not only have access to the best possible starting items packages (or the most credits with which to purchase their own starting items), but their “racial” aptitude with machines and computers in general is determined by this priority.

Form feats: Are a special kind of bonus feat that Transformers acquire, representing their profound ability to execute daunting maneuvers while in Alt-mode (particularly vehicular Alt-modes). Form feats allow a Transformer to “make the most” of their alt-modes. The total number of Form feats a given character will ever have is determined by the priority assigned to Form feats at character creation. Note that some classes grant bonus Form feats. The higher the priority given to Form feats, the more Form feats a character gains.

Special Powers: Due to their unique, high-tech physiology, and the nearly supernatural nature of the Nanites which make up their bodies, Transformers gain the ability to manifest Special Powers. The higher a priority a character assigns to Special Powers, the more (and more powerful) of these abilities he or she may manifest.

In order to present a single racial stat block, with the diversity to represent the veritable zoo of different Transformers (all of which are supposed to be the same “race”), the Priority system exists. By arranging priorities appropriately, and selecting the right progression of class levels, statistics for any Transformer character can be generated.

Character Generation

In order to create a Cybertronian character of your own, you first need to establish a mental image of the kind of character that you want to create. Will they be a large powerful bruiser or a nimble, dancer-like swordsman? Will they be devilishly handsome or simple and ineffectual? What will they be good at? What do they do?

Once you’re comfortable with the basic idea, follow the steps presented below…

  1. Assign priorities. The order in which you rank priorities will determine what strengths and weaknesses your character will have. The priority system is discussed in greater detail above.
  2. Generate Ability Scores. All Cybertronians begin with a score of 8 in all 6 abilities. The number of points available to buy Ability Scores differs by priority.
  3. Select an Alt-mode. The general complexity and type of Alt-mode will be limited by priority.
  4. Choose a class and assign bonuses for that class. Several new class choices are presented herein.
  5. Assign skill points and Item skills, and select starting feats and Form feats. Note that form feats may be selected at any time (and do not all need to be selected at level 1).
  6. Choose special power(s).
  7. Select starting Items.

Now that that’s out of the way, on to more fun stuff; class selection. All of the normal choices are available (as per the d20 Modern Core Rulebook), plus several new choices, which are exclusive to Transformers.

With your class selected, it is now time to assign skills, feats and other class-related abilities. Once that’s done, your character is almost complete! Simply assign special powers (which admittedly, may take a while, and is another part of the process that it is strongly recommended the GM be present for).

Finally, select your starting gear and add descriptive notes like coloration, age, alignment and allegiances. Players are encouraged to draw a portrait of their character, or to at least copy one from the internet.

Pain (he’s your hook-up, but not your hookup)

Transmissions From Cybertron 004: An Aside About Size

Here, we’re gonna talk a little bit about scale and size issues in a Transformer game. There’ll be an overview of how it’s done (or, rather NOT done) in the toys and the show, with some words about how this relates to your game. This doesn’t sound that important, but it IS. Let me reiterate- THIS IS IMPORTANT. MAKE SURE TO READ THIS IF YOU ARE RUNNING OR PLAYING A TRANSFORMERS GAME.

————–

Scale in Transformers is, not to put too fine a point on it, screwed.

Virtually no era, franchise, fiction, toy line or other incarnation of Transformers has presented scale in a logical or believable fashion. (There are, of course, a few rare exceptions, detailed below.) Most fans agree that one must either ignore it or accept it, lest they be tempted to explain these problems and in the process confuse themselves into oblivion.

However, the considerable and varied scale problems of Transformers still merit description.

“Clearly, the pitiful humans at Hasbro are so overwhelmed by the awesomeness of Cybertronian life forms that they can’t get the scale right.”

—Starscream

  • Toys out of scale with others in the same line

The early Generation 1 toy line, especially the pre-movie releases, were rebranded and redecorated toys from several different Japanese toy lines. The crucial point is that the toy lines were initially unrelated. The characters should be in scale with each other as they all have real-world alternate modes that (should) pass for real vehicles. However, since Diaclone toys were not part of the same line as Microman toys, scale issues arose. Diaclone figures such as Optimus Prime, Prowl and Hound are more-or-less in correct scale with each other (though problems already arise with Sunstreaker and Sideswipe, whose alternate modes are based on the same car yet are not quite the same size), but many of the Mini Vehicles from the New Microman line are clearly far too small by comparison. Even aside from their deformed penny-racer proportions, a Porsche 924 Micro Change toy is disproportionately tiny when compared to a Porsche 935 Diaclone toy. The disparity becomes even more obvious with Mini-bots such as Warpath (a tank) and Seaspray (a hovercraft), who should be many times their actual size.

Another glaring scale problem comes in the form of the Seekers, who turn into F-15 Eagles which, in real life, are 19.4 m (63.8 feet) long. Correctly scaled, this would make their robot modes colossal compared to most Autobots. Similarly, the Constructicons, despite also coming from the Diaclone line, are too small, in particular Long Haul, whose alternate mode is an “earth mover” type of dump truck, which are gigantic in real life. Far worse is the other Diaclone combiner team, the Trainbots, who have train engine altmodes, yet their toys are among the smallest of the Diaclone releases.

Transformers are currently formalized to a variety of size classes, which dictate the approximate cost and dimensions of a figure. Consequently, if the powers that be release toys of two characters in the same line in the same size class, they’re going to come out in the same size. Even if one character’s a twenty-meter fighter jet and the other’s a five-meter pickup truck. So don’t expect this one to go away any time soon.

  • Toys slightly out of scale with others in the same assortment

Sometimes toys that ship in the same assortment or size class have similar alternate modes (i.e. two cars or two planes), but are not quite in scale with each other. One possible reason for this is that one of them would be considerably smaller than the other one in real life if they were perfectly in scale. For example, Movie Jazz’s Pontiac Solstice alternate mode is a tiny car, and any size class that includes both him and Bumblebee (a Chevrolet Camaro) will result in scale problems between the toys. Hasbro could have made Jazz smaller, but since the main limit for a size class is the weight of a toy, not its size (as long as it fits into the standardized packaging, that is), they decided that scale problems are more acceptable than selling a tiny Deluxe Class toy when there’s still room in the budget for more plastic. With the Human Alliance assortment, Hasbro have taken a different approach by trying to keep the vehicles in scale (roughly 1:24) and adding accessories and other characters that turn into motorcycles for smaller cars such as Jazz, Skids and Mudflap.

Other toys with comparable alternate modes that are slightly out of scale with each other are Generation 1 Sunstreaker and Sideswipe (mentioned above), who have the same basic alternate mode (with a few differences), and Universe Legends Class Autobot Jazz and Rodimus.

  • Toys out of scale within teams

Even toys specifically designed to interact with each other suffer from this problem. The Combaticons are wildly out of scale to each other—Blast Off’s Space Shuttle mode should dwarf Swindle, with the others somewhere in between. Instead, they’re about the same size. Among the Constructicons, Long Haul is designed to look like a gigantic “earth-mover” mining truck. He should be able to carry all his teammates in his bed, with some crowding. Similarly, Silverbolt (a Concorde jet) is dramatically undersized compared to his fighter-jet Aerialbot teammates. These scale problems are necessary to avoid disproportioned gestalt forms.

And don’t even ask about the Protectobots with their motorcycle and helicopter limbs.

This problem isn’t just limited to the Generation 1 combiners either: Revenge of the Fallen Supreme Constructicon Devastator has a massive mining excavator form the lower portion of the torso, with your everyday type of cement mixer truck that’s almost the same size forming the upper portion of the torso. An “earth mover”-type dump truck that should be about the same size as the excavator forms one tiny leg, while the other leg is formed by a bulldozer that should be slightly smaller. The movie circumvents this problem by adding additional construction vehicles in the mix, which are ignored by the toy line. The Legends Class version of Devastator only adds another dump truck for the torso, which doesn’t really improve things since all the individual components are still more or less the same size.

  • Same alternate mode, different sizes

Other scale problems come from characters who transform into the same (or similar) alternate modes, but whose toys are different sizes. For example, the original Air Raid transforms into an F-15 Eagle, but his toy is half the size of the original Starscream’s. The same can be said for the Lamborghini Countach Breakdown, who should be the same size as Sunstreaker and Sideswipe, not significantly smaller. These discrepancies are also seen in the other Scramble City-style combiners with Earth altmodes, whose toys are all smaller than similar earlier toys.

  • Multiple scales of same character

Starting with Beast Machines, many franchises have released multiple versions of the same character in different size classes, most often the leader characters. Originally, the intent was apparently to make the popular Optimus and Megatron characters available at lower price points than just the large and expensive “Leader” class, so that children with less money would not miss out, and perhaps persuading completest-minded collectors to buy multiple versions of one character.

While this introduces a nice range of options for the discerning collector, it can also lead to some problems. Beast Machines, for example, featured three different Cheetor toys. The Supreme size toy was so large it could not interact with most of the other toys from the line (based on the cartoon, he’s maybe in scale with Nightscream and Air Attack Optimus Primal, the latter of whom wasn’t released until three years later). The Deluxe Cheetor, on the other hand, was too small to match scales with most of the other toys (again, using the cartoon as a yardstick). Anyone looking within the toy line for notions of a “correct” scale between the characters would be stymied by the multiple size classes and the lack of real-world scale references.

Other instances of multiple-size characters are clearer cut; the Spy Changer incarnations of various Robots in Disguise characters, for instance, are simply scaled-down representations of the same characters in the same bodies, not meant to interact with the much larger “main” toys, as are the later “Legends of Cybertron” toys in Cybertron. Other multiple-toy scale differences include intentionally simplified forms, such as the Fast Action Battlers, which simply make all the characters the same size, with no attempt at matching scales.

Multiple-scale characters usually aren’t meant to cross-interact. A rare exception is live-action Blackout, who came with a tiny (and correctly scaled) version of Scorponok. A much larger deluxe version of Scorponok is also meant to interact with the same Blackout toy, despite the ridiculous scale disparity (and the fact that this means Blackout can have two Scorponok’s of radically different size clipped to him simultaneously.)

Multiple toy sizes are generally irrelevant to the fiction, though the Cybertron cartoon featured Starscream inflating to planetary size, presumably in response to the super-large “King Starscream” toy available at the time.

  • Toys out of scale with themselves

Triple Changers create a whole new set of problems. The original Astrotrain transforms from a 21-meter (70-foot) locomotive to a 56-meter (184-foot) Space Shuttle. Octane’s original body transforms from a 20-meter (60-foot) tanker truck into a 65-meter (200-foot) jumbo jet. Broadside transforms from an Earth fighter jet of indeterminate model (let’s pretend for the sake of argument that he’s supposed to be an F-14 and say he’s 18 meters (61 feet) long) into an entire aircraft carrier, approximately 333 meters (1,092 feet) long.

The newer versions of Astrotrain and Octane (aka “Tankor”), while changing the specifics of their alternate modes, really don’t improve on the general size disparity all that much.

Even a two-mode toy can have this problem. 20th Anniversary Optimus Prime has wheels which are pretty tiny for a Freightliner truck, while his rear hitch section is too thick. These out-of-proportion vehicle parts were necessary to give his robot mode show-accurate proportions.

  • Toys with role-play alternate modes

The characters with role-play altmodes such as Generation 1 Megatron, Soundwave, Perceptor, or Armada Laserbeak are scaled to be real-world human-scale (well, kid-scale). Since the size changing seen in the fiction is not possible for real toys (at least, that’s what Takara wants us to think), this human-scaling makes in some cases for inordinately large robot modes. E.g., Blaster’s toy, in robot mode, is taller than most other Transformers.

The opposite problem is seen with Masterpiece Megatron, whose robot mode is in scale with Masterpiece Optimus Prime. The result is that, while he may transform into a very accurately-proportioned handgun, it’s unmistakably much larger than the real thing. (Not that this has stopped him being widely banned as a “realistic firearm replica”….)

  • Fanciful altmodes

Characters with alternate modes that are not meant to be replicas of real-world things (or at least, close enough to while being legally-distinct from said things) are difficult to accurately scale, as they generally transform into futuristic or Cybertronian vehicles whose size we don’t really know… or, indeed, they don’t transform into vehicles at all. The scale of characters such as the original Dinobots, Hot Rod or Leobreaker is fairly arbitrary and can only be estimated by their relative size to other characters within the fiction, although most fiction is highly inconsistent in this regard (see below). Nevertheless, if one assumes that most vehicle altmodes are intended for human-sized passengers, comparing toys such as Chromedome with Lightspeed suggests the scale problem continues.

  • Big toys

It goes without saying that the city-bot and planet-former toys (such as Fortress Maximus and Unicron) are not remotely to scale with normal Transformer toys. While they are indeed large toys, they’re only two to five times bigger than typical Transformer toys, and thus transform into “cities” and “planets” about the (relative) size of a bungalow. The scale problems extend to the details. Some of the city-bot toys have visible windows, which are too large for a city, suggesting instead a medium-sized building.

However, it’s hard to begrudge Hasbro not offering us a Primus toy the size of an asteroid. Where would we keep it?

Additionally, Fortress Maximus’s main adversary Scorponok is considerably smaller as a toy. Whereas Fort Max includes a Headmaster figure of Spike, who turns into the head of Cerebros (whose toy is roughly the same size as the regular 1987 Headmasters toys), who in turn becomes the head of Fortress Maximus, Scorponok merely comes with Zarak (whose figure is the same size as Fort Max’s Spike), who turns into a tiny head for Scorponok, covered up by a large helmet. So either Fortress Maximus is supposed to tower over Scorponok, or Zarak grows in size during his transformation into Scorponok’s head.

  • Action Masters

A car riding inside a car. Wheeljack, you are either a genius or completely nuts.

The Action Master vehicles were designed to take advantage of the fact that the Action Master figures were all the same size. They can each pilot each other’s vehicles or ride as a passenger. With the vehicles as a frame of reference, it seems we should take it as fact that all of the Action Masters are literally the same size, even characters such as Bumblebee and Devastator. Did Devastator shrink?

Then again, the vehicles pose even more problems: Prowl, who still sports car kibble, rides a motorcycle, Wheeljack (who used to transform into a car himself) drives a sports car, and Optimus Prime steers a massive 18-wheeler truck, despite his own chest still being the front end of a truck cab. Did Nucleon shrink the Transformers to human size, or are these just ridiculously massive vehicles?

Of particular note, Wheeljack’s Turbo Racer is based on a Ferrari Testarossa, and the Action Master Jackpot figure (a new character created specifically for the Action Masters lineup) sports kibble that indicates he once used to transform into a Ferrari Testarossa himself!

  • Size class cross-compatibility

Finally, toys that are more or less in scale with each other… yet Hasbro insists they are not.

With standardized size classes and mixed-faction assortments being the norm these days, scale issues are a given. For example, the first wave of Classics Deluxe featured Autobots Bumblebee and Rodimus, two cars, and Decepticons Starscream, a modified F-15 Eagle fighter jet, and Astrotrain, a Triple Changer who turns into a bullet train locomotive and a modified NASA Space Shuttle orbiter, all roughly the same size in robot mode but obviously not the same scale in their alternate modes.

However, with the increasing prevalence of multiple toys of the same character in different size classes, particularly enforced by the live-action film series, it is technically possible to have somewhat more accurate scale combinations. The Legends Class and its successor, Cyberverse, allow Autobots with cars as their alternate modes to be roughly in scale with Deluxe or Voyager-sized Decepticons that turn into aircraft. Likewise, the Legends Class version of Revenge of the Fallen Arcee, a motorcycle, is more or less in scale with Deluxe-sized Autobots with car alternate modes.

Hasbro does not often take advantage of this possible compatibility with store exclusive gift sets and “bonus” packs. Even when toys with considerable size differences are sold in the same pack, combinations such as a Leader-sized Optimus Prime (which would be in scale with Deluxe-sized Autobots with car alternate modes) with the much smaller Legends Class versions of Bumblebee and Jazz or the large Ultimate Bumblebee toy with the much smaller Deluxe-sized toys of Scorponok (who should be roughly the same size as Bumblebee) and Brawl (who should be considerably larger than either of them) are fairly common. The Revenge of the Fallen “Shanghai Showdown” multi-pack with Demolishor’s Voyager-sized toy and the ice cream truck versions of Skids and Mudflap (whose combined alternate mode is Deluxe-sized) is closer, but truly scale-accurate multi-packs like the (unreleased) Transformers (2010) “Sideways Sneak Attack” pack with a Deluxe-sized Sideways (who transforms into a car) and the aforementioned Legends Class version of Arcee and two redecorations of her as Chromia and Elita-1 are rare exceptions. A particularly odd example is the Revenge of the Fallen “The Fury of Fearswoop” three-pack, which features a Deluxe-sized Fearswoop (who transforms into a plane) and Legends Class versions of Sideswipe and Mudflap (who turn into cars), making them more or less in scale with each other… yet the on-packaging bio states that Fearswoop has “grown to immense size”.

  • Intentional attempts at a consistent scale

There have been precious few exceptions to all of this scale weirdness in the toys. However, the Alternators toy line, where every toy is a 1:24-scale representation of a real car, and thus in perfect scale with each other, was the first to buck the trend. Unfortunately, for practical reasons this limits the choice of altmodes. A Blast Off (Space Shuttle) toy in scale with the Alternators toys would be 1.6 meters (5.1 feet) long, while a Broadside (aircraft carrier) toy at that scale would be over 12 meters (40 feet)! Hasbro actually displayed mock-ups for an unproduced line of “military” Transformers in scale with Alternators during the BotCon 2007 Hasbro Tour; two of them recycled parts of Armada Unicron, and were thus Supreme-sized, which made said potential toy line not particularly commercially viable for Hasbro.

The direct—and indirect—successors to Alternators also maintained a mostly consistent internal scale. The Transformers: Binaltech Asterisk and Kiss Players made use of the same sculpts, only with added human female driver figures… which were woefully small compared to the cars they came with. This would repeat itself with the “Human Alliance” toys for Revenge of the Fallen: The cars/robots are all roughly the right size compared to each other (Skids and Mudflap are even smaller, squatter toys and come with sub-Scout-sized motorcycle and robots to make up for it), but their human drivers are all too small. (Amusingly, Frenzy seems to be about right.) In fact, the size differences have even increased: The 2010 Transformers line introduced an even smaller scale for the driver figures, including new versions of Sam Witwicky and Mikaela Banes that are smaller than their Revenge of the Fallen predecessors. The new scale for the driver figures continues with Dark of the Moon, which introduced Scout-sized robot figures that had one-man vehicle modes in a slightly larger scale, resulting in undersized drivers riding oversized motorcycles. Conversely, the Kmart exclusive Dark of the Moon “Autobot Daredevil Squad” multi-pack couples a redecoration of the original Revenge of the Fallen version of Sam with a redecoration of Revenge of the Fallen Deluxe Class Cannon Bumblebee, resulting in a large human with a small Chevrolet Camaro he couldn’t possibly fit into even if the Bumblebee toy had its crude interior redesigned to house a driver.

Alternity would follow in Alternators’ footsteps with a series of smaller 1:32-scale licensed cars… as well as stuffing characters who traditionally don’t have automobile alternate modes into modern-day civilian vehicles. That these toys represent hyper-evolved beings most of the time make it all the more head-scratch-inducing.

———-

So what does all this mean to you?

Ultimately, the world of Transformers does not care about scale issues. Maybe it can be explained that the nanites involved in a Transformer’s anatomy facilitate size-changes, maybe Primus intervenes, or maybe (like Hasbro) you just don’t care. Do whatever works.

GMs and players may certainly follow in this tradition of size-distortion, but explicit metagame awareness of the issue is nonetheless prudent; simply put, this is a game, not a cartoon, so size matters. Once a character’s Size is recorded on their character sheet, only in-game factors may alter it.

Let me reiterate this point; SIZE MATTERS. The rules presented on this site are presented under the pretense of a strict adherence to Size based upon Alt-mode. Simply put, a Transformer’s robot-mode is one size category smaller than his or her Alt-mode. (A more detailed discussion of Size by Alt-mode is presented above). That is how the entirety of The Doderman Defense’s Transformers material is presented, and is the recommended “default” setting for a Transformers campaign.

It should be discussed to the point of exhaustive clarity between players and GMs at the beginning of a campaign (before players begin character generation) how the issue of scale will be addressed. Once any such decision has been made, it must be adhered to strictly. The rules will quickly fall apart if it is not- and that’s your own doing, so I won’t be helping you out of that particular issue. Don’t say you didn’t know.

Pain (seriously, you need to discuss it)

Transmissions From Cybertron 003: Standing Tall

LITHONE

OVERVIEW

The Lithones are a race of robots from the planet Lithone. They possess a very high percentage of “emotional circuits” in their computer brains, which affects their individual personalities in different ways. By nature, they are not vengeful, making them lenient towards troublemakers.

Their race features not only male and female members, but robotic “children”; the former being a societal affectation, and the latter representing a juvenile or adolescent stage. As they age, their internal nanites duplicate themselves many times, and expand the Lithones’ physiology. Lithones themselves are approximately the same size and dimensions of normal Transformers, though with a distinctly different structural geometry. Additionally, Lithones are not generally constructed with combat in mind (though some are), so they tend to be more slender, sleek or streamlined. Lithones have the ability to transform, just as Transformers do, into a vehicular Alt-mode (usually a small alien aero-spacecraft).

Societally, the Lithone people are something of a contradiction; their systems of governance and criminal justice would seem (to humans) like extremely left-wing socialism. Despite the uniformity and apparent rigidness of their society, individualism is encouraged (even rewarded), with a high value on social studies; language, history, music and art.

Technology-wise, the Lithones are a more-or-less fully “modern” space-faring civilization; approximately 5 to 10 years behind the level of technology present on Cybertron.

Where personality is considered, Lithones tend to be thoughtful, brooding, observant and generally very cranial. Many are academics, and the pursuit of knowledge for its own sake is considered part of one’s duty to society. Schooling continues throughout a Lithones life-time, and so many of them treat every experience as an opportunity to record data and learn something new.

Strangely, Lithones “mature” over time; their nanites constantly self-replicating and re-configuring (which makes the Lithone “grow”), until they reach peak maximum efficiency (adulthood). This process takes 1,000 years from a Lithones’ birth to the point at which it reaches peak maximum efficiency. Aside from this caveat, Lithones are built by other Lithones, just like any other robot. Often an entire Lithone “family” will aid in the construction of a new member.

Like Cybertronians, the nanites present in the Lithone body allow them to manifest Special Powers. Lithones are, in fact, more pre-disposed to- and naturally proficient with, this ability than even the Cybertronians.

HISTORY

In the year 2005, the Lithone race was thought to be practically exterminated with the destruction of their home-world at the hands of Unicron. Indeed, many Lithones did die, but not all. Years later, however, Lithones have been spotted a number of times. Hovering on the brink of extinction, they desperately cling to survival, scattered in small clusters across the galaxy.

It is worthy of note that some long-range colonization and research efforts on the part of Lithones not only escaped the fate of the home-world, but have indeed flourished unmolested for hundreds of years.

 

Lithone Traits:

                Alt-mode (Ex): Every Lithone has the ability to assume at least 2 different forms. The primary (or robot-mode) form is (usually) a humanoid shape, and most Lithones consider this to be their “true form.”

The second form (Alt-mode) can be nearly anything. Most have some element of disguise, the usual being a normal alien aerospace vehicle that can travel freely (and undetected) among others.

A Lithone retains all of his or her abilities, base attack bonus, hit points, skills, and feats while in Alt-mode. A Lithone also retains the use of his sensors, allowing him or her to see and experience his or her environment as usual, even if it can no longer be interacted with easily. Lithones may also activate their special powers while in Alt-mode. When a Lithone changes form, integrated* weapons and equipment he or she is carrying transform with him or her. Non-integrated** weapons and gear are stored in cargo spaces (if any).

*Integrated means physically attached to a Lithone.

**Non-integrated means not physically attached to a Lithone.

Transforming is a Move-action that does not provoke attacks of opportunity. Lithones with a Base Attack Bonus of +5 or higher may change forms as a free action as long as it is made as part of a regular move.

While in robot-mode, Lithones are generally 1 size category smaller than their Alt-mode. This is due to the mostly-hollow nature of vehicles, which contain numerous “empty spots” for passengers and/or cargo. At any rate, this caveat is subject to GMs discretion.

A Lithone must make a successful grapple check in order to transform while grappled, and cannot transform while pinned.

Ability Scores: Bonuses to Ability Scores (and a good few other attributes) are determined by a Lithone’s Size. Consult the following table…

 

Size Penalty   Slam Grap. STR/DEX/CON Dimensions Reach Equipment slots Weight
Fine* +8 1 -16 -10/ +10/ 0 6 inches or less 1 1/8th lb. or less
Diminutive* +4 1d2 -12 -8/ +8/ 0 6” – 1 ft. 1 1/8th lb. – 1 lb.
Tiny* +2 1d3 -8 -6/ +6/ 0 1 – 2 ft. 2 1 – 25 lbs.
Small +1 1d4 -4 -4/ +4/ 0 2 – 4 ft. 3 25 – 200 lbs.
Medium 0 1d6 0 -2/ +2/ 0 4 – 8 ft. 6 200 – 1,000 Lbs.
Large -1 1d8 +4 0/ -2/ +4 8 – 16 ft. 5 ft. 12 .5 – 5 tons
Huge -2 2d6 +8 +8/ -4/ +8 16 – 32 ft. 10 ft. 18 5 – 10 tons
Gargantuan -4 2d8 +12 +20/ -4/ +12 32 – 64 ft. 15 ft. 24 10 – 50 tons
Colossal* -8 4d6 +16 +32/ -4/ +16 64 – 128 ft. 20 ft. 30 50 – 1,000 tons
Immense* -16 4d8 +20 +38/ -4/ +20 128 – 500 ft. 40 ft. 40 1,000 – 10,000 tons
Vast* -32 6d6 +24 +46/ -4/ +24 500 ft. – 1 mile 100 ft. 50 10,000 tons and up
Planetary* -64 8d8 +28 +54/ -4/ +28 1 mile and up 1/4 mile 100 (Special)

 

*Note (1): These are not generally viable choices for PCs, but for NPC villains.

Note (2): You may notice that Lithone Dexterity bonuses follow a particular curve; this reflects their uncanny ability to be mobile, a trait that some say has contributed greatly to their continued survival as a species.

Note (3): Garg. = Gargantuan, Col. = Colossal, Imm. = Immense, Plan. = Planetary. Special: Characters of Planetary Size generate their own gravity, and therefore technically have no weight (they still totally do have mass, though).

Damage Reduction: 5/Energon (Su): All Lithones have Damage Reduction: 5/Energon, regardless of which form they take. A Lithone’s natural attacks overcome this damage reduction, as do any weapons whose striking surface (or munitions) are made of Energon.

Resist: 10 (fire, acid, cold, sonic, electrical) (Su): All Lithones resist the first 10 points of damage from fire, acid, sonic, cold and electrical attacks and effects. This resistance stacks with a Lithone’s damage reduction, making them particularly resilient. This is due to the extremely advanced alloys and engineering that compose their bodies.

Living Machine (Su): A Lithone is a living machine; a uniquely evolved robotic life-form of a type all their own. As such, they possess the following traits…

  • Low-light vision.
  • Immunity to biologically-based poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects, and any effects that depend on breathing, including drowning and suffocating.
  • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Repair skill. A Lithone still benefits from Fast Healing in spite of this fact.
  • Lithones who possess the Treat Injury skill may use it instead of Repair skill checks to restore HP damage to other Lithones (and most other robots).
  • Not at risk of death from massive damage. Immediately destroyed when reduced to -10 hit points or less, though certain special abilities can increase this value.
  • Because their bodies are a mass of advanced alloys, Lithones are hard to destroy. They gain bonus hit points based on size, as shown below.

Fine-Tiny – 0 HP                                                Huge – 30 HP

Small – 0 HP                                       Gargantuan – 40 HP

Medium – 10 HP                               Colossal – 50 HP

Large – 20 HP                                     Immense – 60 HP

  • Lithones do not eat (unless they are modified to do so), sleep (but they may choose to enter stasis for various reasons), or breathe.

Fast Healing 1 (Su): Active nanites within a Lithone’s body keep it in a perpetual state of slow regeneration. They recover HP and Ability Score damage at a rate of 1 per hour. The Ability Score damage restored in this way applies to each damaged ability. For example, a character with 2 points of Strength damage, 24 hit points of damage, and 2 points of Dexterity damage would recover 1 point of Strength damage and 1 point of Dexterity damage and 1 hit point of damage after 1 hour.

Move Your Body (Ex): Lithones are intrinsically adept at moving their bodies, whatever form that may take. As such Lithones receive +10 racial bonus to either Drive, Jump or Climb (as appropriate per GM’s discretion and choice of Alt-mode), Pilot (for aircraft and other flying Alt-modes), or Swim (for watercraft and other waterborne Alt-modes); Lithones may always choose to Take 10 on any thusly-affected skill, even if distracted or threatened.

An Extension of Me I (Ex): Lithones automatically gain proficiency with any and all weapons that are part of their Alt-mode(s). Any such weapons are considered natural weapons, which -with the exception of ranged weapons- overcome a Lithone’s damage reduction.

Awesome presence (Ex): Lithones are overwhelming creatures. Any creature with Intelligence 3 or greater must succeed on a Will Save (DC= 10 + Lithone’s Charisma Modifier + ¾ Lithone’s HD) whenever a Lithone transforms, attacks, charges, flies overhead or roars past. The range of this presence extends to a radius of 30 ft. x (Lithone’s HD/3, Minimum 1). Success on such a save renders immunity to that Lithone’s Awesome Presence for 24 hours. On a failure, creatures with 4 HD or less become panicked for 4d6 rounds; creatures with 5 HD or more become shaken for 4d6 rounds. Lithones are immune to one another’s Awesome Presence.

Note (1): Creatures allied with a Lithone are instead bolstered and inspired by this ability, gaining a +1 morale bonus on all Attacks, Saves and Skill checks for 4d6 rounds. This effect may only be gained once per 24 hours, per Lithone.

Note (2): Creatures with 5 or more HD than a Lithone, who are the same Size as- who possess a military vehicle or special power comparable to- or who out-number, a Lithone by 10-to-1 or more, are unaffected by this ability (within GM’s discretion).

At 1st level, a Lithone (and some others) gain a number of levels of Special Powers equal to the priority they invested in Special Powers + 3.

At level 4 and every 4 levels thereafter, a Lithone (and some others) gain an additional number of levels of Special Powers equal to the priority they invested in Special Powers + 3.

Automatic Language: Lithone. Bonus Languages: Any (other than secret languages). See the Speak Language skill in the d20 Modern Core Rulebook.

Favored Class: Any. When determining whether a multiclass Lithone takes an experience point penalty, his or her highest-level class does not count.

Pain (shredding erry day)